C++ Windows remove maximize box - c++

I'm using these window styles when calling CreateWindow
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX
This disables the maximize box, but is there any way I can completely remove it?

No easy way, but if you are going to draw the title bar yourself - in this case you can do it.
To give you an idea, this article Adding a 'Minimize to tray'-button to a Form's caption bar explains how to add a button. Removing standard button is about the same - customization of non-client area.

This will remove the close, minimize and maximize buttons from a Windows 7 panel I realize this is very (very) late in coming, but posted it here as it may help someone else with same problem.
void ClearButtons(void)
{
int index = WS_BORDER;
unsigned int a = (unsigned int)((WS_BORDER | WS_CAPTION) & (~WS_ICONIC));
LONG_PTR lPtr;
HWND hWnd = GetActiveWindow();
lPtr = GetWindowLongPtr(hWnd, index);
SetWindowLongPtr(hWnd, GWL_STYLE, a);
}

Related

How to create a window that behaves like taskbar?

I want to ask how to create a window that behaves like taskbar (shell_traywnd)?
In a windows app called Enable Viacam (camera mouse for disabled people) I saw that the app creates a taskbar-like window on the top of the screen (see the image below) which pulls all other windows underneath it.
Enable_Viacam's window (top of screen)
I used Winspector software to examine this Enable Viacam's window to see its WS_/WS_EX_ properties so that I would try emulate it, but calling CreateWindowEx with those properties didn't give me the wanted result..
Here's my attempt (message loop & window procedure not shown here)
hwnd = CreateWindowEx(
WS_EX_TOOLWINDOW | WS_EX_TOPMOST | WS_EX_LEFT | WS_EX_LTRREADING | WS_EX_RIGHTSCROLLBAR | WS_EX_CONTROLPARENT,
"#32770","Window",
WS_OVERLAPPEDWINDOW | WS_POPUP | WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_BORDER | DS_3DLOOK,
0, /* x */
0, /* y */
GetSystemMetrics(SM_CXSCREEN), /* width */
50, /* height */
NULL,NULL,hInstance,NULL);
Any ideas greatly appreciated,
thank you!
Apparently this window type is called an appbar
I created window with style WS_EX_TOOLWINDOW and WS_POPUP and followed that MSDN link
My code now is
APPBARDATA abd = {0};
abd.cbSize = sizeof(APPBARDATA);
abd.hWnd = hwnd;
abd.uCallbackMessage = 888;
SHAppBarMessage(ABM_NEW, &abd);
abd.uEdge = ABE_TOP;
abd.rc.left = 0;
abd.rc.right = GetSystemMetrics(SM_CXSCREEN);
abd.rc.top = 0;
abd.rc.bottom = height;
SHAppBarMessage(ABM_QUERYPOS, &abd);
abd.rc.bottom = abd.rc.top + height;
SHAppBarMessage(ABM_SETPOS, &abd);
Have fun coding guys

MFC CEdit object in a CDialogEx object

I'd be very grateful if anyone could help me with this? I'm trying to create a dialog box with a text box in it for receiving error messages. I've added ON_WM_CREATE to the message map, and written this function which the debug goes through, but the object doesn't display.
int CImportDatatoAPMDlg::OnCreate(LPCREATESTRUCT LpCreateStruct)
{
if(CWnd::OnCreate(LpCreateStruct) == -1)
{
return -1;
}
CEdit *MessageBox = new CEdit;
MessageBox->Create(WS_CHILD | WS_VISIBLE | ES_MULTILINE | ES_AUTOVSCROLL,CRect(100, 200, 450, 150), this, 0x1552);
return 0;
}
Do I have to make a dummy box when I'm designing the dialog box. I've already done this for the rest of the controls? I'm also wondering where I give this object a number ID combination?
Thanks,
James
You normally should use VisualStudio resource editor to add controls to your dialog. If you want to do it manually then create and add controls in your overriden OnInitDialog method:
BOOL CImportDatatoAPMDlg::OnInitDialog() {
BOOL bRes = CDialog::OnInitDialog();
CEdit *MessageBox; // !!! put it into class definition
MessageBox = new CEdit
MessageBox->Create(WS_CHILD | WS_VISIBLE | ES_MULTILINE | ES_AUTOVSCROLL,CRect(100, 200, 450, 150), this, 0x1552);
return bRes;
}

