windows-nt/Source/XPSP1/NT/windows/published/winable.w

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2020-09-26 03:20:57 -05:00
// --------------------------------------------------------------------------
//
// WINABLE.H
//
// Hooking mechanism to receive system events.
//
// --------------------------------------------------------------------------
#ifndef _WINABLE_
#define _WINABLE_
#if !defined(_WINABLE_)
#define WINABLEAPI DECLSPEC_IMPORT
#else
#define WINABLEAPI
#endif
#ifdef __cplusplus
extern "C" {
#endif // __cplusplus
#include <stdarg.h>
#if (WINVER < 0x0500) // these structures and functions
// are in NT 5.00 and above winuser.h
//
// In USER32
//
//
// This gets GUI information out of context. If you pass in a NULL thread ID,
// we will get the 'global' information, using the foreground thread. This
// is guaranteed to be the real active window, focus window, etc. Yes, you
// could do it yourself by calling GetForegorundWindow, getting the thread ID
// of that window via GetWindowThreadProcessId, then passing the ID into
// GetGUIThreadInfo(). However, that takes three calls and aside from being
// a pain, anything could happen in the middle. So passing in NULL gets
// you stuff in one call and hence also works right.
//
typedef struct tagGUITHREADINFO
{
DWORD cbSize;
DWORD flags;
HWND hwndActive;
HWND hwndFocus;
HWND hwndCapture;
HWND hwndMenuOwner;
HWND hwndMoveSize;
HWND hwndCaret;
RECT rcCaret;
} GUITHREADINFO, FAR * LPGUITHREADINFO;
#define GUI_CARETBLINKING 0x00000001
#define GUI_INMOVESIZE 0x00000002
#define GUI_INMENUMODE 0x00000004
#define GUI_SYSTEMMENUMODE 0x00000008
#define GUI_POPUPMENUMODE 0x00000010
BOOL
WINAPI
GetGUIThreadInfo(
DWORD idThread,
LPGUITHREADINFO lpgui
);
UINT
WINAPI
GetWindowModuleFileNameW(
HWND hwnd,
LPWSTR lpFileName,
UINT cchFileName
);
UINT
WINAPI
GetWindowModuleFileNameA(
HWND hwnd,
LPSTR lpFileName,
UINT cchFileName
);
#ifdef UNICODE
#define GetWindowModuleFileName GetWindowModuleFileNameW
#else
#define GetWindowModuleFileName GetWindowModuleFileNameA
#endif
#endif // WINVER < 0x0500
//
// This returns FALSE if the caller doesn't have permissions to do this
// esp. if someone else is dorking with input. I.E., if some other thread
// disabled input, and thread 2 tries to diable/enable it, the call will
// fail since thread 1 has the cookie.
//
BOOL
WINAPI
BlockInput(
BOOL fBlockIt
);
#if (_WIN32_WINNT < 0x0403) // these structures and this function prototype
// are in NT 4.03 and above winuser.h
//
// Note that the dwFlags field uses the same flags as keybd_event and
// mouse_event, depending on what type of input this is.
//
typedef struct tagMOUSEINPUT {
LONG dx;
LONG dy;
DWORD mouseData;
DWORD dwFlags;
DWORD time;
DWORD dwExtraInfo;
} MOUSEINPUT, *PMOUSEINPUT, FAR* LPMOUSEINPUT;
typedef struct tagKEYBDINPUT {
WORD wVk;
WORD wScan;
DWORD dwFlags;
DWORD time;
DWORD dwExtraInfo;
} KEYBDINPUT, *PKEYBDINPUT, FAR* LPKEYBDINPUT;
typedef struct tagHARDWAREINPUT {
DWORD uMsg;
WORD wParamL;
WORD wParamH;
DWORD dwExtraInfo;
} HARDWAREINPUT, *PHARDWAREINPUT, FAR* LPHARDWAREINPUT;
#define INPUT_MOUSE 0
#define INPUT_KEYBOARD 1
#define INPUT_HARDWARE 2
typedef struct tagINPUT {
DWORD type;
union
{
MOUSEINPUT mi;
KEYBDINPUT ki;
HARDWAREINPUT hi;
};
} INPUT, *PINPUT, FAR* LPINPUT;
//
// This returns the number of inputs played back. It will disable input
// first, play back as many as possible, then reenable input. In the middle
// it will pulse the RIT to make sure that the fixed input queue doesn't
// fill up.
//
UINT
WINAPI
SendInput(
UINT cInputs, // number of input in the array
LPINPUT pInputs, // array of inputs
int cbSize); // sizeof(INPUT)
#endif // (_WIN32_WINNT < 0x0403)
#define CCHILDREN_FRAME 7
#if WINVER < 0x0500 // these structures and functions
// are in NT 5.00 and above winuser.h
//
// This generates a notification that anyone watching for it will get.
