I'm currently making a whimsical iPhone app that will allow you to change your windows cursor into a space ship controlled by the iPhone (simple rotation and such), and currently I have the movement and clicking handled, however I'd like to add additional features, such as bullets that you can shoot around the screen which will move until they die or hit a button, which will then be clicked. And I have two questions:
Question number one: Is there any way to detect if the mouse is currently over some click-able button? OR is there any way to see if a mouse event was handled?
Question number two: Is there any way to overlay the screen with small bullets? (perhaps small [3,3] child windows or something?)
Further Information:
The client program will be in c++
SDL or SFML will likely be the graphics libs, if any are necessary (winAPI should be fine)
The most reliable route would be the Microsoft Active Accessibility interface. Many tools to help visually impaired people need to answer the question "Is this a button?", and MSAA answers that question.
Overlaying the screen is trvial in a Windows environment; just create a window :). It can be partially transparent, so you're not restricted to rectangular bullets.
Related
So I'm creating an application using SFML, which I want to be borderless, so no border style. I added the ability to move it around on the screen and am planning on adding the ability to scale the window, however, that made me realise there's just a bit more to this. When dragging any window (not mine) say to the top of the screen, windows kicks in and suggests the ability to scale it to full, or when you drag a window to the side of the screen windows, again, kicks in and suggests making it cover half your screen. And it does this on borderless applications like Google chrome, or Spotify as well. I could probably try and add this in myself, but it's obvious other applications dont implement it themselves as you can see windows actually doing it the way it visually shows it. So, how would I go ahead imlementing this? I'm using SFML 2.5.1 with C++.
I have tried looking through google and stackoverflow to see if anyone has had any similar issues, of which I couldn't find any, which could honestly have been me not knowing how exactly to phrase it.
This question already exists:
Can you get the mouse position and if it is clicked in a console app? [duplicate]
Closed 3 years ago.
Say I was building a simple game and I had a menu with Play, Settings, Music etc. All laid out in the middle of the screen, how would I check if the mouse was over one of those areas and if the mouse clicked while over one of those areas?
Other people have asked similar things to this but I cannot find a working example or a clear solution to my question.
For clicking and mouse input, there are libraries/APIs that give user input (such as GLFW with Opengl). It really depends on what platform you're using. Then, you can convert your mouse XY position to a position relative to the window, and see whether or not its XY is greater than the bottom left XY of the GUI and less than the top right XY.
I am no expert in GUI in C++ because C++ GUI is not efficient. But to be making a clickable button, you may not want to do all those hard works. All you need to find is how to add a button from some libraries and bind that button to certain function. That’s how things work.
Additionally, you should have provided information regarding to what you have tried and the problem you are facing to give others less headaches
I'm not sure quite how to phrase the question concisely, so if there is a similar question, please point me in the right direction and close this one.
I am currently building a CAD app, the user interacts within the 3D viewports primarily through the mouse and the three keyboard modifiers (alt, shift, ctrl). Shift and control modify the currently selected tool options, and alt operates the camera - much like any other 3D CAD app.
However I'm currently developing with a Gnome desktop, and it's window manager (AFAIK) catches any Alt-RightButton mouse dragging events and interprets them as a window drag command - even when not holding the title bar and regardless of the currently highlighted widget.
This is a disaster for me because camera keyboard controls are quite standardised in my target industry. So does anyone know of a way to override this behaviour, preferably from within Qt, and preferably focus it for my one scenario in one particular widget class?
Thank you,
Cam
If you use the Qt::X11BypassWindowManagerHint on the window, then the window manager can't steal your keypresses. However, this means you lose the native window frame (including decoration, moving, and resizing), so it is likely you don't want to do this.
Another way: if your users are only on 1 or 2 varieties of Linux, add something to the installer which asks the user whether they want to manipulate the gnome (or whatever) keysettings, and if so, changes them via gconftool-2 (or equivalent).
I would like to be able to display some dynamic text at the mouse
cursor location in a win32 app, for instance to give an X,Y coordinate that
would move with the cursor as though attached. I can do this during a
mousemove event using a TextOut() call for the window at the mouse
coordinates and invalidate a rectange around a stored last cursor position
to clear up the previous output. However this can suffer from flickering and
cause problems with other things being drawn in a window such as tracker
boxes. Is there a better way to do this, perhaps using the existing cursor
drawing/invalidating mechanism ?
You can do this via ToolTips - check out CToolTipCtrl.
If you want flicker free tracking ToolTips then you will need to derive your own classes from CToolTipCtrl that use the trackActivate messages.
You may want to consider a small transparent window that you move to follow the mouse. In particular, since Windows 2000, Layered windows seem to be the weapon of choice (confession: no personal experience there).
You can overwrite OnSetCursor to get a dynamic mouse cursor. I just found a German tutorial.
German tutorial
English translated tutorial
I'm trying to implement some drag and drop functionality for a material system being developed at my work. Part of this system includes a 'Material Library' which acts as a repository, divided into groups, of saved materials on the user's hard drive.
As part of some UI polish, I was hoping to implement a 'highlight' type feature. When dragging and dropping, windows that you can legally drop a material onto will very subtly change color to improve feedback to the user that this is a valid action.
I am changing the bar with 'Basic Materials' (Just a CWnd with a CStatic) from having a medium gray background when unhighlighed to a blue background when hovered over. It all works well, the OnDragEnter and OnDragExit messages seem robust and set a flag indicating the highlight status. Then in OnCtrlColor I do this:
if (!m_bHighlighted) {
pDC->FillSolidRect(0, 0, m_SizeX, kGroupHeaderHeight, kBackgroundColour);
}
else {
pDC->FillSolidRect(0, 0, m_SizeX, kGroupHeaderHeight, kHighlightedBackgroundColour);
}
However, as you can see in the screenshot, the painting 'glitches' below the dragged object, leaving the original gray in place. It looks really ugly and basically spoils the whole effect.
Is there any way I can get around this?
Remote debugging is a godsend for debugging visual issues. It's a pain to set up, but having a VM ready for remote debugging will pay off for sure.
What I like to do is set a ton of breakpoints in my paint handling, as well as in the framework paint code itself. This allows you to effectively "freeze frame" the painting without borking it up by flipping into devenv. This way you can get the true picture of who's painting in what order, and where you've got the chance to break in a fill that rect the way you need to.
It almost looks like the CStatic doesn't know that it needs to repaint itself, so the background color of the draggable object is left behind. Maybe try to invalidate the CStatic, and see if that helps at all?
Thanks for the answers guys, ajryan, you seem to always come up with help for my questions so extra thanks.
Thankfully this time the answer was fairly straightforward....
ImageList_DragShowNolock(FALSE);
m_pDragDropTargetWnd->SendMessage(WM_USER_DRAG_DROP_OBJECT_DRAG_ENTER, (WPARAM)pDragDropObject, (LPARAM)(&dragDropPoint));
ImageList_DragShowNolock(TRUE);
This turns off the drawing of the dragged image, then sends a message to the window being entered to repaint in a highlighted state, then finally redraws the drag image over the top. Seems to have done the trick.