How to detect which screen is the OSVR headset? - windows

I have an WPF+SharpDX Windows application that displays to the OSVR HDK via a fullscreen window on the screen that is the HDK. This setup works well, but it requires users to state which screen the HDK is on.
I would like to have that automatically detected, but haven't seen anything in the API on which screen is the headset.
Currently I render in a window:
var bounds = dxgiDevice.Adapter.Outputs[_selectedOutput].Description.DesktopBounds;
form.DesktopBounds = new System.Drawing.Rectangle(
bounds.X, bounds.Y, bounds.Width, bounds.Height);
And _selectedOutputis the thing I'm looking for.
I don't support direct mode at this time and I'm using Managed-OSVR. The application will run on Windows 8/8.1/10.

It's been a while since I coded anything for OSVR, but here's from what I remember:
If you're running in extended mode, the OSVR is treated as a regular display. You can rearrange it as any other screen. The output location can be configured in the OSVR config file.
I used the following (Java) to retrieve the position and size to set up my window:
osvrContext.getRenderManagerConfig().getXPosition()
osvrContext.getRenderManagerConfig().getYPosition()
osvrContext.getDisplayParameters().getResolution(0).getWidth()
osvrContext.getDisplayParameters().getResolution(0).getHeight()
To clarify: I don't know if you can retrieve the id of the display in extended mode. From what I know, it's only defined as a position and size on the desktop.
I hope that it helps you, somewhat.

