server: Make layered windows transparent for mouse messages.
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0d8e7983c1
commit
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@ -1252,7 +1252,7 @@ static user_handle_t find_hardware_message_window( struct thread_input *input, s
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{
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{
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if (!input || !(win = input->capture))
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if (!input || !(win = input->capture))
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{
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{
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if (!(win = msg->win) || !is_window_visible( win ))
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if (!(win = msg->win) || !is_window_visible( win ) || is_window_transparent( win ))
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{
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{
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if (input) win = window_from_point( input->desktop, data->x, data->y );
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if (input) win = window_from_point( input->desktop, data->x, data->y );
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}
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}
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@ -135,6 +135,7 @@ extern void destroy_thread_windows( struct thread *thread );
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extern int is_child_window( user_handle_t parent, user_handle_t child );
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extern int is_child_window( user_handle_t parent, user_handle_t child );
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extern int is_top_level_window( user_handle_t window );
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extern int is_top_level_window( user_handle_t window );
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extern int is_window_visible( user_handle_t window );
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extern int is_window_visible( user_handle_t window );
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extern int is_window_transparent( user_handle_t window );
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extern int make_window_active( user_handle_t window );
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extern int make_window_active( user_handle_t window );
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extern struct thread *get_window_thread( user_handle_t handle );
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extern struct thread *get_window_thread( user_handle_t handle );
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extern user_handle_t window_from_point( struct desktop *desktop, int x, int y );
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extern user_handle_t window_from_point( struct desktop *desktop, int x, int y );
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@ -602,6 +602,13 @@ int is_window_visible( user_handle_t window )
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return is_visible( win );
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return is_visible( win );
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}
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}
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int is_window_transparent( user_handle_t window )
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{
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struct window *win = get_user_object( window, USER_WINDOW );
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if (!win) return 0;
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return (win->ex_style & (WS_EX_LAYERED|WS_EX_TRANSPARENT)) == (WS_EX_LAYERED|WS_EX_TRANSPARENT);
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}
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/* check if point is inside the window */
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/* check if point is inside the window */
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static inline int is_point_in_window( struct window *win, int x, int y )
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static inline int is_point_in_window( struct window *win, int x, int y )
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{
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{
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