Added Monitor overlay.
This commit is contained in:
parent
bc28da6c93
commit
945c286fb2
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@ -14,6 +14,7 @@ using System.Windows.Navigation;
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using System.Windows.Shapes;
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using Valve.VR;
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using VDash.Overlay;
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using VDash.Utilities;
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namespace VDash
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{
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@ -26,7 +27,7 @@ namespace VDash
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{
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InitializeComponent();
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///Connect to VR runtime...
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// Connect to VR runtime...
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EVRInitError initError = EVRInitError.None;
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var ret = OpenVR.Init(ref initError, EVRApplicationType.VRApplication_Overlay);
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@ -37,21 +38,29 @@ namespace VDash
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}
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StartOverlayWindow("Discord");
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//StartOverlayWindow("Discord");
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StartOverlayWindow("Microsoft Visual Studio");
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//StartOverlayWindow("Microsoft Visual Studio");
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StartOverlayWindow("Notepad++");
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//StartOverlayWindow("Notepad++");
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//StartOverlayWindow("Putty");
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StartOverlayWindow("Paint");
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//StartOverlayWindow("Paint");
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Overlay.WindowOverlay obsoverlay = new Overlay.WindowOverlay("obs", "obs", new WindowSelectors.FromProcessName("obs64"), false);
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obsoverlay.Create();
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obsoverlay.DestroyOnNoWindowFound = true;
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var bringWindow = new Overlay.Actions.BringWindowToFrontAction(true);
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obsoverlay.OverlayShownActions.Add(bringWindow);
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//Overlay.WindowOverlay obsoverlay = new Overlay.WindowOverlay("obs", "obs", new WindowSelectors.FromProcessName("obs64"), false);
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//obsoverlay.Create();
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//obsoverlay.DestroyOnNoWindowFound = true;
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//var bringWindow = new Overlay.Actions.BringWindowToFrontAction(true);
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//obsoverlay.OverlayShownActions.Add(bringWindow);
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var displays = User32.GetDisplays();
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MonitorOverlay mo0 = new MonitorOverlay("left", "Left Monitor", displays[0]);
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mo0.Create();
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MonitorOverlay mo1 = new MonitorOverlay("center", "Center Monitor", displays[1]);
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mo1.Create();
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MonitorOverlay mo2= new MonitorOverlay("right", "Right Monitor", displays[2]);
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mo2.Create();
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}
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@ -0,0 +1,560 @@
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using SharpDX;
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using SharpDX.Direct3D11;
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using SharpDX.DXGI;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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using Valve.VR;
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using VDash.Overlay.Actions;
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using VDash.Utilities;
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using VDash.WindowSelectors;
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using System.Linq;
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using static VDash.Utilities.User32;
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namespace VDash.Overlay
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{
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public class MonitorOverlay : IOverlay
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{
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public event EventHandler OverlayShown;
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public event EventHandler OverlayHidden;
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public int CurrentFPS { get; private set; }
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private Task m_EventPumpTask = null;
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/// <summary>
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/// Tracks whether or not this overlay is actually created.
