Gtkmm - fixed window's position? - c++

Is there a good way for preventing a window from being moved in gtkmm?
At first I tried to do this by overloading on_configure_event (forcibly move window to fixed position), but this caused some strange graphical glitches and huge slowdowns during a resize of window.

Window position is usually a responsibility of the Window Manager, not of the application. You are fighting the system, and hence the glitches.
My advice is: just don't do it. The user should be able to move the window.
If you really need this, the best thing is to tell the Window Manager not to manage your window, and then do the managing tasks you still need yourself (resizing the window, for example).
For details, see the function gtk_window_set_decorated() and the GTK_WINDOW_POPUP argument to gtk_window_new().

Related

When resizing, make the window transparent with a dotted-line border

I'm asking this question ahead of time, since I haven't gotten around to attempting an actual, real implementation yet. Win32 (C++) is turning out to be a colossal pain to program. But, my question is this:
I want to make my application's window become fully transparent with a dotted perimeter when resizing the window. How would I accomplish this? Think of what happens in Windows 3/3.1 (I believe it was this version) when resizing a window. Everything goes transparent, with a dotted-outline where the mouse is moving, then it repaints the entire contents. That's what I'm trying to achieve.
A while ago, I tried handling the WM_(ENTER/EXIT)SIZEMOVE messages and make use of SetWindowLong() to set the WS_EX_TRANSPARENT extended style, but my window became (indefinitely) pass-through, and when the window's focus was killed, it could never again regain focus.
Do I need to handle other messages like WM_NCLBUTTON(DOWN/UP)? I have a boolean flag to tell me when to halt drawing during resizing, and the logic for determining when I'm resizing works perfectly, but I cannot get the visuals to work. I'm not sure which parts of the Win32 API to actually use. I've done some research, and uxtheme.lib/.h seems promising, but I'm not sure how that would work with WM_NCPAINT, which I have been using with (some) luck.
EDIT
I need to clarify something, in case anyone was confused or unsure of what I meant. What I meant by the Windows 3.1/3 resizing scenario is that once WM_ENTERSIZEMOVE has occurred, the window (controls, caption, frame) should be made entirely invisible, and the window's nonclient-region's perimeter should display a dotted-outline of sorts. Then, only until the resize has been finished, when WM_EXITSIZEMOVE has occurred should the entire window (controls, caption, frame) be fully redrawn, updated, and returned to its normal, functional state. Sorry for any miscommunication!
I found the answer... After so long, finally found it. Here's where I found it! http://www.catch22.net/tuts/win32/docking-toolbars-part-2# - Hope it helps anyone else possibly in my shoes!
And it turns out that the solution was rather simple. In fact, the core concept of what is explained is near-completely what I was thinking, yet I just had no idea how to implement it. The solution involves overriding the default WM_NCLBUTTONDOWN, WM_MOUSEMOVE, WM_LBUTTONUP (specifically when initiating a window movement) messages, and drawing a patterned rectangle which follows the position of the cursor. Then, afterwards, calling SetWindowPos or some other similar function to relocate the window.
Basically, block Windows from attempting to display anything graphics related until the resizing has been finished. Then, and only then, make Windows move the entire window in one huge, foul swoop.
Based on Remy's comment, there is a global option and corresponding registry setting for this, so perhaps try setting the registry setting when the move starts and restoring it when the move finishes.
Unfortunately this doesn't work as Windows appears only to pick up the setting on restart, broadcasting WM_SETTINGCHANGE also doesn't trigger it, which is a pity as doing something yourself that the OS already has an implementation of do is rather a poor state of affairs.

Is there a safe way to paint a little extra onto a subclassed control?

Let's say you want to add a little extra graphical info to a Windows control. For example, you want to add drag/drop functionality to a listview (using the procedure discussed here), but with horizontal lines signaling the drop/insertion points as the user drags an item. (The control belongs to your own application.)
Is there a safe way to subclass the control and draw onto it directly? In my limited experimentation in trying to do this, I encountered some problems. First, it wasn't clear whether I should call BeginPaint and EndPaint during the WM_PAINT message, since the control itself would be calling those functions once the message was passed along to the default procedure. I also inevitably encountered flickering, since some areas were being painted twice.
I thought a safer way would be just to create a transparent overlay window and draw on that, since that would avoid conflicts with the default paint procedure, but I thought I'd ask before going down that road. Thanks for any advice.

