Constraining window position to desktop working area - c++

I want to allow a user to drag my Win32 window around only inside the working area of the desktop. In other words, they shouldn't be able to have any part of the window extend outside the monitor(s) nor should the window overlap the taskbar.
I'd like to do it in a way that does cause any stuttering. Handling WM_MOVE messages and calling MoveWindow() to reposition the window if it goes off works, but I don't like the flickering effect that's caused by MoveWindow().
I also tried handling WM_MOVING which prevents the need to call MoveWindow() by altering the destination rectangle before the move actually happens. This resolves the flickering problem, but another issue I run into is that the cursor some times gets aways from the window when a drag occurs allowing the user to drag the window around while the cursor is not even inside the window.
How do I constrain my window without running into these issues?

Windows are, ultimately, positioned via the SetWindowPos API.
SetWindowPos starts by validating its parameters by sending the window being sized or moved a WM_WINDOWPOSCHANGING message, and then a WM_WINDOWPOSCHANGED message notifying the window proc of the changed size and/or position.
DefWindowProc handling of these messages is to, in turn, send WM_GETMINMAXINFO and then WM_SIZE or WM_MOVE messages.
Anyway, handle WM_WINDOWPOSCHANGING to filter both user, and code, based attempts to position a window out of bounds.

Keep in mind that users with multi-monitor setups may have a desktop that extends into negative x- and y-coordinates, or that is not rectangular. Also, some users use alternative window managers such as LiteStep, which implement virtual desktops by moving them off-screen; if you try to fight this, your application will break for these users.

You can do this by handling the WM_MOVING message and changing the RECT pointed to by the lParam.
lParam: Pointer to a RECT structure with the current position of the window, in screen coordinates. To change the position of the drag rectangle, an application must change the members of this structure.
you may also want to handle WM_ENTERSIZEMOVE to know when the window is beginning to move, and WM_EXITSIZEMOVE

WM_GETMINMAXINFO is what you seem to be looking for.

Related

Child Windows that does not occupy client area

In the Win32 API (pure win32), The Menu bar does not occupy any area from the client area of the window. Which means the origin coordinates of the client area is right under the menu bar to the left.
When we create child window controls using CreateWindow (or any other method), that window takes some area of the client-area.
eg:- Creating a button which is at (xPos = 0, yPos = 0) and (width=width_of_client_area, height=20).
After creating the button if you'll use a GDI function like this, it'll be drew below the button:
Rectangle(hdc, 0,0, 200, 200);
But when creating a menu bar, it doesn't occupy client area. (GDI will not be drew under menu).
FINAL QUESTION:
How can i create a control on my parent window like the menu bar ?
The menu is rendered in the non-client area of the window, which is driven by a completely different set of window messages. Keep in mind that you don't actually create child windows for these types of controls. You will need to provide all the rendering and event handling for the customization you want to add. This means that if you want to add a button or checkbox you will need to implement it yourself. You can get your started with a handful of steps but there may be other things that need to be done depending on your requirements.
The first step is to process the WM_NCCALCSIZE message. This will allow you to adjust the size of the non-client area so that you have more space to draw the custom control. Basically you will pass this message on to the default window proc then modify the location and dimensions (just drop the top down X pixels) before returning.
The next step is to handle WM_NCPAINT message. Pass the message on to the default window proc then draw your custom visuals in the area you have reserved. You will be working with a window DC so you can draw to the entire window. It's important to keep this in mind so you don't destroy anything in the client area.
The last item that needs to be done is to handle mouse messages like WM_NCMOUSEMOVE. If the mouse event occurs outside the area where your control is located pass the message to the default window proc, otherwise handle the message yourself and skip the default proc. you will need to manage some state data for keeping track of when a button is down or not so as not to cause conflicts with the default window proc.
Keep in mind that when you want to draw directly to the non-client area you need to call GetWindowDC() instead of GetDC() to acquire a device context.
[Note: A good Google dance will be something like "WinAPI non-client area"]

Creating a Transparent Child window on top of non-transparent Parent Window (win32)