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/// </summary>
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bool m_Created = false;
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bool m_Running = true;
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public DisplayInfo DisplayInfo { get; private set; }
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internal ulong m_OverlayHandle;
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public ulong OverlayHandle { get { return m_OverlayHandle; } }
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internal ulong m_ThumbnailIcon;
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public ulong ThumbnailIcon { get { return m_ThumbnailIcon; } }
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internal string m_Key;
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public string Key { get { return m_Key; } }
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internal string m_Name;
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public string Name { get { return m_Name; } }
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public List<IOverlayAction> OverlayShownActions { get; private set; } = new List<IOverlayAction>();
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public List<IOverlayAction> OverlayHiddenActions { get; private set; } = new List<IOverlayAction>();
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char[] specialKeys = { '+', '^', '%', '~', '(', ')', '{', '}', '[', ']' };
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public MonitorOverlay(string key, string name, DisplayInfo display)
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{
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m_Key = key;
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m_Name = name;
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DisplayInfo = display;
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}
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public void Create()
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{
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createInternal();
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}
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private void createInternal()
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{
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if (m_Created) { throw new Exception("This overlay has already been created."); }
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//Actually create the overlay
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var overlay = OpenVR.Overlay;
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EVROverlayError err = overlay.CreateDashboardOverlay(m_Key, m_Name, ref m_OverlayHandle, ref m_ThumbnailIcon);
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if (err != EVROverlayError.None)
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{
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throw new Exception($"Error creating overlay: {err}");
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}
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overlay.SetOverlayInputMethod(m_OverlayHandle, VROverlayInputMethod.Mouse);
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m_Running = true;
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m_EventPumpTask = Task.Factory.StartNew(() => { EventPump(); });
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m_Created = true;
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}
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public bool IsCreated() { return m_Created; }
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public void Destroy()
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{
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destroyInternal();
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}
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private void destroyInternal()
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{
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if (!m_Created) { throw new Exception("This object is not created."); }
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m_Created = false;
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//Signal render thread to exit
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m_Running = false;
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//Wait for render thread to exit
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m_EventPumpTask.Wait();
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var err = OpenVR.Overlay.DestroyOverlay(m_OverlayHandle);
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if( err != EVROverlayError.None)
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{
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throw new Exception($"Error destroying overlay: {err}");
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}
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m_OverlayHandle = OpenVR.k_ulOverlayHandleInvalid;
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m_ThumbnailIcon = OpenVR.k_ulOverlayHandleInvalid;
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}
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private void EventPump()
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{
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var overlay = OpenVR.Overlay;
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DateTime lastClick = DateTime.MinValue;
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#region Rendering setup
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//Partially taken from here: https://stackoverflow.com/questions/6812068/c-sharp-which-is-the-fastest-way-to-take-a-screen-shot
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//Desktop Duplication didn't work well, hence is why we're sticking with GDI. Still this is faster than using SetTextureRaw.
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var factory = new Factory1();
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//Get first adapter
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var adapter = factory.GetAdapter1(0);
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//Get device from adapter
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var device = new SharpDX.Direct3D11.Device(adapter);
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int lastWidth = 0;
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int lastHeight = 0;
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// Create Staging texture CPU-accessible
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//Actual screen texture.
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//var screenTexture = new Texture2D(device, textureDesc);
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Texture2D screenTexture = null;
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DataStream stream = null;
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#endregion
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//For FPS counter.
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int frames = 0;
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DateTime lastFps = DateTime.MinValue;
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DateTime lastNameCheck = DateTime.MinValue;
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while (m_Running)
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{
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//TODO: implement thumbnail rendering...
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//#region Thumbnail rendering
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//using (var icon = User32.GetAppIcon(windowHandle))
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//{
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// using (var iconBmp = icon.ToBitmap())
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// {
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// var data = iconBmp.LockBits(new Rectangle(0, 0, iconBmp.Width, iconBmp.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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// overlay.SetOverlayRaw(m_ThumbnailIcon, data.Scan0, (uint)data.Width, (uint)data.Height, 4);
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// iconBmp.UnlockBits(data);
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// }
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//}
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//#endregion
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//Skip rendering if overlay isn't visible
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#if !DEBUG
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if ((m_OverlayHandle == OpenVR.k_ulOverlayHandleInvalid) || overlay == null || (!overlay.IsOverlayVisible(m_OverlayHandle)))
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{
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Thread.Sleep(100);
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continue;
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}
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#endif
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#region VR Events
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VREvent_t vrEvent = new VREvent_t();
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while (OpenVR.Overlay.PollNextOverlayEvent(m_OverlayHandle, ref vrEvent, (uint)Marshal.SizeOf(vrEvent)))
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{
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switch ((EVREventType)vrEvent.eventType)
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{
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case EVREventType.VREvent_MouseMove:
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{
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//Prevent the cursor from moving while we click. Super fkn annoying.