Related

DirectX11 Swapchain and window losing fullscreen status

I just stumbled on this little annoying behavior, while adding full screen support on a sample program.
Creating a full screen window works, but as soon as I move any window (from another application) on the output that contains my fullscreen window, it automatically switches back to windowed.
Is there any way to prevent this behavior (so full screen window do not go back to windowed)?
As a reference, this is a small standalone example (so problem can be replicated easily).
Also if that is useful, I'm running on Windows 8.1.
I already tried to change WindowAssociationFlags and SwapChainFlags, both with no success, same as using FlipSequential instead of Discard
SharpDX.DXGI.Factory2 factory = new SharpDX.DXGI.Factory2();
SharpDX.DXGI.Adapter adapter = factory.GetAdapter(0);
var renderForm1 = new RenderForm("Form 1");
factory.MakeWindowAssociation(renderForm1.Handle, SharpDX.DXGI.WindowAssociationFlags.IgnoreAll);
Device device = new Device(adapter, DeviceCreationFlags.BgraSupport);
SharpDX.DXGI.SwapChainDescription sd = new SharpDX.DXGI.SwapChainDescription()
{
BufferCount = 2,
ModeDescription = new SharpDX.DXGI.ModeDescription(0, 0, new SharpDX.DXGI.Rational(50, 1), SharpDX.DXGI.Format.R8G8B8A8_UNorm),
IsWindowed = true,
OutputHandle = renderForm1.Handle,
SampleDescription = new SharpDX.DXGI.SampleDescription(1,0),
SwapEffect = SharpDX.DXGI.SwapEffect.Discard,
Usage = SharpDX.DXGI.Usage.RenderTargetOutput,
Flags = SharpDX.DXGI.SwapChainFlags.None
};
var swapChain1 = new SharpDX.DXGI.SwapChain(factory, device, sd);
renderForm1.Left = 1922; //Just hardcoded here to move window to second screen
renderForm1.Width = 1920;
renderForm1.Height = 1080;
renderForm1.FormBorderStyle = FormBorderStyle.None;
swapChain1.SetFullscreenState(true, null);
swapChain1.ResizeBuffers(2, 1920, 1080, SharpDX.DXGI.Format.R8G8B8A8_UNorm, SharpDX.DXGI.SwapChainFlags.AllowModeSwitch);
var resource = Texture2D.FromSwapChain<Texture2D>(swapChain1, 0);
var renderView = new RenderTargetView(device, resource);
RenderLoop.Run(renderForm1, () =>
{
device.ImmediateContext.ClearRenderTargetView(renderView, new SharpDX.Color4(1, 0, 0, 1));
swapChain1.Present(1, SharpDX.DXGI.PresentFlags.None);
});
Edit:
I also tried a c++ sample (just taken DirectX11 basic tutorial from Microsoft and added full screen switch), this leads to the same behavior, so this is not a SharpDX specific issue.
I looked at the message loop, and once this occurs, first fullscreen mode is changed back to windowed, and I receive a WM_DISPLAYCHANGE message).
This sounds like expected behavior. If you have a full screen 'exclusive' mode swapchain and the associated window loses focus, the system automatically switches the application out of full screen mode back to windowed mode by design.
With a single monitor, it mostly works as long as you have your applications' window sized to fill the display. Users can't use the mouse to change focus of your window, and it requires something like ALT+TAB to switch focus.
With multiple monitors, it's a real problem. If you click on another window on another display, your app loses focus and the full screen mode is again switched out. There are also limitations that prevent you from setting full screen 'exclusive' mode on more than one monitor.
Furthermore, on Windows Vista or later the notion of 'exclusive' mode is an illusion: the GPU is always shared anyhow. The 'focus' application gets priority whether it is a full screen or a windowed swap chain.
For a Windows desktop apps you have three choices for a full screen style experience:
Use the traditional full screen 'exclusive' mode with a window sized to fill the display, along with setting the display mode which may not be what the user has set for Windows generally. Here you have IsWindowed = false.
You set the window size to fill the full display (i.e. maximized). You can use windows styles to ensure that the window has no frame which results in a full screen style experience (WS_POPUP). Here you have IsWindowed = true, and you should be sure to set DXGI_MWA_NO_ALT_ENTER to avoid allowing DXGI to try to take you to use the 1 case.
You can do the same as 2 with IsWindowed = true and the borderless window sized to match the screen, but you change the display mode to something other than the system default. This is commonly referred to as 'fake full screen'. The display mode gets changed back whenever you exit the application.
1 has all has all the problems with multi-tasking and focus we just described. 2 and 3 allow system notifications and other pop-ups to show up over the game and not force a mode switch. 2 and 3 also work a lot better in multi-monitor setups where you can play your game on one display and use other apps on another display. For multi-tasking most people to prefer a classic window style with a frame border.
Windows Store UWP notions of full screen mode is basically like 2 above. You can't change the display mode with a UWP.
Debugging a full-screen setup is quite challenging. With multiple monitors, 2 and 3 can work with your debugger on the other screen. For true full-screen exclusive mode, really the only option is to use remote debugging from another PC.
Another issue with 1 and 3 is that you can set the display mode to something that won't sync with the display leaving the user with a system with no UI and no way to exit. Ideally with the right driver setup, the DXGI enumeration list does not contain unsupported modes, but it is something to be aware of. For this reason, your UI for selecting a display mode should have a timeout and you should make sure there's a reasonable way to abort the application with the keyboard if the display mode fails to sync at some point in the future. Using the existing display mode as we do in 2 above is always the safest option.
The main reason to use full screen exclusive mode (1) above is to try to get 'flip' rather than 'blit' of the backbuffer/frontbuffer. For most modern systems, this is a negligible performance difference. The other reason to go through the pain of using it is for SLI/Crossfire multi-GPU rendering going to a single display. There are a number of other optimizations required to really make that scenario work, and it's pretty niche. You should seek out the vendor optimization guides for the details.
Most modern games default to using fake full screen rather than full screen 'exclusive' mode. They offer the ability to use a true windowed mode as many users want to be able to multi-task while playing (like looking up hints online, use IM or external voice chat, etc.). AAA Windows desktop games that want to support tuned high-performance gaming for SLI/Crossfire will offer a full screen 'exclusive' mode, but this requires some work to get working fully and entails more work than just some DXGI code.
See DXGI Overview and DirectX Graphics Infrastructure (DXGI): Best Practices
After several attempts and trials, here are the different workarounds I used, none are ideal but all are somehow better than getting a mode change.
1/Force cursor in the middle of the full screen window, with a keyboard shortcut to get control again.
This is not ideal since we can't really do anything while our part is running, but at least prevents accidental "disaster click". It does not prevent keyboard interaction either.
2/Use a DX9 renderer with a shared texture.
DX9 Swapchain can have it's parent window set to desktop, so it does not lose focus when moving to something else.
Having a focused window on top show little borders visible while moving it, but that is a bit more acceptable than losing everything.
Not future proof but guess will stay actual for a while.
3/Stay on Windows 7 and Disable DWM Service:
Doesn't work in Windows 8 anymore, but in my use case since most media companies I work for are still on Windows 7, it stays a valid solution for at least 5 to 10 years.
4/Force the DX11 Window on foreground
Basically continuously call SetForegroundWindow to avoid another window to take focus.
5/Prevent mode switch at presentation level.
Since on my application I got access to when presentation occurs, I use the following routine (before to call Present)
-Get Foreground window handle (using GetForegroundWindow), If Foreground handle is our fullscreen window, just call Present as usual.
If Foreground handle is not our fullscreen window, perform the following. Please note that visibility check is not needed, since even an invisible overlapping window will also cause a full screen loss! (seriously, this is just so bad...)
-Verify if our foreground window overlaps with the monitor:
Call GetWindowRect to get the bounds, and perform intersection with the monitor location.
Alternatively, call Present on the swapchain with the DXGI_PRESENT_TEST flag. If a window is overlapping, the Present call will return DXGI_STATUS_OCCLUDED
If a window overlaps, either Hide it or move it in another monitor (anywhere so it does not overlap):
ShowWindow and SetWindowPos are aperfect fit for this task.
Repeat that Test present call in a loop until it doesn't return the occluded status (this is important, since windows might not have processed the messages immediately); Once occluded flag is gone, call Present as usual.
There is a way to prevent DXGI from automatically leaving fullscreen mode when your process loses focus, though I must warn, it is a bit hackish.
Basically DXGI calls GetForegroundWindow() and checks if the returned window is yours.
If not, it switches off the fullscreen mode.
So if you hook/redirect this function to your own replacement, that always returns your window (regardless of whether it has the focus or not) - that will get the job done.
Here is a simple code that does that. It is for 64-bit mode and assumes that you NEVER need to call the real function, so it simply overwrites its start with a jump instruction to your replacement:
HWND WINAPI get_our_window()
{
return our_window;
}
void disable_automatic_leaving_fullscreen_on_lost_focus()
{
// get the address of GetForegroundWindow
char *p = (char *)GetProcAddress(GetModuleHandleA("user32.dll"), "GetForegroundWindow");
// make the function code writable
DWORD old;
VirtualProtect(p, 12, PAGE_EXECUTE_WRITECOPY, &old);
// overwrite the function start:
// mov rax, <address_of_GetOurWindow>
p[0] = 0x48, p[1] = 0xB8, *(void **)(p + 2) = (void *)get_our_window;
// jmp rax
p[10] = 0xFF, p[11] = 0xE0;
}
This code is only for demonstration.
If you need to retain the ability to call the true function, then you have to hook it in a different, more complicated way, but this is a separate subject

