MOUSEEVENTF_ABSOLUTE doesn't work - winapi

I want to make my program click specific mouse coordinates, so I am using
mouse_event(MOUSEEVENTF_ABSOLUTE | MOUSEEVENTF_LEFTDOWN, point.x, point.y, 0, 0);
where point.x and point.y are normalized between 0 and 65535.
However, it always clicks where the cursor is instead of the coordinates that I pass. Why is that happening?

You might be missing MOUSEEVENTF_MOVE flag.
If that doesn't work - I suggest you just use SetCursorPos() to set the location. Then your mouse_move event should work just fine.

simulate all the mouse events
mouse_event(MOUSEEVENTF_ABSOLUTE | MOUSEEVENTF_MOVE, point.x, point.y, 0, 0);
mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);

Related

DirectX 9 - drawing a 2D sprite in its exact dimensions

I'm trying to build a simple 2D game using DirectX9, and I want to be able to use sprite dimensions and coordinates with no scaling applied.
The book that I'm following ("Introduction to 3D Game Programming with DirectX 9.0c" by Frank Luna) shows a trick using Direct3D's sprite functions to render graphics in 2D, but the book code still sets up a camera using D3DXMatrixLookAtLH and D3DXMatrixPerspectiveFovLH, and the sprite images get scaled in perspective. How do I set up the view and projection to where sprites are rendered in original dimensions and X-Y coordinates can be addressed as an actual pixel location within the window?
UPDATE
Although this might not be the ideal solution, I did come up with a workaround. I realized if I set the projection matrix with 90-degree field-of-view and the near plane at z=0, then all I have to do is to look at the origin (0, 0, 0) with the D3DXMatrixLookAtRH and step back by half of the screen width (the height of an Isosceles Right Triangle is half of the base).
So for my client area being 400 x 400, the following settings worked for me:
// get client rect
RECT R;
GetClientRect(hWnd, &R);
float width = (float)R.right;
float height = (float)R.bottom;
// step back by 400/2=200 and look at the origin
D3DXMATRIX V;
D3DXVECTOR3 pos(0.0f, 0.0f, (-width*0.5f) / (width/height)); // see "UPDATE 2" below
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXMatrixLookAtLH(&V, &pos, &target, &up);
d3dDevice->SetTransform(D3DTS_VIEW, &V);
// PI x 0.5 -> 90 degrees, set the near plane to z=0
D3DXMATRIX P;
D3DXMatrixPerspectiveFovLH(&P, D3DX_PI * 0.5f, width/height, 0.0f, 5000.0f);
d3dDevice->SetTransform(D3DTS_PROJECTION, &P);
Turning off all the texturing filters (or setting to D3DTEXF_POINT) seems to get the best pixel-accurate feel.
Another important thing to note was that CreateWindowEx() with requested 400 x 400 size returned a client area of something like 387 x 362, so I had to check with GetClientRect(), calculate the difference and readjust the window size using SetWindowPos() after initial creation.
The screenshot below shows the result of taking the steps mentioned above. The original bitmap (right) is rendered with no scaling/stretching applied in the app (left)... finally!
UPDATE 2
I didn't test the above method for when the aspect ratio isn't 1:1. I adjusted the code - the amount you step back for your camera position should be ... window_width * 0.5 / aspect_ratio (or width/height).
DirectX Tool Kit SpriteBatch class is designed to do exactly what you describe. When drawing with Direct3D, screen coordinates are (-1,-1) to (1,1) with (-1,-1) in the upper-right corner.
This sets up the matrix that will let you specify in screen-coordinates with (0,0) in the upper-right.
// Compute the matrix.
float xScale = (mViewPort.Width > 0) ? 2.0f / mViewPort.Width : 0.0f;
float yScale = (mViewPort.Height > 0) ? 2.0f / mViewPort.Height : 0.0f;
switch( rotation )
{
case DXGI_MODE_ROTATION_ROTATE90:
return XMMATRIX
(
0, -yScale, 0, 0,
-xScale, 0, 0, 0,
0, 0, 1, 0,
1, 1, 0, 1
);
case DXGI_MODE_ROTATION_ROTATE270:
return XMMATRIX
(
0, yScale, 0, 0,
xScale, 0, 0, 0,
0, 0, 1, 0,
-1, -1, 0, 1
);
case DXGI_MODE_ROTATION_ROTATE180:
return XMMATRIX
(
-xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, 1, 0,
1, -1, 0, 1
);
default:
return XMMATRIX
(
xScale, 0, 0, 0,
0, -yScale, 0, 0,
0, 0, 1, 0,
-1, 1, 0, 1
);
}
In Direct3D 9 the pixel centers were defined a little differently than Direct3D 10/11/12 so the typical solution in the legacy API was to add a 0.5,0.5 half-center offset to all the positions. You don't need to do this with Direct3D 10/11/12.