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if (DateTime.Now.Subtract(lastClick).TotalMilliseconds < 400)
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{
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break;
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}
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//Make sure the window still exists
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var vrX = vrEvent.data.mouse.x;
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var vrY = vrEvent.data.mouse.y;
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var point = new Point() { X = (int)vrX + DisplayInfo.MonitorArea.left, Y = DisplayInfo.ScreenHeight - (int)vrY + DisplayInfo.MonitorArea.top };
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bool succ = User32.SetCursorPos(point.X, point.Y);
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if (!succ)
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{
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Console.WriteLine("SetCursorPos failed.");
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}
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break;
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}
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case EVREventType.VREvent_MouseButtonDown:
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{
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var clickType = (EVRMouseButton)vrEvent.data.mouse.button;
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var winClickType = User32.MouseEventFlags.MOUSEEVENTF_LEFTDOWN;
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switch (clickType)
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{
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case EVRMouseButton.Left:
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{
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winClickType = User32.MouseEventFlags.MOUSEEVENTF_LEFTDOWN;
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break;
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}
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case EVRMouseButton.Middle:
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{
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winClickType = User32.MouseEventFlags.MOUSEEVENTF_MIDDLEDOWN;
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break;
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}
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case EVRMouseButton.Right:
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{
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winClickType = User32.MouseEventFlags.MOUSEEVENTF_RIGHTDOWN;
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break;
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}
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}
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User32.mouse_event(winClickType, 0, 0, 0, UIntPtr.Zero);
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lastClick = DateTime.Now;
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break;
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}
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case EVREventType.VREvent_MouseButtonUp:
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{
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var clickType = (EVRMouseButton)vrEvent.data.mouse.button;
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var winClickType = User32.MouseEventFlags.MOUSEEVENTF_LEFTUP;
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switch (clickType)
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{
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case EVRMouseButton.Left:
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{
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winClickType = User32.MouseEventFlags.MOUSEEVENTF_LEFTUP;
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break;
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}
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case EVRMouseButton.Middle:
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{
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winClickType = User32.MouseEventFlags.MOUSEEVENTF_MIDDLEUP;
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break;
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}
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case EVRMouseButton.Right:
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{
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winClickType = User32.MouseEventFlags.MOUSEEVENTF_RIGHTUP;
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break;
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}
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}
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User32.mouse_event(winClickType, 0, 0, 0, UIntPtr.Zero);
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lastClick = DateTime.MinValue;
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break;
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}
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case EVREventType.VREvent_OverlayShown:
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{
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OverlayShown?.Invoke(this, new EventArgs());
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foreach (var action in OverlayShownActions)
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{
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action.PreformAction(this);
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}
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break;
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}
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case EVREventType.VREvent_OverlayHidden:
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{
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OverlayHidden?.Invoke(this, new EventArgs());
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foreach (var action in OverlayHiddenActions)
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{
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action.PreformAction(this);
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}
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break;
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}
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case EVREventType.VREvent_KeyboardCharInput:
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{
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//Console.WriteLine($"Got char input: {vrEvent.data.keyboard.cNewInput}");
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var input = vrEvent.data.keyboard.cNewInput;
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//We should only be getting one keypress at a time.
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switch (input)
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{
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case "\b":
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{
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SendKeys.SendWait("{BACKSPACE}");
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break;
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}
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case "\n":
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{
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SendKeys.SendWait("{ENTER}");
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break;
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}
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default:
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{
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if (specialKeys.Contains(input[0]))
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{
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SendKeys.SendWait("{" + input + "}");
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}
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else
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{
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SendKeys.SendWait(input);
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}
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break;
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}
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}
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break;
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}
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case EVREventType.VREvent_ButtonPress:
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{
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EVRButtonId button = (EVRButtonId)vrEvent.data.controller.button;
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//Console.WriteLine($"Button pressed: {button}");
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switch (button)
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{
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case EVRButtonId.k_EButton_Knuckles_A:
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{
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overlay.ShowKeyboardForOverlay(m_OverlayHandle, (int)EGamepadTextInputMode.k_EGamepadTextInputModeNormal,
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(int)EGamepadTextInputLineMode.k_EGamepadTextInputLineModeSingleLine, "desc", 1024, "", true, 0);
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break;
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}
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}
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break;
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}
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}
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}
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#endregion
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#region Acutally Render
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var rect = DisplayInfo.MonitorArea;
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Point pnt = new Point { X = 0, Y = 0 };
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pnt.X = DisplayInfo.MonitorArea.left;
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pnt.Y = DisplayInfo.MonitorArea.top;
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int width = rect.right - rect.left;
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int height = rect.bottom - rect.top;
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//Make sure the coords are actually valid. Could be minimized or something.