// This call is superfast if nobody is hooking anything.
//
WINABLEAPI
void
WINAPI
NotifyWinEvent(
DWORD event,
HWND hwnd,
LONG idObject,
LONG idChild
);
//
// hwnd + idObject can be used with OLEACC.DLL's OleGetObjectFromWindow()
// to get an interface pointer to the container. indexChild is the item
// within the container in question. Setup a VARIANT with vt VT_I4 and
// lVal the indexChild and pass that in to all methods. Then you
// are raring to go.
//
//
// Common object IDs (cookies, only for sending WM_GETOBJECT to get at the
// thing in question). Positive IDs are reserved for apps (app specific),
// negative IDs are system things and are global, 0 means "just little old
// me".
//
#define CHILDID_SELF 0
// Reserved IDs for system objects
#define OBJID_WINDOW ((LONG)0x00000000)
#define OBJID_SYSMENU ((LONG)0xFFFFFFFF)
#define OBJID_TITLEBAR ((LONG)0xFFFFFFFE)
#define OBJID_MENU ((LONG)0xFFFFFFFD)
#define OBJID_CLIENT ((LONG)0xFFFFFFFC)
#define OBJID_VSCROLL ((LONG)0xFFFFFFFB)
#define OBJID_HSCROLL ((LONG)0xFFFFFFFA)
#define OBJID_SIZEGRIP ((LONG)0xFFFFFFF9)
#define OBJID_CARET ((LONG)0xFFFFFFF8)
#define OBJID_CURSOR ((LONG)0xFFFFFFF7)
#define OBJID_ALERT ((LONG)0xFFFFFFF6)
#define OBJID_SOUND ((LONG)0xFFFFFFF5)
#define CCHILDREN_FRAME 7
//
// System Alerts (indexChild of system ALERT notification)
//
#define ALERT_SYSTEM_INFORMATIONAL 1 // MB_INFORMATION
#define ALERT_SYSTEM_WARNING 2 // MB_WARNING
#define ALERT_SYSTEM_ERROR 3 // MB_ERROR
#define ALERT_SYSTEM_QUERY 4 // MB_QUESTION
#define ALERT_SYSTEM_CRITICAL 5 // HardSysErrBox
#define CALERT_SYSTEM 6
typedef DWORD HWINEVENTHOOK;
typedef VOID (CALLBACK* WINEVENTPROC)(
HWINEVENTHOOK hEvent,
DWORD event,
HWND hwnd,
LONG idObject,
LONG idChild,
DWORD idEventThread,
DWORD dwmsEventTime);
#define WINEVENT_OUTOFCONTEXT 0x0000 // Events are ASYNC
#define WINEVENT_SKIPOWNTHREAD 0x0001 // Don't call back for events on installer's thread
#define WINEVENT_SKIPOWNPROCESS 0x0002 // Don't call back for events on installer's process
#define WINEVENT_INCONTEXT 0x0004 // Events are SYNC, this causes your dll to be injected into every process
#define WINEVENT_32BITCALLER 0x8000 // ;Internal
#define WINEVENT_VALID 0x8007 // ;Internal
WINABLEAPI
HWINEVENTHOOK
WINAPI
SetWinEventHook(
DWORD eventMin,
DWORD eventMax,
HMODULE hmodWinEventProc, // Must pass this if global!
WINEVENTPROC lpfnWinEventProc,
DWORD idProcess, // Can be zero; all processes
DWORD idThread, // Can be zero; all threads
DWORD dwFlags
);
//
// Returns zero on failure, or a DWORD ID if success. We will clean up any
// event hooks installed by the current process when it goes away, if it
// hasn't cleaned the hooks up itself. But to dynamically unhook, call
// UnhookWinEvents().
//
WINABLEAPI
BOOL
WINAPI
UnhookWinEvent(
HWINEVENTHOOK hEvent);
//
// If idProcess isn't zero but idThread is, will hook all threads in that
// process.
// If idThread isn't zero but idProcess is, will hook idThread only.
// If both are zero, will hook everything
//
//
// EVENT DEFINITION
//
#define EVENT_MIN 0x00000001
#define EVENT_MAX 0x7FFFFFFF
//
// EVENT_SYSTEM_SOUND
// Sent when a sound is played. Currently nothing is generating this, we
// are going to be cleaning up the SOUNDSENTRY feature in the control panel
// and will use this at that time. Applications implementing WinEvents
// are perfectly welcome to use it. Clients of IAccessible* will simply
// turn around and get back a non-visual object that describes the sound.
