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Question by iiJDSii · Feb 28, 2020 at 07:50 AM · vrwindowsvirtualrealitydesktop

How can I convert my desktop viewer to a virtual reality side-by-side display?

have a custom VR headset whose display just takes HDMI. So I'd like to provide the output of my Windows laptop. However I need the proper screen settings to make 'VR mode' work.

Below I have the code for a see-through desktop that is fully clickable, exactly what I want to send to the device - which is essentially just a 6" HDMI screen. However, I need to get the rectilinear buldge transform thing to really make it look proper on the headset (plus adjust the offset of the sides/'eyes'), e.g.:

alt text

How can I go about converting the below code to let me have a proper display for VR goggles like so?

//Note: Inspired by and uses some code found here: http://forum.unity3d.com/threads/windows-api-calls.127719/

 using UnityEngine;
 using System.Collections;
 using System;
 using System.Runtime.InteropServices; // Pro and Free!!!

 public class TransparentWindow : MonoBehaviour
 {
     [DllImport("user32.dll", EntryPoint = "MoveWindow")]
     static extern int MoveWindow(int hwnd, int x, int y, int nWidth, int nHeight, int bRepaint);
     [DllImport("user32.dll", EntryPoint = "SetWindowLongA")]
     static extern int SetWindowLong(int hwnd, int nIndex, long dwNewLong);
     [DllImport("user32.dll")]
     static extern bool ShowWindowAsync(int hWnd, int nCmdShow);
     [DllImport("user32.dll", EntryPoint = "SetLayeredWindowAttributes")]
     static extern int SetLayeredWindowAttributes(int hwnd, int crKey, byte bAlpha, int dwFlags);
     [DllImport("user32.dll", EntryPoint = "GetActiveWindow")]
     private static extern int GetActiveWindow();
     [DllImport("user32.dll", EntryPoint = "GetWindowLong")]
     private static extern long GetWindowLong(int hwnd, int nIndex);
     [DllImport("user32.dll", EntryPoint = "GetSystemMetrics")]
     private static extern int GetSystemMetrics(int nIndex);
     [DllImport("user32.dll", EntryPoint = "SetWindowPos")]
     private static extern int SetWindowPos(int hwnd, int hwndInsertAfter, int x, int y, int cx, int cy, int uFlags);

 void Start()
 {
     int handle = GetActiveWindow();
     int fWidth = Screen.width ;
     int fHeight = Screen.height;
     MoveWindow(handle, 0, 0, fWidth, fHeight, 1); // move the Unity Project windows >>> 0,0 
     ShowWindowAsync(handle, 3); // full screen !!!    // SW_SHOWMAXIMIZED
     //Remove title bar
     long lCurStyle = GetWindowLong(handle, -16);     // GWL_STYLE=-16
     int a = 12582912;   //WS_CAPTION = 0x00C00000L
     int b = 1048576;    //WS_HSCROLL = 0x00100000L
     int c = 16777216;   //WS_MAXIMIZE = 0x01000000L
     int d = 524288;     //WS_SYSMENU = 0x00080000L
     int e = 2097152;    //WS_VSCROLL = 0x00200000L
     lCurStyle -= a | b | c | d | e;
     SetWindowLong(handle, -16, lCurStyle);//524288); // GWL_EXSTYLE=-20 , WS_EX_LAYERED=524288=&h80000

     lCurStyle = GetWindowLong(handle, -20);
     int j = 1;          //WS_EX_DLGMODALFRAME = 0x00000001L
     int k = 512;        //WS_EX_CLIENTEDGE = 0x00000200L
     int l = 131072;     //WS_EX_STATICEDGE = 0x00020000L

     lCurStyle -= j | k | l;
     // Transparency windows
     SetWindowLong(handle, -20, lCurStyle);//524288); // GWL_EXSTYLE=-20 , WS_EX_LAYERED=524288=&h80000

     //SetLayeredWindowAttributes(handle,0,127, 2); // Transparency=127 >> 50%  ,  LWA_ALPHA=2 
     // Transparency color key !!!
     SetLayeredWindowAttributes(handle, 0, 0, 1); // handle,color key = 0 >> black, % of transparency, LWA_COLORKEY=1

     //SetWindowPos(Handle, HWND_TOP, 0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN), SWP_FRAMECHANGED | SWP_SHOWWINDOW);
     //SWP_FRAMECHANGED = 0x0020
     //SWP_SHOWWINDOW = 0x0040
     SetWindowPos(handle, 0, 0, 0, GetSystemMetrics(0), GetSystemMetrics(1), 32 | 64); //handle,0,0
 }

}

Thanks in advance for any help!

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