Win32, C++: Creating a popup window without stealing focus - c++

I am creating a program that displays a popup at certain times (just like some chat clients for example) on which the user can click. However, I do not want to take away the focus from the current application.
The way I'm doing it now is by using a HWND with WS_POPUPWINDOW and minimizing and then restoring the window. However, this steals the focus from the current application. Setting foreground or hiding and showing a window did not make it appear on the foreground. I would like to be able to keep using a HWND so I can use other elements in this window, but I have no idea how to give it foreground without stealing focus.
I use win32 and c++.

To show without activating:
ShowWindow(hwnd, SW_SHOWNOACTIVATE);
To raise without activating:
SetWindowPos(hwnd, HWND_TOP, 0, 0, 0, 0, SWP_NOMOVE|SWP_NOSIZE|SWP_NOACTIVATE);

Unfortunately this is not working for me. The window is created with CreateWindowExA and is showed using ShowWindow(hwnd, SW_SHOWNOACTIVATE) however the keyboard focus is still stolen from the window which has the focus at the moment of the creation. (The window is created with layered and trasparent attributes by using SetWindowLong() and SetLayeredWindowAttributes() ).
PS: The window which has the focus is not parent of the new created window.
Solved: It worked when I removed the SetForegroundWindow call. This function cause the window passed as parameter to be activated.

Related

How do I make a window inactive on Windows

I'm trying to create an C++ console app that shows itself when I press a button. However, when the app appears, it appears on top of all other windows. Is there a way I can prevent this from happening (i.e. have the window appear in the background)?
Here is the part of the code that is important:
ShowWindow(GetConsoleWindow(), SW_HIDE);
//stuff happens
ShowWindow(GetConsoleWindow(), SW_SHOW);
When the window is shown, it does so in front of all other windows (which I don't want).
Here is an image of this behavior:
You can call SetWindowPos in place of ShowWindow, specifying the SWP_SHOWWINDOW, SWP_NOZORDER, SWP_NOOWNERZORDER, and SWP_NOACTIVATE flags. This will show the window, without moving it up or down the Z order, or activating it.

What is the difference of MouseInputs and KeyInputs (To get the window in the foreground)

Good day everybody.
It is so that one with SendInputs to send keys only has to call SetForegroundWindow() in order to bring the window into the foreground. This also works without problems.
Now it is so that one could think that with the mouse inputs the same procedure can be applied. But this was not possible. First you had to use the function AttachThreadInput() to get the window really in the foreground.
It is very confusing that it works with keys simply but with the mouse so cumbersome to be done. Can someone explain to me briefly why this is so?
Sorry for the title and the bad english, unfortunately, no other words have occurred to me.
Since it is too much code, I simply show the relevant for my question.
Keys:
if(SetForegroundWindow(window[id]))
{
//SENDINPUT for key, works without any problems. (Not with Mouse)
}
Mouse:
AttachThreadInput(dwCurID, dwMyID, TRUE);
SetWindowPos(window, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
SetWindowPos(window, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
SetForegroundWindow(window);
AttachThreadInput(dwCurID, dwMyID, FALSE);
//The Window is now on foreground, now use SendInput for Mouse. This way works
So I wonder really why not both works in the way of the key example. So the reason I know since the window is not really in the foreground and this is necessary for the MouseInputs. One might think that it would also be necessary for the Keyevents. Hence my confusion.
I wish you happy day!
If I understand the question correctly ... Yes, the keyboard and mouse input models are different.
But I think the real issue is that calling SetForegroundWindow on the window of another application is complicated. Windows has a long list of rules of when you can and cannot set the foreground window. (The intent is to make it hard for programs to push their windows in the user's face when the user wants to do something else.) What seems to work when you're testing might not actually work reliably in real life. For example, some of the rules depend on whether the current foreground window is owned by a process attached to a debugger. My guess is that you got lucky when you tested the keyboard case and you found a way around the rules when you worked on the mouse case.
Keyboard input is directed to the window with the keyboard focus. The window with keyboard focus is either the foreground window or a child of the foreground window. So to direct keyboard messages with SendInput to a particular application, you only have to make sure it has focus, which you can do by bringing its window to the foreground.
If you succeed, then the window you just brought to the foreground will make sure the window focus is set appropriate (e.g., by calling SetFocus on one of its children). If you were to try to call SetFocus yourself, on a window that belonged to another thread or process, you would first have to use AttachThreadInput just as you've done in the case for the mouse. (This is explained in SetFocus.)
Mouse input is (generally) directed to the window under the mouse, even if that window is not the foreground window. The big exception is when a window has "captured" the mouse, then all mouse input goes to that window, even if the mouse is over a different window. But the other exception is also the mouse scroll wheel messages, which seem to follow the window with keyboard focus.
I'm not entirely sure why (or whether) it's important to set the foreground window to send mouse input, unless it's because you're trying to make sure it gets the mouse scroll wheel messages.

