I have an old VC6 application to maintain.
When it starts, it shows the system buttons (minimize, maximize, close) in the usual Windows 7 or Windows 8 style.
As soon as I do an operation that triggers a redraw (SetMenu, move the window…), these buttons change to a Windows 2000 style (just gray boxes with black icons). We have other applications (VC6 as well) that do not have this behaviour.
Any idea where I should start to look ?
Edit:
After more investigation, I found that a call to DrawFrameControl is causing all this trouble:
CWindowDC dcWnd(this);
CRect rectWindow, rectClient;
GetWindowRect(&rectWindow);
m_rectDisconnectButton.left = rectWindow.Width() - DISC_BUTTON_WIDTH 6;
m_rectDisconnectButton.top = ::GetSystemMetrics(SM_CYCAPTION) + 4;
m_rectDisconnectButton.right = m_rectDisconnectButton.left + DISC_BUTTON_WIDTH;
m_rectDisconnectButton.bottom = m_rectDisconnectButton.top + BUTTON_HEIGHT;
if ( m_bDisconnectButtonPressed )
dcWnd.DrawFrameControl(&m_rectDisconnectButton, DFC_BUTTON, DFCS_BUTTONPUSH | DFCS_PUSHED);
If I comment the last call, obviously my button will not be drawn, but I no longer have the issue with the "system buttons".
Related
At the moment I am having to fudge my code like this:
CRect rcList;
m_ListThumbnail.GetClientRect(rcList);
rcList.DeflateRect(25, 25);
// Use monitor 1 to work out the thumbnail sizes
CRect rcMonitor = m_monitors.rcMonitors.at(0);
m_iThumbnailWidth = rcList.Width();
double dHt = ((double)rcMonitor.Height() / (double)rcMonitor.Width()) * (double)m_iThumbnailWidth;
m_iThumbnailHeight = (int)dHt;
I fudge it by deflating the rectangle by 25. m_ListThumbnail is a CListCtrl and I am trying to render my thumbnails so that I do not need a horizontal scroll bar.
When I render the thumbnails of the monitors, I attempt to massage these thumbnail values (incomplete):
nWidth = m_iThumbnailWidth;
double dHt = ((double)rcCapture.Height() / (double)rcCapture.Width()) * (double)m_iThumbnailWidth;
nHeight = (int)dHt;
if (nHeight > m_iThumbnailHeight)
{
AfxMessageBox(L"Need to investigate!");
}
Where rcCapture is the size of the monitor.
If I remove the DeflateRect line, my window displays like this:
As you can see, it is note as I expected. There is a horizontal scroll bar and I have to resize quite a bit to see the thumbnail:
All I want to compute is a set of thumbnail dimensions so that the scaled down monitor image is going to fit in the CListCtrl. I don't really want the user to have to resize the window.
Update
With my adjusted code which now uses the primary monitor aspect ratio to work out the thumbnail sizes (as added above) renders the app with better whitespace:
That was the reason of the extra space at the bottom because the monitors were 16:9 and I was squishing into 4:3. So that is fixed.
But as you can see, using the CListCtrl client width is not sufficient.
Update
This is the rendering code:
// Set the mode first!
SetStretchBltMode(dcImage, COLORONCOLOR);
int iTop = (m_iThumbnailHeight - nHeight) / 2;
// Copy (and resize)
bRet = ::StretchBlt(dcImage, 0, iTop,
nWidth,
nHeight,
dcScreen.m_hDC,
rcCapture.left,
rcCapture.top,
rcCapture.Width(),
rcCapture.Height(), SRCCOPY | CAPTUREBLT);
The control renders the icon with a margin. When I used GetItemPosition function it indicated that the x value was 21. This is why my DeflateRect(25, 25) worked. But I don;t know how the CListCtrl computed that margin value.
