Hiding mouse cursor in multiscreen setup - winapi

I am trying to hide the mouse cursor using win32 API ShowCursor(FALSE), but on a multiscreen setup when the mouse gets to the other screen I don't get any mouse updates in windows.
Is there any way I can prevent this?
This is for a fullscreen video game and I don't seem to find any windows api that can do something like this.

From what I understand, your problem is not in hiding the mouse cursor, but in constraining it to your window?
In that case, the ClipCursor function should do the job.
{
RECT windowRect;
GetWindowRect(hWnd, &windowRect);
ClipCursor(&windowRect);
}
For a border-less full-screen window, it should be fine to do that once. You would need to repeat that step if your window's position or size ever changes or the window loses focus.
For game programming, there are likely better methods though, such as DirectInput, which provides an exclusive mouse handling mode (tutorials available) and does all that for you on a lower-level basis.
There are some discussions available about the different ways to handle this, for instance this one on the MSDN forums.
If, on the other hand, you want the cursor to be able to leave your window, and only hide it while it's over your window, you should handle the WM_SETCURSOR message and use SetCursor to hide the cursor.
case WM_SETCURSOR:
SetCursor(NULL);
return TRUE;

Related

Is it possible to determine if a window has a scrolling function/interaction in AutoHotKey?

For the purpose of putting more actions on fewer buttons I was hoping to detect if a window has scrolling functions. For example when a pop-up is asking you if you want to save something or not it tends to default to No. That window does not have any functionality tied to the mouse wheel action. In that scope I was planning to have the mouse wheel up and down input up or down directions. Maybe there is a way to detect if the window has scrolling enabled? Or maybe there is another work-around such as that pop-up window having a specific windows class?
Look at the GetScrollBarInfo function in the answer here How I can check if a Window has visible scrollbars using his HWND? for some useful info, but in my view, easiest is to capture window classes and fire mouse wheels accordingly, just like the example in the help for #if except you will need a correct WinTitle (use class of pop up) instead of identifying the Taskbar, and you will send tab and alt+tab in your mousewheels instead of the volume controls:
#If MouseIsOver("ahk_class Shell_TrayWnd")
WheelUp::Send {Volume_Up}
WheelDown::Send {Volume_Down}
MouseIsOver(WinTitle) {
MouseGetPos,,, Win
return WinExist(WinTitle . " ahk_id " . Win)
}
https://www.autohotkey.com/docs/commands/_If.htm
Hth,

Detecting when another application is clipping the mouse cursor?

What I am trying to do is to determine when another application is clipping the mouse cursor. I am using SetWindowsHookEx(WH_MOUSE_LL,...) to detect mouse movement. I could test the mouse position against its previous position every time my WH_MOUSE_LL callback is called, but this wont work if any of the sides of the application's window are touching the edge of the desktop as windows itself is also clipping the cursor.
More specifically, I am writing a program that overrides the default mapping of the virtual desktop when there are multiple monitors. I have everything working except in the case where a fullscreen application is running and constraining the mouse to its window. I cannot distinguish between the cursor actually trying to exit the side of the screen or if the current in-focus application is clipping it.
Is it possible to tell weather the in-focus app is clipping the mouse or maybe to prevent windows itself from constraining the cursor within the desktop, allowing the aforementioned check to work? Is there some other solution that I am missing?
Thank you.
Ah, I'm an idiot. GetClipCursor(RECT*) will do the trick.

Restrict mouse movement over a specified window handle

I'm looking to simulate a kiosk mode for Safari on Windows. OSX will not work with my input hardware and Chrome's GPU acceleration is too slow for the machine I'm using.
The only plausible solution [so far] is to run Safari and send an F11 (fullscreen) keystroke, but prevent the URL bar from expanding when the mouse reaches the top pixels of the screen.
I've looked and can't seem to find any good solution and would like to know if I can restrict the cursor movement from reaching the top pixel of the screen?
If anyone has any other solutions, that would be great!
You can use the ClipCursor function to do this.
Confines the cursor to a rectangular area on the screen. If a subsequent cursor position (set by the SetCursorPos function or the mouse) lies outside the rectangle, the system automatically adjusts the position to keep the cursor inside the rectangular area.
You can poll the cursor position and correct it using a timer, but this is not ideal. You could also cover the top bar by a transparent topmost window. This way, input will never reach the top bar.
EDIT: If Internet explorer is an option you have the possibility to use the COM object to embed what you need in a custom application. Other browsers might have similar APIs, but I'm not familiar with them.

How does a GUI Framework work?

