Window actions implemented. Keyboard controls implemented.

This commit is contained in:
jrhodnik 2019-05-25 14:41:43 -04:00
parent e2f8bb5c7e
commit bc28da6c93
14 changed files with 1290 additions and 246 deletions

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@ -13,6 +13,7 @@ using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Valve.VR;
using VDash.Overlay;
namespace VDash
{
@ -25,7 +26,7 @@ namespace VDash
{
InitializeComponent();
//Connect to VR runtime...
///Connect to VR runtime...
EVRInitError initError = EVRInitError.None;
var ret = OpenVR.Init(ref initError, EVRApplicationType.VRApplication_Overlay);
@ -35,25 +36,38 @@ namespace VDash
throw new Exception($"Error connecting to VR: {initError.ToString()}");
}
//ulong desktopOverlay = 0;
//var err = OpenVR.Overlay.FindOverlay("valve.steam.desktop", ref desktopOverlay);
StartOverlayWindow("Discord");
//HmdVector2_t vec = new HmdVector2_t();
StartOverlayWindow("Microsoft Visual Studio");
//OpenVR.Overlay.GetOverlayMouseScale(desktopOverlay, ref vec);
StartOverlayWindow("Notepad++");
//var discordSelector = new WindowSelectors.FromWindowTitle("Discord", WindowSelectors.FromWindowTitle.TitleSearchType.Contains);
//Overlay.WindowOverlay discordOverlay = new Overlay.WindowOverlay("discord", "Discord", discordSelector, true);
//discordOverlay.Create();
//StartOverlayWindow("Putty");
var vsSelector = new WindowSelectors.FromWindowTitle("Microsoft Visual Studio", WindowSelectors.FromWindowTitle.TitleSearchType.Contains);
Overlay.WindowOverlay vsOverlay = new Overlay.WindowOverlay("vs", "Visual Studio", vsSelector, true);
vsOverlay.Create();
StartOverlayWindow("Paint");
//Overlay.WindowOverlay obsOverlay = new Overlay.WindowOverlay("obs", "OBS", new WindowSelectors.FromProcessName("obs64"), false);
//obsOverlay.Create();
Overlay.WindowOverlay obsoverlay = new Overlay.WindowOverlay("obs", "obs", new WindowSelectors.FromProcessName("obs64"), false);
obsoverlay.Create();
obsoverlay.DestroyOnNoWindowFound = true;
var bringWindow = new Overlay.Actions.BringWindowToFrontAction(true);
obsoverlay.OverlayShownActions.Add(bringWindow);
}
//This is just for debugging I swear
int count = 0;
IOverlay StartOverlayWindow(string windowFilter)
{
var ws = new WindowSelectors.FromWindowTitle(windowFilter, WindowSelectors.FromWindowTitle.TitleSearchType.Contains);
Overlay.WindowOverlay overlay = new Overlay.WindowOverlay($"ws{count}", "Loading...", ws, true);
overlay.Create();
var bringWindow = new Overlay.Actions.BringWindowToFrontAction(true);
overlay.OverlayShownActions.Add(bringWindow);
count++;
return overlay;
}
}
}

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@ -0,0 +1,54 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using VDash.Utilities;
namespace VDash.Overlay.Actions
{
public class BringWindowToFrontAction : IOverlayAction
{
/// <summary>
/// Unminimize the window if it's minimized.
/// </summary>
public bool UnminimizeIfMinimized { get; set; }
public bool Enabled { get; set; } = true;
public BringWindowToFrontAction(bool unminimizeIfMinimized)
{
UnminimizeIfMinimized = unminimizeIfMinimized;
}
public void PreformAction(IOverlay intOverlay)
{
if (!Enabled) { return; }
if (!intOverlay.GetType().IsAssignableFrom(typeof(WindowOverlay)))
{
Console.WriteLine("This action cannot be performed on a non-WindowOverlay overlay.");
return;
}
WindowOverlay overlay = (WindowOverlay)intOverlay;
IntPtr handle = overlay.Selector.GetWindowHandle();
PreformAction(handle);
}
public void PreformAction(IntPtr handle)
{
//Make sure window isn't minimized
User32.WINDOWPLACEMENT placement = new User32.WINDOWPLACEMENT();
placement.Length = Marshal.SizeOf(placement);
User32.GetWindowPlacement(handle, ref placement);
if (placement.ShowCmd == User32.ShowWindowCommands.ShowMinimized)
{
User32.ShowWindow(handle, User32.ShowWindowCommands.Normal);
}
User32.SetForegroundWindow(handle);
}
}
}

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@ -0,0 +1,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace VDash.Overlay.Actions
{
public interface IOverlayAction
{
void PreformAction(IOverlay overlay);
bool Enabled { get; set; }
}
}

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@ -0,0 +1,34 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using VDash.Utilities;
namespace VDash.Overlay.Actions
{
public class MaximizeWindowAction : IOverlayAction
{
public bool Enabled { get; set; }
public void PreformAction(IOverlay intOverlay)
{
if (!Enabled) { return; }
if (!intOverlay.GetType().IsAssignableFrom(typeof(WindowOverlay)))
{
Console.WriteLine("This action cannot be performed on a non-WindowOverlay overlay.");
return;
}
WindowOverlay overlay = (WindowOverlay)intOverlay;
IntPtr handle = overlay.Selector.GetWindowHandle();
PreformAction(handle);
}
public void PreformAction(IntPtr handle)
{
User32.ShowWindow(handle, User32.ShowWindowCommands.Maximize);
}
}
}

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@ -0,0 +1,47 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using VDash.Utilities;
namespace VDash.Overlay.Actions
{
public class ResizeWindowAction : IOverlayAction
{
public int NewWidth { get; set; }
public int NewHeight { get; set; }
public bool Enabled { get; set; }
public ResizeWindowAction(int newWidth, int newHeight)
{
NewWidth = newWidth;
NewHeight = newHeight;
}
public void PreformAction(IOverlay intOverlay)
{
if (!Enabled) { return; }
if (!intOverlay.GetType().IsAssignableFrom(typeof(WindowOverlay)))
{
Console.WriteLine("This action cannot be performed on a non-WindowOverlay overlay.");
return;
}
WindowOverlay overlay = (WindowOverlay)intOverlay;
IntPtr handle = overlay.Selector.GetWindowHandle();
PreformAction(handle);
}
public void PreformAction(IntPtr handle)
{
//Retain old rect
User32.Rect rect = new User32.Rect();
User32.GetWindowRect(handle, ref rect);
User32.SetWindowPos(handle, IntPtr.Zero, rect.left, rect.bottom, NewWidth, NewHeight, User32.SetWindowPosFlags.DoNotActivate |
User32.SetWindowPosFlags.IgnoreMove | User32.SetWindowPosFlags.IgnoreZOrder |
User32.SetWindowPosFlags.DoNotChangeOwnerZOrder);
}
}
}

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@ -0,0 +1,35 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using VDash.Utilities;
namespace VDash.Overlay.Actions
{
public class RestoreWindowAction : IOverlayAction
{
public bool Enabled { get; set; }
public void PreformAction(IOverlay intOverlay)
{
if (!Enabled) { return; }
if (!intOverlay.GetType().IsAssignableFrom(typeof(WindowOverlay)))
{
Console.WriteLine("This action cannot be performed on a non-WindowOverlay overlay.");
return;
}
WindowOverlay overlay = (WindowOverlay)intOverlay;
IntPtr handle = overlay.Selector.GetWindowHandle();
PreformAction(handle);
}
public void PreformAction(IntPtr handle)
{
User32.ShowWindow(handle, User32.ShowWindowCommands.Restore);
}
}
}

