How to globally capture every mouse click in X11? - c++

I want to capture every mouse click event in X11 and pass them to my C++ application. I don't only want to capture the clicks made on top of my main window but each and every one with no regard to my main window. It looks like I could easily accomplish this using XGrabPointer. However, I want everything to behave as though I never grabbed the event. That is, I want the events to continue on their normal journey to other clients down the hierarchy, I merely want to be the first one to snoop in on events. I don't want the events to be "eaten".
There seem to be a couple of solutions to this that come up when Googling the issue but apparently all of them are broken or deprecated. The most promising one was Xrecord + Xtest but that seems deprecated as well.
It looks like this should be done using Xinput2 nowadays but information on how to use it is really scarce. I'd appreciate some insight.

Somewhat late in the day, but still - you might want to take a look at the "xkey" application[1], which snoops on all key events to all open windows. If you went that way you would also want to watch for new window creation.
[1] http://www.stllinux.org/meeting_notes/1997/0619/xkey.html

I know kcolorchooser does that and is written in C
Maybe it is worth the reference:
http://www.kde.org/applications/graphics/kcolorchooser/development

Maybe you should have a look at the xev code: it captures each and every X event imaginable.

Related

Properly Handling Alt-Enter / Alt-Tab Fullscreen Resolution

The MSDN page on DXGI gives instructions on how to handle fullscreen resolutions different from the desktop resolution. It says to call IDXGISwapChain::ResizeTargets() before calling IDXGISwapChain::SetFullscreenState() to prevent flickering, among other things.
It does not say how to handle Alt-Enter, which calls IDXGISwapChain::SetFullscreenState() before the program is given a chance to make its own call to IDXGISwapChain::ResizeTargets(). If the latter method is called upon a WM_SIZE message, another WM_SIZE message will be sent, possibly causing an infinite loop. How can I ensure that the latter will be called before the former when alt-enter or alt-tab are pressed, and that mode switching occurs painlessly in general?
This is going to be really tricky ... the right way how this is supposed to be handled is IDXGIFactory::MakeWindowAssociation, which, as far as I know, nobody has managed to use successfully. You may want to try it anyway.
The "right" answer is to manually handle Alt+Enter. So, disable Alt+Enter using MakeWindowAssociation and get your hands dirty. First, there is no need to capture WM_SIZE. Instead, listen on WM_ENTERSIZEMOVE, WM_CAPTURECHANGED, WM_WINDOWPOSCHANGED and WM_EXITSIZEMOVE. This will prevent you from having to deal with WM_SIZE and still get all relevant window resizing events. (When doing this, read this question as well: WM_ENTERSIZEMOVE / WM_EXITSIZEMOVE - when using menu, not always paired)
Ok, so assuming everything went fine, for Alt+Enter, you have to do the following: You set your swap chain to full screen using IDXGISwapChain::SetFullscreenState and then resize your swap chain (IDXGISwapChain::ResizeBuffers). By default, you'll get a swap chain which is as close as possible to the current resolution of your window before resizing. The way you do this properly is to enumerate the full screen resolutions first, and upon going fullscreen, forcing the resolution you want to have. This sounds ugly, but it seems to be the most robust way to solve the problem.
In general, real, exclusive fullscreen mode is not worth the trouble, as you will always get flickering when someone goes Alt+Tab (you can't avoid it if a mode switch happens, as the screen itself will have to readjust.) A much better solution is to use a fullscreen borderless window. You simply create a window class without any decoration, make it full-screen, place it such that it covers the whole screen and be done with it. Then you don't have to worry about Alt+Enter and Alt+Tab at all. It also allows people to continue working on a second screen without flickering. Performance wise, this is pretty ok'ish (most new games support this as "borderless fullscreen".)
There might be a silver bullet which solves all of this correctly, but I haven't seen it yet. If there is a cleaner/nicer solution, I'd be really curious to hear it. "Borderless fullscreen" seems to be the current standard though, IIRC, Unity 5 will only allow "borderless fullscreen" for Direct3D 11.
I just want to add an update on this issue - I've written a small windowing library that I believe handles DXGI pretty well - no debug messages, no error messages, and everything behaves as intended, at least on my Windows environment. The full solution to this problem is much too complex to explain in a single answer, since it requires a lot of precisely placed method calls (DXGI is really, really rigid as it turns out), but I have my code up on github if anyone wants to take a look at it. Specifically, this file and this file are the ones you want to look at - the latter being an aggregate object of the former.
Note that I have disabled ALT+ENTER in favor of F11, but the functionality is exactly the same.
If you want to use that library, by the way, I am releasing it as free software and will provide documentation soon.