I have a program which is not written by me. I dont have its source and the developer of that program is developing independently. He gives me the HWND and HINSTANCE handles of that program.
I have created a child window ON his window, using win32 api.
First thing I need is to make this child window have transparency on some area and opaque on other area(like a Heads up display(HUD) for a game), so that the user may see things in both windows.
The second thing that I need is to direct all the input to the parent window. My child window needs no input.
I know that WS_EX_TRANSPARENT only makes the child draw at the end like in painters algorithm.
I cant use WS_EX_LAYERED because its a child window.
p.s.
I have looked everywhere but didn't find any solution though there were similar questions around the internet.
Actually this is a HUD like thing for that game. I can't draw directly on parent window because of the complexity with multi-threads any many other reasons.
-- EDIT ---------------------------
I am still working on it. I am trying different ways with what you all suggested. Is there a way to combine directX and SetWindowRgn() function or directx with BitBlt() function? I think that will do the trick. Currently I am testing all the stuff as a child window and a Layered window.
You can use WS_EX_LAYERED for child windows from Windows 8 and up.
To support earlier versions of windows, just create a level layered window as a popup (With no chrome) and ensure its positioned over the game window at the appropriate location. Most users don't move the windows they are working with all the time, so, while you will need to monitor for the parent window moving, and re position the HUD, this should not be a show stopper.
Not taking focus (in the case of being a child window) or activation (in the case of being a popup) is more interesting, but still quite do-able:- The operating system does not actually automatically assign either focus, or activation, to a clicked window - the Windows WindowProc always takes focus, or activation, by calling SetFocus, or some variant of SetActiveWindow or SetForegroundWindow on itself. The important thing here is, if you consume all mouse and non client mouse messages without passing them on to DefWindowProc, your HUD will never steal activation or keyboard focus from the Game window as a result of a click.
As a popup window, or a window on another thread, you might have to manually handle any mouse messages that your window proc does get, and post them to the game window. Otherwise, responding to WM_NCHITTEST with HTTRANSPARENT (a similar effect to that which WS_EX_TRANSPARENT achieves) can get the system to keep on passing the mouse message down the stack until it finds a target.
OK friends, finally I did some crazy things to make it happen. but its not very efficient, like using DirectX directly for drawing.
What I dis:
Used (WS_EX_TRANSPARENT | WS_EX_LAYERED | WS_EX_ TOOLWINDOW) and () on CreateWindowEx
After creating the window, removed (WS_EX_DLGMODALFRAME | WS_EX_CLIENTEDGE | WS_EX_STATICEDGE) from window styles, and also removed (WS_EX_DLGMODALFRAME | WS_EX_CLIENTEDGE | WS_EX_STATICEDGE | WS_EX_APPWINDOW) from extended window styles.
This gives me a window with no borders and its also now shown in the taskbar. also the hittest is passed to whatever that is behind my window.
Subclassed the window procedure of the other window and got the
WM_CLOSE,WM_DESTROY, to send the WM_CLOSE or WM_DESTROY respectively to my window
WM_SIZE,WM_MOVE, to resize and move my window according to the other window
WM_LBUTTONUP,WM_RBUTTONUP,WM_MBUTTONUP, to make my window brought to the top, and still keep focus on the other window, so that my window doesn't get hidden behind the other window
Made the DirectX device have two passes:
In the first pass it draws all the elements in black on top of a white background and copy the backbuffer data to an another surface (so it give a binary image of black & white).
In the second pass it draws the things normally.
Another thread is created to keep making the window transparency by reading that black & white surface, using the SetWindowRgn() function.
This is working perfectly, the only thing is it's not very good at making things transparent.
And the other issue is giving alpha blending to the drawn objects.
But you can easily set the total alpha (transparency) using the SetLayeredWindowAttributes() function.
Thanks for all the help you guys gave, all the things you guys told me was used and they guided me, as you can see. :)
The sad thing is we decided not to use this method because of efficiency problems :(
But I learned a lot of things, and it was an awesome experience. And that's all that matters to me :)
Thank You :)
You can make a hole in the parent window using SetWindowRgn.
Also, just because it is not your window doesn't mean you can't make it a layered window.
http://msdn.microsoft.com/en-us/library/ms997507.aspx
Finally, you can take control of another window by using subclassing - essentially you substitute your Wndproc in place of theirs, to handle the messages you wish to handle, then pass the remainder to their original wndproc.