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@ -1,4 +1,6 @@
using System;
using System.Collections.Generic;
using VDash.Overlay.Actions;
namespace VDash.Overlay
{
@ -7,13 +9,18 @@ namespace VDash.Overlay
event EventHandler OverlayShown;
event EventHandler OverlayHidden;
ulong Handle { get; }
List<IOverlayAction> OverlayShownActions { get; }
List<IOverlayAction> OverlayHiddenActions { get; }
ulong OverlayHandle { get; }
string Name { get; }
string Key { get; }
void Create();
void Destroy();
string GetOverlayName();
float GetOverlayWidth();
void SetOverlayWidth(float width);
void SetOverlayName(string newName);
}
}

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@ -2,6 +2,7 @@
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Drawing.Imaging;
@ -9,8 +10,12 @@ using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
using Valve.VR;
using VDash.Overlay.Actions;
using VDash.Utilities;
using VDash.WindowSelectors;
using System.Linq;
namespace VDash.Overlay
{
@ -20,20 +25,21 @@ namespace VDash.Overlay
public event EventHandler OverlayShown;
public event EventHandler OverlayHidden;
public CVRSystem VRSystem { get; private set; }
public bool UpdateDashboardName { get; set; } = false;
public bool DestroyOnNoWindowFound { get; set; } = false;
public int CurrentFPS { get; private set; }
private Task m_EventPumpTask = null;
/// <summary>
/// Tracks whether or not this overlay is actually created.
/// </summary>
bool m_Created = false;
bool m_Running = true;
public bool UpdateDashboardName { get; set; } = false;
internal ulong m_Handle;
public ulong Handle
{
get
{
return m_Handle;
}
}
internal ulong m_OverlayHandle;
public ulong OverlayHandle { get { return m_OverlayHandle; } }
internal ulong m_ThumbnailIcon;
public ulong ThumbnailIcon { get { return m_ThumbnailIcon; } }
internal string m_Key;
public string Key { get { return m_Key; } }
@ -41,38 +47,64 @@ namespace VDash.Overlay
internal string m_Name;
public string Name { get { return m_Name; } }
IWindowSelector m_Selector = null;
public IWindowSelector Selector { get; private set; } = null;
public List<IOverlayAction> OverlayShownActions { get; private set; } = new List<IOverlayAction>();
public List<IOverlayAction> OverlayHiddenActions { get; private set; } = new List<IOverlayAction>();
char[] specialKeys = { '+', '^', '%', '~', '(', ')', '{', '}', '[', ']' };
public WindowOverlay(string key, string name, IWindowSelector selector, bool updateDashboardName)
{
m_Key = key;
m_Name = name;
m_Selector = selector;
Selector = selector;
UpdateDashboardName = updateDashboardName;
}
/// <summary>
/// Represents whether or not an external caller wants this to stay destroyed, really.
/// To keep the DestroyOnNoWindowFound stuff in check. Don't want it creating when it shouldn't.
/// </summary>
bool m_Destroyed = true;
public void Create()
{
m_Destroyed = false;
createInternal();
}
private void createInternal()
{
if (m_Created) { throw new Exception("This overlay has already been created."); }
//ConsoleManager.Show();
ulong thumbHandle = OpenVR.k_ulOverlayHandleInvalid;
//Actually create the overlay
var overlay = OpenVR.Overlay;
EVROverlayError err = overlay.CreateDashboardOverlay(m_Key, m_Name, ref m_Handle, ref thumbHandle);
EVROverlayError err = overlay.CreateDashboardOverlay(m_Key, m_Name, ref m_OverlayHandle, ref m_ThumbnailIcon);
if (err != EVROverlayError.None)
{
throw new Exception($"Error creating overlay: {err}");
}
overlay.SetOverlayInputMethod(m_Handle, VROverlayInputMethod.Mouse);
overlay.SetOverlayInputMethod(m_OverlayHandle, VROverlayInputMethod.Mouse);
m_Running = true;
m_EventPumpTask = Task.Factory.StartNew(() => { EventPump(); });
m_Created = true;
}
public bool IsCreated() { return m_Created; }
public void Destroy()
{
m_Destroyed = true;
destroyInternal();
}
private void destroyInternal()
{
if (!m_Created) { throw new Exception("This object is not created."); }
m_Created = false;
@ -83,19 +115,25 @@ namespace VDash.Overlay
//Wait for render thread to exit
m_EventPumpTask.Wait();
var err = OpenVR.Overlay.DestroyOverlay(m_Handle);
var err = OpenVR.Overlay.DestroyOverlay(m_OverlayHandle);
if( err != EVROverlayError.None)
{
throw new Exception($"Error destroying overlay: {err}");
}
m_OverlayHandle = OpenVR.k_ulOverlayHandleInvalid;
m_ThumbnailIcon = OpenVR.k_ulOverlayHandleInvalid;
}
private void EventPump()
{
#region Rendering setup
var overlay = OpenVR.Overlay;
DateTime lastClick = DateTime.MinValue;
#region Rendering setup
//Partially taken from here: https://stackoverflow.com/questions/6812068/c-sharp-which-is-the-fastest-way-to-take-a-screen-shot
//Desktop Duplication didn't work well, hence is why we're sticking with GDI. Still this is faster than using SetTextureRaw.
@ -120,60 +158,107 @@ namespace VDash.Overlay
int frames = 0;
DateTime lastFps = DateTime.MinValue;
DateTime lastNameCheck = DateTime.MinValue;
while (m_Running)
{
//Update the SteamVR dash name if necessary, only once a second.
if (UpdateDashboardName && DateTime.Now.Subtract(lastNameCheck).TotalMilliseconds >= 1000)
if (DestroyOnNoWindowFound)
{
var window = m_Selector.GetWindowInfo();
//Check to see if the window actually exists. Act accordingly.
if (!Selector.WindowExists())
{
if (IsCreated())
{
destroyInternal();
Console.WriteLine($"Destroyed {m_Key} because it's window does not exist.");
}
Thread.Sleep(100);
continue;
}
else if(Selector.WindowExists() && !m_Created && !m_Destroyed)
{
createInternal();
}
}
//This technically should never happen, buuuut...
IntPtr windowHandle = IntPtr.Zero;
try
{
windowHandle = Selector.GetWindowHandle();
}
catch (WindowNotFoundException)
{
}
//Update the SteamVR dash name if necessary, only once a second.
if (Selector.WindowExists() && UpdateDashboardName && DateTime.Now.Subtract(lastNameCheck).TotalMilliseconds >= 1000)
{
var window = Selector.GetWindowInfo();
if(GetOverlayName() != window.Title)
{
SetOverlayName(window.Title);
}
lastNameCheck = DateTime.Now;
#region Thumbnail rendering
using (var icon = User32.GetAppIcon(windowHandle))
{
using (var iconBmp = icon.ToBitmap())
{
var data = iconBmp.LockBits(new Rectangle(0, 0, iconBmp.Width, iconBmp.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
overlay.SetOverlayRaw(m_ThumbnailIcon, data.Scan0, (uint)data.Width, (uint)data.Height, 4);
iconBmp.UnlockBits(data);
}
}
#endregion
}
//Skip rendering if overlay isn't visible
#if !DEBUG
if ((m_Handle == Openvr.k_uloverlayhandleinvalid) || overlay == null || (!overlay.isoverlayvisible(m_handle)))
if ((m_OverlayHandle == OpenVR.k_ulOverlayHandleInvalid) || overlay == null || (!overlay.IsOverlayVisible(m_OverlayHandle)))
{
thread.sleep(100);
Thread.Sleep(100);
continue;
}
#endif
IntPtr windowHandle = IntPtr.Zero;
try
{
windowHandle = m_Selector.GetWindowHandle();
}
catch (WindowNotFoundException)
{
//Console.WriteLine($"[{m_Key}] {m_Name}: Window not found.");
}
#region VR Events
VREvent_t vrEvent = new VREvent_t();
while (OpenVR.Overlay.PollNextOverlayEvent(m_Handle, ref vrEvent, (uint)Marshal.SizeOf(vrEvent)))
while (OpenVR.Overlay.PollNextOverlayEvent(m_OverlayHandle, ref vrEvent, (uint)Marshal.SizeOf(vrEvent)))
{
switch ((EVREventType)vrEvent.eventType)
{
case EVREventType.VREvent_MouseMove:
{
//Prevent the cursor from moving while we click. Super fkn annoying.
if(DateTime.Now.Subtract(lastClick).TotalMilliseconds < 400)
{
break;
}
//Make sure the window still exists
if (windowHandle != IntPtr.Zero)
{
var vrX = vrEvent.data.mouse.x;
var vrY = vrEvent.data.mouse.y;
var rect = new User32.Rect();
User32.GetWindowRect(windowHandle, ref rect);
User32.GetClientRect(windowHandle, ref rect);
int width = rect.right - rect.left;
int height = rect.bottom - rect.top;
var point = new System.Drawing.Point() { X = (int)vrX, Y = height - (int)vrY };
var point = new User32.POINT() { x = (int)vrX, y = height - (int)vrY };
var succ = User32.ClientToScreen(windowHandle, ref point);
if (!succ)
@ -182,7 +267,7 @@ namespace VDash.Overlay
}
succ = User32.SetCursorPos((int)point.x, (int)point.y);
succ = User32.SetCursorPos((int)point.X, (int)point.Y);
if (!succ)
{
@ -195,7 +280,6 @@ namespace VDash.Overlay
case EVREventType.VREvent_MouseButtonDown:
{
var clickType = (EVRMouseButton)vrEvent.data.mouse.button;
Console.WriteLine($"Mouse button down: {clickType}");
var winClickType = User32.MouseEventFlags.MOUSEEVENTF_LEFTDOWN;
@ -219,13 +303,13 @@ namespace VDash.Overlay
}
User32.mouse_event(winClickType, 0, 0, 0, UIntPtr.Zero);
lastClick = DateTime.Now;
break;
}
case EVREventType.VREvent_MouseButtonUp:
{
var clickType = (EVRMouseButton)vrEvent.data.mouse.button;
Console.WriteLine($"Mouse button up: {clickType}");
var winClickType = User32.MouseEventFlags.MOUSEEVENTF_LEFTUP;
switch (clickType)
@ -248,16 +332,83 @@ namespace VDash.Overlay
}
User32.mouse_event(winClickType, 0, 0, 0, UIntPtr.Zero);
lastClick = DateTime.MinValue;
break;
}
case EVREventType.VREvent_OverlayShown:
{
OverlayShown?.Invoke(this, new EventArgs());
if (Selector.WindowExists())
{
foreach (var action in OverlayShownActions)
{
action.PreformAction(this);
}
}
break;
}
case EVREventType.VREvent_OverlayHidden:
{
OverlayHidden?.Invoke(this, new EventArgs());
if (Selector.WindowExists())
{
foreach (var action in OverlayHiddenActions)
{
action.PreformAction(this);
}
}
break;
}
case EVREventType.VREvent_KeyboardCharInput:
{
//Console.WriteLine($"Got char input: {vrEvent.data.keyboard.cNewInput}");
var input = vrEvent.data.keyboard.cNewInput;
//We should only be getting one keypress at a time.
switch (input)
{
case "\b":
{
SendKeys.SendWait("{BACKSPACE}");
break;
}
case "\n":
{
SendKeys.SendWait("{ENTER}");
break;
}
default:
{
if (specialKeys.Contains(input[0]))
{
SendKeys.SendWait("{" + input + "}");
}
else
{
SendKeys.SendWait(input);
}
break;
}
}
break;
}
case EVREventType.VREvent_ButtonPress:
{