Stealing focus (for a good reason)

I'm working on a clone of Yakuake and, if you have used it, you'd know that one of it's features is stealing the focus for easiness.
Basically, you hit the "show" hotkey, the app appears and you can write on it.
You could be doing whatever thing with whatever app, (being Yakuake hidden), but as soon as you hit the hotkey, Yakuake appears and steals the focus. I want to do the same with my app.
I know there are some window manager rules that prevent applications from doing this, but Yakuake is doing it, why I'm not able to do it?
Also, this application is meant to be compatible with Windows, Linux and Mac, so no KDE or Gnome or < insert_your_favourite_window_manager_here > hacks; I won't go the detect-WM-and-do-hack way.
PS: I'm doing that app in C++ and Qt4.
EDIT:
Just to make it clear, I'm not asking for any code (but if you actually have some example, I appreaciate it). I'm asking for a way for doing it. What should I do to make the WM assign the focus to my app. Is there any standard way for doing so?
There is the Qt::WindowStaysOnTopHint....
The solution is simpler than I thought. I did an animation with a duration of 0s and at the end of the animation I just did a focus. This did the work.
If you want to do it with a "show" hotkey or shortcut you'll have to create and use a hook on the keybord.
Qt don't provide such things so you'll have to do it by yourself.
you can have a look at this post : QT background process
I don't know for other OS.
When you'll get the right keyboard event from your hook, you can create a window with the "allwas on top hint" and that should by ok.

Retrieving Menu in Explorer

As the context menu for the desktop and explorer windows is disabled, I wanted to make a little something to bring back some functionality. My idea was to just list out things in a context menu (copy, paste, new, open with, etc) whenever a user right-clicks one of these windows, and then just simulate the appropriate event in the actual menu (file->new, edit->copy, etc). It wouldn't look perfectly pretty, but it would hopefully allow for the use of right-clicking.
The problem is that I cannot seem to get the actual menu. I opened My Documents and tried going down the child list towards SysListView32, calling GetMenuItemCount each time. Most returned -1, and the only other return value than that was 0.
How am I supposed to get a handle to the (file, edit, view...) menu?
If this isn't possible, is there a way I could simulate the user clicking something on the normal context menu, even if it's disabled?
Also, is there a way of making this work for the desktop? You can get the same type of thing if you view it in the explorer window, so I figured there might be a way.
I'm running Windows XP and any help is appreciated.
As per David Heffernan's comment,
As for your question, you are on the wrong track.
GetMenuItemCount needs an HMENU but you've been feeding it HWND.
That won't work. It also won't work from a different process.
You could possibly write a program that use the shell COM APIs
to show a context menu for a shell item. But your basic problem
is the bone-headed group policy. You really need to get that fixed.
Tell the IT guy that takes the decision that I said he was a fool
and was stopping you doing any useful work. ;-)
This led me onto the path of using the correct alternative method to achieve my goal.

How to mix C++ and external buttons on seperate window?

