I'm trying to figure out how this code works but I just can not figure out what makes it click through.
Yes, this code is not mine since i'm trying to learn/understand it.
Assume I want the tranparancy but not the click through what needs to be changed and why?
I have been over the Windows styles pages over and over and still can not get my head around the click through part.
using System;
using System.Runtime.InteropServices;
using UnityEngine;
public class TransparentWindow : MonoBehaviour
{
[SerializeField]
private Material m_Material;
private struct MARGINS
{
public int cxLeftWidth;
public int cxRightWidth;
public int cyTopHeight;
public int cyBottomHeight;
}
[DllImport("user32.dll")]
private static extern IntPtr GetActiveWindow();
[DllImport("user32.dll")]
private static extern int SetWindowLong(IntPtr hWnd, int nIndex, uint dwNewLong);
[DllImport("user32.dll")]
static extern bool ShowWindowAsync(IntPtr hWnd, int nCmdShow);
[DllImport("user32.dll", EntryPoint = "SetLayeredWindowAttributes")]
static extern int SetLayeredWindowAttributes(IntPtr hwnd, int crKey, byte bAlpha, int dwFlags);
[DllImport("user32.dll", EntryPoint = "SetWindowPos")]
private static extern int SetWindowPos(IntPtr hwnd, int hwndInsertAfter, int x, int y, int cx, int cy, int uFlags);
[DllImport("Dwmapi.dll")]
private static extern uint DwmExtendFrameIntoClientArea(IntPtr hWnd, ref MARGINS margins);
const int GWL_STYLE = -16;
const uint WS_POPUP = 0x80000000;
const uint WS_VISIBLE = 0x10000000;
const int HWND_TOPMOST = -1;
void Start()
{
#if !UNITY_EDITOR // You really don't want to enable this in the editor..
int fWidth = Screen.width;
int fHeight = Screen.height;
var margins = new MARGINS() { cxLeftWidth = -1 };
var hwnd = GetActiveWindow();
SetWindowLong(hwnd, GWL_STYLE, WS_POPUP | WS_VISIBLE);
// Transparent windows with click through
SetWindowLong(hwnd, -20, 524288 | 32);//GWL_EXSTYLE=-20; WS_EX_LAYERED=524288=&h80000, WS_EX_TRANSPARENT=32=0x00000020L
SetLayeredWindowAttributes(hwnd, 0, 255, 2);// Transparency=51=20%, LWA_ALPHA=2
SetWindowPos(hwnd, HWND_TOPMOST, 0, 0, fWidth, fHeight, 32 | 64); //SWP_FRAMECHANGED = 0x0020 (32); //SWP_SHOWWINDOW = 0x0040 (64)
DwmExtendFrameIntoClientArea(hwnd, ref margins);
#endif
}
void OnRenderImage(RenderTexture from, RenderTexture to)
{
Graphics.Blit(from, to, m_Material);
}
}
This function:
SetWindowLong(hwnd, -20, 524288 | 32);
does the trick. Windows implements the rule that Mircosoft made which is that a window that is transparent to the user must be transparent to the mouse.
With the transparency bit set WS_EX_TRANSPARENT the window becomes transparent to mouse too and click passes to the painted layer behind the transparent window.
You need not understand but make use of this 'OS feature' which was probably implemented to cover for something else.
Read this article about the subject and this answer that explains the parameters
Related
Im looking for a way to make a Unity3D game and make the window transparent and click-through when I dont click some game stuff(like buttons or objects with colliders)
I found this post:
https://forum.unity.com/threads/solved-windows-transparent-window-with-opaque-contents-lwa_colorkey.323057/
And that help me a lot. In fact there's an answer there to toggle between click-through and non-click-trough
And there's my problem. Using that script, when Im over an object with collider, the mouse position is inverted in the x axis:
https://i.stack.imgur.com/70CdC.gif
I tryed everything I could, but I dont really understand Windows api, so I cannot fix it.
Can someone tell me what should I fix?
