QSystemTrayIcon leaves behind too many duplicate icons in the tray - windows

When I run and exit my applications, it leaves too many tray icons in the tray instead of just one. I have also setup my application so only one instances can be instantiated at one time but still after several start and exit of the program, system tray seems to accommodate all the icons which than slowly drops when I hover mouse on them to last (legit) one. How can I stop creating this duplicate icons?
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
systemTray = new QSystemTrayIcon();
systemTray->setIcon( QIcon(":icons/Resources/Orange.ico") );
systemTray->setVisible( true );
systemTray->show();
systemTray->setToolTip("Rigaku sync application");
systemTrayIconMenu = new QMenu();
systemTrayIconMenu->addAction( ui->actionOpen_App );
systemTrayIconMenu->addAction( ui->actionSettings );
systemTrayIconMenu->addAction( ui->actionClose );
systemTrayIconMenu->addAction( ui->actionQuit );
systemTray->setContextMenu( systemTrayIconMenu );
}
I delete the systemTray pointer in the destructor.
Since we at it, I also want to be able to double click the tray icon which should bring up the app. How can I do that? I understand I have to setup default option on double click (which also appears bold in context menu) but how can I do that? Thanks!
Update
I can show the default menu now with setDefaultAction() and double click on tray. Now my only issue is how to get rid of extra icons in system tray.

If I understood correctly, you are using the C/C++ exit function.
In order to properly quit the Qt application, you'll have to call this function:
QCoreApplication::quit(); // Return code is 0
If you would like to specify the return code, use the following function:
QCoreApplication::exit(YOUR_RETURN_CODE);
You can also use QApplication instead of QCoreApplication, there is no difference.
So, when using one of these methods, the tray icon is correctly destroyed after you exit your application.

Related

MFC: how to show a welcome dialog first?

When launch the program, I want to show a welcome dialog first before showing the main window. My current approach is like below.
BOOL CMyApp::InitInstance()
{
...
// The one and only window has been initialized, so show and update it
m_pMainWnd->ShowWindow(SW_HIDE);
//m_pMainWnd->UpdateWindow();
// call DragAcceptFiles only if there's a suffix
// In an SDI app, this should occur after ProcessShellCommand
CWelcomeDialog welcome_dialog;
welcome_dialog.DoModal();
m_pMainWnd->ShowWindow(SW_SHOW);
m_pMainWnd->UpdateWindow();
return TRUE;
}
Towards the end of InitInstance(), originally it uses (SW_SHOW). At first, I try commenting it out but it still shows. So I change to (SW_HIDE). It works but has unpleasant visual artifacts. Is there way to stop showing the main window as early as possible?
Another issue is that when I hide main window and show the dialog, the dialog is not in the center position of the main window.
In general, how to implement a welcome dialog and to show it well-centered before anything else?