Why would TextOut() be using a different coordinate system than AlphaBlend()?

I'm trying to write a text overlay function that generates a semitransparent background with text on it in the top right hand corner of the viewport. I wrote a test MFC application project with mostly default settings (I don't remember exactly, but AFAIK, none of the settings should cause the problems I'm seeing).
Here is the code:
void DrawSemitransparentRect(CDC& destDC, CRect rect, float percentGrayBackground, COLORREF overlayColour, float overlayPercentOpaque)
{
rect.NormalizeRect();
CDC temp_dc; // Temp dc for semitransparent text background
temp_dc.CreateCompatibleDC(&destDC);
CBitmap layer; // Layer for semitransparent text background
layer.CreateCompatibleBitmap(&destDC, 1, 1);
CBitmap* pOldBitmap = temp_dc.SelectObject(&layer);
BLENDFUNCTION blendFunction = { AC_SRC_OVER, 0, 0, 0 };
auto DrawSemitransparentRectHelper = [&](COLORREF colour, float transparency)
{
temp_dc.SetPixel(0, 0, colour);
blendFunction.SourceConstantAlpha = BYTE(transparency * 255 / 100);
// Draw semitransparent background
VERIFY(destDC.AlphaBlend(rect.left, rect.top, rect.Width(), rect.Height()
, &temp_dc, 0, 0, 1, 1, blendFunction));
};
// Lighten up the area to make more opaque without changing overlay colour.
DrawSemitransparentRectHelper(RGB(255, 255, 255), percentGrayBackground);
// Draw overlay colour
DrawSemitransparentRectHelper(overlayColour, overlayPercentOpaque);
temp_dc.SelectObject(pOldBitmap);
}
void DrawOverlayText(CDC & dc, CFont &windowFont, CRect const& windowRectDP, CString const& overlayText, CRect* pBoundingRectDP)
{
static bool debug = true;
int savedDC = dc.SaveDC();
::SetMapMode(dc.GetSafeHdc(), MM_TWIPS);
// Reset the window and viewport origins to (0, 0).
CPoint windowOrg, viewportOrg;
::SetWindowOrgEx(dc.GetSafeHdc(), 0, 0, &windowOrg);
::SetViewportOrgEx(dc.GetSafeHdc(), 0, 0, &viewportOrg);
LOGFONT logFont;// = { 12 * 10, 0, 0, 0, 100, 0, 0, 0, 0, 0, 0, 0, 255, _T("Times New Roman") };
windowFont.GetLogFont(&logFont);
logFont.lfHeight = 12 * 10; // 12 point font? Why isn't this *20? TWIPS are 20ths of a point.
// Font for the overlay text
CFont font;
font.CreatePointFontIndirect(&logFont, &dc);
CFont* pOldFont = dc.SelectObject(&font);
// window rect in Logical Points
CRect windowRect(windowRectDP);
dc.DPtoLP(windowRect);
// Get text extent in Logical Points
CRect textRect;
dc.DrawText(overlayText, textRect, DT_CALCRECT);
// inflation rectangle to add pixels around text
CRect inflate(8, 0, 8, 4);
dc.DPtoLP(&inflate);
// Create the bounding rect on the right hand of the view, making it a few pixels wider.
CRect boundingRect(textRect);
if (!debug)
{
boundingRect.InflateRect(inflate);
}
boundingRect.NormalizeRect();
boundingRect += CPoint(windowRect.Width() - boundingRect.Width(), 0);
CRect boundingRectDP(boundingRect);
if (pBoundingRectDP || !debug)
{
// Get the bounding rect in device coordinates
dc.LPtoDP(boundingRectDP);
*pBoundingRectDP = boundingRectDP;
}
if (!debug)
{
// round the bottom corners of the text box by clipping it
CRgn clip;
boundingRectDP.NormalizeRect();
clip.CreateRoundRectRgn(
boundingRectDP.left + 1 // +1 needed to make rounding coner match more closely to bottom right coner
, boundingRectDP.top - boundingRectDP.Height() // Getting rid of top rounded corners
, boundingRectDP.right
, boundingRectDP.bottom + 1
, 16, 16 // rounding corner may have to be more dynamic for different DPI screens
);
::SelectClipRgn(dc.GetSafeHdc(), (HRGN)clip.GetSafeHandle());
clip.DeleteObject();
}
// Calculatte centre position of text