Here's the code I'm using:
using System;
using System.Runtime.InteropServices;
using UnityEngine;
[RequireComponent (typeof (Camera))]
public class TransparentWindow : MonoBehaviour
{
[SerializeField]
private Material m_Material;
[SerializeField]
private Camera mainCamera;
private bool clickThrough = true;
private bool prevClickThrough = true;
private struct MARGINS
{
public int cxLeftWidth;
public int cxRightWidth;
public int cyTopHeight;
public int cyBottomHeight;
}
[DllImport("user32.dll")]
private static extern IntPtr GetActiveWindow();
[DllImport("user32.dll")]
private static extern int SetWindowLong(IntPtr hWnd, int nIndex, uint dwNewLong);
[DllImport("user32.dll")]
static extern bool ShowWindowAsync(IntPtr hWnd, int nCmdShow);
[DllImport("user32.dll", EntryPoint = "SetLayeredWindowAttributes")]
static extern int SetLayeredWindowAttributes(IntPtr hwnd, int crKey, byte bAlpha, int dwFlags);
[DllImport("user32.dll", EntryPoint = "SetWindowPos")]
private static extern int SetWindowPos(IntPtr hwnd, int hwndInsertAfter, int x, int y, int cx, int cy, int uFlags);
[DllImport("Dwmapi.dll")]
private static extern uint DwmExtendFrameIntoClientArea(IntPtr hWnd, ref MARGINS margins);
const int GWL_STYLE = -16;
const uint WS_POPUP = 0x80000000;
const uint WS_VISIBLE = 0x10000000;
const int HWND_TOPMOST = -1;
int fWidth;
int fHeight;
IntPtr hwnd;
MARGINS margins;
void Start()
{
mainCamera = GetComponent<Camera> ();
#if !UNITY_EDITOR // You really don't want to enable this in the editor..
fWidth = Screen.width;
fHeight = Screen.height;
margins = new MARGINS() { cxLeftWidth = -1 };
hwnd = GetActiveWindow();
SetWindowLong(hwnd, GWL_STYLE, WS_POPUP | WS_VISIBLE);
SetWindowPos(hwnd, HWND_TOPMOST, 0, 0, fWidth, fHeight, 32 | 64); //SWP_FRAMECHANGED = 0x0020 (32); //SWP_SHOWWINDOW = 0x0040 (64)
DwmExtendFrameIntoClientArea(hwnd, ref margins);
Application.runInBackground = true;
#endif
}
void Update ()
{
// If our mouse is overlapping an object
RaycastHit hit = new RaycastHit();
clickThrough = !Physics.Raycast (mainCamera.ScreenPointToRay (Input.mousePosition).origin,
mainCamera.ScreenPointToRay (Input.mousePosition).direction, out hit, 100,
Physics.DefaultRaycastLayers);
if (clickThrough != prevClickThrough) {
if (clickThrough) {
#if !UNITY_EDITOR
SetWindowLong(hwnd, GWL_STYLE, WS_POPUP | WS_VISIBLE);
SetWindowLong (hwnd, -20, (uint)524288 | (uint)32);//GWL_EXSTYLE=-20; WS_EX_LAYERED=524288=&h80000, WS_EX_TRANSPARENT=32=0x00000020L
SetLayeredWindowAttributes (hwnd, 0, 255, 2);// Transparency=51=20%, LWA_ALPHA=2
SetWindowPos(hwnd, HWND_TOPMOST, 0, 0, fWidth, fHeight, 32 | 64); //SWP_FRAMECHANGED = 0x0020 (32); //SWP_SHOWWINDOW = 0x0040 (64)
#endif
} else {
#if !UNITY_EDITOR
SetWindowLong (hwnd, -20, ~((uint)524288) | ((uint)32));//GWL_EXSTYLE=-20; WS_EX_LAYERED=524288=&h80000, WS_EX_TRANSPARENT=32=0x00000020L
SetWindowLong(hwnd, GWL_STYLE, WS_POPUP | WS_VISIBLE);
SetLayeredWindowAttributes (hwnd, 0, 255, 2);
SetWindowPos(hwnd, HWND_TOPMOST, 0, 0, fWidth, fHeight, 32 | 64); //SWP_FRAMECHANGED = 0x0020 (32); //SWP_SHOWWINDOW = 0x0040 (64)
#endif
}
prevClickThrough = clickThrough;
}
}
void OnRenderImage(RenderTexture from, RenderTexture to)
{
Graphics.Blit(from, to, m_Material);
}}
I hope someone here can help me! :( Thanks!