EVRButtonId button = (EVRButtonId)vrEvent.data.controller.button;
//Console.WriteLine($"Button pressed: {button}");
switch (button)
{
case EVRButtonId.k_EButton_Knuckles_A:
{
overlay.ShowKeyboardForOverlay(m_OverlayHandle, (int)EGamepadTextInputMode.k_EGamepadTextInputModeNormal,
(int)EGamepadTextInputLineMode.k_EGamepadTextInputLineModeSingleLine, "desc?", 1024, "", true, 0);
break;
}
}
break;
}
}
@ -265,162 +416,166 @@ namespace VDash.Overlay
}
#endregion
#region Acutally Render
if (windowHandle != IntPtr.Zero)
#region Acutally Render
//Redundant check, but w/e
if (Selector.WindowExists() && windowHandle != IntPtr.Zero)
{
var rect = new User32.Rect();
User32.GetWindowRect(windowHandle, ref rect);
User32.GetClientRect(windowHandle, ref rect);
System.Drawing.Point pnt = new Point { X = 0, Y = 0 };
User32.ClientToScreen(windowHandle, ref pnt);
int width = rect.right - rect.left;
int height = rect.bottom - rect.top;
using (var bmp = new Bitmap(width, height, PixelFormat.Format32bppArgb))
//Make sure the coords are actually valid. Could be minimized or something.
if (width > 0 && height > 0)
{
using (Graphics graphics = Graphics.FromImage(bmp))
using (var bmp = new Bitmap(width, height, PixelFormat.Format32bppArgb))
{
graphics.CopyFromScreen(rect.left, rect.top, 0, 0, new Size(width, height), CopyPixelOperation.SourceCopy);
//Draw cursor
User32.CURSORINFO pci;
pci.cbSize = System.Runtime.InteropServices.Marshal.SizeOf(typeof(User32.CURSORINFO));
if (User32.GetCursorInfo(out pci))
using (Graphics graphics = Graphics.FromImage(bmp))
{
graphics.CopyFromScreen((int)pnt.X, (int)pnt.Y, 0, 0, new Size(width, height), CopyPixelOperation.SourceCopy);
User32.POINT cursorPoint = new User32.POINT() { x = pci.ptScreenPos.X, y = pci.ptScreenPos.Y};
#region Cursor drawing
User32.CURSORINFO pci;
pci.cbSize = System.Runtime.InteropServices.Marshal.SizeOf(typeof(User32.CURSORINFO));
if (User32.ScreenToClient(windowHandle, ref cursorPoint))
if (User32.GetCursorInfo(out pci))
{
if (pci.flags == User32.CURSOR_SHOWING)
System.Drawing.Point cursorPoint = new System.Drawing.Point() { X = pci.ptScreenPos.X, Y = pci.ptScreenPos.Y };
if (User32.ScreenToClient(windowHandle, ref cursorPoint))
{
User32.DrawIcon(graphics.GetHdc(), (int)cursorPoint.x, (int)cursorPoint.y, pci.hCursor);
graphics.ReleaseHdc();
if (pci.flags == User32.CURSOR_SHOWING)
{
User32.DrawIcon(graphics.GetHdc(), (int)cursorPoint.X, (int)cursorPoint.Y, pci.hCursor);
graphics.ReleaseHdc();
}
}
else
{
Console.WriteLine("Error getting coords to draw cursor.");
}
}
else
{
Console.WriteLine("Error getting coords to draw cursor.");
string errorMessage = new Win32Exception(Marshal.GetLastWin32Error()).Message;
Console.WriteLine($"Error getting cursor info: {errorMessage}");
}
}
else
{
string errorMessage = new Win32Exception(Marshal.GetLastWin32Error()).Message;
Console.WriteLine($"Error getting cursor info: {errorMessage}");
}
#endregion
var data = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
var data = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
if (screenTexture == null || (lastWidth != data.Width || lastHeight != data.Height))
{
lastWidth = data.Width;
lastHeight = data.Height;
if (screenTexture != null)
if (screenTexture == null || (lastWidth != data.Width || lastHeight != data.Height))
{
screenTexture.Dispose();
lastWidth = data.Width;
lastHeight = data.Height;
//Dispose not freeing screenTexture: https://gamedev.stackexchange.com/questions/93311/freeing-texture-memory-in-sharpdx-what-am-i-missing
device.ImmediateContext.ClearState();
device.ImmediateContext.Flush();
}
var textureDesc = new Texture2DDescription
{
CpuAccessFlags = CpuAccessFlags.Write,
BindFlags = BindFlags.ShaderResource,
Format = Format.B8G8R8A8_UNorm,
//Format = Format.B8G8R8A8_UNorm_SRgb,
Width = data.Width,
Height = data.Height,
OptionFlags = ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 },
Usage = ResourceUsage.Dynamic
};
screenTexture = new Texture2D(device, textureDesc);
stream = new DataStream(4 * width * height, true, true);
overlay.SetOverlayWidthInMeters(m_Handle, 2.5f);
HmdVector2_t vecWindowSize = new HmdVector2_t() { v0 = width, v1 = height };
OpenVR.Overlay.SetOverlayMouseScale(m_Handle, ref vecWindowSize);
Console.WriteLine("Updated!");
}
//Render using graphics card, in DirectX context.
//using ()
{
var screenView = new ShaderResourceView(device, screenTexture);
device.ImmediateContext.PixelShader.SetShaderResource(0, screenView);
var dr = new SharpDX.DataRectangle(data.Scan0, data.Stride);
DataBox databox = device.ImmediateContext.MapSubresource(screenTexture, 0, MapMode.WriteDiscard,
SharpDX.Direct3D11.MapFlags.None, out stream);
if (!databox.IsEmpty)
{
int count = 4 * data.Width * data.Height;
//Stride compensation. Sometimes the BMP and DX texture strides are different. This fixes it.
if (databox.RowPitch == data.Stride)
if (screenTexture != null)
{
stream.Write(data.Scan0, 0, count);
screenTexture.Dispose();
//Dispose not freeing screenTexture: https://gamedev.stackexchange.com/questions/93311/freeing-texture-memory-in-sharpdx-what-am-i-missing
device.ImmediateContext.ClearState();
device.ImmediateContext.Flush();
}
//Truncate the extra BMP bytes.
else if (databox.RowPitch < data.Stride)
var textureDesc = new Texture2DDescription
{
for (int i = 0; i < data.Height; i++)
CpuAccessFlags = CpuAccessFlags.Write,
BindFlags = BindFlags.ShaderResource,
Format = Format.B8G8R8A8_UNorm,
//Format = Format.B8G8R8A8_UNorm_SRgb,
Width = data.Width,
Height = data.Height,
OptionFlags = ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1,
SampleDescription = { Count = 1, Quality = 0 },
Usage = ResourceUsage.Dynamic
};
screenTexture = new Texture2D(device, textureDesc);
stream = new DataStream(4 * width * height, true, true);
overlay.SetOverlayWidthInMeters(m_OverlayHandle, 2.5f);
HmdVector2_t vecWindowSize = new HmdVector2_t() { v0 = data.Width, v1 = data.Height };
OpenVR.Overlay.SetOverlayMouseScale(m_OverlayHandle, ref vecWindowSize);
Console.WriteLine("Updated!");
}
//Render using graphics card, in DirectX context.
//using ()
{
var screenView = new ShaderResourceView(device, screenTexture);
device.ImmediateContext.PixelShader.SetShaderResource(0, screenView);
var dr = new SharpDX.DataRectangle(data.Scan0, data.Stride);
DataBox databox = device.ImmediateContext.MapSubresource(screenTexture, 0, MapMode.WriteDiscard,
SharpDX.Direct3D11.MapFlags.None, out stream);
if (!databox.IsEmpty)
{
int count = 4 * data.Width * data.Height;
//Stride compensation. Sometimes the BMP and DX texture strides are different. This fixes it.
if (databox.RowPitch == data.Stride)
{
stream.Write(data.Scan0, (data.Stride * i), databox.RowPitch);
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);
}
}
}
//Add some junk on empty bytes on the end to make everyone happy.
else if(databox.RowPitch > data.Stride)
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)
{
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);
}
Console.WriteLine($"Error rendering: {result}");
}
device.ImmediateContext.UnmapSubresource(screenTexture, 0);
frames++;
bmp.UnlockBits(data);
}
VRTextureBounds_t bounds = new VRTextureBounds_t();
OpenVR.Overlay.GetOverlayTextureBounds(m_Handle, ref bounds);
var texture = new Texture_t();
texture.handle = screenTexture.NativePointer;
texture.eType = ETextureType.DirectX;
texture.eColorSpace = EColorSpace.Auto;
EVROverlayError result = overlay.SetOverlayTexture(m_Handle, ref texture);
if (result != EVROverlayError.None)
{
Console.WriteLine($"Error rendering: {result}");
}
device.ImmediateContext.UnmapSubresource(screenTexture, 0);
frames++;
bmp.UnlockBits(data);
}
}
}
@ -432,83 +587,24 @@ namespace VDash.Overlay
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();
}
private class User32
{
[StructLayout(LayoutKind.Sequential)]
public struct Rect
{
public int left;
public int top;
public int right;
public int bottom;
}
[StructLayout(LayoutKind.Sequential)]
public struct POINT
{
public long x;
public long y;
}
[StructLayout(LayoutKind.Sequential)]
public struct CURSORINFO
{
public Int32 cbSize;
public Int32 flags;
public IntPtr hCursor;
public Point ptScreenPos;
}
public const Int32 CURSOR_SHOWING = 0x00000001;
[DllImport("user32.dll")]
public static extern IntPtr GetWindowRect(IntPtr hWnd, ref Rect rect);
[DllImport("user32.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool SetCursorPos(int x, int y);
[DllImport("user32.dll")]
public static extern bool ClientToScreen(IntPtr hwnd, ref POINT lpPoint);
[DllImport("user32.dll")]
public static extern bool ScreenToClient(IntPtr hWnd, ref POINT lpPoint);
[DllImport("user32.dll")]
public static extern bool GetCursorInfo(out CURSORINFO pci);
[DllImport("user32.dll")]
public static extern bool DrawIcon(IntPtr hDC, int X, int Y, IntPtr hIcon);
[DllImport("user32.dll")]
public static extern void mouse_event(MouseEventFlags dwFlags, int dx, int dy, uint dwData, UIntPtr dwExtraInfo);
public enum MouseEventFlags
{
MOUSEEVENTF_ABSOLUTE = 0x8000,
MOUSEEVENTF_LEFTDOWN = 0x0002,
MOUSEEVENTF_LEFTUP = 0x0004,
MOUSEEVENTF_MIDDLEDOWN = 0x0020,
MOUSEEVENTF_MIDDLEUP = 0x0040,
MOUSEEVENTF_MOVE = 0x0001,
MOUSEEVENTF_RIGHTDOWN = 0x0008,
MOUSEEVENTF_RIGHTUP = 0x0010,
MOUSEEVENTF_XDOWN = 0x0080,
MOUSEEVENTF_XUP = 0x0100,
MOUSEEVENTF_WHEEL = 0x0800,
MOUSEEVENTF_HWHEEL = 0x01000
}
}
public void Dispose()
{
Destroy();
@ -518,14 +614,26 @@ namespace VDash.Overlay
{
EVROverlayError err = EVROverlayError.None;
StringBuilder sb = new StringBuilder(255);
uint res = OpenVR.Overlay.GetOverlayName(m_Handle, sb, 255, ref err);
uint res = OpenVR.Overlay.GetOverlayName(m_OverlayHandle, sb, 255, ref err);
return sb.ToString();
}
public void SetOverlayName(string newName)
{
OpenVR.Overlay.SetOverlayName(m_Handle, 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);
}
}
}

