Hello hello Thank you for reading my question.
I am currently building a program which detects new window creation / termination.
Gratefully, I have successfully managed to implement WinEvents and SetWinEventHook to capture events and filter window creation and termination.
However, I am facing a challenging task to accurately filter correct Window handles.
For example when putty.exe runs, many handles including main handle, button handle...etc are captured by my function.
However, I only desire to filter main Window handle.
Therefore, I used if statement as following.
if (event == EVENT_OBJECT_CREATE && GetParent(hwnd)==NULL)
This seemed to work for a while.
However, this if statement prevented my program from capturing child window's main handle.
Is there any way to tell if Window handle(HWND) belongs to main window?
My colleague tells me to implement GetWindowLong and compare style.
But, I have no clue about that.
If anyone knows answer, please help.
Again thanks for reading this question.
Related
I'm working on a custom cross platform UI library that needs a synchronous "ShowPopup" method that shows a popup, runs an event loop until it's finished and automatically cancels when clicking outside the popup or pressing escape. Keyboard, mouse and scroll wheel events need to be dispatched to the popup but other events (paint, draw, timers etc...) need to be dispatched to their regular targets while the loop runs.
Edit: for clarification, by popup, I mean this kind of menu style popup window, not an alert/dialog etc...
On Windows I've implemented this fairly simply by calling GetMessage/DispatchMessage and filtering and dispatching messages as appropriate. Works fine.
I've much less experience with Cocoa/OS X however and finding the whole event loop/dispatch paradigm a bit confusing. I've seen the following article which explains how to implement a mouse tracking loop which is very similar to what I need:
http://stpeterandpaul.ca/tiger/documentation/Cocoa/Conceptual/EventOverview/HandlingMouseEvents/chapter_5_section_4.html
but... there's some things about this that concern me.
The linked article states: "the application’s main thread is unable to process any other requests during an event-tracking loop and timers might not fire". Might not? Why not, when not, how to make sure they do?
The docs for nextEventMatchingMask:untilDate:inMode:dequeue: states "events that do not match one of the specified event types are left in the queue.". That seems a little odd. Does this mean that if an event loop only asks for mouse events then any pressed keys will be processed once the loop finishes? That'd be weird.
Is it possible to peek at a message in the event queue without removing it. eg: the Windows version of my library uses this to close the popup when it's clicked outside, but leaves the click event in the queue so that clicking outside the popup on a another button doesn't require a second click.
I've read and re-read about run loop modes but still don't really get it. A good explanation of what these are for would be great.
Are there any other good examples of implementing an event loop for a popup. Even better would be pseudo-code for what the built in NSApplication run loop does.
Another way of putting all this... what's the Cocoa equivalent of Windows' PeekMessage(..., PM_REMOVE), PeekMessage(..., PM_NOREMOVE) and DispatchMessage().
Any help greatly appreciated.
What exactly is a "popup" as you're using the term? That term means different things in different GUI APIs. Is it just a modal dialog window?
Update for edits to question:
It seems you just want to implement a custom menu. Apple provides a sample project, CustomMenus, which illustrates that technique. It's a companion to one of the WWDC 2010 session videos, Session 145, "Key Event Handling in Cocoa Applications".
Depending on exactly what you need to achieve, you might want to use an NSAlert. Alternatively, you can use a custom window and just run it modally using the -runModalForWindow: method of NSApplication.
To meet your requirement of ending the modal session when the user clicks outside of the window, you could use a local event monitor. There's even an example of just such functionality in the (modern, current) Cocoa Event Handling Guide: Monitoring Events.
All of that said, here are (hopefully no longer relevant) answers to your specific questions:
The linked article states: "the application’s main thread is unable to process any other requests during an event-tracking loop and
timers might not fire". Might not? Why not, when not, how to make
sure they do?
Because timers are scheduled in a particular run loop mode or set of modes. See the answer to question 4, below. You would typically use the event-tracking mode when running an event-tracking loop, so timers which are not scheduled in that mode will not run.
You could use the default mode for your event-tracking loop, but it really isn't a good idea. It might cause unexpected re-entrancy.
Assuming your pop-up is similar to a modal window, you should probably use NSModalPanelRunLoopMode.
The docs for nextEventMatchingMask:untilDate:inMode:dequeue:
states "events that do not match one of the specified event types are
left in the queue.". That seems a little odd. Does this mean that if
an event loop only asks for mouse events then any pressed keys will be
processed once the loop finishes? That'd be weird.
Yes, that's what it means. It's up to you to prevent that weird outcome. If you were to read a version of the Cocoa Event Handling Guide from this decade, you'd find there's a section on how to deal with this. ;-P
Is it possible to peek at a message in the event queue without removing it. eg: the Windows version of my library uses this to close
the popup when it's clicked outside, but leaves the click event in the
queue so that clicking outside the popup on a another button doesn't
require a second click.
Yes. Did you notice the "dequeue:" parameter of nextEventMatchingMask:untilDate:inMode:dequeue:? If you pass NO for that, then the event is left in the queue.
I've read and re-read about run loop modes but still don't really get it. A good explanation of what these are for would be great.
It's hard to know what to tell you without knowing what you're confused about and how the Apple guide failed you.