XLIB Decoration questions

I'm writing a small window manager, that add a basic decoration around a window, but actually i have several question about adding/remove decoration of a window.
First Question
Actually the decoration is added during MapNotify event, but it seems to be not a good idea, because it add decoration also to a menu opened by an application everytime the mapnotify is fired with a new window, but i want only to add decoration to main window. Maybe i have to check if the current window is a child of another window ? Actually my code just create the decoration window with a specific name, so at every MapNotify request i give the decoration window a dummy name (Parent) to distinguish it from all other windows in that way if the MapNotify event is launched on a decoration window, at least it doesn't add another decoration.
But i don't understand if MapNotify is launched not only for parent window but also for childrend probably the risk is that i add more than one decoration window.
The actual code is the following:
void map_notify_handler(XEvent local_event, Display* display, ScreenInfos infos){
printf("Map Notify\n");
XWindowAttributes win_attr;
char *child_name;
XGetWindowAttributes(display, local_event.xmap.window, &win_attr);
XFetchName(display, local_event.xmap.window, &child_name);
printf("Attributes: W: %d - H: %d - Name: %s\n", win_attr.width, win_attr.height, child_name);
if(child_name!=NULL){
if(strcmp(child_name, "Parent")){
Window new_win = draw_window_with_name(display, RootWindow(display, infos.screen_num), "Parent", infos.screen_num,
win_attr.x, win_attr.y, win_attr.width, win_attr.height+DECORATION_HEIGHT, 0,
BlackPixel(display, infos.screen_num));
XMapWindow(display, new_win);
XReparentWindow(display,local_event.xmap.window, new_win,0, DECORATION_HEIGHT);
XSelectInput(display, local_event.xmap.window, SubstructureNotifyMask);
put_text(display, new_win, child_name, "9x15", 10, 10, BlackPixel(display,infos.screen_num), WhitePixel(display, infos.screen_num));
}
}
XFree(child_name);
}
So how to avoid adding of decoration on every window except the main application window (or the popup windows, there is a way to distinguish the type of window? How can i figure it out?)
Second Question
WHen i exit a program the window that is destroyed is just the application window not the parent decoration, how to destroy the current window and also the decoration?
I tried with the following:
void destroy_notify_handler(XEvent local_event, Display *display){
Window window = local_event.xdestroywindow.event;
XDestroyWindow(display, window);
}
But i receive the following error:
Error occurred: BadWindow (invalid Window parameter)
I use event instead of window because it seems that it contains the parent window (i read it from there: http://tronche.com/gui/x/xlib/events/window-state-change/destroy.html)
But even if i use window i have the same problem.
Or maybe i have to destroy the parent window earlier? Maybe during UnMapNotify? But how to understand if the event is launched just because the window is going to be closed or for some other reasons?
Thanks for the help :)
Read EWMH spec and you'll find answers to all questions.
Check "override redirect" window flag
You are trying
to destroy window which is already destroyed. Instead of using
event.xdestroywindow.event window id just delete your decoration
window.
Don't forget to add client window to save set if you are
writing reparenting WM. That way if you kill wm application windows
are not destroyed but reparented back to root window

windows application showing behind the taskbar on vista

I have an MFC application. In my application if I run on Windows XP it's working fine. But if I run in Windows Vista the MFC dialog hides behind the taskbar.
bool bHide=true;
CRect rectWorkArea = CRect(0,0,0,0);
CRect rectTaskBar = CRect(0,0,0,0);
CWnd* pWnd = CWnd::FindWindow("Shell_TrayWnd", "");
pWnd->ShowWindow(SW_SHOW);
if( bHide )
{ // Code to Hide the System Task Bar
SystemParametersInfo(SPI_GETWORKAREA,0,(LPVOID)&rectWorkArea,0);
if( pWnd )
{
pWnd->GetWindowRect(rectTaskBar);
// rectWorkArea.bottom -= rectTaskBar.Height();
rectWorkArea.bottom += rectTaskBar.Height();//-----to hide taskbar
SystemParametersInfo(SPI_SETWORKAREA,0,(LPVOID)&rectWorkArea,0);
// pWnd->ShowWindow(SW_SHOW);
pWnd->ShowWindow(SW_HIDE); //--to hide taskbar
}
}
I used this code but it hides the taskbar. But I want to show the application above the task bar.
You don't own the taskbar, so you are not supposed to hide it. You have the option to auto-minimize it by the way. You have another option of using secondary monitor without taskbar there.
On the primary monitor your app is given work area, you are being able to locate (judging from the code snippet provided above). It is the best to position your window within this area without interfering with the taskbar, whether it is above or beyond.
If you still feel like making it more like a competition "who is on top" with the task bar, you might want to take a look at SetWindowPos API and window Z-Order.
finally i found the solution , what we want to do is we should add the below code in our oninitdialog,
SetWindowPos(&this->wndTopMost,0,0,0,0,SWP_NOMOVE|SWP_NOSIZE);
the above line is enough to show the mfc dialog on above the taskbar . but sometimes the focus of the dialog get changed looks hanged(no response in dialog) the application.if it occurs put the below code.
SetWindowPos(&this->wndBottom,0,0,0,0,SWP_NOMOVE|SWP_NOSIZE);

In X11, how do I set the window title before creating it?