View File

@ -0,0 +1,98 @@
using System;
using System.Diagnostics;
using System.IO;
using System.Runtime.InteropServices;
using System.Security;
[SuppressUnmanagedCodeSecurity]
public static class ConsoleManager
{
private const string Kernel32_DllName = "kernel32.dll";
[DllImport(Kernel32_DllName)]
private static extern bool AllocConsole();
[DllImport(Kernel32_DllName)]
private static extern bool FreeConsole();
[DllImport(Kernel32_DllName)]
private static extern IntPtr GetConsoleWindow();
[DllImport(Kernel32_DllName)]
private static extern int GetConsoleOutputCP();
public static bool HasConsole
{
get { return GetConsoleWindow() != IntPtr.Zero; }
}
/// <summary>
/// Creates a new console instance if the process is not attached to a console already.
/// </summary>
public static void Show()
{
//#if DEBUG
if (!HasConsole)
{
AllocConsole();
InvalidateOutAndError();
}
//#endif
}
/// <summary>
/// If the process has a console attached to it, it will be detached and no longer visible. Writing to the System.Console is still possible, but no output will be shown.
/// </summary>
public static void Hide()
{
//#if DEBUG
if (HasConsole)
{
SetOutAndErrorNull();
FreeConsole();
}
//#endif
}
public static void Toggle()
{
if (HasConsole)
{
Hide();
}
else
{
Show();
}
}
static void InvalidateOutAndError()
{
Type type = typeof(System.Console);
System.Reflection.FieldInfo _out = type.GetField("_out",
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic);
System.Reflection.FieldInfo _error = type.GetField("_error",
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic);
System.Reflection.MethodInfo _InitializeStdOutError = type.GetMethod("InitializeStdOutError",
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic);
Debug.Assert(_out != null);
Debug.Assert(_error != null);
Debug.Assert(_InitializeStdOutError != null);
_out.SetValue(null, null);
_error.SetValue(null, null);
_InitializeStdOutError.Invoke(null, new object[] { true });
}
static void SetOutAndErrorNull()
{
Console.SetOut(TextWriter.Null);
Console.SetError(TextWriter.Null);
}
}