Eventually I found out how to do this without deflating, by using the SetIconSpacing function. Like this:
m_ListThumbnail.SetIconSpacing(
CSize(m_iThumbnailWidth, ::GetSystemMetrics(SM_CXHSCROLL)));
Once the above has been done the window looks like this:
Things might be a little different when there are 3 or 4 monitor thumbnails, thus causing a vertical scroll bar. But I only have two monitors to test with.
There are a number of questions and answers about setting wallpapers programmatically on multi-monitor setups in Windows, but I'm asking specifically for Windows 10 (and maybe Windows 8) because it seems to work differently from all the explanations I found.
Raymond Chen has an article "How do I put a different wallpaper on each monitor?" (https://devblogs.microsoft.com/oldnewthing/?p=25003), also quoted in Monitors position on Windows wallpaper. The core concepts is that Windows places the top-left corner of the provided bitmap at the top-left corner of the primary monitor, and wraps around to fill any desktop space to the left and/or above that. I understand that, I wrote a little program using that knowledge, and it works beautifully in Windows 7.
How it works: I create a bitmap that conceptually covers the whole desktop space, as the user sees it. I draw the contents of each monitor to that bitmap in its appropriate position (the program is written in C++ using VCL, but the principle remains the same in other programming environments):
TRect GetMonitorRect_WallpaperCoords(int MonitorNum)
{
Forms::TMonitor *PrimaryMonitor = Screen->Monitors[0];
Forms::TMonitor *Monitor = Screen->Monitors[MonitorNum];
// Get the rectangle in desktop coordinates
TRect Rect(Monitor->Left, Monitor->Top, Monitor->Left + Monitor->Width, Monitor->Top + Monitor->Height);
// Convert to wallpaper coordinates
Rect.Left += PrimaryMonitor->Left - Screen->DesktopLeft;
Rect.Top += PrimaryMonitor->Top - Screen->DesktopTop;
Rect.Right += PrimaryMonitor->Left - Screen->DesktopLeft;
Rect.Bottom += PrimaryMonitor->Top - Screen->DesktopTop;
return Rect;
}
std::unique_ptr<Graphics::TBitmap> CreateWallpaperBitmap_WallpaperCoords()
{
std::unique_ptr<Graphics::TBitmap> Bmp(new Graphics::TBitmap);
Bmp->PixelFormat = pf24bit;
Bmp->Width = Screen->DesktopWidth;
Bmp->Height = Screen->DesktopHeight;
// Draw background (not that we really need it: it will never be visible)
Bmp->Canvas->Brush->Style = bsSolid;
Bmp->Canvas->Brush->Color = clBlack;
Bmp->Canvas->FillRect(TRect(0, 0, Bmp->Width, Bmp->Height));
for (int MonitorNum = 0; MonitorNum < Screen->MonitorCount; ++MonitorNum)
{
TDrawContext DC(Bmp->Canvas, GetMonitorRect_WallpaperCoords(MonitorNum));
DrawMonitor(DC);
}
return Bmp;
}
(The draw context uses a coordinate translation rect so that the code int DrawMonitor function can draw in a rectangle like (0, 0, 1920, 1080) without having to wonder where in the full bitmap it is drawing, and with a clip rect so that DrawMonitor can not accidentally draw outside of the monitor it's drawing on).