I have been all over the web looking for an answer to this, and my question is this:
How does a GUI framework work? for instance how does Qt work, is there any books or wibsites on the topic of writing a GUI framework from scratch? and also does the framework have to call methods from the operating systems GUI framework?
-- Thank you to any one who takes the time to try to answer this question, and forgive me if i misspelled anything.
In the old days we did a lot of GUI programming from scratch. It is not as hard as it seems, but it requires a few weeks to come with results.
First you need a good drawing library. Minimal functionality for this library is drawing clipped rectangles (using patterns), lines, bitmaps, and fonts. You can cheat by creating fonts as bitmaps, and clipped rectangle is just a bunch of horizontal lines.
Now you need at least drivers for mouse, keyboard, and timer (if not already provided by the operating system). In general, you will need to detect keys, symbol keys (such as shift, etc.), mouse moves and mouse clicks. Basic timer functions will allow you to detect double clicks.
Then you need to create a window data structure. This data structure needs to have coordinates i.e. a rectangle, link to parent window (if not top window), and window function i.e. the function that will be called when this window should handle some events.
Once you can draw on screen you need some rectangle algebra functions. You need at least good function to calculate intersection of rectangles, and a quick resolution of relative to absolute coordinates. For example - if your child window has parent then its' x and y should recursively be added to parent x and y until you reach top window.
At this point you have your:
- primitive graphical functions,
- window structure,
- mouse driver, keyboard driver, and timer,
- rectangle arithmetic.
Now you can write your main event harvesting function. This function will run all the time. It's purpose will be to detect events and send messages to correct windows. What is an event? Well, when you start your program, store mouse x and y coordinates. Then in a loop check if they have changed. If they have changed, find the window at that position ... and send WM_MOUSEMOVE event to it. Your harvesting function should handle:
- mouse moves
- mouse clicks
- mouse double clicks (remember last click and position, measure time and decide if it is a double click or not)
- timer events
- keyboard buffer changes
...
Now you should be able to send events to windows. But you really need a mechanism for it. It is a combination of message queue, and window procedure. It usually works like this: each window has a window procedure which commonly accepts four arguments: message id (i.e. is it mouse move, is it paint message), window handle, parameter 1 and parameter 2. You can call this window procedure directly using something like a send_message functions. Or you can send this window a message via post_message function. This will put message to the queue and window will process messages one by one, eventually receiving this one. So why should you call one messages directly and put others to the queue? Because of priority. You see, a keyboard click can wait some time before being processed. But a window redraw must complete immediately to prevent flicker and wrong data on screen.
So your harvest_events function sends messages to windows using post_message, and send_message. And your window message pump gets them using typical message pump like this:
while (pmsg = get_message() != NULL) send_message(pmsg->id, pmsg->hwnd, pmsg->p1, pmsg->p2);
get_message simply obtains message from the queue, and calls send message. Simple, huh? Well, not quite so. This way you would only receive driver messages to windows, but you also need some functions to redraw windows, move them, etc.. When you create move_window function, resize_window, show_window, and hide_window function, your window coordinates will change. Parts of other windows will be uncovered (if top window is moved or closed).You need to calculate which windows are affected by coordinate changes and send paint message to those windows (to repaint only the parts that were uncovered - remember, you have clipping drawing functions so this will work).
These functions introduces messages msg_paint, msg_move, msg_resize, msg_hide...
Last, you need to maintain hierarchy of windows. Your top window should be the desktop. It should have child windows (application top windows). These windows may have further child windows (buttons, edit boxes, etc.) The obvious structure for holding these is the window tree. When you detect mouse click you have to traverse window tree and do it in a smart way (finding out who has focus, who is modal, etc.) to send message to the right window. And when you draw you also must traverse all children to see who is uncovered and who is not. Last but not least, you need to handle mouse rectangle as top window to prevent flickering the mouse as windows are re-drawn or (using timers and msg_paint events) animated.
That's roughly it.
A GUI framework like Qt generally works by taking the existing OS's primitive objects (windows, fonts, bitmaps, etc), wrapping them in more platform-neutral and less clunky classes/structures/handles, and giving you the functionality you'll need to manipulate them. Yes, that almost always involves using the OS's own functions, but it doesn't HAVE to -- if you're designing an API to draw an OpenGL UI, for example, most of the underlying OS's GUI stuff won't even work, and you'll be doing just about everything on your own.
Either way, it's not for the faint of heart. If you have to ask how a GUI framework works, you're not even close to ready to design one. You're better off sticking with an existing framework and extending it to do the spiffy stuff it doesn't do already.

How does one use onmousedown/onmouseup correctly?

Whenever I write mouse handling code, the onmousedown/onmouseup/onmousemove model always seemed to force me to produce unnecessarily complex code that would still end up causing all sorts of UI bugs.
The main problem which I see even in major pieces of software these days is the "ghost mouse" event where you drag to outside the window and then let go. Once you return back into the window, the application still thinks you have the mouse down even though the button is up. This is especially annoying when you're trying to highlight something that goes to the border of the screen.
Is there a RIGHT way to write mouse code or is the entire model just flawed?
Ordinarily one captures the mouse events on mouse down so the mouse move and mouse up go through your code regardless of the caret moving out of you application window.
More recently this is a problem when running a VM or remote session, its difficult for apps in these to track the mouse outside of the machine screen area represented by a window on a host.
I'm not sure what environment you're attempting to track mouse buttons in, but the best way to handle this is to have a mouse listener that tracks onmouseup 100% of the time after you've detected onmousedown.
That way, it doesn't matter what screen region the user releases the mouse button in. It will reset no matter where it happens.

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