596
VDash/Utilities/User32.cs Normal file
View File

@ -0,0 +1,596 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace VDash.Utilities
{
public class User32
{
[StructLayout(LayoutKind.Sequential)]
public struct Rect
{
public int left;
public int top;
public int right;
public int bottom;
}
[StructLayout(LayoutKind.Sequential)]
public struct CURSORINFO
{
public Int32 cbSize;
public Int32 flags;
public IntPtr hCursor;
public Point ptScreenPos;
}
public const Int32 CURSOR_SHOWING = 0x00000001;
[DllImport("user32.dll")]
public static extern IntPtr GetWindowRect(IntPtr hWnd, ref Rect rect);
[DllImport("user32.dll")]
public static extern bool GetClientRect(IntPtr hWnd, ref Rect lpRect);
[DllImport("user32.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool SetCursorPos(int x, int y);
[DllImport("user32.dll")]
public static extern bool ClientToScreen(IntPtr hwnd, ref System.Drawing.Point lpPoint);
[DllImport("user32.dll")]
public static extern bool ScreenToClient(IntPtr hWnd, ref System.Drawing.Point lpPoint);
[DllImport("user32.dll")]
public static extern bool GetCursorInfo(out CURSORINFO pci);
[DllImport("user32.dll")]
public static extern bool DrawIcon(IntPtr hDC, int X, int Y, IntPtr hIcon);
[DllImport("user32.dll")]
public static extern void mouse_event(MouseEventFlags dwFlags, int dx, int dy, uint dwData, UIntPtr dwExtraInfo);
public enum MouseEventFlags
{
MOUSEEVENTF_ABSOLUTE = 0x8000,
MOUSEEVENTF_LEFTDOWN = 0x0002,
MOUSEEVENTF_LEFTUP = 0x0004,
MOUSEEVENTF_MIDDLEDOWN = 0x0020,
MOUSEEVENTF_MIDDLEUP = 0x0040,
MOUSEEVENTF_MOVE = 0x0001,
MOUSEEVENTF_RIGHTDOWN = 0x0008,
MOUSEEVENTF_RIGHTUP = 0x0010,
MOUSEEVENTF_XDOWN = 0x0080,
MOUSEEVENTF_XUP = 0x0100,
MOUSEEVENTF_WHEEL = 0x0800,
MOUSEEVENTF_HWHEEL = 0x01000
}
public const int GCL_HICONSM = -34;
public const int GCL_HICON = -14;
public const int ICON_SMALL = 0;
public const int ICON_BIG = 1;
public const int ICON_SMALL2 = 2;
public const int WM_GETICON = 0x7F;
public static IntPtr GetClassLongPtr(IntPtr hWnd, int nIndex)
{
if (IntPtr.Size > 4)
return GetClassLongPtr64(hWnd, nIndex);
else
return new IntPtr(GetClassLongPtr32(hWnd, nIndex));
}
[DllImport("user32.dll", EntryPoint = "GetClassLong")]
public static extern uint GetClassLongPtr32(IntPtr hWnd, int nIndex);
[DllImport("user32.dll", EntryPoint = "GetClassLongPtr")]
public static extern IntPtr GetClassLongPtr64(IntPtr hWnd, int nIndex);
[DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = false)]
static extern IntPtr SendMessage(IntPtr hWnd, int Msg, int wParam, int lParam);
public static Icon GetAppIcon(IntPtr hwnd)
{
IntPtr iconHandle = SendMessage(hwnd, WM_GETICON, ICON_SMALL2, 0);
if (iconHandle == IntPtr.Zero)
iconHandle = SendMessage(hwnd, WM_GETICON, ICON_SMALL, 0);
if (iconHandle == IntPtr.Zero)
iconHandle = SendMessage(hwnd, WM_GETICON, ICON_BIG, 0);
if (iconHandle == IntPtr.Zero)
iconHandle = GetClassLongPtr(hwnd, GCL_HICON);
if (iconHandle == IntPtr.Zero)
iconHandle = GetClassLongPtr(hwnd, GCL_HICONSM);
if (iconHandle == IntPtr.Zero)
return null;
Icon icn = Icon.FromHandle(iconHandle);
return icn;
}
[Flags()]
public enum SetWindowPosFlags : uint
{
/// <summary>If the calling thread and the thread that owns the window are attached to different input queues,
/// the system posts the request to the thread that owns the window. This prevents the calling thread from
/// blocking its execution while other threads process the request.</summary>
/// <remarks>SWP_ASYNCWINDOWPOS</remarks>
AsynchronousWindowPosition = 0x4000,
/// <summary>Prevents generation of the WM_SYNCPAINT message.</summary>
/// <remarks>SWP_DEFERERASE</remarks>
DeferErase = 0x2000,
/// <summary>Draws a frame (defined in the window's class description) around the window.</summary>
/// <remarks>SWP_DRAWFRAME</remarks>
DrawFrame = 0x0020,
/// <summary>Applies new frame styles set using the SetWindowLong function. Sends a WM_NCCALCSIZE message to
/// the window, even if the window's size is not being changed. If this flag is not specified, WM_NCCALCSIZE
/// is sent only when the window's size is being changed.</summary>
/// <remarks>SWP_FRAMECHANGED</remarks>
FrameChanged = 0x0020,
/// <summary>Hides the window.</summary>
/// <remarks>SWP_HIDEWINDOW</remarks>
HideWindow = 0x0080,
/// <summary>Does not activate the window. If this flag is not set, the window is activated and moved to the
/// top of either the topmost or non-topmost group (depending on the setting of the hWndInsertAfter
/// parameter).</summary>
/// <remarks>SWP_NOACTIVATE</remarks>
DoNotActivate = 0x0010,
/// <summary>Discards the entire contents of the client area. If this flag is not specified, the valid
/// contents of the client area are saved and copied back into the client area after the window is sized or
/// repositioned.</summary>
/// <remarks>SWP_NOCOPYBITS</remarks>
DoNotCopyBits = 0x0100,
/// <summary>Retains the current position (ignores X and Y parameters).</summary>
/// <remarks>SWP_NOMOVE</remarks>
IgnoreMove = 0x0002,
/// <summary>Does not change the owner window's position in the Z order.</summary>
/// <remarks>SWP_NOOWNERZORDER</remarks>
DoNotChangeOwnerZOrder = 0x0200,
/// <summary>Does not redraw changes. If this flag is set, no repainting of any kind occurs. This applies to
/// the client area, the nonclient area (including the title bar and scroll bars), and any part of the parent
/// window uncovered as a result of the window being moved. When this flag is set, the application must
/// explicitly invalidate or redraw any parts of the window and parent window that need redrawing.</summary>
/// <remarks>SWP_NOREDRAW</remarks>
DoNotRedraw = 0x0008,
/// <summary>Same as the SWP_NOOWNERZORDER flag.</summary>
/// <remarks>SWP_NOREPOSITION</remarks>
DoNotReposition = 0x0200,
/// <summary>Prevents the window from receiving the WM_WINDOWPOSCHANGING message.</summary>
/// <remarks>SWP_NOSENDCHANGING</remarks>
DoNotSendChangingEvent = 0x0400,
/// <summary>Retains the current size (ignores the cx and cy parameters).</summary>
/// <remarks>SWP_NOSIZE</remarks>
IgnoreResize = 0x0001,
/// <summary>Retains the current Z order (ignores the hWndInsertAfter parameter).</summary>
/// <remarks>SWP_NOZORDER</remarks>
IgnoreZOrder = 0x0004,
/// <summary>Displays the window.</summary>
/// <remarks>SWP_SHOWWINDOW</remarks>
ShowWindow = 0x0040,
}
/// <summary>
/// Changes the size, position, and Z order of a child, pop-up, or top-level window. These windows are ordered
/// according to their appearance on the screen. The topmost window receives the highest rank and is the first window
/// in the Z order.
/// <para>See https://msdn.microsoft.com/en-us/library/windows/desktop/ms633545%28v=vs.85%29.aspx for more information.</para>
/// </summary>
/// <param name="hWnd">C++ ( hWnd [in]. Type: HWND )<br />A handle to the window.</param>
/// <param name="hWndInsertAfter">
/// C++ ( hWndInsertAfter [in, optional]. Type: HWND )<br />A handle to the window to precede the positioned window in
/// the Z order. This parameter must be a window handle or one of the following values.
/// <list type="table">
/// <itemheader>
/// <term>HWND placement</term><description>Window to precede placement</description>
/// </itemheader>
/// <item>
/// <term>HWND_BOTTOM ((HWND)1)</term>
/// <description>
/// Places the window at the bottom of the Z order. If the hWnd parameter identifies a topmost
/// window, the window loses its topmost status and is placed at the bottom of all other windows.
/// </description>
/// </item>
/// <item>
/// <term>HWND_NOTOPMOST ((HWND)-2)</term>
/// <description>
/// Places the window above all non-topmost windows (that is, behind all topmost windows). This
/// flag has no effect if the window is already a non-topmost window.
/// </description>
/// </item>
/// <item>
/// <term>HWND_TOP ((HWND)0)</term><description>Places the window at the top of the Z order.</description>
/// </item>
/// <item>
/// <term>HWND_TOPMOST ((HWND)-1)</term>
/// <description>
/// Places the window above all non-topmost windows. The window maintains its topmost position