CPoint centrePos(
boundingRect.left + (boundingRect.Width() - textRect.Width()) / 2 + 1
, boundingRect.top + (boundingRect.Height() - textRect.Height()) / 2 + 1);
if (debug)
{
// in debug mode, output text and then put semitransparent bounding rect over it.
dc.SetBkMode(debug ? OPAQUE : TRANSPARENT);
dc.SetBkColor(RGB(255, 0, 0));
dc.SetTextColor(RGB(0, 0, 0));
dc.TextOut(centrePos.x, centrePos.y, overlayText);
DrawSemitransparentRect(dc, boundingRect, 60, RGB(0, .25 * 255, .75 * 255), 40);
}
else
{
// 2 pixel offset in Logical Points
CPoint textShadowOffset(2, 2);
dc.DPtoLP(&textShadowOffset);
// in !debug mode, output semitransparent bounding rect and then put text over it.
DrawSemitransparentRect(dc, boundingRect, 60, RGB(0, .25 * 255, .75 * 255), 40);
dc.SetBkMode(debug ? OPAQUE : TRANSPARENT);
dc.SetTextColor(RGB(0, 0, 0));
dc.TextOut(centrePos.x, centrePos.y, overlayText);
dc.SetTextColor(RGB(255, 255, 255));
dc.TextOut(centrePos.x - textShadowOffset.x, centrePos.y - textShadowOffset.y, overlayText);
}
// Restore DC's state
dc.SelectObject(pOldFont);
dc.RestoreDC(savedDC);
}
// OnPaint() function for CView derived class.
void COverlayOnCViewView::OnPaint()
{
CPaintDC dc(this); // device context for painting
CString m_overlayText = _T("abcdefg ABCDEFG");
CFont windowFont;
LOGFONT logFont = { -12, 0, 0, 0, 400, 0, 0, 0, DEFAULT_CHARSET, 0, 0, CLEARTYPE_QUALITY, 0, _T("Segoe UI") };
windowFont.CreatePointFontIndirect(&logFont, &dc);
CRect windowRect;
GetClientRect(windowRect);
DrawOverlayText(dc, windowFont, windowRect, m_overlayText, nullptr);
}
Now, this works perfectly well in the default project, where I get the following:
But when I put it into another preexisting project, I get this:
You can see that the text is actually positioned above the translucent rectangle.
If I move the rectangle down the height of the text box, by changing
boundingRect += CPoint(windowRect.Width() - boundingRect.Width(), 0);
to
boundingRect += CPoint(windowRect.Width() - boundingRect.Width(), textRect.Height());
I get:
It's like the text function is specifying the bottom left corner rather than the top left corner for placement.
I wrote the free functions so that it should work with any DC, even if that DC has had its coordinate system manipulated, but perhaps I've forgotten to reset something?
The default project is using MFC 14.0.24212.0, but the project I tried to import this code into is using MFC 12.0.21005.1. Could that be an issue? I'm not sure how to change the default project to use the earlier version of MFC to test that.
Edit
Note that in the default project, I could have put the code into the OnDraw() function like this:
void COverlayOnCViewView::OnDraw(CDC* pDC)
{
COverlayOnCViewDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
if (!pDoc)
return;
// TODO: add draw code for native data here
CString m_overlayText = _T("abcdefg ABCDEFG");
CFont windowFont;
LOGFONT logFont = { -12, 0, 0, 0, 400, 0, 0, 0, DEFAULT_CHARSET, 0, 0, CLEARTYPE_QUALITY, 0, _T("Segoe UI") };
windowFont.CreatePointFontIndirect(&logFont, pDC);
CRect windowRect;
GetClientRect(windowRect);
DrawOverlayText(*pDC, windowFont, windowRect, m_overlayText, nullptr);
}
The only reason why I didn't was because the application I'm putting this into doesn't have one and I wanted to mimic that project as closely as possible. If you create a default application to test this, remember either to put the ON_WM_PAINT() macro in the MESSAGE MAP or use the OnDraw() function shown instead. They both seem to have the same results in the default project.