Then I convert that bitmap to an image that will properly wrap around when placed at the top-left corner of the primary monitor (as Raymond Chen describes in his article):
std::unique_ptr<Graphics::TBitmap> ConvertWallpaperToDesktopCoords(std::unique_ptr<Graphics::TBitmap> &Bmp_WallpaperCoords)
{
std::unique_ptr<Graphics::TBitmap> Bmp_DesktopCoords(new Graphics::TBitmap);
Bmp_DesktopCoords->PixelFormat = Bmp_WallpaperCoords->PixelFormat;
Bmp_DesktopCoords->Width = Bmp_WallpaperCoords->Width;
Bmp_DesktopCoords->Height = Bmp_WallpaperCoords->Height;
// Draw Bmp_WallpaperCoords to Bmp_DesktopCoords at four different places to account for all
// possible ways Windows wraps the wallpaper around the left and bottom edges of the desktop
// space
Bmp_DesktopCoords->Canvas->Draw(Screen->DesktopLeft, Screen->DesktopTop, Bmp_WallpaperCoords.get());
Bmp_DesktopCoords->Canvas->Draw(Screen->DesktopLeft + Screen->DesktopWidth, Screen->DesktopTop, Bmp_WallpaperCoords.get());
Bmp_DesktopCoords->Canvas->Draw(Screen->DesktopLeft, Screen->DesktopTop + Screen->DesktopHeight, Bmp_WallpaperCoords.get());
Bmp_DesktopCoords->Canvas->Draw(Screen->DesktopLeft + Screen->DesktopWidth, Screen->DesktopTop + Screen->DesktopHeight, Bmp_WallpaperCoords.get());
return Bmp_DesktopCoords;
}
Then I install that bitmap as a wallpaper by writing the appropriate values in the registry and calling SystemParametersInfo with SPI_SETDESKWALLPAPER:
void InstallWallpaper(const String &Fn)
{
// Install wallpaper:
// There are 3 name/data pairs that have an effect on the desktop wallpaper, all under HKCU\Control Panel\Desktop:
// - Wallpaper (REG_SZ): file path and name of wallpaper
// - WallpaperStyle (REG_SZ):
// . 0: Centered
// . 1: Tiled
// . 2: Stretched
// - TileWallpaper (REG_SZ):
// . 0: Don't tile
// . 1: Tile
// We don't use the Wallpaper value itself; instead we use SystemParametersInfo to set the wallpaper.
// The file name needs to be absolute!
assert(Ioutils::TPath::IsPathRooted(Fn));
std::unique_ptr<TRegistry> Reg(new TRegistry);
Reg->RootKey = HKEY_CURRENT_USER;
if (Reg->OpenKey(L"Control Panel\\Desktop", false))
{
Reg->WriteString(L"WallpaperStyle", L"1");
Reg->WriteString(L"TileWallpaper", L"1");
Reg->CloseKey();
}
SystemParametersInfoW(SPI_SETDESKWALLPAPER, 1, Fn.c_str(), SPIF_UPDATEINIFILE | SPIF_SENDCHANGE);
}
But when I test it in Windows 10, it doesn't work properly anymore: Windows 10 puts the wallpaper completely in the wrong place. Seeing as other people have asked questions about multi-monitor wallpapers in the past, I'm hoping there are people with experience of it on Windows 10.
As far as I can see, Windows 10 places the top-left corner of the provided bitmap at the top-left corner of the desktop space (by which I mean the bounding rectangle of all monitors), instead of the top-left corner of the primary monitor. In code, that means: I leave out the ConvertWallpaperToDesktopCoords step, and then it works fine as far as I can see.
But I can't find any documentation on this, so I don't know if this is officially explanation of how Windows 10 does it. Use with care. Also I don't know when this different behavior started: in Windows 10, or maybe earlier in Windows 8.
Right now I am writing a small app with NodeJS/Electron.
It's basically a map with a customer list, but the customer list should also be able to pop out into a second window.
So far so good, everything is working as it should, but I want the second window to be aligned with the right border of the first window and it should be on the same height/y-coordinate. Like this:
windows aligned
But the problem is that when I set my second windows bounds to the same bounds of the first window it causes the second window to have an offset. And the offset is exactly the height of the titlebar.
See here:
windows not aligned
I'm trying to figure this out for around two weeks now, but I can't seem to find a reliable way to always get that offset. The app will run on Linux and Windows machines, so I can't set a fixed offset.