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if (width > 0 && height > 0)
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{
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using (var bmp = new Bitmap(width, height, PixelFormat.Format32bppArgb))
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{
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using (Graphics graphics = Graphics.FromImage(bmp))
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{
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graphics.CopyFromScreen((int)pnt.X, (int)pnt.Y, 0, 0, new Size(width, height), CopyPixelOperation.SourceCopy);
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#region Cursor drawing
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User32.CURSORINFO pci;
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pci.cbSize = System.Runtime.InteropServices.Marshal.SizeOf(typeof(User32.CURSORINFO));
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if (User32.GetCursorInfo(out pci))
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{
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Point cursorPoint = new Point() { X = pci.ptScreenPos.X, Y = pci.ptScreenPos.Y };
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cursorPoint.X -= DisplayInfo.MonitorArea.left;
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cursorPoint.Y -= DisplayInfo.MonitorArea.top;
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if (pci.flags == User32.CURSOR_SHOWING)
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{
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User32.DrawIcon(graphics.GetHdc(), (int)cursorPoint.X, (int)cursorPoint.Y, pci.hCursor);
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graphics.ReleaseHdc();
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}
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else
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{
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Console.WriteLine("Error getting coords to draw cursor.");
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}
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}
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else
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{
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string errorMessage = new Win32Exception(Marshal.GetLastWin32Error()).Message;
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Console.WriteLine($"Error getting cursor info: {errorMessage}");
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}
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#endregion
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var data = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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if (screenTexture == null || (lastWidth != data.Width || lastHeight != data.Height))
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{
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lastWidth = data.Width;
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lastHeight = data.Height;
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if (screenTexture != null)
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{
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screenTexture.Dispose();
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//Dispose not freeing screenTexture: https://gamedev.stackexchange.com/questions/93311/freeing-texture-memory-in-sharpdx-what-am-i-missing
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device.ImmediateContext.ClearState();
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device.ImmediateContext.Flush();
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}
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var textureDesc = new Texture2DDescription
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{
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CpuAccessFlags = CpuAccessFlags.Write,
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BindFlags = BindFlags.ShaderResource,
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Format = Format.B8G8R8A8_UNorm,
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//Format = Format.B8G8R8A8_UNorm_SRgb,
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Width = data.Width,
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Height = data.Height,
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OptionFlags = ResourceOptionFlags.None,
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MipLevels = 1,
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ArraySize = 1,
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SampleDescription = { Count = 1, Quality = 0 },
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Usage = ResourceUsage.Dynamic
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};
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screenTexture = new Texture2D(device, textureDesc);
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stream = new DataStream(4 * width * height, true, true);
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overlay.SetOverlayWidthInMeters(m_OverlayHandle, 2.5f);
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HmdVector2_t vecWindowSize = new HmdVector2_t() { v0 = data.Width, v1 = data.Height };
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OpenVR.Overlay.SetOverlayMouseScale(m_OverlayHandle, ref vecWindowSize);
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Console.WriteLine("Updated!");
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}
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//Render using graphics card, in DirectX context.