/// even when it is deactivated.
/// </description>
/// </item>
/// </list>
/// <para>For more information about how this parameter is used, see the following Remarks section.</para>
/// </param>
/// <param name="X">C++ ( X [in]. Type: int )<br />The new position of the left side of the window, in client coordinates.</param>
/// <param name="Y">C++ ( Y [in]. Type: int )<br />The new position of the top of the window, in client coordinates.</param>
/// <param name="cx">C++ ( cx [in]. Type: int )<br />The new width of the window, in pixels.</param>
/// <param name="cy">C++ ( cy [in]. Type: int )<br />The new height of the window, in pixels.</param>
/// <param name="uFlags">
/// C++ ( uFlags [in]. Type: UINT )<br />The window sizing and positioning flags. This parameter can be a combination
/// of the following values.
/// <list type="table">
/// <itemheader>
/// <term>HWND sizing and positioning flags</term>
/// <description>Where to place and size window. Can be a combination of any</description>
/// </itemheader>
/// <item>
/// <term>SWP_ASYNCWINDOWPOS (0x4000)</term>
/// <description>
/// If the calling thread and the thread that owns the window are attached to different input
/// queues, the system posts the request to the thread that owns the window. This prevents the calling
/// thread from blocking its execution while other threads process the request.
/// </description>
/// </item>
/// <item>
/// <term>SWP_DEFERERASE (0x2000)</term>
/// <description>Prevents generation of the WM_SYNCPAINT message. </description>
/// </item>
/// <item>
/// <term>SWP_DRAWFRAME (0x0020)</term>
/// <description>Draws a frame (defined in the window's class description) around the window.</description>
/// </item>
/// <item>
/// <term>SWP_FRAMECHANGED (0x0020)</term>
/// <description>
/// Applies new frame styles set using the SetWindowLong function. Sends a WM_NCCALCSIZE message
/// to the window, even if the window's size is not being changed. If this flag is not specified,
/// WM_NCCALCSIZE is sent only when the window's size is being changed
/// </description>
/// </item>
/// <item>
/// <term>SWP_HIDEWINDOW (0x0080)</term><description>Hides the window.</description>
/// </item>
/// <item>
/// <term>SWP_NOACTIVATE (0x0010)</term>
/// <description>
/// Does not activate the window. If this flag is not set, the window is activated and moved to
/// the top of either the topmost or non-topmost group (depending on the setting of the hWndInsertAfter
/// parameter).
/// </description>
/// </item>
/// <item>
/// <term>SWP_NOCOPYBITS (0x0100)</term>
/// <description>
/// Discards the entire contents of the client area. If this flag is not specified, the valid
/// contents of the client area are saved and copied back into the client area after the window is sized or
/// repositioned.
/// </description>
/// </item>
/// <item>
/// <term>SWP_NOMOVE (0x0002)</term>
/// <description>Retains the current position (ignores X and Y parameters).</description>
/// </item>
/// <item>
/// <term>SWP_NOOWNERZORDER (0x0200)</term>
/// <description>Does not change the owner window's position in the Z order.</description>
/// </item>
/// <item>
/// <term>SWP_NOREDRAW (0x0008)</term>
/// <description>
/// Does not redraw changes. If this flag is set, no repainting of any kind occurs. This applies
/// to the client area, the nonclient area (including the title bar and scroll bars), and any part of the
/// parent window uncovered as a result of the window being moved. When this flag is set, the application
/// must explicitly invalidate or redraw any parts of the window and parent window that need redrawing.
/// </description>
/// </item>
/// <item>
/// <term>SWP_NOREPOSITION (0x0200)</term><description>Same as the SWP_NOOWNERZORDER flag.</description>
/// </item>
/// <item>
/// <term>SWP_NOSENDCHANGING (0x0400)</term>
/// <description>Prevents the window from receiving the WM_WINDOWPOSCHANGING message.</description>
/// </item>
/// <item>
/// <term>SWP_NOSIZE (0x0001)</term>
/// <description>Retains the current size (ignores the cx and cy parameters).</description>
/// </item>
/// <item>
/// <term>SWP_NOZORDER (0x0004)</term>
/// <description>Retains the current Z order (ignores the hWndInsertAfter parameter).</description>
/// </item>
/// <item>
/// <term>SWP_SHOWWINDOW (0x0040)</term><description>Displays the window.</description>
/// </item>
/// </list>
/// </param>
/// <returns><c>true</c> or nonzero if the function succeeds, <c>false</c> or zero otherwise or if function fails.</returns>
/// <remarks>
/// <para>
/// As part of the Vista re-architecture, all services were moved off the interactive desktop into Session 0.
/// hwnd and window manager operations are only effective inside a session and cross-session attempts to manipulate
/// the hwnd will fail. For more information, see The Windows Vista Developer Story: Application Compatibility
/// Cookbook.
/// </para>
/// <para>
/// If you have changed certain window data using SetWindowLong, you must call SetWindowPos for the changes to
/// take effect. Use the following combination for uFlags: SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER |
/// SWP_FRAMECHANGED.
/// </para>
/// <para>
/// A window can be made a topmost window either by setting the hWndInsertAfter parameter to HWND_TOPMOST and
/// ensuring that the SWP_NOZORDER flag is not set, or by setting a window's position in the Z order so that it is
/// above any existing topmost windows. When a non-topmost window is made topmost, its owned windows are also made
/// topmost. Its owners, however, are not changed.
/// </para>
/// <para>
/// If neither the SWP_NOACTIVATE nor SWP_NOZORDER flag is specified (that is, when the application requests that
/// a window be simultaneously activated and its position in the Z order changed), the value specified in
/// hWndInsertAfter is used only in the following circumstances.
/// </para>
/// <list type="bullet">
/// <item>Neither the HWND_TOPMOST nor HWND_NOTOPMOST flag is specified in hWndInsertAfter. </item>
/// <item>The window identified by hWnd is not the active window. </item>
/// </list>
/// <para>
/// An application cannot activate an inactive window without also bringing it to the top of the Z order.
/// Applications can change an activated window's position in the Z order without restrictions, or it can activate
/// a window and then move it to the top of the topmost or non-topmost windows.
/// </para>
/// <para>
/// If a topmost window is repositioned to the bottom (HWND_BOTTOM) of the Z order or after any non-topmost
/// window, it is no longer topmost. When a topmost window is made non-topmost, its owners and its owned windows
/// are also made non-topmost windows.
/// </para>
/// <para>
/// A non-topmost window can own a topmost window, but the reverse cannot occur. Any window (for example, a
/// dialog box) owned by a topmost window is itself made a topmost window, to ensure that all owned windows stay
/// above their owner.
/// </para>
/// <para>
/// If an application is not in the foreground, and should be in the foreground, it must call the
/// SetForegroundWindow function.
/// </para>
/// <para>
/// To use SetWindowPos to bring a window to the top, the process that owns the window must have
/// SetForegroundWindow permission.
/// </para>
/// </remarks>
[DllImport("user32.dll", SetLastError = true)]
public static extern bool SetWindowPos(IntPtr hWnd, IntPtr hWndInsertAfter, int X, int Y, int cx, int cy, SetWindowPosFlags uFlags);
/// <summary>
/// Brings the thread that created the specified window into the foreground and activates the window. Keyboard input is
/// directed to the window, and various visual cues are changed for the user. The system assigns a slightly higher
/// priority to the thread that created the foreground window than it does to other threads.
/// <para>See for https://msdn.microsoft.com/en-us/library/windows/desktop/ms633539%28v=vs.85%29.aspx more information.</para>