How can hide blue color background of selected text in notepad programmaticaly delphi, vc++

I need to copy paste text from notepad but i wish that blue background of selected text remain white, is that possible?
Following code selects and copies notepad text to clipboard
Wnd := FindWindowHandleByTitle('Notepad');
keybd_event(VK_CONTROL, 0, 0, 0);
keybd_event(ord('A'), 0, 0, 0);
keybd_event(ord('A'), 0, KEYEVENTF_KEYUP, 0);
keybd_event(VK_CONTROL, 0, KEYEVENTF_KEYUP, 0);
sleep(200);
//
keybd_event(VK_CONTROL, 0, 0, 0);
keybd_event(ord('C'), 0, 0, 0);
keybd_event(ord('C'), 0, KEYEVENTF_KEYUP, 0);
keybd_event(VK_CONTROL, 0, KEYEVENTF_KEYUP, 0);

Negative scale in axis Y using applyMatrix does not work

I am creating a web page to illustrate the 3D transformations and I am using Three.js. I have detected a problem when I try to do a negative scale in Y axis. In this case, the object is not affected (a face inversion should be done but it doesn't). However, for negative scales in axis X or Z it works well. Any help? This is my code:
var m = new THREE.Matrix4(
scaleX, 0, 0, 0,
0, scaleY, 0, 0,
0, 0, scaleZ, 0,
0, 0, 0, 1
);
cube.applyMatrix(m);
If I use cube.scale.set(scaleX,scaleY,scaleZ) the first transformation is performed rightly, but I can't link with other transformations. I need for my application that the user can do several transformations in the same scene.
Thanks in advance
Your matrix is not correct.
Try with :
var m = new THREE.Matrix4(
1, 0, 0, scaleX,
0, 1, 0, scaleY,
0, 0, 1, scaleZ,
0, 0, 0, 1
);
cube.applyMatrix(m);

How to rotate (after a 90 degrees rotation in x axis ) in the new coordinates on the y axis in openGL es 2.0

I'm rotation a cube 90 degrees in x axis, after that I want to rotate in another 90 degrees in y axis but it does get the expected(from me) result since it was rotated before
I'd like rotation to happen lets say in world coordinates ... My current code I think is resetting the identity matrix but if I remove that line nothing renders.Here is my code:
public void onDrawFrame(GL10 arg0) {
// GLES20.glEnable(GLES20.GL_TEXTURE_CUBE_MAP);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glUseProgram(iProgId);
cubeBuffer.position(0);
GLES20.glVertexAttribPointer(iPosition, 3, GLES20.GL_FLOAT, false, 0, cubeBuffer);
GLES20.glEnableVertexAttribArray(iPosition);
texBuffer.position(0);
GLES20.glVertexAttribPointer(iTexCoords, 3, GLES20.GL_FLOAT, false, 0, texBuffer);
GLES20.glEnableVertexAttribArray(iTexCoords);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_CUBE_MAP, iTexId);
GLES20.glUniform1i(iTexLoc, 0);
Matrix.setIdentityM(m_fIdentity, 0);
if(rotating == true)
{
rotate();
}
Matrix.rotateM(m_fIdentity, 0, -xAngle, 0, 1, 0);
Matrix.rotateM(m_fIdentity, 0, -yAngle, 1, 0, 0);
Matrix.multiplyMM(m_fVPMatrix, 0, m_fViewMatrix, 0, m_fIdentity, 0);
Matrix.multiplyMM(m_fVPMatrix, 0, m_fProjMatrix, 0, m_fVPMatrix, 0);
// Matrix.translateM(m_fVPMatrix, 0, 0, 0, 1);
GLES20.glUniformMatrix4fv(iVPMatrix, 1, false, m_fVPMatrix, 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 36, GLES20.GL_UNSIGNED_SHORT, indexBuffer);
// GLES20.glDisable(GLES20.GL_TEXTURE_CUBE_MAP);
}

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