DialogBoxIndirect creates dialog bigger than asked

For my application I need to create a Dialog Box without using resource.
I am trying to do it with DialogBoxInderect function.
The code is unbelievably ugly but somehow I succeeded to do it.
The problem is that dialog, for some reason, is much bigger than I asked with much bigger fonts.
Here is how the dialog looks like if I load it from resource:
And here is the dialog with the same size stated when I call DialogBoxInderect function.
Here is how it is defined in code:
HGLOBAL hGlobal;
LPDLGTEMPLATE wlsDialogTemplate;
LPDLGITEMTEMPLATE wlsDialogItemTemplate;
LPWORD nextItem;
LPWSTR itemString;
int32_t itemStringLength;
// Check for memory allocation errors
hGlobal = GlobalAlloc(GMEM_ZEROINIT, 1024);
if (!hGlobal)
return -1;
wlsDialogTemplate = (LPDLGTEMPLATE)GlobalLock(hGlobal);
// Define a dialog box.
wlsDialogTemplate->style = WS_CAPTION;
wlsDialogTemplate->x = 0;
wlsDialogTemplate->y = 0;
wlsDialogTemplate->cx = 320;
wlsDialogTemplate->cy = 115;
GlobalUnlock(hGlobal);
retCode = DialogBoxIndirect(0, (LPDLGTEMPLATE)hGlobal, 0, ActivateWlsMsgDialog);
And here is how it is defined in RC file:
IDD_WLS_SMALL_MESSAGE_DLG DIALOGEX 0, 0, 320, 115
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION
CAPTION "Dialog"
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
DEFPUSHBUTTON "OK",ID_CUSTOM_OK,175,95,120,15
PUSHBUTTON "Cancel",ID_CUSTOM_CANCEL,45,95,120,15
CTEXT "Static",IDC_HEADER_TEXT,120,10,170,70
CONTROL "",IDC_LOGO,"Static",SS_BITMAP,16,10,83,70
END
As you can see, the second dialog is much bigger than defined. I tried to play with various style flags but without any success (That is why there is red cross on the bigger dialog).
Any help with that?
Thanks!
The larger size is easy to explain. Windows automatically sizes the dialog in accordance with its font, and the larger dialog uses a different font. In fact, it is using the default system font (more info on the confusing issue of Windows dialog fonts is found in my answer here).
So the real issue to focus on is why it's using a different font, and fixing that will solve the size problem.
In the dialog box resource file, you specify the DS_SETFONT flag as one of the dialog box styles. According to the documentation, this flag
[i]ndicates that the header of the dialog box template (either standard or extended) contains additional data specifying the font to use for text in the client area and controls of the dialog box. If possible, the system selects a font according to the specified font data. The system passes a handle to the font to the dialog box and to each control by sending them the WM_SETFONT message.
So that explains why that one is displaying with the expected font.
The next logical question is what's different about your dynamically-created dialog template, shown with the DialogBoxIndirect function. The culprit is, once again, the DS_SETFONT flag, but in this case, the flag is absent. That means that the dialog doesn't contain any information about which font to use to display its controls, and the system defaults to the default system font (which is the ugly Windows 2.0-era font that you see in the second screenshot).