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//using ()
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{
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var screenView = new ShaderResourceView(device, screenTexture);
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device.ImmediateContext.PixelShader.SetShaderResource(0, screenView);
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var dr = new SharpDX.DataRectangle(data.Scan0, data.Stride);
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DataBox databox = device.ImmediateContext.MapSubresource(screenTexture, 0, MapMode.WriteDiscard,
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SharpDX.Direct3D11.MapFlags.None, out stream);
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if (!databox.IsEmpty)
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{
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int count = 4 * data.Width * data.Height;
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//Stride compensation. Sometimes the BMP and DX texture strides are different. This fixes it.
|
||||
if (databox.RowPitch == data.Stride)
|
||||
{
|
||||
stream.Write(data.Scan0, 0, count);
|
||||
}
|
||||
//Truncate the extra BMP bytes.
|
||||
else if (databox.RowPitch < data.Stride)
|
||||
{
|
||||
for (int i = 0; i < data.Height; i++)
|
||||
{
|
||||
stream.Write(data.Scan0, (data.Stride * i), databox.RowPitch);
|
||||
}
|
||||
}
|
||||
//Add some junk on empty bytes on the end to make everyone happy.
|
||||
else if (databox.RowPitch > data.Stride)
|
||||
{
|
||||
int difference = databox.RowPitch - data.Stride;
|
||||
byte[] junk = new byte[difference];
|
||||
for (int i = 0; i < data.Height; i++)
|
||||
{
|
||||
stream.Write(data.Scan0, (data.Stride * i), data.Stride);
|
||||
stream.Write(junk, 0, difference);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
VRTextureBounds_t bounds = new VRTextureBounds_t();
|
||||
OpenVR.Overlay.GetOverlayTextureBounds(m_OverlayHandle, ref bounds);
|
||||
|
||||
var texture = new Texture_t();
|
||||
texture.handle = screenTexture.NativePointer;
|
||||
texture.eType = ETextureType.DirectX;
|
||||
texture.eColorSpace = EColorSpace.Auto;
|
||||
EVROverlayError result = overlay.SetOverlayTexture(m_OverlayHandle, ref texture);
|
||||
if (result != EVROverlayError.None)
|
||||
{
|
||||
|
||||
Console.WriteLine($"Error rendering: {result}");
|
||||
}
|
||||
|
||||
device.ImmediateContext.UnmapSubresource(screenTexture, 0);
|
||||
|
||||
|
||||
|
||||
frames++;
|
||||
|
||||
bmp.UnlockBits(data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
#endregion
|
||||
|
||||
Thread.Sleep(20);
|
||||
|
||||
if (DateTime.Now.Subtract(lastFps).TotalMilliseconds > 1000)
|
||||
{
|
||||
//Console.WriteLine($"{frames} fps.");
|
||||
CurrentFPS = frames;
|
||||
frames = 0;
|
||||
lastFps = DateTime.Now;
|
||||
}
|
||||
}
|
||||
|
||||
//Clean up after we exit while loop.
|
||||
screenTexture.Dispose();
|
||||
device.ImmediateContext.ClearState();
|
||||
device.ImmediateContext.Flush();
|
||||
|
||||
CurrentFPS = 0;
|
||||
|
||||
device.Dispose();
|
||||
adapter.Dispose();
|
||||
factory.Dispose();
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
|
||||
public string GetOverlayName()
|
||||
{
|
||||
EVROverlayError err = EVROverlayError.None;
|
||||
StringBuilder sb = new StringBuilder(255);
|
||||
uint res = OpenVR.Overlay.GetOverlayName(m_OverlayHandle, sb, 255, ref err);
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
public void SetOverlayName(string newName)
|
||||
{
|
||||
OpenVR.Overlay.SetOverlayName(m_OverlayHandle, newName);
|
||||
m_Name = newName;
|
||||
}
|
||||
|
||||
public float GetOverlayWidth()
|
||||
{
|
||||
float width = 0f;
|
||||
OpenVR.Overlay.GetOverlayWidthInMeters(m_OverlayHandle, ref width);
|
||||
return width;
|
||||
}
|
||||
|
||||
public void SetOverlayWidth(float width)
|
||||
{
|
||||
OpenVR.Overlay.SetOverlayWidthInMeters(m_OverlayHandle, width);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -405,7 +405,7 @@ namespace VDash.Overlay
|
|||
case EVRButtonId.k_EButton_Knuckles_A:
|
||||
{
|
||||
overlay.ShowKeyboardForOverlay(m_OverlayHandle, (int)EGamepadTextInputMode.k_EGamepadTextInputModeNormal,
|
||||
(int)EGamepadTextInputLineMode.k_EGamepadTextInputLineModeSingleLine, "desc?", 1024, "", true, 0);
|
||||
(int)EGamepadTextInputLineMode.k_EGamepadTextInputLineModeSingleLine, "desc", 1024, "", true, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -11,12 +11,38 @@ namespace VDash.Utilities
|
|||
|
||||
public class User32
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// The RECT structure defines the coordinates of the upper-left and lower-right corners of a rectangle.