Window clicked - what happens then?

I am working on a limited remote control of another PC over network. At first the controlled window is chosen and the client may control that window and all child windows. I am having a problem with the mouse though, I can move it using SetCursorPos, but when I try to send the WM_LBUTTONDOWN and WM_LBUTTONUP messages, there is no result. I believe it's necessary for the window to be in the foreground first, but I am uncertain if SetForegroundWindow does exactly what happens after a click before the WM_ message is posted. Do you know how I can send a mouseclick directly to the window (if it's not a child window of a particular HWND, it's not allowed to be clicked).
It may be better (and possibly easier) to use SendInput. I believe that is the recommended way to mimic a user using the mouse, instead of trying to mess with window messages directly.

How to add statusbar correctly?

Currently it is floating on top of my rendered window, i dont think thats good for few reasons:
1) i waste rendering time for rendering stuff that isnt visible.
2) it must be rendered every frame again when i wouldnt be updating the whole statusbar every frame anyways.
So how i could create a window where it leaves space for my statusbar and none of my OpenGL stuff could be rendered in that area?
At this moment i just adjust my viewports in a way that creates empty space for statusbar, but it causes some problems in my current way of doing things. i would have to make my code look much more messier to make it work.
http://www.gamedev.net/community/forums/topic.asp?topic_id=291682
Edit: Its not a simple question to answer. If you don't know what a child window is under Win32 then you may be in a much better position. However asking someone to give you a full explanation of the windows windowing system is no mean feat.
Here is an overview:
Basically you need to create a child window which can be done using CreateWindow to create a window with the WS_CHILD style and with its hWndParent parameter set to the window handle you want the new window to be a child of.
When you created the window you will have, necessarily, create a window procedure When you call DispatchMessage from your message pump (The Loop that does a Get/PeekMessage and then dispatches the messages is the message pump). Inside the window procedure you can then switch on the message type and handle each message sent to your window.
From here you can handle things like setup. Your initial window will have either a WM_CREATE or a WM_INITDIALOG (Depending on what type of window you create). It is from there that you need to create the child windows (Don't forget to call ShowWindow to make them visible!!). From this point you can then set up the DirectX device to be attached to the child window handle (HWND).
Furthermore if you want to be able to re-size the window then you ALSO need to take into account the WM_SIZE mesage. However I'd strongly recommend trying to get the rest working before even beginning to look into this as it gets very complicated as you will need to destroy and re-create your DirectX device so that it is the right size.
Anyway thats just a simple overview. I hope it helps!
One way may be to make your "rendered window" and "statusbar" both children of a containing window, and to add some code for the WM_SIZE message for that containing window to position the children so they don't overlap.

How to select and highlight a window in another application?

I would like to send some keystrokes from a C++ program into another window.
For that reason I would like to have the user select the target window similar to how it is done in the Spy++ utility that comes with Visual Studio (drag a crosshair cursor over target window and have target window highlighted by a frame).
How is this dragging and selecting done in Windows? I am completely lost as to where I might start to look for a mechanism to implement this feature.
Here's how it's usually done:
Capture the mouse using SetCapture. This will cause all mouse messages to be routed toward your app's window.
Handle the WM_MOUSEMOVE message. In your handler code, grab the window underneath the mouse using WindowFromPoint. That will get you the HWND of the window the mouse is currently over.
Now that you've got the window, you need a device context (HDC). You can get one using GetWindowDC for the specified window.
Now you can draw into the DC using typical GDI functions.
There are some things you have to look out for - cleanly erasing the selection rectangle and so forth, but that's one way to do it.
You could also draw into a screen DC to do this, but in any case you'll need the window handle in order to get the window rect.
If you Google around Spy++ source code you'll see a few examples of this technique.
Formers answers are wrong.
Spy++ source code has been given on G. Groups for years (see mainly Win32 api ng news://194.177.96.26/comp.os.ms-windows.programmer.win32)