/// </summary>
/// <param name="hWnd">
/// C++ ( hWnd [in]. Type: HWND )<br />A handle to the window that should be activated and brought to the foreground.
/// </param>
/// <returns>
/// <c>true</c> or nonzero if the window was brought to the foreground, <c>false</c> or zero If the window was not
/// brought to the foreground.
/// </returns>
/// <remarks>
/// The system restricts which processes can set the foreground window. A process can set the foreground window only if
/// one of the following conditions is true:
/// <list type="bullet">
/// <listheader>
/// <term>Conditions</term><description></description>
/// </listheader>
/// <item>The process is the foreground process.</item>
/// <item>The process was started by the foreground process.</item>
/// <item>The process received the last input event.</item>
/// <item>There is no foreground process.</item>
/// <item>The process is being debugged.</item>
/// <item>The foreground process is not a Modern Application or the Start Screen.</item>
/// <item>The foreground is not locked (see LockSetForegroundWindow).</item>
/// <item>The foreground lock time-out has expired (see SPI_GETFOREGROUNDLOCKTIMEOUT in SystemParametersInfo).</item>
/// <item>No menus are active.</item>
/// </list>
/// <para>
/// An application cannot force a window to the foreground while the user is working with another window.
/// Instead, Windows flashes the taskbar button of the window to notify the user.
/// </para>
/// <para>
/// A process that can set the foreground window can enable another process to set the foreground window by
/// calling the AllowSetForegroundWindow function. The process specified by dwProcessId loses the ability to set
/// the foreground window the next time the user generates input, unless the input is directed at that process, or
/// the next time a process calls AllowSetForegroundWindow, unless that process is specified.
/// </para>
/// <para>
/// The foreground process can disable calls to SetForegroundWindow by calling the LockSetForegroundWindow
/// function.
/// </para>
/// </remarks>
// For Windows Mobile, replace user32.dll with coredll.dll
[DllImport("user32.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool SetForegroundWindow(IntPtr hWnd);
/// <summary>
/// Retrieves the show state and the restored, minimized, and maximized positions of the specified window.
/// </summary>
/// <param name="hWnd">
/// A handle to the window.
/// </param>
/// <param name="lpwndpl">
/// A pointer to the WINDOWPLACEMENT structure that receives the show state and position information.
/// <para>
/// Before calling GetWindowPlacement, set the length member to sizeof(WINDOWPLACEMENT). GetWindowPlacement fails if lpwndpl-> length is not set correctly.
/// </para>
/// </param>
/// <returns>
/// If the function succeeds, the return value is nonzero.
/// <para>
/// If the function fails, the return value is zero. To get extended error information, call GetLastError.
/// </para>
/// </returns>
[DllImport("user32.dll", SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool GetWindowPlacement(IntPtr hWnd, ref WINDOWPLACEMENT lpwndpl);
/// <summary>
/// Sets the show state and the restored, minimized, and maximized positions of the specified window.
/// </summary>
/// <param name="hWnd">
/// A handle to the window.
/// </param>
/// <param name="lpwndpl">
/// A pointer to a WINDOWPLACEMENT structure that specifies the new show state and window positions.
/// <para>
/// Before calling SetWindowPlacement, set the length member of the WINDOWPLACEMENT structure to sizeof(WINDOWPLACEMENT). SetWindowPlacement fails if the length member is not set correctly.
/// </para>
/// </param>
/// <returns>
/// If the function succeeds, the return value is nonzero.
/// <para>
/// If the function fails, the return value is zero. To get extended error information, call GetLastError.
/// </para>
/// </returns>
[DllImport("user32.dll", SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool SetWindowPlacement(IntPtr hWnd, [In] ref WINDOWPLACEMENT lpwndpl);
/// <summary>
/// Contains information about the placement of a window on the screen.
/// </summary>
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct WINDOWPLACEMENT
{
/// <summary>
/// The length of the structure, in bytes. Before calling the GetWindowPlacement or SetWindowPlacement functions, set this member to sizeof(WINDOWPLACEMENT).
/// <para>
/// GetWindowPlacement and SetWindowPlacement fail if this member is not set correctly.
/// </para>
/// </summary>
public int Length;
/// <summary>
/// Specifies flags that control the position of the minimized window and the method by which the window is restored.
/// </summary>
public int Flags;
/// <summary>
/// The current show state of the window.
/// </summary>
public ShowWindowCommands ShowCmd;
/// <summary>
/// The coordinates of the window's upper-left corner when the window is minimized.
/// </summary>
public Point MinPosition;
/// <summary>
/// The coordinates of the window's upper-left corner when the window is maximized.
/// </summary>
public Point MaxPosition;
/// <summary>
/// The window's coordinates when the window is in the restored position.
/// </summary>
public Rect NormalPosition;
/// <summary>
/// Gets the default (empty) value.
/// </summary>
public static WINDOWPLACEMENT Default
{
get
{
WINDOWPLACEMENT result = new WINDOWPLACEMENT();
result.Length = Marshal.SizeOf(result);
return result;
}
}
}
public enum ShowWindowCommands
{
/// <summary>
/// Hides the window and activates another window.
/// </summary>
Hide = 0,
/// <summary>
/// Activates and displays a window. If the window is minimized or
/// maximized, the system restores it to its original size and position.
/// An application should specify this flag when displaying the window
/// for the first time.
/// </summary>
Normal = 1,
/// <summary>
/// Activates the window and displays it as a minimized window.
/// </summary>
ShowMinimized = 2,
/// <summary>
/// Maximizes the specified window.
/// </summary>
Maximize = 3, // is this the right value?
/// <summary>
/// Activates the window and displays it as a maximized window.
/// </summary>
ShowMaximized = 3,
/// <summary>
/// Displays a window in its most recent size and position. This value
/// is similar to <see cref="Win32.ShowWindowCommand.Normal"/>, except
/// the window is not activated.
/// </summary>
ShowNoActivate = 4,
/// <summary>
/// Activates the window and displays it in its current size and position.
/// </summary>
Show = 5,
/// <summary>
/// Minimizes the specified window and activates the next top-level
/// window in the Z order.
/// </summary>
Minimize = 6,
/// <summary>
/// Displays the window as a minimized window. This value is similar to
/// <see cref="Win32.ShowWindowCommand.ShowMinimized"/>, except the
/// window is not activated.
/// </summary>
ShowMinNoActive = 7,
/// <summary>
/// Displays the window in its current size and position. This value is
/// similar to <see cref="Win32.ShowWindowCommand.Show"/>, except the
/// window is not activated.
/// </summary>
ShowNA = 8,
/// <summary>
/// Activates and displays the window. If the window is minimized or
/// maximized, the system restores it to its original size and position.
/// An application should specify this flag when restoring a minimized window.
/// </summary>
Restore = 9,
/// <summary>
/// Sets the show state based on the SW_* value specified in the
/// STARTUPINFO structure passed to the CreateProcess function by the
/// program that started the application.
/// </summary>
ShowDefault = 10,
/// <summary>
/// <b>Windows 2000/XP:</b> Minimizes a window, even if the thread
/// that owns the window is not responding. This flag should only be
/// used when minimizing windows from a different thread.
/// </summary>
ForceMinimize = 11
}
[DllImport("user32.dll")]
public static extern bool ShowWindow(IntPtr hWnd, ShowWindowCommands nCmdShow);
[DllImport("user32.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool IsWindow(IntPtr hWnd);
}
}

