![]() Not taking focus (in the case of being a child window) or activation (in the case of being a popup) is more interesting, but still quite do-able:- The operating system does not actually automatically assign either focus, or activation, to a clicked window - the Windows WindowProc always takes focus, or activation, by calling SetFocus, or some variant of SetActiveWindow or SetForegroundWindow on itself. Most users don't move the windows they are working with all the time, so, while you will need to monitor for the parent window moving, and re position the HUD, this should not be a show stopper. To support earlier versions of windows, just create a level layered window as a popup (With no chrome) and ensure its positioned over the game window at the appropriate location. You can use WS_EX_LAYERED for child windows from Windows 8 and up. Currently I am testing all the stuff as a child window and a Layered window. ![]() Is there a way to combine directX and SetWindowRgn() function or directx with BitBlt() function? I think that will do the trick. I am trying different ways with what you all suggested. I can't draw directly on parent window because of the complexity with multi-threads any many other reasons. I have looked everywhere but didn't find any solution though there were similar questions around the internet.Īctually this is a HUD like thing for that game. I cant use WS_EX_LAYERED because its a child window. I know that WS_EX_TRANSPARENT only makes the child draw at the end like in painters algorithm. ![]() The second thing that I need is to direct all the input to the parent window. I have created a child window ON his window, using win32 api.įirst thing I need is to make this child window have transparency on some area and opaque on other area(like a Heads up display(HUD) for a game), so that the user may see things in both windows. He gives me the HWND and HINSTANCE handles of that program. I dont have its source and the developer of that program is developing independently. I have a program which is not written by me.
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