|
||||
/// </summary>
|
||||
/// <see cref="http://msdn.microsoft.com/en-us/library/dd162897%28VS.85%29.aspx"/>
|
||||
/// <remarks>
|
||||
/// By convention, the right and bottom edges of the rectangle are normally considered exclusive.
|
||||
/// In other words, the pixel whose coordinates are ( right, bottom ) lies immediately outside of the the rectangle.
|
||||
/// For example, when RECT is passed to the FillRect function, the rectangle is filled up to, but not including,
|
||||
/// the right column and bottom row of pixels. This structure is identical to the RECTL structure.
|
||||
/// </remarks>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Rect
|
||||
{
|
||||
/// <summary>
|
||||
/// The x-coordinate of the upper-left corner of the rectangle.
|
||||
/// </summary>
|
||||
public int left;
|
||||
|
||||
/// <summary>
|
||||
/// The y-coordinate of the upper-left corner of the rectangle.
|
||||
/// </summary>
|
||||
public int top;
|
||||
|
||||
/// <summary>
|
||||
/// The x-coordinate of the lower-right corner of the rectangle.
|
||||
/// </summary>
|
||||
public int right;
|
||||
|
||||
/// <summary>
|
||||
/// The y-coordinate of the lower-right corner of the rectangle.
|
||||
/// </summary>
|
||||
public int bottom;
|
||||
}
|
||||
|
||||
|
|
@ -592,5 +618,124 @@ namespace VDash.Utilities
|
|||
[DllImport("user32.dll")]
|
||||
[return: MarshalAs(UnmanagedType.Bool)]
|
||||
public static extern bool IsWindow(IntPtr hWnd);
|
||||
|
||||
#region Monitor Tools
|
||||
[DllImport("user32.dll")]
|
||||
static extern bool EnumDisplayMonitors(IntPtr hdc, IntPtr lprcClip, MonitorEnumDelegate lpfnEnum, IntPtr dwData);
|
||||
|
||||
[DllImport("user32.dll", CharSet = CharSet.Auto)]
|
||||
static extern bool GetMonitorInfo(IntPtr hMonitor, ref MonitorInfoEx lpmi);
|
||||
|
||||
//[DllImport("user32.dll")]
|
||||
//static extern bool GetMonitorInfo(IntPtr hMonitor, ref MONITORINFO lpmi);
|
||||
|
||||
delegate bool MonitorEnumDelegate(IntPtr hMonitor, IntPtr hdcMonitor, ref Rect lprcMonitor, IntPtr dwData);
|
||||
|
||||
/// <summary>
|
||||
/// The struct that contains the display information
|
||||
/// </summary>
|
||||
public class DisplayInfo
|
||||
{
|
||||
public bool Primary { get; set; }
|
||||
public int ScreenHeight { get; set; }
|
||||
public int ScreenWidth { get; set; }
|
||||
public Rect MonitorArea { get; set; }
|
||||
public Rect WorkArea { get; set; }
|
||||
public MonitorInfoEx MonitorInfo { get; set; }
|
||||
}
|
||||
// size of a device name string
|
||||
private const int CCHDEVICENAME = 32;
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// The MONITORINFOEX structure contains information about a display monitor.
|
||||
/// The GetMonitorInfo function stores information into a MONITORINFOEX structure or a MONITORINFO structure.
|
||||
/// The MONITORINFOEX structure is a superset of the MONITORINFO structure. The MONITORINFOEX structure adds a string member to contain a name
|
||||
/// for the display monitor.