View File

@ -66,6 +66,7 @@
<Reference Include="System" />
<Reference Include="System.Data" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Core" />
@ -84,7 +85,13 @@
<Generator>MSBuild:Compile</Generator>
<SubType>Designer</SubType>
</ApplicationDefinition>
<Compile Include="Overlay\Actions\BringWindowToFrontAction.cs" />
<Compile Include="Overlay\Actions\IOverlayAction.cs" />
<Compile Include="Overlay\Actions\MaximizeWindowAction.cs" />
<Compile Include="Overlay\Actions\ResizeWindowAction.cs" />
<Compile Include="Overlay\Actions\RestoreWindowAction.cs" />
<Compile Include="Overlay\IOverlay.cs" />
<Compile Include="Utilities\User32.cs" />
<Compile Include="WindowSelectors\FromProcessName.cs" />
<Compile Include="WindowSelectors\FromWindowName.cs" />
<Compile Include="WindowSelectors\IWindowSelector.cs" />
@ -96,7 +103,7 @@
<DependentUpon>App.xaml</DependentUpon>
<SubType>Code</SubType>
</Compile>
<Compile Include="Debug\ConsoleManager.cs" />
<Compile Include="Utilities\ConsoleManager.cs" />
<Compile Include="MainWindow.xaml.cs">
<DependentUpon>MainWindow.xaml</DependentUpon>
<SubType>Code</SubType>

View File

@ -1,6 +1,7 @@
using System;
using System.Diagnostics;
using System.Linq;
using VDash.Utilities;
namespace VDash.WindowSelectors
{
@ -17,9 +18,15 @@ namespace VDash.WindowSelectors
m_ProcName = procName;
}
Process[] processes = null;
public Process[] GetProcesses()
{
return Process.GetProcessesByName(m_ProcName);
if(processes == null)
{
processes = Process.GetProcessesByName(m_ProcName);
}
return processes;
}
public Process GetProcess()
@ -46,5 +53,10 @@ namespace VDash.WindowSelectors
}
return ret;
}
public bool WindowExists()
{
return User32.IsWindow(GetWindowHandle());
}
}
}

View File

@ -80,6 +80,19 @@ namespace VDash.WindowSelectors
return Window;
}
public bool WindowExists()
{
try
{
var window = Window;
}
catch (WindowNotFoundException)
{
return false;
}
return true;
}
public enum TitleSearchType
{
Contains = 0,

View File

@ -9,6 +9,7 @@ namespace VDash.WindowSelectors
{
IntPtr GetWindowHandle();
WindowInfo GetWindowInfo();
bool WindowExists();
}
public class WindowNotFoundException : Exception
@ -53,6 +54,10 @@ namespace VDash.WindowSelectors
return Title;
}
/// <summary>
/// Gets a list of all windows in the current desktop session.
/// </summary>
/// <returns></returns>
public static WindowInfo[] GetWindowList()
{
List<WindowInfo> windows = new List<WindowInfo>();