This is the code I use right now, where the offset occurs:
var window = new BrowserWindow({width: 1000, height:800});
var bounds = electron.screen.getPrimaryDisplay().bounds;
var wBounds = window.getBounds();
window.setBounds({
x: Math.ceil(bounds.width / 2 - wBounds.width / 2),
y: Math.ceil(bounds.height / 2 - wBounds.height / 2),
height: wBounds.height,
width: wBounds.width
});
wBounds = window.getBounds();
extWindow = new BrowserWindow({width: 600 , height: wBounds.height , x: wBounds.x + wBounds.width , y: wBounds.y});
//in my case window.getBounds().y -> 168, extWindow.getBounds().y -> 168
where window is my main window and extwindow is the second one.
When reading window.getBounds().y and extWindow.getBounds().y they're the same. So what is the problem here ? extWindow is not a child of window!
Is there any way to either get the height of the titlebar or disable the new window being offset?
I'm using:
Electron 2.0.5
Electron-Builder 20.21.2
Linux Mint 19 Cinnamon 3.8.8
3m7ecc
I've 3 (loader, locker and debug view) hidden views (touchEnabled and visible set to false, and zIndex to 1) above the main view (zIndex = 2).
Each 'over' view has this method:
$.debugView.show = function() {
$.debugView.touchEnabled = $.debugView.visible = true;
$.debugView.zIndex = 3;
};
$.debugView.hide = function() {
$.debugView.touchEnabled = $.debugView.visible = false;
$.debugView.zIndex = 1;
};
This screen has the 3 'over' views hidden:
Now, I'm opening the 'debug view', but, SOMETIMES it seems like it changes the positions (as if the center it's on the top left corner instead of the center of the device).
Instead of the required result:
If I use the opacity instead of the visible property, it works properly.
This might be an SDK bug right?
<Alloy>
<Window>
<View id="content"/>
<View id="locker"/>
<View id="loader"/>
<View id="debugView"/>
</Window>
</Alloy>
All of these 4 views don't have width or height (so it uses the Ti.UI.FILL as default)
I have noticed this too with a completely different implementation. I had just one view that I included in a window.
Apparently the left and top calculations were not done properly if the elements is hidden.
What I did to solve the issue is to hardcode the left/top position by calculating the left position using this:
$.content.left = (Ti.Platform.displayCaps.platformWidth - 75) / 2;
Where in my case 75 is the width the element has, so that'll be bigger in your case. You can do the same for height.
Now, this is an iOS only solution. On Android you will need to take DPI into consideration calculating it.
I do think it is a bug, though this solution works perfectly for me. I recommend looking at JIRA and see if it is a known issue, and if not, raise it with a very specific explanation of the problem, preferably with a reproducible case delivered as an app. Classic would help most. And if it is not reproducible in classic it might be an alloy issue.
I'm trying to draw a CSpinButtonCtrl as a buddy of an edit box in Windows 7. When my CEdit window is 12 dialog units high, the spin buttons are scaled really badly and the top border is clipped off.
This looks pretty ugly. How can I get around this, or must I restrict my CEdit controls to be 14 dialog units high?
My controls are declared thusly:
EDITTEXT IDC_LOWER_EDIT,51,20,63,12,ES_MULTILINE | ES_WANTRETURN,WS_EX_RIGHT
CONTROL "",IDC_LOWER_SPIN,"msctls_updown32",UDS_SETBUDDYINT | UDS_ALIGNRIGHT | UDS_AUTOBUDDY | UDS_ARROWKEYS | UDS_NOTHOUSANDS,104,17,11,12
I've tried resizing using MoveWindow, but that doesn't help. Any ideas?
I found the code for changing the width
CWnd* pWnd = GetDlgItem( IDC_SPIN1 );
CRect rect;
pWnd->GetWindowRect( &rect );
ScreenToClient( &rect );
rect.right += 5 ; // make 5 pixels wider
pWnd->MoveWindow(&rect) ;
Put it in the OnInitDialog().
I think I would go for #2 - are you that pressed for screen space?
Another option is: leave it unattached (remove UDS_ALIGNRIGHT) and place it right next to the edit control.