Context:
I use glfw under xmonad. Glfw apparently sets the window title after creating the window, thus not allowing xmonad to properly handle it. I want to modify the glfw source so that I can set the window title before creating the window.
Problem:
So I download glfw-2.6, and I look into lib/x11/x11_window.c ; the lines causing the trouble are:
// Create a window
_glfwWin.Win = XCreateWindow(
_glfwLibrary.Dpy,
RootWindow( _glfwLibrary.Dpy, _glfwWin.VI->screen ),
0, 0, // Upper left corner
_glfwWin.Width, _glfwWin.Height, // Width, height
0, // Borderwidth
_glfwWin.VI->depth, // Depth
InputOutput,
_glfwWin.VI->visual,
CWBorderPixel | CWColormap | CWEventMask,
&wa
);
Followed sometime later by:
_glfwPlatformSetWindowTitle( "GLFW Window" );
where
void _glfwPlatformSetWindowTitle( const char *title )
{
// Set window & icon title
XStoreName( _glfwLibrary.Dpy, _glfwWin.Win, title );
XSetIconName( _glfwLibrary.Dpy, _glfwWin.Win, title );
}
Now, if I tr yto move the glfwPlatformSetWindowTitle call before the CreateWindow call, I get a segfault -- as I should, since _glfwWin.win would not be defined.
I don't know how to solve this problem since to set the window title, I need _glfwWin.Win to be initialized, but to initialize it, I need to create the window.
Thus, I ask: in X11, what is the proper way to set the window title before creating the window?
Thanks!
This is not possible in X11, but also not necessary for stuff to work. There must be a bug somewhere causing the symptoms you're seeing. The window title is just a property on the window, and properties can't exist until there's a window for them to be on.
You say "not allowing xmonad to properly handle it" which implies it isn't coping with changes to the name; window managers absolutely must handle setting the title at any time, including changing the title long after a window is created.
What the spec says (http://www.x.org/docs/ICCCM/icccm.pdf) is:
"The window manager will examine the contents of these properties when the window makes the
transition from the Withdrawn state and will monitor some properties for changes while the window is in the Iconic or Normal state."
The "transition from the Withdrawn state" is the point where glfw calls XMapWindow(). At that point, the window will remain unmapped but the WM will receive a MapRequest. The WM would then read properties and such and then map the window. All window managers I've ever seen also handle later changes to the property because changing the window title is pretty normal. For example web browsers the page title on every url.
If xmonad doesn't handle changes maybe it at least waits for the map, so maybe you just need to set title before XMapWindow(). Really all setup should be done before MapWindow though only a few properties are required to be before it by the specs. The props that must be before it generally can't be changed without unmapping.
Incidentally, _glfwPlatformSetWindowTitle won't work for anything but Latin-1. The modern way to do it is to set _NET_WM_NAME and _NET_WM_ICON_NAME with XChangeProperty() (setting the old Latin-1 WM_NAME is fine too but only as a fallback).

Set a custom icon for a QAction when disabled

Is it possible to have a custom icon displayed for a QAction when it is disabled? E.g. display icon A when the tool is enabled and icon B when the tool is disabled.
When creating a QAction, you pass it a QIcon. Although I haven't tried this myself, I've noticed that QIcon has a function void QIcon::addPixmap ( const QPixmap & pixmap, Mode mode = Normal, State state = Off ). The Mode can be one of Normal, Disabled, Active, or Selected. Thus, I presume something like this would work:
QPixmap enabled_icon( "enabled.png" );
QPixmap disabled_icon( "disabled.png" );
QIcon icon( enabled_icon );
icon.addPixmap( disabled_icon, QIcon::Disabled );
QAction action( icon, "&Menu action..." );
I would be interested in learning if this actually does work. I've never gotten around to testing it, but it seems like exactly the use this was designed for.
Connect a slot to signal QAction::changed(), then set the icon there if the action is enabled or disabled. (You could do this by subclassing QAction and add the slot in the subclass, connecting it in the constructor).
If someone looking same thing for toogle state of action
QIcon icon;
icon.addPixmap( selectedPixmap, QIcon::Normal,QIcon::On );
icon.addPixmap( normalPixmap, QIcon::Normal,QIcon::Off );

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