This worked for me.
First, you only need one call of SetWindowLong.
Then, use (-20) instead of GS_STYLE for the 'else' half of the statment.
Like this:
void Update ()
{
// Raycast stuff
if (clickThrough != prevClickThrough) {
if (clickThrough) {
#if !UNITY_EDITOR
SetWindowLong (hwnd, -20, (uint)524288 | (uint)32);
//other code
#endif
} else {
#if !UNITY_EDITOR
SetWindowLong(hwnd, -20, WS_POPUP | WS_VISIBLE);
//other code
#endif
}
prevClickThrough = clickThrough;
}
}
I'm trying to put the Virtual Keyboard of Win 10 Borderless
But don't know why it's not working.
I tried with NotePad and it's working.
( I did a Debug.log to check if IntPtr is not null and in both case it return true)
Here's what I did
using UnityEngine;
using System;
using System.Runtime.InteropServices;
public class test : MonoBehaviour
{
[DllImport("user32.dll")]
public static extern IntPtr FindWindow(string className, string windowName);
[DllImport("USER32.DLL")]
public static extern int SetWindowLong(IntPtr hWnd, int nIndex, int dwNewLong);
[DllImport("USER32.DLL")]
public static extern int GetWindowLong(IntPtr hWnd, int nIndex);
[DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)]
public static extern bool SetWindowPos(IntPtr hWnd, IntPtr hWndInsertAfter, int X, int Y, int cx, int cy, int uFlags);
const int WS_BORDER = 8388608;
const int WS_DLGFRAME = 4194304;
const int WS_CAPTION = WS_BORDER | WS_DLGFRAME;
const int WS_SYSMENU = 524288;
const int WS_THICKFRAME = 262144;
const int WS_MINIMIZE = 536870912;
const int WS_MAXIMIZEBOX = 65536;
const int GWL_STYLE = -16;
const int GWL_EXSTYLE = -20;
const int WS_EX_DLGMODALFRAME = 0x1;
const int SWP_NOMOVE = 0x2;
const int SWP_NOSIZE = 0x1;
const int SWP_FRAMECHANGED = 0x20;
const uint MF_BYPOSITION = 0x400;
const uint MF_REMOVE = 0x1000;
private void Borderless() {
// IntPtr hWnd = FindWindow(null,"On-Screen Keyboard"); // <----- Not Working
IntPtr hWnd = FindWindow(null,"Untitled - NotePad"); // <----- Working
if (hWnd != IntPtr.Zero)
{
int Style = 0;
Style = GetWindowLong(hWnd, GWL_STYLE);
Style = Style & ~WS_CAPTION;
Style = Style & ~WS_SYSMENU;
Style = Style & ~WS_THICKFRAME;
Style = Style & ~WS_MINIMIZE;
Style = Style & ~WS_MAXIMIZEBOX;
SetWindowLong(hWnd, GWL_STYLE, Style);
Style = GetWindowLong(hWnd, GWL_EXSTYLE);
SetWindowLong(hWnd, GWL_EXSTYLE, Style | WS_EX_DLGMODALFRAME);
SetWindowPos(hWnd, new IntPtr(0), 50, 0, 150, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_FRAMECHANGED);
}
else
{
Debug.LogWarning("Borderless() failed, hWnd is 0!");
}
}
void Start()
{
Borderless();
}
}
Thanks Guys ;)
Ok I get another Solution, Maybe a better one.
On-Screen Keyboard on Unity
I know it's not a real answer so if someone know why the code above is not working, I'll be glad to learn ;)
I have been working on RAD Studio and on that this is performed automatically if the background is fully transparent, but it seems that it isn't as simple to do in Visual Studio. I have read articles and questions of functions GetWindowLong() and SetWindowLong(), but when I try to use them myself, I get error "the name xxx does not exist in the current context".