Once we've come to this understanding, the solution should be obvious: you need to tell the dialog which font you want it to use. There are two possible ways of doing so that come to mind:
You can set the DS_SETFONT flag and provide the font information in the header of the dialog box template as described in the above-linked documentation.
Or you can simply create and set the dialog's font in response to the WM_INITDIALOG message.
The latter is probably what you really want to do, as it allows you to use the actual system font (which, confusingly, is different from what I've been calling the "default" system font), which is Segoe UI in Windows Vista and later. Note that even in your first screenshot, it's using MS Sans Serif and therefore sticks out like a sore thumb in the Aero interface. Again, see this answer for more about fonts than you ever wanted to know and sample code for making this work. You'll need to make sure that you set the font for the dialog itself and all of its child controls.
I had played with DialogBoxIndirect (actually with DialogBoxIndirectParam), and here's the part of the code that sets the font. Observe the DS_SHELLFONT option.
LPWORD lpwAlign(LPWORD lpIn, int nAlignment)
{
return (LPWORD)(((ULONG_PTR)lpIn + nAlignment - 1) & -nAlignment);
}
LRESULT DisplayMyMessage(HINSTANCE hinst, HWND hwndOwner, LPMYMESSAGEPARAMS pParams)
{
WORD mem[1024]; // Buffer for dialog resource
LPDLGTEMPLATEW lpdt; // Pointer to heading resource structure
LPDLGITEMTEMPLATEW lpdit; // Pointer to current control
LPWORD lpw; // Cursor to resource buffer
LPWSTR lpwsz; // Cursor to resource buffer (of type WCHAR)
LPCWSTR lpwszCaption; // Aux pointer for text copying
LRESULT ret; // Function's return value
lpdt = (LPDLGTEMPLATEW)lpwAlign( mem, 4 );
//-----------------------
// Define a dialog box.
//-----------------------
lpdt->style = WS_POPUP | WS_BORDER | WS_SYSMENU | WS_CAPTION |
DS_MODALFRAME | DS_CENTER | DS_SHELLFONT;
lpdt->dwExtendedStyle = 0;
lpdt->cdit = 3; // number of controls
lpdt->x = 0; lpdt->y = 0;
lpdt->cx = 164; lpdt->cy = 49;
lpw = (LPWORD)(lpdt + 1);
// Dialog menu
*lpw++ = 0;
// Dialog class
*lpw++ = 0;
// Dialog title
for (lpwsz = (LPWSTR)lpw, lpwszCaption = L"Choose language";
*lpwsz++ = *lpwszCaption++;
);
lpw = (LPWORD)lpwsz;
// Dialog font
if ( lpdt->style & (DS_SETFONT | DS_SHELLFONT) )
{
// Size
*lpw++ = 8;
// Typeface name
for (lpwsz = (LPWSTR)lpw, lpwszCaption = L"MS Shell Dlg";
*lpwsz++ = *lpwszCaption++;
);
lpw = (LPWORD)lpwsz;
}
// Define the rest of the controls
...
ret = DialogBoxIndirectParamW( hinst, lpdt,
hwndOwner, MyMessageProc, (LPARAM)pParams );
return ret;
}
This can be solved in your dialog handler by looking for the WM_INITDIALOG message, and then setting the font for all the controls in the dialog.
int CALLBACK SetChildFont(HWND child, LPARAM font) {
SendMessage(child, WM_SETFONT, font, TRUE);
return TRUE;
}
static int CALLBACK MyMessageProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch (msg) {
case WM_INITDIALOG:
/* Set font for dialog and all child controls */
EnumChildWindows(hwnd, (WNDENUMPROC)SetChildFont, (LPARAM)GetStockObject(DEFAULT_GUI_FONT));
break;
}
return 0;
}

