SetWindowPlacement not moving certain windows - windows

I'm writing a Windows 10 C# program to save and restore the positions and sizes of open windows (whether displayed or minimized). The following loop has worked on almost all windows, but not the Resource Monitor or Computer Management windows:
foreach (KeyValuePair<HWND, InfoWindow> entry in openWindows)
{
IntPtr hWnd = entry.Key;
Rectangle rect = entry.Value.Rect;
WINDOWPLACEMENT wpl = new WINDOWPLACEMENT();
if (!GetWindowPlacement(hWnd, ref wpl)) continue;
wpl.rcNormalPosition = rect;
SetWindowPlacement(hWnd, ref wpl);
}
The SetWindowPlacement function seems to have no effect on the Resource Monitor or Computer Management windows' position or size. I've also tried using SetWindowPos, which also has no effect on those windows (but works on all the other windows I've tried).
Why do those particular windows behave differently? What alternative method is there to move those windows?

Thanks, Jonathan and Hans. That was the problem. If I run my code elevated, it works on all the windows.

Related

Failed to draw on DesktopWindow

I've tried to draw any thing on Desktop window using GetDC(GetDesktopWindow), like the following simple program:
#include <windows.h>
int main()
{
TextOut(GetDC(GetDesktopWindow()), 10, 10, TEXT("Test TextOut Tester!!"), 21);
return 0;
}
It seems that my current user privileges affect the drawing behavior, I am not admin on my PC, is this the reason for that? is there any documentation for this issue ?
Thanks in advance
The simple reason you can't draw on the desktop window like this is you cannot actually see the desktop window. Since Windows 95 the desktop window has been completely obscured by a cluster of windows owned by explorer.
The DC you get when you call GetDC(GetDesktopWindow()) will thus be completely clipped.
If you want to draw directly on the display GetDC(NULL) will give you a DC that you can use to draw all over the desktop and visible windows. But that, as has been mentioned, will be operating entirely outside Windows' repainting logic and the results will be, well, ugly and unsuited to any real purpose (other than, say, getting some kind of debug feedback from a windowless app you are in the process of developing).
Most applications that want do "display something on the desktop" do so by creating a window and drawing on that. Why is that not appropriate here?
This is what you should do:
HDC hdc = ::GetDC(NULL);
//draw on the desktop using the hdc
::ReleaseDC(NULL, hdc);

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

How to set in Win32 program to enable size being remembered

I met this problem. I have a simple Win32 program which is like the boilerplate which I can get from selecting a "Win32 project" under Visual Studio 2010's "Template --> Visual C++".
I found all other Windows based program like Adobe Reader, Windows Explorer having the feature which is: you enlarging the main window to a new size and then select "Close" or "Exit" from File menu or system menu to close it, then you launch the program again, the main window would be of the size that you adjusted to last time. However that program I got from Visual Studio as the bootstrap does not have such feature.
I researched more on it but cannot find which setting in either WndClass or CreateWindow that I can tweak to make that happen. Does anyone know it, thank you for your help in advance.
The simplest way to do this is with the GetWindowPlacement() and SetWindowPlacement() functions. These manage the window size and state (minimized/maximized/restored) for you.
Call GetWindowPlacement() when you want to record your window's current state:
WINDOWPLACEMENT wp = {0};
wp.length = sizeof(wp);
if (GetWindowPlacement(hWnd, &wp))
{
// save wp values somewhere...
}
You can then save the values of the WINDOWPLACEMENT structure somewhere in your program's configuration files - either in the registry or on disk.
To restore your window's information, load the saved values into the WINDOWPLACEMENT structure, then call the SetWindowPlacement() function:
if (values were previously saved)
{
WINDOWPLACEMENT wp = {0};
wp.length = sizeof(wp);
// load wp values from somewhere...
SetWindowPlacement(hWnd, &wp);
}
You will need to save the position (X, Y) and size (Height, Width) of the window yourself, and set those values when the program starts up again.
Depending on the nature of the program, you might set this in a configuration file, a registry key, or a database (among other options).

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.

drawing under icons on desktop

I wrote a program who paints widget on desktop wallpaper, under desktop icons, and all was good.
But I reveal a strange bug - my program was not works on some other computers - they displays
the same desktop without widget after start.
So, have anybody any expirience, some knowledge in this area? Please, help me! :)
(I can't find any computers near, where widget not works, in my computer all works well.
I wrote a lot of test programs, whose tries draw anything on desktop with rather methods,
but test displays nothing too in my friends computers.)
Drawing method:
I wrote a dll, who finds desktop window (progman->child->child ))
and creates a hook and install own window procedure for desktop.
In window procedure i hook WM_ERASEBKGND:
case WM_ERASEBKGND:
HDC hdc = (HDC)wparam;
PaintDesktop(hdc);
WidgetPaint(hdc);
return 1;
// I skip in this code getting and setting clipping areas for fast drawing.
(I tried all combinations with clipping and without clipping)
And in tests I also trying to paint widget in WM_PAINT message with same results -- all already works at me, but works not at all my friends.
upd: I solved it! :)
I solved it!
It's simple was a 64-bit machines)
So I compile my code for 64-bit and widget start work pretty good!
And, also -
PaintDesktop(hdc);
will produce very bright wallpaper in Windows7 (and Vista) with Aero.
(User's wallpaper comes brighten).
Must be
CallWindowProc(OldWndProc, WM_ERASEBKGND, wparam, lparam);
Cause of this - Aero treats PaintDesktop() as usual paint (over virtual screen wallpaper, that is the same as on desktop) with color summation.
Regards! :)

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