Getting a cursor position value and calling it later - c#

I am stumped as to how I would go about storing the screen/cursor position and calling it back to the exact pixel after it has finished completing the rest of the function.
I am able to run my code when I click a button, but I want to be able to return the cursor to the position it was in when the button was clicked, so I can loop it from that exact location.
Any help would be greatly appreciated
I am writing in C# and using VS2010

It's bad user experience to modify the users cursor, that is why the mouse cursor position is generally exposed as Read-Only information.

In case of Windows Forms (if you are able to use System.Windows.Forms assembly) you can use Position property from Cursor class. It allows you to get and set cursor position.
But is's a bad practice to move cursor from your code.
using System.Windows.Forms;
namespace MyApplication
{
class MyClass
{
void Go()
{
var previousPosition = Cursor.Position;
// Do smth
Cursor.Position = previousPosition;
}
}
}

Related

Change mouse cursor icon in C#

I am building a game for Windows PCs and I need to change the cursor icon when the user is over clickable UI elements. I have found this command Cursor.SetCursor(texture2d, vector2) but it has some lag.
When the mouse is over the UI elements it changes but it has some delay which is really annoying (This is what other users said about that anyway).
After some reading, I learned that Unity basically just changes the cursor icon in the software level. i.e. Hides the cursor and displays my image, and make it follow the cursor position.
My question is: How can I change the icon in hardware level, again, in windows builds only.
When I searched "Changing mouse cursor in C#", I have found the windows.forms option (which doesn't work in unity) and a c++ code but it wasn't full (Only methods' names), and I don't know how to run it in C#…
The SetCursor not work very good on all Windows app, but is the right way to do it.
Cursor.SetCursor(cursorTexture, hotSpot, cursorMode);
Another way is to make a Little fake hidding the mouse cursor and making a GUI cursor for your desire case. You can add more conditions for each event you like to customize.
var OnMouseEnterCursor:Texture2D;
var cursorSizeX: int = 32; // your cursor width
var cursorSizeY: int = 32; // your cursor height
var MouseEnterCond = false;
function OnMouseEnter()
{
MouseEnterCond = true;
Screen.showCursor = false;
}
function OnMouseExit()
{
MouseEnterCond = false;
Screen.showCursor = true;
}
function OnGUI()
{
if(MouseEnterCond )
{
GUI.DrawTexture (Rect(Input.mousePosition.x-cursorSizeX/2 + cursorSizeX/2, (Screen.height-Input.mousePosition.y)-cursorSizeY/2 + cursorSizeY/2, cursorSizeX, cursorSizeY),OnMouseEnterCursor);
}
}
If there is a way to enforce hardware cursors in Unity the world has not found it yet.
Unity's own documentation explains it pretty well:
A hardware cursor is preferred on supported platforms through the function which you have yourself found (remember to set the cursor-mode to auto), but it will automatically, and uncontrollably, fall back on software for unsupported platforms and resolutions.
An important thing to note is that there is a special field (which the reference only peripherally mentioned) in the project settings/player settings menu called the "Default Cursor".
This is the only supported hardware cursor on e.g. windows store apps.
And remember to set your textures to type "cursor" in their configurations,.
Finally, keep in mind that windows only supports the 32x32px size. This may force Unity's hand when selecting the render type.
The default cursor settings in the player settings worked in the editor but it did not show up in a build. Also limiting the texture size to 32x32. I resolved this issue by using Cursor.SetCursor method in a script to change the cursor.
[SerializeField] Texture2D cursor;
void Start() {
Cursor.SetCursor(cursor, Vector3.zero, CursorMode.ForceSoftware);
}

Unexpected output from checking if mouse within control

I am implementing a custom drag and drop interface with winForm Buttons and after viewing several solutions on how to obtain mouse position and check it against control bound have not been able to get it to work.
I have tried:
button.ClientRectangle.Contains(PointToClient(Cursor.Position))
and
button.ClientRectangle.Contains(PointToClient(Control.MousePosition))
Both of these have failed to work. Checking the mouse bounds seem like a simple operation, but I really am stumped.
My speculation of the unexpected values are:
Process of obtaining cursor position may be in wrong corner of cursor image
Method/Function does not work on Buttons for some reason
You are using the wrong object reference, calculating the mouse position relative to the form instead of the button. And you are writing it in a way that make this very hard to debug. Fix:
var pos = button.PointToClient(Cursor.Position);
System.Diagnostics.Debug.WriteLine(pos); // Now it is easy
if (button.ClientRectangle.Contains(pos)) {
// etc...
}

How to know where the cursor is in a WpfEdit field with CodedUI automation?