OpenGL flickering/damaged with window resize and DWM active

I have a wxWidgets application that has a number of child opengl windows. I'm using my own GL canvas class, not the wx one. The windows share their OpenGL context.
I don't think the fact it is wxwidgets is really relevant here.
The opengl windows are children of a windows that are siblings of one another, contained within a tab control. Kind of an MDI style interface, but it is not an MDI window.. Each one can be individually resized. All works lovely unless Aero is enabled and the DWM is active.
Resizing any window (not even the opengl ones) causes all of the opengl windows to flicker occasionally with a stale backing-store view that contains whatever rubbish has been on the screen at that point that is not opengl. This ONLY happens with Aero enabled.
I'm pretty certain that this is the DWM not actually having the opengl contents on its drawing surface backing store and the window not being repainted at the right moment.
I've tried so many things to get round this, I do have a solution but it is not very nice and involves reading the framebuffer with glReadPixels into a DIB and then blitting it to the paint DC in my onPaint routine. This workaround is only enabled if DWM is active but I'd rather not have to do this at all as it hurts performance slightly (but not too bad on a capable system - the scenes are relatively simple 3d graphs). Also mixing GDI and opengl is not recommended but this approach works, surprisingly. I can live with it for now but I'd rather not have to. I still have to do this in WM_PRINT if I want to take a screenshot of the child window anyway, I don't see a way around that.
Does anyone know of a better solution to this?
Before anyone asks I definitely do the following:
Window class has CS_OWNDC
WM_ERASEBACKGROUND does nothing and returns TRUE.
Double Buffering is enabled.
Windows have the WS_CLIPSIBLINGS and WS_CLIPCHILDREN window styles.
In my resize event handler I immediately repaint the window.
I've tried:
Setting PFD_SUPPORT_COMPOSITION in the pixel format descriptor.
Not using a wxPaintDC in the paint handler and calling
::ValidateRect(hwnd, NULL) instead.
Handling WM_NCPAINT and excluding the client area
Disabling NC paint via the DWM API
Excluding the client area in the paint event
Calling glFlush and/or glFinish before and after the buffer swap.
Invalidating the window at every paint event (as a test!) - still
flickers!
Not using a shared GL context.
Disabling double buffering.
Writing to GL_FRONT_AND_BACK
Disabling DWM is not an option.
And as far as I am aware this is even a problem if you are using Direct3D instead on OpenGL, though I have not tested this as it represents a lot of work.
This is a longshot, but I just solved exactly this same problem myself.
The longshot part comes in because we're doing owner draw of the outline of a captionless group box that surrounds our OpenGL window (i.e., to make a nice little border), and that may not describe your case.
What we found caused the problem was this:
We had been using a RoundRect() call (with a HOLLOW_BRUSH) to draw the outline of the group box. Changing it to a MoveToEx() and LineTo() calls to ensure JUST the lines are drawn and nothing gets done inside the group box kept the GDI from trying to unexpectedly repaint the whole content of the control. It's possible there's a difference in invalidation logic (or we had a bug somehow in loading the intended hollow brush). We're still investigating.
-Noel
My app has only a single OpenGL window (the main window) but I ran into some nasty DWM tearing issues on window resize and I wonder if one of the solutions may work for you.
First of all, I found that during window resize there are at least two different bad guys who want to "help" you by modifying your client area before you have a chance to update the window yourself, creating flicker.
The first bad guy dates back to a XP/Vista/7 BitBlt inside the SetWindowPos() that Windows does internally during window resize, and can be eliminated with a trick involving intercepting WM_NCCALCSIZE or another trick involving intercepting WM_WINDOWPOSCHANGING.
In Windows 8/10 we still have that problem but we have a new bad guy, the Aero DWM.exe window manager, who will do his own different kind of BitBlt when he thinks you are "behind" updating the screen.
I suspect that the rubbish pixels you are seeing might actually be an intentional and very very poor attempt by DWM to fill in something "acceptable" while it waits for you to draw. I discovered that DWM extends the edge pixels of old client area data when it blits the new client area, which is insane.
Unfortunately, I don't know of any 100% solution to prevent DWM from doing this, but I do have a timing hack that greatly reduces the frequency of it.
For source code to the WM_NCCALCSIZE/WM_WINDOWPOSCHANGING hack as well as the DWM timing hack, please see:
How to smooth ugly jitter/flicker/jumping when resizing windows, especially dragging left/top border (Win 7-10; bg, bitblt and DWM)?
Hmm, maybe you have ran into the same issue: if you are using "new" MFC
it will create and application with Tabs and Window Spliter.
The splitter has some logic (I am guessing somewhere around transparent window and drawing XOR
lines for the split) that causes this behavior. Remove the splitter to confirm it resolve
your issue. If you need split functionality -- put in a different splitter.
Also Tabs allow docking and again splitting the windows that has the same issue -- remove/replace.
Good luck,
Igor

How to efficiently render double buffered window without any tearing effect?