What I tried was:
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
int initialStyle = GetWindowLong(this.Handle, -20);
SetWindowLong(this.Handle, -20, initialStyle | 0x80000 | 0x20);
}
}
}
So is there some file I have to include in order get it to work, or do I have to place the function elsewhere? I'm also curious to know why does it behave so differently in the RAD Studio and Visula Studio.
The methods you are using are not found in the standard .NET libraries, you need to invoke them through user32.dll.
[DllImport("user32.dll", EntryPoint = "GetWindowLong", CharSet = CharSet.Auto)]
private static extern IntPtr GetWindowLong32(HandleRef hWnd, int nIndex);
[DllImport("user32.dll", EntryPoint = "GetWindowLongPtr", CharSet = CharSet.Auto)]
private static extern IntPtr GetWindowLongPtr64(HandleRef hWnd, int nIndex);
[DllImport("user32.dll", SetLastError = true)]
static extern UInt32 GetWindowLong(IntPtr hWnd, int nIndex);
[DllImport("user32.dll")]
static extern int SetWindowLong(IntPtr hWnd, int nIndex, UInt32 dwNewLong);
public static IntPtr GetWindowLong(HandleRef hWnd, int nIndex)
{
if (IntPtr.Size == 4) return GetWindowLong32(hWnd, nIndex);
else return GetWindowLongPtr64(hWnd, nIndex);
}
Calling them this way will now work correctly:
uint initialStyle = GetWindowLong(this.Handle, -20);
SetWindowLong(this.Handle, -20, initialStyle | 0x80000 | 0x20);
Make sure you are using System.Runtime.InteropServices
EDIT: I found and modified some code from another question (I will add link if I can find it, I closed the tab and can't find it), and came up with this:
[DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
public static extern void mouse_event(int dwFlags, int dx, int dy, int cButtons, int dwExtraInfo);
private const int MOUSEEVENTF_LEFTDOWN = 0x02;
private const int MOUSEEVENTF_LEFTUP = 0x04;
public enum GWL
{
ExStyle = -20,
HINSTANCE = -6,
ID = -12,
STYLE = -16,
USERDATA = -21,
WNDPROC = -4
}
public enum WS_EX
{
Transparent = 0x20,
Layered = 0x80000
}
public enum LWA
{
ColorKey = 0x1,
Alpha = 0x2
}
[DllImport("user32.dll", EntryPoint = "GetWindowLong")]
public static extern int GetWindowLong(IntPtr hWnd, GWL nIndex);
[DllImport("user32.dll", EntryPoint = "SetWindowLong")]
public static extern int SetWindowLong(IntPtr hWnd, GWL nIndex, int dwNewLong);
[DllImport("user32.dll", EntryPoint = "SetLayeredWindowAttributes")]
public static extern bool SetLayeredWindowAttributes(IntPtr hWnd, int crKey, byte alpha, LWA dwFlags);
private void Form1_Click(object sender, EventArgs e)
{
base.OnShown(e);
int originalStyle = GetWindowLong(this.Handle, GWL.ExStyle);
int wl = GetWindowLong(this.Handle, GWL.ExStyle);
wl = wl | 0x80000 | 0x20;
SetWindowLong(this.Handle, GWL.ExStyle, wl);
int X = Cursor.Position.X;
int Y = Cursor.Position.Y;
mouse_event(MOUSEEVENTF_LEFTDOWN | MOUSEEVENTF_LEFTUP, X, Y, 0, 0);
System.Threading.Thread.Sleep(50);
SetWindowLong(this.Handle, GWL.ExStyle, originalStyle);
TopMost = true;
}
I'm not an expert on how to do this, and I'm not sure if I like that solution, but it works.
Make sure you subscribe to the event with: this.Click += Form1_Click;
Assuming Form name as form1
Set these properties to following.
form1.BackColor = Control;
form1.TransparencyKey = Control;
now you can easily click through the transparent area of the form. hope this is what you were looking for.
Shujaat Siddiqui's answer works just fine for clicking through the transparency. It will not hide the form's title though nor its borders.
To do this you may either set the Opacity=0d or chose a FormBorderStyle=none along with a Text="" and ControlBox=false;
You may also think about cutting holes into the window's region to get precise control where click will go through and where not.
In all these cases you will also have to plan for control of the form's position and size..
