I made a borderless windowed application and a "fake" title bar to drag it.
I'm using user32.dll,
This to start the window drag (triggered by unity IBeginDragHandler) :
public const int WM_NCLBUTTONDOWN = 0xA1;
public const int WM_NCLBUTTONUP = 0x00A2;
public const int WM_LBUTTONUP = 0x0202;
[DllImport("User32.dll")]
public static extern bool ReleaseCapture();
[DllImport("User32.dll")]
public static extern int SendMessage(IntPtr hWnd, int Msg, int wParam, int lParam);
IntPtr window = GetActiveWindow();
...
...
ReleaseCapture();
SendMessage(window, WM_NCLBUTTONDOWN, HTCAPTION, 0);
And this to stop dragging (not sure about this part):
ReleaseCapture();
SendMessage(window, WM_NCLBUTTONUP, HTCAPTION, 0);
SendMessage(window, WM_LBUTTONUP, HTCAPTION, 0);
It works well on editor and on build, but an error spawn on developpement build :
An abnormal situation has occurred: the PlayerLoop internal function has been called recursively. Please contact Customer Support with a sample project so that we can reproduce the problem and troubleshoot it. LauncherWindow:SendMessage(IntPtr, Int32, Int32, Int32) LauncherWindow:StartWindowDrag() (at E:\Unity Projects\Crime Club Launcher\Assets\Scripts\Lib\LauncherWindow.cs:115) WindowDragZone:UnityEngine.EventSystems.IBeginDragHandler.OnBeginDrag(PointerEventData) (at E:\Unity Projects\Crime Club Launcher\Assets\WindowDragZone.cs:9) UnityEngine.EventSystems.ExecuteEvents:Execute(IBeginDragHandler, BaseEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:64) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:261) UnityEngine.EventSystems.PointerInputModule:ProcessDrag(PointerEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\PointerInputModule.cs:261) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:434) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:412) UnityEngine.EventSystems.StandaloneInputModule:Process() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:186) UnityEngine.EventSystems.EventSystem:Update() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\EventSystem.cs:283)
What do you think about this ?
EDIT : Okay so I finally got rid of that error by replacing
SendMessage(window, WM_NCLBUTTONDOWN, HTCAPTION, 0);
by :
private const int WM_SYSCOMMAND = 0x112;
private const int MOUSE_MOVE = 0xF012;
SendMessage(window, WM_SYSCOMMAND, MOUSE_MOVE, 0);
Now I have a last little problem : The windows is dragged, dropped on mouse release, but I look like the window is loosing the focus on something like that : The first click always miss, I must click twice to be able to drag again or simply interact with the unity app.
I tried functions from User32 in OnEndDrag : ShowWindow, SetActiveWindow, SetFocus, etc... Everything I found related to that problem, but they all have no visible effect and I still must click twice.