I want to make a C++ button on Start>Run i.e but when I do it will not do signalled event?
Im sorry I have seen that you do not get the question.
Ok basically when you create a button with CreateWindowEx(); I want to do that but put on a different window with SetPArent which I have already done now the button does not work so I need my program to someone get when it is clicked from the Run window as example!
And yes you have it, but it's not making the button is the problem it's getting when it's clicked with my program since it does not belong to it anymore!
You need to apply the ancient but still-supported technique known in Windows as subclassing; it is well explained here (15-years-old article, but still quite valid;-). As this article puts it,
Subclassing is a technique that allows
an application to intercept messages
destined for another window. An
application can augment, monitor, or
modify the default behavior of a
window by intercepting messages meant
for another window.
You'll want "instance subclassing", since you're interested only in a single window (either your new button, or, the one you've SetParented your new button to); if you decide to subclass a window belonging to another process, you'll also need to use the injection techniques explained in the article, such as, injecting your DLL into system processes and watching over events with a WH_CBT hook, and the like. But I think you could keep the button in your own process even though you're SetParenting it to a window belonging to a different process, in which case you can do your instance subclassing entirely within your own process, which is much simpler if feasible.
"Superclassing" is an alternative to "subclassing", also explained in the article, but doesn't seem to offer that many advantages when compared to instance subclassing (though it may compared with global subclassing... but, that's not what you need here anyway).
You'll find other interesting articles on such topics here, here, and here (developing a big, rich C++ library for subclassing -- but, also showing a simpler approach based on hooks which you might prefer). Each article has a pretty difference stance and code examples, so I think that having many to look at may help you find the right mindset and code for your specific needs!
OK, I'll do my very best - as I understand you, you're trying to inject a button into some existing window. That meaning: Your tool creates a button in some window that does not belong to your application. Now, you want to be notified when that button is pressed. Am I correct so far?
To be notified about the button being pressed, you need to get the respective window message, which will only work if you also "inject" a different WndProc into the window. Actually I have no idea how that should work, but I faintly remember functions like GetWindowLong and SetWindowLong. Maybe they will help?
EDIT
I've searched MSDN a little: While you can get the address of a window's WndProc using GetWindowLong, you can not set the WndProc using SetWindowLong on Windows NT/2000/XP (and up I suppose). See here (MSDN).
So what you could do is install a global message hook that intercepts all window messages, filter those for the window you've injected the button into and then find your message. If you have trouble with this, however, I'm the wrong person to ask, because it's been years ago since I've done anything like that, but it would be stuff for a new question.
EDIT 2
Please see Alex Martinellis answer for how to define the hook. I think he's describing the technique I was referring to when I talked about defining global message hooks to intercept the window messages for the window you injected your button into.

How do I setup a callback mechanism for RichEdit in win32

In win32, how do I setup a callback mechanism for RichEdit I have not created myself?
PART 1
I'm reading from a textedit field in another application's GUI. This works just fine now, except after the first read I'd like to fetch only new or modified lines. In GTK+ or Qt I'd just install a callback on some signal the field edits when its changed, but how does it work on Win32?
My MSDN searches result with nothing useful, probably because I don't know the exact term to search for. The class of the textedit is RichText20W, and it has some messages that are probably used somehow, though that article just discusses using them for the parent of the class.
PART 2
Also, if there is no such "text changed, here is the newly inserted text" callback which returns the new content immediately, I need some way to easily detect what is new. From top-of-my-head:
Have a marker at the end of the text block we've read, and only read between that and the end.
Store what we've read previously, and after a second read, remove the duplicate part from the latter to have the newly inserted stuff.
Option 2 might not be viable, since the textedit can contain any amount of text. The marker part sounds doable, but yet again, my feeble Win32 skills and horrible Win32 function names prevent me from finding the right way to do it.
Note that all these must be doable for a textedit I do not own and have not created, they belong to a third party process.
Code samples in C++ highly appreciated.
Disclaimer
Obviously, if there is some better way of doing it, let me know. I only assumed callback would be the way to go based on my previous experience with GTK+/Qt. Feel free to show me the path :)
Win32 controls don't work on message-specific callbacks that you can subscribe to. They just send messages to their parent window when something happens, in this case EN_UPDATE, EN_CHANGE and all that. Even these events don't tell you what text changed. They only tell you that it did change.
You could subclass the parent, but the documentation for SetWindowLongPtr explicitly says you "should not subclass a window class created by another process." Something like this is probably possible with hooks, but I haven't used them enough to say for certain how you'd actually do it.
I realize it's an old post, but this article seems to be doing something similar.
Based on Joel's answer, I quit looking for callbacks and just made a small class that hooks itself (not by a real API hook though) to the richedit and polls it once a second for content length, and if it has changed since the last poll, it asks for the content, compares that to previous known content and emits a signal with the changed content.
This seems to work OK for this purpose, but if someone knows a better way still (some real and tested way of doing it via API hooks or something), please post.