On the CodedUI WpfEdit class there is a way to get the selected text, but I cannot find a way to get the cursor position when nothing is selected (i.e. the index of the caret in the text). Is there anything available for that in the CodedUI framework?
My goal is to assert the position of the cursor in the text contained by the control.
There isn't a codedui method for that but try the following:
add the reference:
using System.Windows.Forms
in the code where you need to get the moue coordinated type:
Point p = new Point(Cursor.Position.X, Cursor.Position.Y);
remember that this is not a relative position to the control but the position of the mouse on the screen.
calculating the position of the point relative to control shouldn't be much problem.
I'm not sure there is a way, and I would imagine that there is a different requirement than actually finding the cursor position.
If you are trying to insert some text, you can always copy the text out to the test method, insert the text, and write it back.
Or, if you need to not do that, you could always use the Keyboard.SendKeys method to send a home command and then any number of right arrow commands you need to place the cursor where you'd like it.
Can you elaborate further as to what exactly you need with the cursor position?

How to get the mouse position and use it in the client

I am making a form which has a ListView. I want to show a "Picture Window" whenever mouse hovers above one of the listView Item in the ListView. I implemented this by using "ListView"'s "ItemMouseHover" event. I want to show this "Picture Window" just near to the mouse position. But , I couldn't get the mouse position from the itemmousehover event. Can anybody say how to achieve this?
Note: I am using .Net 4.0
EDIT:
"Danbystrom" gave the exact answer. But I found the root cause is some other. See my answer for that.
The static method Control.MousePosition will give you the coordinates in screen space. Then you can convert that into client coordinates with the Control.PointToClient instance method.
var pt = listView.PointToClient( Control.MousePosition );
The new window will be placed on your will, only if you choose "Manual" instead of "WindowsDefaultLocation" in the Property "StartPosition". Otherwise "OS" will try to put your new window's location somewhere near to the mouse position. If the new window hides the mouse in that position, then it will try through some nearby points which will result in flickering.

How do I determine which monitor my .NET Windows Forms program is running on?

I have a C# Windows application that I want to ensure will show up on a second monitor if the user moves it to one. I need to save the main form's size, location and window state - which I've already handled - but I also need to know which screen it was on when the user closed the application.
I'm using the Screen class to determine the size of the current screen but I can't find anything on how to determine which screen the application was running on.
Edit: Thanks for the responses, everyone! I wanted to determine which monitor the window was on so I could do proper bounds checking in case the user accidentally put the window outside the viewing area or changed the screen size such that the form wouldn't be completely visible anymore.
You can get an array of Screens that you have using this code.
Screen[] screens = Screen.AllScreens;
You can also figure out which screen you are on, by running this code (this is the windows form you are on)
Screen screen = Screen.FromControl(this); //this is the Form class
in short check out the Screen class and static helper methods, they might help you.
MSDN Link, doesn't have much..I suggest messing around in the code by yourself.
If you remember the window's location and size, that will be enough. When you set the position to the previously used position, if it happened to be on the second monitor it will go back there.
For example, if you have 2 monitors, both sized 1280x1024 and you set your window's left position to be 2000px, it will appear on the second monitor (assuming the second monitor is to the right of the first.) :)
If you are worried about the second monitor not being there when the application is started the next time, you can use this method to determine if your window intersects any of the screens:
private bool isWindowVisible(Rectangle rect)
{
foreach (Screen screen in Screen.AllScreens)
{
if (screen.Bounds.IntersectsWith(rect))
return true;
}
return false;
}
Just pass in your window's desired location and it will tell you if it will be visible on one of the screens. Enjoy!
You can get the current Screen with
var s = Screen.FromControl(this);
where this is the Form (or any control on the Form). As about how to remember that is a little tricky, but I would go for the index in the Screen.AllScreens array, or maybe s.DeviceName. In either case, check before using the settings on startup, to prevent using a monitor that was disconnected.
The location of the form will tell you which screen the form is on. I don't really understand why you'd need to know what screen it is on, because if you restore it using the location you saved it should just restore to the same location (maybe you can expand as to why).
Otherwise you can do something like this:
Screen[] scr = Screen.AllScreens;
scr[i].Bounds.IntersectsWith(form.Bounds);
Each screen has a Bounds property which returns a Rectangle. You can use the IntersectsWith() function to determine if the form is within the screen.
Also, they basically provide a function that does this as well on the Screen class
Screen screen = Screen.FromControl(form);
You can use the 'Screen' object:
System.Windows.Forms.Screen
Start playing with something like this:
Screen[] screens = Screen.AllScreens;
for (int i = 0; i < screens.Length ; i++)
{
Debug.Print(screens[i].Bounds.ToString());
Debug.Print(screens[i].DeviceName);
Debug.Print(screens[i].WorkingArea.ToString());
}
It may get you what you need

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