GTK Window Cover Entire Screen

I'm working on a small educational piece of work, I create a window and its supposed to cover the entire monitor. However "special" areas are not being covered as seen in the screnshot at bottom. My window is a solid red with no menu bar scroll bar etc, is there anyway to make this cover the top menu bar and the dock. In my screenshot I am testing on Ubuntu and Mint, this is consistent behavior on Gtk OS's I need to be ablve ot set my window so it covers all things is this possible?
I tried gdk_window_fullscreen but it's not doing anything, not even fullscreen, do you think its because I'm running this function from another thread? How would I know if this function needs to be run from the main thread?
Incomplete coverage on Ubuntu:
Incomplete coverage on Mint:
Code Tried
A frameless window is opened using Firefox code from main thread:
var aEditorDOMWindow = Services.ww.openWindow(null, core.addon.path.content + 'panel.xul', '_blank', 'chrome,width=1,height=1,screenX=0,screenY=0', null);
Now after load of it completes then the GdkWindow* of this window is obtained on the main thread and passed to another thread as a string
The thread now takes the string to GdkWindow* then that to GtkWindow*
var gdkWinPtr = ostypes.TYPE.GdkWindow.ptr(ctypes.UInt64(aHwndStr));
var gtkWinPtr = ostypes.HELPER.gdkWinPtrToGtkWinPtr(gdkWinPtr);
The thread then executes gtk_window_set_keep_above because if there was another app was focused it will focus this guy, and it will keep him on top of existing full screen windows
var rez_topIt = ostypes.API('gtk_window_set_keep_above')(gtkWinPtr, true);
The thread used to then run gtk_window_present but I removed it as I noticed it would crash the app, this was the code:
var rez_focus = ostypes.API('gtk_window_present')(gtkWinPtr);
EXPERIMENTAL STUFF I tried but it didnt work to make the window cover the special UI:
ostypes.API('gdk_window_set_type_hint')(gdkWinPtr, ostypes.CONST.WINDOW_TYPE_HINT_SPLASHSCREEN);
ostypes.API('gtk_window_set_position')(gtkWinPtr, ostypes.CONST.GTK_WIN_POS_NONE);
var geom = ostypes.TYPE.GdkGeometry();
geom.max_width = aOptions.fullWidth;
geom.max_height = aOptions.fullHeight;
var rez_geo = ostypes.API('gtk_window_set_geometry_hints')(gtkWinPtr, null, geom.address(), ostypes.CONST.GDK_HINT_MAX_SIZE);
Now the thread work is done and it goes to main thread. Now the main thread uses firefox javascript to move the window to top left most origin (which i calculated earlier with Gdk calls) and also sets the width and height of this window to that calculated of all the monitors (i did this earlier with other gdk calls)
aEditorDOMWindow.moveTo(collCanMonInfos[0].xTopLeft, collCanMonInfos[0].yTopLeft);
aEditorDOMWindow.resizeTo(collCanMonInfos[0].nWidth, collCanMonInfos[0].nHeight);
This results in the window SOMETIMES covering all monitors, other times just the one it opened on. And it never covers special UI like the taskbar/dock/menubars.
If you can please advise on how to acheive a window that fully covers everything that would be very appreciated, I'm trying to teach some people some stuff and I ran into a mess.
Here is a youtube video of the addon I am making: https://www.youtube.com/watch?v=aJM5NQK67N4
I discontinued using gdk_fullscreen because when it worked intermittently it would not allow the window to expand outside the one monitor.
Panels are usually implemented with struts, and window managers can decide never to allow windows to cover them; that's one of the reasons why the whole idea of "full screen window" was introduced: it gives the window manager a hint that the window that requested to be full screen should cover all other windows; have no decorations; and also cover all eventual "system" components, like panels.