But, as long as you don't go for semi-tranparency of the background all can be done..
Within each tab, the control centers the icon and label, placing the icon to the left of the label. In WinApi you can force the icon to the left, leaving the label centered, by specifying the TCS_FORCEICONLEFT style. You can left-align both the icon and label by using the TCS_FORCELABELLEFT style.
How can I make the same in c#?
There is similar question, but those solution does not work for me, despyte I use Edward's advice.
In class derived from TabControl (I need draggable tabs, but now while tab is dragged the alignment of its label breaks since I set the SizeMode to Fixed to get tabs the same width and properly dragging):
[DllImport("user32.dll", EntryPoint = "SetWindowLong", CharSet = CharSet.Auto)]
protected static extern bool SetWindowLong32(IntPtr ptr, int index, int value);
[DllImport("user32.dll", EntryPoint = "SetWindowLongPtr", CharSet = CharSet.Auto)]
protected static extern bool SetWindowLongPtr64(IntPtr ptr, int index, int value);
[DllImport("user32.dll", EntryPoint = "SetWindowPos")]
protected static extern IntPtr SetWindowPos(IntPtr hWnd, int hWndInsertAfter, int x, int Y, int cx, int cy, int wFlags);
private const int GWL_STYLE = -16;
private const int TCS_FORCELABELLEFT = 0x20;
protected static bool SetWindowLong(IntPtr ptr, int index, int value)
{
if (IntPtr.Size == 4)
{
return SetWindowLong32(ptr, index, value);
}
return SetWindowLongPtr64(ptr, index, value);
}
and in TabControl constructor:
SetWindowLong(Handle, GWL_STYLE, TCS_FORCELABELLEFT);
var SWP_FRAMECHANGED = 0x20;
var SWP_NOMOVE = 0x2;
var SWP_NOSIZE = 0x1;
var SWP_NOZORDER = 0x4;
SetWindowPos(Handle, 0, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
I'm aware it's possible use owner-drawn mode, but I don't know how can i use the system style changing only necessary elements.
If you want to just call SetWindowLong, try
[DllImport("user32.dll")]
static extern bool SetWindowLong(IntPtr ptr, int index, int value);
If you are targeting 32-/64-bit platforms, this SO answer might throw some light on how to invoke the function properly.
I have a window in an application, and the Resize mode is set to NoResize, but if you click the top-left of the window, the menu items of "Maximize", "Minimize", and "Size" are still enabled. This only happens to my windows that has no icon but still has the close button. Meaning this problem isn't happening to my windows that do have an icon.
This is the code that is removing the icon but still keeps the red close button:
protected override void OnSourceInitialized(EventArgs e) {
IconHelper.RemoveIcon(this);
}
public static class IconHelper {
[DllImport("user32.dll")]
static extern int GetWindowLong(IntPtr hwnd, int index);
[DllImport("user32.dll")]
static extern int SetWindowLong(IntPtr hwnd, int index, int newStyle);
[DllImport("user32.dll")]
static extern bool SetWindowPos(IntPtr hwnd, IntPtr hwndInsertAfter, int x, int y, int width, int height, uint flags);
[DllImport("user32.dll")]
static extern IntPtr SendMessage(IntPtr hwnd, uint msg, IntPtr wParam, IntPtr lParam);
const int GWL_EXSTYLE = -20;
const int WS_EX_DLGMODALFRAME = 0x0001;
const int SWP_NOSIZE = 0x0001;
const int SWP_NOMOVE = 0x0002;
const int SWP_NOZORDER = 0x0004;
const int SWP_FRAMECHANGED = 0x0020;
const uint WM_SETICON = 0x0080;
public static void RemoveIcon(Window window) {
IntPtr hwnd = new WindowInteropHelper(window).Handle;
int extendedStyle = GetWindowLong(hwnd, GWL_EXSTYLE);
SetWindowLong(hwnd, GWL_EXSTYLE, extendedStyle | WS_EX_DLGMODALFRAME);
SetWindowPos(hwnd, IntPtr.Zero, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
}
}
I would like to know why this is happening and would appreciate it if some one can fix this problem. I am using WPF and C#.