Are you familiar with handling multiple asynchronous communication channels using a loop around select(), poll(), epoll(), or kevent()? It's kind of like that, but a bit more automated. Not only do you build a data structure which lists the input sources you want to monitor and what specific events on those input sources you're interested in, but each input source also has a callback associated with it. Running the run loop is like calling one of the above functions to wait for input but also, when input arrives, calling the callback associated with the source to handle that input. You can run a single turn of that loop, run it until a specific time, or even run it indefinitely.
With run loops, the input sources can be organized into sets. The sets are called "modes" and identified by name (i.e. a string). When you run a run loop, you specify which set of input sources it should monitor by specifying which mode it should run in. The other input sources are still known to the run loop, but just ignored temporarily.
The -nextEventMatchingMask:untilDate:inMode:dequeue: method is, more or less, running the thread's run loop internally. In addition to whatever input sources were already present in the run loop, it temporarily adds an input source to monitor events from the windowing system, including mouse and key events.
Are there any other good examples of implementing an event loop for a popup. Even better would be pseudo-code for what the built in
NSApplication run loop does.
There's old Apple sample code, which is actually their implementation of GLUT. It provides a subclass of NSApplication and overrides the -run method. When you strip away some stuff that's only relevant for application start-up or GLUT, it's pretty simple. It's just a loop around -nextEventMatchingMask:... and -sendEvent:.
I'd like to start an operation as soon as the complete GUI of my OS X application has been presented on the screen.
My ViewController's "viewDidLoad()" is not being called in my case and "awakeFromNib()" seems to be called too early (my operations will be executed but no GUI is visible).
Reason for me to do that: I want to start some searching operations on application launch (without bothering the user to press a button)."awakeFromNib()" prevents the GUI from being shown which is very bad because the user does not know what's going on (searches may take a while).
Does anybody have a clue where I have to put my code in order to start it immediately AND let the GUI reflect the current operations?
I'm using Swift with Xcode Beta 4.
The usual way to do this is to start your long running operation on a background queue using either GCD or NSOperationQueues, This won't block your main UI thread. You then either have a delegate call-back or a block that runs when your operation is completed which lets you update your UI appropriately.
Okay, as Title says.
For example, i use NAudio to playback what i record (loopback if you want).
And if i click on the GUI (the top part, so i can move the window).
It will cause a "sleep", and when that happens the current activity (Audio playback) stops.
And then it continues afterwards.
But i want to remove that, as i don´t know any other application that has it, so it´s probably something to do with how i am programming.
Please keep it simple, i am extremely new to c#.
I am guessing on Bakckgroundworker or something, but i couldn´t get it to work.
So hopping for a more concrete answer.
This was just me not understanding that using the Main Thread in a window form will cause anything on the GUI to be run on it.
Meaning, if i move the GUI, that movement will be Priority over the rest of the code, so everything else will get paused if run on that thread.
Perhaps it differ from object to object, but in this scenario it was the case, so i just moved it to a separate thread and it´s solved.
This could very well be another silly question, but I can't seem to find the answer (or any for that matter), so here goes.
I have a command line program that uses SIGWINCH on Linux to detect the window size change, and I apparently have a user who is using the program on Windows. The problem, is that the program uses SIGWINCH to detect changes in the window size and this signal is unsupported on Windows. I've tried Googling for every combination of search terms I can think of, but due to the relationship between SIGWINCH and changes in the size of the window, I'm having trouble finding any useful results. I'm looking for a Windows equivalent, or the method most often used to detect changes in the window size on Windows computers.
How do you detect changes in window size on Windows?
Since I don't think you can subclass console windows (and thus catch WM_SIZE messages), you may just have to poll GetConsoleScreenBufferInfo.
EDIT: Upon further investigation (not tested!), it might also be doable without polling using ReadConsoleInput. Summary: Call SetConsoleMode to turn on window input events. From a different thread, wait for the console input handle to become signaled using WaitForSingleObject or a similar function. Read all pending console events; the presence of window buffer size events means something's resized your console window.
I've just got a fresh device context (DC):
GetDC(someForeignHwnd)
Most normal people now want to paint on this. I don't. I want to display the context in my own program. Or duplicate, I wouldn't even mind the window I stole the context from beeing empty.
In my case, I want it in a TPanel in Delphi, but anything else helping me understanding goes.
Afterwards, I'll probably find the DC invalid by the time I get to display it.
My main problem is: Showing the content of another window in my own. But that isn't important. First of all, I want to know how these DC are of any use. Can I do something like the following?
Canvas.Draw(0, 0, MyNewDC);
The answer can be in Java, C, or Pascal. Is it just not possible or just a stupid idea?
While it's possible to use a device context that you retrieve via GetDC() as the SOURCE for BitBlt(), etc., you will likely not get the results that you're looking for. When you call GetDC() for a specific window, Windows essentially returns a device context for the screen, but with a clipping region set to exclude any portions of the screen where the window is not visible. For example, if there happens to be another window overlapping the source window, the portion of the source window that is covered is clipped from the device context. Therefore, you can only "retrieve" the bits that are actually visible.
You may have better luck sending a WM_PRINT or WM_PRINTCLIENT message to the window. However, not all windows respond to these messages, so this isn't a universal solution.