Create a window using the WS_EX_NOACTIVATE flag ,but it can't be dragged until I release the mouse

I have created a window using the WS_EX_NOACTIVATE flag and it works great as far as not taking focus when you click the window. However when I drag the window or try to resize it, it doesn't redraw the window as your are moving and resizing it, only at the very end once you release the mouse button. Is there a way around this? I would like to see the window as I am resizing it. I have searched many documents, but I still don't find the resolution...
If you need a window that doesn't take focus when clicked, but can still be interacted with, you need to handle the WM_MOUSEACTIVATE, and return MA_NOACTIVATE.
Additional information and fully working sample code has been published by Raymond Chen. See How can I have a window that rejects activation but still receives pointer input?
It's a Windows bug. You need to call SetWindowPos(hwnd, 0, x, y, width, height, 0) on WM_MOVING. The coordinates to set are given to you in lParam which is a RECT*.
Note that doing this will activate the owned window and deactivate the owner, which is not what you want (and SWP_NOACTIVATE has no effect either).
To avoid that, you need to set WS_CHILD on the owned window. But set it after you created the window, via SetWindowLong(), otherwise your owned window will get clipped, like any child window.
And, as you probably already figured out, this only works for windows with WS_EX_TOOLWINDOW ex style. I wasn't able to make the owned window stay deactivated with any other style combination that doesn't include WS_EX_TOOLWINDOW.
That's winapi for you :(

Fullscreen mode for ActiveX control

I tried to implement a switch-to-fullscreen mode for an ActiveX control. This currently works by removing and hiding the parent window and changing my control's placement and position.
However, I have a problem with switching between applications while the control is in fullscreen mode. If I switch to another application and then click on my window area (not in the taskbar), it seems to not be activated. You can see in the taskbar, that another application still has the highlight and on the main screen, my window is partly hidden behind the taskbar unless it has the focus.
I process the WM_LBUTTONDOWN window message to detect if my window is clicked. And I already tried to call the following WINAPI functions:
::ShowWindow(m_hWnd, SW_RESTORE);
::SwitchToThisWindow(m_hWnd, FALSE);
::SetForegroundWindow(m_hWnd);
::SetActiveWindow(m_hWnd);
::SetFocus(m_hWnd);
::BringWindowToTop(m_hWnd);
::SetWindowPos(m_hWnd, HWND_TOP, m_monitorInfo.rcMonitor.left, m_monitorInfo.rcMonitor.top, m_monitorInfo.rcMonitor.right, m_monitorInfo.rcMonitor.bottom, SWP_NOSIZE | SWP_NOMOVE | SWP_SHOWWINDOW); // SWP_NOACTIVATE, SWP_NOOWNERZORDER
I also tried to use ::SetWindowLongW(m_hWnd, GWL_STYLE, WS_VISIBLE); which surprisingly gave my window the focus back. But it then suddenly disappeared when trying to switch back from fullscreen mode again.
I have no idea why there are so many different functions that for me seem all to do roughly the same. But it doesn't matter as none of them worked anyway.
What is the/one correct way to behave my control correctly?
Windows might be getting a bit confused because you're filling the screen with a child window, but you want it to behave like a top-level (overlapped) window. The host application is probably not getting activated because you've hidden its window.
You might do better to create a new top-level full-screen window for full-screen mode. If this is owned by the top-level window that (ultimately) hosts your control then your new window will always be above it, so you don't need to hide the existing window. Activation should just work. In short, you want your window to behave like a pop-up modal dialog.
Adobe's flash player seems to do something similar. Full-screen playback is in a window of class ShockwaveFlashFullScreen.

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.