I want to create my own tiny windowless GUI system, for that I am using GDI+. I cannot post code here because it got huge(c++) but bellow is the main steps I am following...
Create a bitmap of size equal to the application window.
For all mouse and keyboard events update the custom control states (eg. if mouse is currently held over a particular control e.t.c.)
For WM_PAINT event paint the background to offscreen bitmap and then paint all the updated controls on top of it and finally copy entire offscreen image to the front buffer via Graphics::DrawImage(..) call.
For WM_SIZE/WM_SIZING delete the previous offscreen bitmap and create another one with new window size.
Also there are some checks to prevent repeated drawing of controls i.e. controls are drawn only when it needs repainting in other words when the state of a control is changed only then it is painted e.t.c.
The system is working fine but only with one exception...when window is being resizing something sort of tearing effect appears. Now what I mean by tearing effect I shall try to explain ...
On the sizing edge/border there is a flickering gap as I drag the border.It is as if my DrawImage() function returns immediately and while one swap operation is half done another image drawing starts up.
Now you may think that it is common artifact that happens in many other application for the fact that resizing backbuffer is not always as fast as resizing window are but in other applications I noticed in other applications that although there is a leg between window size and client area size as window grows in size nothing flickers near the edge (its usually just white background that shows up as thin uniform strips along the border).
Also the dynamic controls which move with window resize acts jerky during sizing.
At first it seemed to me that using a constant fullscreen size offscreen surface could minimize the artifact but when I tried it results are not that satisfactory. I also tried to call Sleep() during sizing so that the flipping is done completely before another flip starts but strangely even that won't worked for me!
I have heard that GDI on vista is not hardware accelerated, could that might be the problem?
Also I wonder how frameworks such as Qt renders windowless GUI so smoothly, even if you size a complex Qt GUI window very fast negligibly little artifact appears. As far as I know Qt can use opengl for GUI rendering but that is second option.
If I use directx then real time resizing is even harder, opengl on the other hand seems to be nice for resizing without any problem but I will loose all the 2d drawing capability of GDI+.
If any of you have done anything like this before please guide me. Also if you have any pointer that I should consider for custom user interface design then provide me the links.
Thanks!
I always wished to design interfaces like windows media player 11 but can someone tell me that there is a straight forward solution for a c++ programmer (I want to know how rather than use some existing framework etc.)? Subclassing, owner drawing, custom drawing nothing seems to give you such level of control, I dont know a way to draw semitransparent control with common controls, so I think this question deserves some special attention . Thanks again.
Could it be a WM_ERASEBKGND message that's causing it?
see this question: GDI+ double buffering in C++
Also, if you need fast response from your GUI I would advise against GDI+.

Draw OpenGL on the windows desktop without a window

I've seen things like this and I was wondering if this was possible, say I run my application
and it will show the render on whatever is below it.
So basically, rendering on the screen without a window.
Possible or a lie?
Note: Want to do this on windows and in c++.
It is possible to use your application to draw on other application's windows. Once you have found the window you want, you have it's HWND, you can then use it just like it was your own window for the purposes of drawing. But since that window doesn't know you have done this, it will probably mess up whatever you have drawn on it when it tries to redraw itself.
There are some very complicated ways of getting around this, some of them involve using windows "hooks" to intercept drawing messages to that window so you know when it has redrawn so that you can do your redrawing as well.
Another option is to use clipping regions on a window. This can allow you to give your window an unusual shape, and have everything behind it still look correct.
There are also ways to take over drawing of the desktop background window, and you can actually run an application that draws animations and stuff on the desktop background (while the desktop is still usable). At least, this was possible up through XP, not sure if it has changed in Vista/Win7.
Unfortunately, all of these options are too very complex to go in depth without more information on what you are trying to do.
You can use GetDesktopWindow(), to get the HWND of the desktop. But as a previous answer says (SoapBox), be careful, you may mess up the desktop because the OS expects that it owns it.
I wrote an open source project a few years ago to achieve this on the desktop background. It's called Uberdash. If you follow the window hierarchy, the desktop is just a window in a sort of "background" container. Then there is a main container and a front container. The front container is how windows become full screen or "always on top." You may be able to use Aero composition to render a window with alpha in the front container, but you will need to pass events on to the lower windows. It won't be pretty.
Also, there's a technology in some video cards called overlays/underlays. You used to be able to render directly to an overlay. Your GPU would apply it directly, with no interference to main memory. So even if you took a screen capture, your overlay/underlay would not show up in the screen cap. Unfortunately MS banned that technology in Vista...