OpenGL on a secondary display

I have a Windows 7 system, a regular monitor as the primary display (serving as a desktop, etc.), and an additional screen attached to the same graphics card.
I want to write a program that takes control of the secondary display and uses it for fullscreen OpenGL rendering. I tried to enumerate displays with EnumDisplaySettings, pick the secondary display, create a device context associated with the display, set the pixel format on the DC, and create a WGL context associated with it. I can get this far without errors, but then the call to wglMakeCurrent fails for no apparent reason (return value is 0, GetLastError() is 0, and OpenGL does not function.)
The only way I could get it to work is to extend the desktop onto the secondary display (manually, from Windows display settings), create a window and move it onto the secondary display. Which is tolerable but undesirable (I don't want the secondary display to interfere with the desktop. For example, in this setup, I can move the mouse cursor from the desktop into the secondary display.) Is there a way to avoid this?
More generally, in order to get OpenGL to work on a display, do I need (1) to have the display attached to the desktop (or "a" desktop?), and/or (2) to have a window of my own on that display?
P.S. It seems that I might be able to get this to work with a third-party library such as glfw3, but I don't want extra baggage (I don't need 90% of functionality of glfw3) and I'd prefer to get this done directly through native API calls if possible.
Unfortunately the Windows graphics driver model does not allow to use displays independently. You will have to extend the desktop to the second display and create a fullscreen window on it. When it comes to constraining the mouse, the usual way is to hook into the system mouse events and whenever the mouse pointer is moved into the secondary screen remove it back to the primary screen.

Capture Hidden window with aero effects

I am trying to capture windows hidden behind my application. I am using windows 7 and VC++. I have tried printwindow() function which draws the both non-client and client area of hidden window, but captured window in the device context doesn't show desktop composition effects(aero effects). Instead it shows the captured window with windows 7 basic theme.
I have also tried with GetWindowDC() to retrive the DC of hidden window, and then Bitblt() it to memory DC but the captured window doesn't show non-client area (caption, close button, minimize button etc) correctly.
Anybody faced this issue?
Please help.
Click the link below. It leads to a MSDN site that lists all the existing Windows Functions ever of all history since Windows 95 up to Windows 8 (from period where Microsoft started Windows until present). It shows old windows functions of first Windows and new windows functions added for the new windows.
http://msdn.microsoft.com/en-us/library/windows/desktop/ff468919(v=vs.85).aspx
Anyway follow this site.
You will see the name of each function as a link.
Click any of them that you are interested.
Each link there leads to another MSDN site that explains all the basics knowledge that you must know about the function before using it, that you want to learn more. What that function does, its purpose, all its parameters and how to use each one, all their flags, all parameters types, return value and at last remarks section that shed more light and sometimes gives tips about the selected function.
Of course, you don't have to read all of them. Find in the list only the necessary functions to fit your needs. The functions that will solve your problem and answer your question that you posted.
By the way, I read your post, and I think that I found in the list the necessary functions that will do what you want to do, I will list them below, and say in one sentence what each does for what you need:
AnimateWindow - Enables you to produce special effects when showing or hiding windows. There are four types of animation: roll, slide, collapse or expand, and alpha-blended fade.
FlashWindow - Flashes the specified window one time. It does not change the active state of the window.
FlashWindowEx - Flashes the specified window specified number of times. It does not change the active state of the window.
Use these functions to achieve the aero effects that you want.
SetWindowPos - Changes the size, position, and Z order of a child, pop-up, or top-level window. These windows are ordered according to their appearance on the screen. The topmost window receives the highest rank and is the first window in the Z order.
Use this function to show the hidden windows on the top side (above all other windows) and on the screen front of you. The operating system will automatically draw the both non-client and client area of these windows without using any gdi, draw and paint functions yourself.
If you want these windows to return back to their previous state (where they were hidden), then save their state with GetWindowPlacement function and later call SetWindowPlacement to bring them back to their hidden state. You can try GetWindowRect and SetWindowPos instead to achieve the same goal.
I also think that you will be interested in GetWindowTheme and SetWindowTheme functions and all the draw theme functions (BackgroundEx, Edge, Icon, Text, TextEx).
There are more theme functions. Find in msdn and in other sites on the web.

