I'm drawing a custom border in my application by handling the WM_NCPAINT message in my message handler. The problem is that even after setting the window region, the corners of my app aren't "smooth".
I thought that maybe i could just get the HDC for the screen and interpolate the pixels around the corners to get a translucency effect, but seeing as i would have to re-draw the border constantly when the user moves the window, i don't think it's a valid option.
Does anyone know of a way to simulate translucency or at least smooth out the border near the corners?
Here's what the corners look like:
Thanks in advance.
Use a Layered Window. This works from Windows 2000 onwards.
If you want Aero Glass effects (Vista onwards) then this article has a nice overview of historical painting techniques and details on using The Desktop Window Manager.
Related
I am trying to make an interesting tutorial for a program I have developed, and I want arrows to appear and disappear on the screen at certain times of the tutorial. These arrows I have already drawn on paint (I can have them in png, jpg... practically any image format), but I have on idea on how to make them appear on the screen and disappear when I want them to.
Basically if they could appear on the screen, like on top of any other window, on the highest layer (with only the mouse itself capable of going over it), that would be my ideal code. It would not matter if print screen would include the image or not, all that matters is that it can appear and disappear when the right code is given.
Any help at all would leave me in your eternal debt xD!
Probably the easiest way to do this is to create a see-through and click-through fullscreen window that is always on top. Then you can draw the arrows in this window with GDI (assuming you're targeting Windows) at any position on-screen you like.
The window can be made see-through and click-through by using
WS_EX_LAYERED | WS_EX_TRANSPARENT
as extended window style.
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
I'm trying to draw on the screen (the whole screen, on top of every other window) using GDI+.
I've passed NULL to GetDC to get a HDC to the screen, and then used that to create a Graphics object, and used DrawRectangle to draw rectangles on the screen.
Everything works..except...the inside of the rectangle won't update.
Like if I draw it over a command prompt, and move the command prompt, the inside of the rectangle remains black.
I expect to see whats under the rectangle.
Here's the code that's doing the drawing..
Pen BluePen(Color(255, 0, 255, 0), 2);
Graphics graphics(screenDC);
graphics.DrawRectangle(&BluePen, myRect);
Pretty simple, so is there something I have to do to get the inside of the rectangle to update when the screen does? Or to get it truely transparent.
================= EDIT =================
Well I had given up on this, and assumed it wasn't possible, until...I realized the Inspect tool that comes with the Windows SDK does this perfectly.
I would like to recreate something similar to the highlight rectangle, and if I select a window (such as Firefox) and then bring Inspect into focus I can move it around freely with everything being updated perfectly.
There's not even any flickering.
So...does anyone know how Inspect manages to do this?
Also answers in GDI instead of GDI+ are fine...
In windows the screen (and the windows ...) surface(s) are ... volatile, like sandboxes. The "overlapping" of windows and the re-painting of uncovered surfaces is an illusion made by proper event management.
Everything is drawn remain there until something else is drawn over it.
"Uncovering" a surface makes the window representing that surface to receive a WM_PAINT message. It's up to that window procedure to react to that message by re-painting everything is supposed to be under it.
Now, unless you intercept somehow the WM_PAINT message that is sent to the desktop window, you have mostly no chance to know the desktop needs a repaint and hence your paint code will not be called and no repaint will happen. Or better it happens following just the desktop window updating code, that's not aware of your paint.
I have an application with an OpenGL window as a child window of the main window.
When I display a dialog box above the OpenGL window, it doesn't get drawn. It's like it's not getting WM_PAINT messages. If I can guess the title bar position of the dialog box, I can drag it and it's still responsive.
I realise this might be a vague question, but I was wondering if anyone else has seen this sort of behaviour before and knew of a solution?
I wondered if the Pixel Format Descriptor would make a difference - I had PFD_DRAW_TO_WINDOW, but changing to PDF_DRAW_TO_BITMAP didn't make any difference. I'm not sure what else I should be looking at?
Bugger. Should have given all the details. I was running Windows in a virtual machine on Mac OS X using Parallels. I upgrade from Parallels 3 to 4 and now everything is working fine. I suspect a Parallels video driver issue.
Thanks to all those who answered with suggestions.
Is your opengl window constantly rendering. It is possible that the 3D hardware is simply rendering into an overlay that is overdrawing your dialog box. If you position the dialog box so it overlaps your main window, can you see some of it?
Try to pause rendering into the main display to see if it effects the results.
You will also need to make sure that your window style ensures the results are clipped...
cs.style |= WS_CLIPSIBLINGS | WS_CLIPCHILDREN ;
You should check though all the items mentioned in this MSDN article, as it covers a lot of the basics for getting opengl rendering in a window correctly.
http://msdn.microsoft.com/en-us/library/ms970745.aspx
You may need to switch overlay off. It can be done via forcing back buffer presenting method to copy instead of swap.
Use wglChoosePixelFormatARB and one of parameters should be
WGL_SWAP_METHOD_ARB with value WGL_SWAP_COPY_ARB
This may seems stupid but are you sure your OpenGL window is not flagged "topmost" ?
Does the dialog box disappear also behind borders of your window or just behind the OpenGL rendering rectangle ?
Windows 7 taskbar buttons are drawn on a shaded background. The color shade somehow reacts on where the mouse is over the button.
I'd like to use such buttons in my application. How can i do that ?
Perhaps try
DrawThemeBackground
http://msdn.microsoft.com/en-us/library/bb773289(VS.85).aspx
Give it the BS_PUSHBUTTON constant. I've used this in Windows XP to draw the plush blue XP themed controls, but not in Aero, but it's worth a try.
The effect is called "Color Hot-track". It does not seem that there is a dedicated API for that. There are some notes in a developer blog about it:
I found some source code from Rudi Grobler though doing a similar thing:
Make your WPF buttons color hot-track!
I believe they're implemented as shader programs on the GPU. Just a simple program which takes the cursor position, and computes a brightness for each pixel based on the distance from that position.
It uses the new animation api (Some of it exists in Vista, extended in 7) There is no magic style to set, you still need to do the drawing on your own