//
#define EVENT_SYSTEM_SOUND 0x0001
//
// EVENT_SYSTEM_ALERT
// Sent when an alert needs to be given to the user. MessageBoxes generate
// alerts for example.
//
#define EVENT_SYSTEM_ALERT 0x0002
//
// EVENT_SYSTEM_FOREGROUND
// Sent when the foreground (active) window changes, even if it is changing
// to another window in the same thread as the previous one.
//
#define EVENT_SYSTEM_FOREGROUND 0x0003
//
// EVENT_SYSTEM_MENUSTART
// EVENT_SYSTEM_MENUEND
// Sent when entering into and leaving from menu mode (system, app bar, and
// track popups).
//
#define EVENT_SYSTEM_MENUSTART 0x0004
#define EVENT_SYSTEM_MENUEND 0x0005
//
// EVENT_SYSTEM_MENUPOPUPSTART
// EVENT_SYSTEM_MENUPOPUPEND
// Sent when a menu popup comes up and just before it is taken down. Note
// that for a call to TrackPopupMenu(), a client will see EVENT_SYSTEM_MENUSTART
// followed almost immediately by EVENT_SYSTEM_MENUPOPUPSTART for the popup
// being shown.
//
#define EVENT_SYSTEM_MENUPOPUPSTART 0x0006
#define EVENT_SYSTEM_MENUPOPUPEND 0x0007
//
// EVENT_SYSTEM_CAPTURESTART
// EVENT_SYSTEM_CAPTUREEND
// Sent when a window takes the capture and releases the capture.
//
#define EVENT_SYSTEM_CAPTURESTART 0x0008
#define EVENT_SYSTEM_CAPTUREEND 0x0009
//
// EVENT_SYSTEM_MOVESIZESTART
// EVENT_SYSTEM_MOVESIZEEND
// Sent when a window enters and leaves move-size dragging mode.
//
#define EVENT_SYSTEM_MOVESIZESTART 0x000A
#define EVENT_SYSTEM_MOVESIZEEND 0x000B
//
// EVENT_SYSTEM_CONTEXTHELPSTART
// EVENT_SYSTEM_CONTEXTHELPEND
// Sent when a window enters and leaves context sensitive help mode.
//
#define EVENT_SYSTEM_CONTEXTHELPSTART 0x000C
#define EVENT_SYSTEM_CONTEXTHELPEND 0x000D
//
// EVENT_SYSTEM_DRAGDROPSTART
// EVENT_SYSTEM_DRAGDROPEND
// Sent when a window enters and leaves drag drop mode. Note that it is up
// to apps and OLE to generate this, since the system doesn't know. Like
// EVENT_SYSTEM_SOUND, it will be a while before this is prevalent.
//
#define EVENT_SYSTEM_DRAGDROPSTART 0x000E
#define EVENT_SYSTEM_DRAGDROPEND 0x000F
//
// EVENT_SYSTEM_DIALOGSTART
// EVENT_SYSTEM_DIALOGEND
// Sent when a dialog comes up and just before it goes away.
//
#define EVENT_SYSTEM_DIALOGSTART 0x0010
#define EVENT_SYSTEM_DIALOGEND 0x0011
//
// EVENT_SYSTEM_SCROLLINGSTART
// EVENT_SYSTEM_SCROLLINGEND
// Sent when beginning and ending the tracking of a scrollbar in a window,
// and also for scrollbar controls.
//
#define EVENT_SYSTEM_SCROLLINGSTART 0x0012
#define EVENT_SYSTEM_SCROLLINGEND 0x0013
//
// EVENT_SYSTEM_SWITCHSTART
// EVENT_SYSTEM_SWITCHEND
// Sent when beginning and ending alt-tab mode with the switch window.
//
#define EVENT_SYSTEM_SWITCHSTART 0x0014
#define EVENT_SYSTEM_SWITCHEND 0x0015
//
// EVENT_SYSTEM_MINIMIZESTART
// EVENT_SYSTEM_MINIMIZEEND
// Sent when a window minimizes and just before it restores.
//
#define EVENT_SYSTEM_MINIMIZESTART 0x0016
#define EVENT_SYSTEM_MINIMIZEEND 0x0017
//
// Object events
//
// The system AND apps generate these. The system generates these for
// real windows. Apps generate these for objects within their window which
// act like a separate control, e.g. an item in a list view.
//
// For all events, if you want detailed accessibility information, callers
// should
// * Call AccessibleObjectFromWindow() with the hwnd, idObject parameters
// of the event, and IID_IAccessible as the REFIID, to get back an
// IAccessible* to talk to
// * Initialize and fill in a VARIANT as VT_I4 with lVal the idChild
// parameter of the event.