Can a window be resized past the screen size/offscreen?

My purpose is to size a window to a width/height greater than the size of my physical screen programmatically under Win32. How can I do this?
On my systems it seems the maximum size of a given window is bound by the size of my screen whether programmatically or whether sizing manually by dragging the sizing cursor.
I have tried programmatically with SetWindowPos() and MoveWindow() and both cap the size of the target window. Oddly I know some people do not have this 'cap' so I wonder whether this is perhaps due to some OS setting (registry). Does anyone know something about this? Or perhaps some way to workaround it?
// Edit: new developments
I am testing on Windows XP and Windows 7. The graphics cards I'm using are a NVIDIA Quadro NVS 290 (256MB) and a Geforce 9800GT (1GB). After further investigation it looks like Windows is intercepting the message and fiddling with the parameters. For example, if you call SetWindowPos to make a target 2000x2000 it will only receive a WM_SIZE for the capped x/y.
Implement a message handler for WM_GETMINMAXINFO to stop Windows from applying the sane default behavior:
case WM_GETMINMAXINFO: {
DefWindowProc(hWnd, message, wParam, lParam);
MINMAXINFO* pmmi = (MINMAXINFO*)lParam;
pmmi->ptMaxTrackSize.x = 2000;
pmmi->ptMaxTrackSize.y = 2000;
return 0;
}
Windows with a thick frame (to allow user resize) are restricted from growing larger than the desktop.
Try SetWindowLong() clearing the THICKFRAME (0x40000) flag.
The following should allow programatic sizing, but the user will lose the ability to resize. If you add the Thickframe back after sizing, the user can resize, but when he does so the window will immediately shrink back to the desktop limited size.
The following is from some csharp code that also removes all borders, caption, etc:
WS style = (WS)GetWindowLong(ptr, GWL_STYLE);
style = style & ~WS.BORDER & ~WS.ThickFrame & ~WS.SYSMENU & ~WS.CAPTION | WS.POPUP;
SetWindowLong(ptr, GWL_STYLE, (int)style);
A good tool to play with window settings is uuSpy.
It's like Microsoft Spy++, but allows you to modify settings like THICKFRAME.
Yes, windows can be larger than the screen (or even the sum of all your monitors). Windows can also be positioned off-screen (which some applications do as a hack to hide while remaining active).
Perhaps the Windows 7 desktop manager is kicking in and trying to "dock" those windows to the edges of your screen for you.
You might try using the slightly lower-level API SetWindowPos, which gives you control over notifications, z-order, and other stuff.
You can get a window to be larger in resolution (and even way way larger) than your screen, using the 'Infinte Screen" software:
http://ynea.futureware.at/cgi-bin/infinite_screen.pl
Here's how to use it:
Download it, run it.
In the Oversize tab, choose the Windows you want to enlarge.
Give it the Width and Height you want. Done!
Just in case you need a large screenshot (that's how I ended up here):
If you want to get a screenshot of the window, you've got a screenshot option in the same Oversize tab. (Because screenshots are normally no bigger than the screen size, even if the window is larger). Another (and better) way to screenshot the window is using Greenshot, as you can save them in .tiff and directly watching the window.

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