Is there a graceful way to handle toggling between fullscreen and windowed mode in a Windows OpenGL application?

I'm wondering if it's possible to toggle back and forth between fullscreen mode and windowed mode in an OpenGL window(I'm writing for Windows using C++ and win32), without destroying the OpenGL context, and thus having to reload assets(Textures, VBOs, etc) in the process?
This is undesirable because it introduces a delay in switching between fullscreen and windowed mode, potentially a long one, as well as making it easier to screw things up by forgetting to reinitialize something.
As a followup to that, are there certain visual effects that are broken by managing to do this?
I've done a fair bit of searching and reading for the past few days, and despite a lot of flaming of SDL and other frameworks for having the same problem(I'm not using them anyway, but...), the best I've managed to find is a possible lead on opening a 1x1 window in the background to retain the context while a secondary window is destroyed or created at whim. And that's seeming unreliable from the comments I found regarding it, and seems very kludgey regardless.
Is there a proper way to do this, or is the proper way the often-given-as-an-example method of destroying your window, and recreating it, including destroying your OpenGL context and recreating it?
Basically it's just resizing the window and specifying flags that the border is invisible.
SetWindowLongPtr(hWnd, GWL_STYLE,
WS_SYSMENU | WS_POPUP | WS_CLIPCHILDREN | WS_CLIPSIBLINGS | WS_VISIBLE);
MoveWindow(hWnd, 0, 0, width, height, TRUE);
to set it back:
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = width;
rect.bottom = height;
SetWindowLongPtr(hWnd, GWL_STYLE, WS_OVERLAPPEDWINDOW | WS_VISIBLE);
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
MoveWindow(hWnd, 0, 0, rect.right-rect.left, rect.bottom-rect.top, TRUE);
or for a not-resizable window:
SetWindowLongPtr(hWnd, GWL_STYLE, WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE);
AdjustWindowRect(&rect, WS_CAPTION | WS_POPUPWINDOW, FALSE);
MoveWindow(hWnd, 0, 0, rect.right-rect.left, rect.bottom-rect.top, TRUE);
and then just resize your OpenGL viewport settings.
If you want to set the display mode too, use this:
// change display mode if destination mode is fullscreen
if (fullscreen) {
DEVMODE dm;
dm.dmSize = sizeof(DEVMODE);
dm.dmPelsWidth = width;
dm.dmPelsHeight = height;
dm.dmBitsPerPel = bitsPerPixel;
dm.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL;
success = ChangeDisplaySettings(&dm, 0) == DISP_CHANGE_SUCCESSFUL;
}
// reset display mode if destination mode is windowed
if (!fullscreen)
success = ChangeDisplaySettings(0, 0) == DISP_CHANGE_SUCCESSFUL;
Here's the code I use, which uses SetWindowPos() rather than MoveWindow(), as discussed in the comments of the other answer.
void enter_fullscreen(application* App)
{
POINT Point = {0};
HMONITOR Monitor = MonitorFromPoint(Point, MONITOR_DEFAULTTONEAREST);
MONITORINFO MonitorInfo = { sizeof(MonitorInfo) };
if (GetMonitorInfo(Monitor, &MonitorInfo)) {
DWORD Style = WS_POPUP | WS_VISIBLE;
SetWindowLongPtr(App->Window, GWL_STYLE, Style);
SetWindowPos(App->Window, 0, MonitorInfo.rcMonitor.left, MonitorInfo.rcMonitor.top,
MonitorInfo.rcMonitor.right - MonitorInfo.rcMonitor.left, MonitorInfo.rcMonitor.bottom - MonitorInfo.rcMonitor.top,
SWP_FRAMECHANGED | SWP_SHOWWINDOW);
}
App->IsFullscreen = true;
}
void exit_fullscreen(application* App)
{
bool WasMaximized = App->IsMaximized;
DWORD Style = WS_OVERLAPPEDWINDOW | WS_VISIBLE | WS_CLIPCHILDREN;
if (WasMaximized) {
Style = Style | WS_MAXIMIZE;
}
ivec2 WindowPosition = WasMaximized ? App->WindowPosition : App->NormalWindowPosition;
ivec2 WindowSize = WasMaximized ? App->WindowSize : App->NormalWindowSize;
SetWindowLongPtr(App->Window, GWL_STYLE, Style);
SetWindowPos(App->Window, 0,
WindowPosition.X, WindowPosition.Y, WindowSize.X, WindowSize.Y,
SWP_FRAMECHANGED | SWP_SHOWWINDOW);
App->IsFullscreen = false;
}
I call it on F11, but also on WM_ACTIVATE. Otherwise the window would sometimes keep rendering on top on Windows 7, even if another application would receive all messages, including mouse and keyboard.

WinApi - change Window Style

I want to change my windo style during runtime. I use this code
if (this->fullscreen)
{
this->style = WS_POPUP|WS_VISIBLE;
}
else
{
this->style = WS_OVERLAPPED|WS_SYSMENU|WS_VISIBLE;
}
SetWindowLongPtr(this->mainWindowHandle, GWL_STYLE, this->style);
SetWindowPos(this->mainWindowHandle,
HWND_TOP,
0,
0,
0, //New Width
0, //New Height,
SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
But it has no effect... and window is still without border (WS_POPUP)...
According to MSDN, you can't modify those particular styles after the window is created. If you're going to try to anyway, it also says that WS_SYSMENU requires WS_CAPTION.
Try calling SetWindowPos with the flag SWP_DRAWFRAME and see if it helps.
You might need to use CWnd::ModifyStyle. Have a look at example here
You might save the current pos and size from the actual window. Then destroy it an create an new window with the new style, previous pos and size.