// * If idChild isn't zero, call get_accChild() in the container to see
// if the child is an object in its own right. If so, you will get
// back an IDispatch* object for the child. You should release the
// parent, and call QueryInterface() on the child object to get its
// IAccessible*. Then you talk directly to the child. Otherwise,
// if get_accChild() returns you nothing, you should continue to
// use the child VARIANT. You will ask the container for the properties
// of the child identified by the VARIANT. In other words, the
// child in this case is accessible but not a full-blown object.
// Like a button on a titlebar which is 'small' and has no children.
//
//
#define EVENT_OBJECT_CREATE 0x8000 // hwnd + ID + idChild is created item
#define EVENT_OBJECT_DESTROY 0x8001 // hwnd + ID + idChild is destroyed item
#define EVENT_OBJECT_SHOW 0x8002 // hwnd + ID + idChild is shown item
#define EVENT_OBJECT_HIDE 0x8003 // hwnd + ID + idChild is hidden item
#define EVENT_OBJECT_REORDER 0x8004 // hwnd + ID + idChild is parent of zordering children
//
// NOTE:
// Minimize the number of notifications!
//
// When you are hiding a parent object, obviously all child objects are no
// longer visible on screen. They still have the same "visible" status,
// but are not truly visible. Hence do not send HIDE notifications for the
// children also. One implies all. The same goes for SHOW.
//
#define EVENT_OBJECT_FOCUS 0x8005 // hwnd + ID + idChild is focused item
#define EVENT_OBJECT_SELECTION 0x8006 // hwnd + ID + idChild is selected item (if only one), or idChild is OBJID_WINDOW if complex
#define EVENT_OBJECT_SELECTIONADD 0x8007 // hwnd + ID + idChild is item added
#define EVENT_OBJECT_SELECTIONREMOVE 0x8008 // hwnd + ID + idChild is item removed
#define EVENT_OBJECT_SELECTIONWITHIN 0x8009 // hwnd + ID + idChild is parent of changed selected items
//
// NOTES:
// There is only one "focused" child item in a parent. This is the place
// keystrokes are going at a given moment. Hence only send a notification
// about where the NEW focus is going. A NEW item getting the focus already
// implies that the OLD item is losing it.
//
// SELECTION however can be multiple. Hence the different SELECTION
// notifications. Here's when to use each:
//
// (1) Send a SELECTION notification in the simple single selection
// case (like the focus) when the item with the selection is
// merely moving to a different item within a container. hwnd + ID
// is the container control, idChildItem is the new child with the
// selection.
//
// (2) Send a SELECTIONADD notification when a new item has simply been added
// to the selection within a container. This is appropriate when the
// number of newly selected items is very small. hwnd + ID is the
// container control, idChildItem is the new child added to the selection.
//
// (3) Send a SELECTIONREMOVE notification when a new item has simply been
// removed from the selection within a container. This is appropriate
// when the number of newly selected items is very small, just like
// SELECTIONADD. hwnd + ID is the container control, idChildItem is the
// new child removed from the selection.
//
// (4) Send a SELECTIONWITHIN notification when the selected items within a
// control have changed substantially. Rather than propagate a large
// number of changes to reflect removal for some items, addition of
// others, just tell somebody who cares that a lot happened. It will
// be faster an easier for somebody watching to just turn around and
// query the container control what the new bunch of selected items
// are.
//
#define EVENT_OBJECT_STATECHANGE 0x800A // hwnd + ID + idChild is item w/ state change
#define EVENT_OBJECT_LOCATIONCHANGE 0x800B // hwnd + ID + idChild is moved/sized item
#define EVENT_OBJECT_NAMECHANGE 0x800C // hwnd + ID + idChild is item w/ name change
#define EVENT_OBJECT_DESCRIPTIONCHANGE 0x800D // hwnd + ID + idChild is item w/ desc change
#define EVENT_OBJECT_VALUECHANGE 0x800E // hwnd + ID + idChild is item w/ value change
#define EVENT_OBJECT_PARENTCHANGE 0x800F // hwnd + ID + idChild is item w/ new parent
#define EVENT_OBJECT_HELPCHANGE 0x8010 // hwnd + ID + idChild is item w/ help change
#define EVENT_OBJECT_DEFACTIONCHANGE 0x8011 // hwnd + ID + idChild is item w/ def action change
#define EVENT_OBJECT_ACCELERATORCHANGE 0x8012 // hwnd + ID + idChild is item w/ keybd accel change
#endif // WINVER < 0x0500
#ifdef __cplusplus
}
#endif // __cplusplus
#endif // !_WINABLE_