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
|
||||
public struct MonitorInfoEx
|
||||
{
|
||||
/// <summary>
|
||||
/// The size, in bytes, of the structure. Set this member to sizeof(MONITORINFOEX) (72) before calling the GetMonitorInfo function.
|
||||
/// Doing so lets the function determine the type of structure you are passing to it.
|
||||
/// </summary>
|
||||
public int Size;
|
||||
|
||||
/// <summary>
|
||||
/// A RECT structure that specifies the display monitor rectangle, expressed in virtual-screen coordinates.
|
||||
/// Note that if the monitor is not the primary display monitor, some of the rectangle's coordinates may be negative values.
|
||||
/// </summary>
|
||||
public Rect Monitor;
|
||||
|
||||
/// <summary>
|
||||
/// A RECT structure that specifies the work area rectangle of the display monitor that can be used by applications,
|
||||
/// expressed in virtual-screen coordinates. Windows uses this rectangle to maximize an application on the monitor.
|
||||
/// The rest of the area in rcMonitor contains system windows such as the task bar and side bars.
|
||||
/// Note that if the monitor is not the primary display monitor, some of the rectangle's coordinates may be negative values.
|
||||
/// </summary>
|
||||
public Rect WorkArea;
|
||||
|
||||
/// <summary>
|
||||
/// The attributes of the display monitor.
|
||||
///
|
||||
/// This member can be the following value:
|
||||
/// 1 : MONITORINFOF_PRIMARY
|
||||
/// </summary>
|
||||
public uint Flags;
|
||||
|
||||
/// <summary>
|
||||
/// A string that specifies the device name of the monitor being used. Most applications have no use for a display monitor name,
|
||||
/// and so can save some bytes by using a MONITORINFO structure.
|
||||
/// </summary>
|
||||
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = CCHDEVICENAME)]
|
||||
public string DeviceName;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
this.Size = 40 + 2 * CCHDEVICENAME;
|
||||
this.DeviceName = string.Empty;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Collection of display information
|
||||
/// </summary>
|
||||
public class DisplayInfoCollection : List<DisplayInfo>
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the number of Displays using the Win32 functions
|
||||
/// </summary>
|
||||
/// <returns>Collection of Display Info</returns>
|
||||
public static DisplayInfoCollection GetDisplays()
|
||||
{
|
||||
DisplayInfoCollection col = new DisplayInfoCollection();
|
||||
|
||||
EnumDisplayMonitors(IntPtr.Zero, IntPtr.Zero,
|
||||
delegate (IntPtr hMonitor, IntPtr hdcMonitor, ref Rect lprcMonitor, IntPtr dwData)
|
||||
{
|
||||
MonitorInfoEx mi = new MonitorInfoEx();
|
||||
mi.Init();
|
||||
bool success = GetMonitorInfo(hMonitor, ref mi);
|
||||
if (success)
|
||||
{
|
||||
DisplayInfo di = new DisplayInfo();
|
||||
di.ScreenWidth = (mi.Monitor.right - mi.Monitor.left);
|
||||
di.ScreenHeight = (mi.Monitor.bottom - mi.Monitor.top);
|
||||
di.MonitorArea = mi.Monitor;
|
||||
di.WorkArea = mi.WorkArea;
|
||||
di.Primary = mi.Flags == 1;
|
||||
di.MonitorInfo = mi;
|
||||
col.Add(di);
|
||||
}
|
||||
return true;
|
||||
}, IntPtr.Zero);
|
||||
return col;
|
||||
}
|
||||
#endregion
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -91,6 +91,7 @@
|
|||
<Compile Include="Overlay\Actions\ResizeWindowAction.cs" />
|
||||
<Compile Include="Overlay\Actions\RestoreWindowAction.cs" />
|
||||
<Compile Include="Overlay\IOverlay.cs" />
|
||||
<Compile Include="Overlay\MonitorOverlay.cs" />
|
||||
<Compile Include="Utilities\User32.cs" />
|
||||
<Compile Include="WindowSelectors\FromProcessName.cs" />
|
||||
<Compile Include="WindowSelectors\FromWindowName.cs" />
|
||||
|
|
|
|||
Loading…
Reference in New Issue