In my application I have two WINDOW objects, which bisects the terminal window, like a split-screen. But when I'm using wprintw()
I can't see any output on the screen. I'm sure, that stdscr overlaps these two windows. How can I avoid this overlapping?
Maybe I need to use wrefresh() or refresh()? I've tried, but it doesn't help.
Here is the simplified part of my code. Maybe I'm doing something wrong?
WINDOW *win1 = newwin(10, width, 0, 0);
WINDOW *win2 = newwin(10, width, width, 0);
wprintw(win1, "First window: ");
wprintw(win2, "Second window: ");
wrefresh(win1);
wrefresh(win2);
while((ch = getch()) != KEY_F(2)) {}
endwin();
stdscr by definition covers the screen, so it will always overlap with any other window you create. The solution is to avoid using stdscr if you want to have multiple windows.
But the place where you're referencing stdscr is perhaps not obvious -- it's in the call to getch(), which can also be read as wgetch(stdscr). This does an implicit wrefresh(stdscr). which overwrites the screen with the (blank) contents of stdscr.
You can avoid this problem by changing the getch() call to wgetch(win1) or wgetch(win2). In this example, it doesn't matter which window you choose; if you were displaying the input, you'd want to use the window where the input should appear.
Alternatively, you could call refresh() right at the start of the program, before refreshing win1 or win2. Then, as long as you never wrote anything to stdscr, you could safely use getch() as much as you liked, since the implicit refresh() would find nothing updated in the window to display.
Sorry guys for wasting your time! I found an answer by myself!
Here is the code:
WINDOW *win1, *win2;
int maxx, maxy, halfx;
getmaxyx(stdscr, maxy, maxx);
halfx = maxx >> 1;
win1 = newwin(maxy, halfx, 0, 0);
wgetch(win1, "First window");
wrefresh(win1);
win2 = newwin(maxy, halfx, 0, halfx);
wgetch(win2, "Second window");
wrefresh(win2);
Related
I was just wondering if it is possible to find the size (in pixels) of the autocompletion control shown by the wxStyledTextCtrl.
My goal is to show a help window associated with the entry when a selection happens. Therefore, I need the location and also the width of the autocompletion control. It seems location can be found from m_STC->AutoCompPosStart() but there seems to be no way of finding the width. I am using the following code:
auto StartPos = m_STC->ToPhys(m_STC->PointFromPosition(m_STC->AutoCompPosStart()));
int MaxChars = m_STC->AutoCompGetMaxWidth(); //returns 0 unless set to a fixed value
int w, h;
m_STC->GetTextExtent(wxString("A", MaxChars), &w, &h);
return wxPoint(StartPos.x + w, StartPos.y);
I am using Windows and wxWidgets 3.2.
There is no way to get this information from the styled text control because the autocomp window is completely managed by Scintilla. And unfortunately, Scintilla doesn't make any methods available for getting this info.
As a hack-around, the popup is currently implemented as a child window of the styled text control. So you could do something like this:
const wxWindowList& childred = m_stc->GetChildren();
for ( auto it = childred.begin() ; it != childred.end() ; ++it )
{
// We're assuming the styled text control has at most 1 child -
// namely the autocomp popup. It might be better to check that
// the window found is in fact the auto comp popup somehow.
// win->GetPosition() will return screen coordinates, so to get client
// coordinates, ScreenToClient must be called.
wxPoint psn = m_stc->ScreenToClient(win->GetPosition());
wxSize sz = win->GetSize();
// Do something with size and position here.
}
However, this isn't guaranteed to always work. If in the future, the auto comp popup implementation is changed to use a top level window instead of a child of the control, this method will fail.
I have encountered a strange behaviour while attempting to write a roguelike. I've made a simple loop printing letters in a filled rectangle shape. With normal (stdscr) window, or newly initialised window from derwin() all works fine.
Loop within stdscr/newly initialised window from derwin().
But the issue starts to appear after I return the window pointer from the Game class. Letters seem to be printed without any patttern, and the window looks like it is covered on some parts of it.
Loop, when the pointer is returned.
I've tried debugging, but didn't succeed. The cursor is moving, loop is working, letters are printed, but sometimes they get stuck in the astral projection level, and they doesn't show up.
Here is the code: Game.cpp
Game::Game() : m_winMode(WinMode::GameWin) {
[...]
initscr();
wresize(stdscr, WIN_HGHT, WIN_WDTH);
m_gameWin = derwin(stdscr, GAMEWIN_HGHT, GAMEWIN_WDTH, 0, 0);
[...]
}
WINDOW * Game::getWindow(Game::WinMode t_mode) const {
[...]
switch (t_mode) {
case Game::WinMode::GameWin:
return m_gameWin;
break;
[...]
}
pdcurses-test.cpp - this is the main file
#include "stdafx.h"
#include "Game.h"
#include "Map.h"
int main() {
Game game;
game.prepareScreen();
WINDOW * test = game.getWindow(Game::WinMode::GameWin);
wclear(test);
for (int i = 0; i <= 48; i++) {
for (int y = 0; y <= 120; y++) {
mvwaddch(test, i, y, '%');
}
}
wrefresh(test);
Here is the full code: github.com/gebirgestein/pdcurses-test/tree/test/pdcurses-test/pdcurses-test
Thanks in advance.
Calling subwin creates and returns a pointer to a new window with the given number of lines, nlines, and columns, ncols. The window is at position (begin_y, begin_x) on the screen. (This position is relative to the screen, and not to the window orig.) The window is made in the middle of the window orig, so that changes made to one window will affect both windows. The subwindow shares memory with the window orig. When using this routine, it is necessary to call touchwin or touchline on orig before calling wrefresh on the subwindow.
Calling derwin is the same as calling subwin, except that begin_y and begin_x are relative to the origin of the window orig rather than the screen. There is no difference between the subwindows and the derived windows.
From Here. Try calling touchwin(stdscr) before calling wrefresh(test).
I have been attempting to get a simple SDL2 program up to display an image and then exit. I have this code:
/* compile with `gcc -lSDL2 -o main main.c` */
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_surface.h>
#include <SDL2/SDL_timer.h>
int main(void){
SDL_Init(SDL_INIT_VIDEO);
SDL_Window * w = SDL_CreateWindow("Hi", 0, 0, 640, 480, 0);
SDL_Renderer * r = SDL_CreateRenderer(w, -1, 0);
SDL_Surface * s = SDL_LoadBMP("../test.bmp");
SDL_Texture * t = SDL_CreateTextureFromSurface(r, s);
SDL_FreeSurface(s);
SDL_RenderClear(r);
SDL_RenderCopy(r, t, 0, 0);
SDL_RenderPresent(r);
SDL_Delay(2000);
SDL_DestroyTexture(t);
SDL_DestroyRenderer(r);
SDL_DestroyWindow(w);
SDL_Quit();
}
I am aware that I have omitted the normal checks that each function succeeds - they all do succeed, they were removed for ease of reading. I am also aware I have used 0 rather than null pointers or the correct enum values, this also is not the cause of the issue (as the same issue occurs when I correctly structure the program, this was a quick test case drawn up to test the simplest case)
The intention is that a window appear and shows the image (which is definitely at that directory), wait for a couple of seconds and exit. The result, however, is that the window appears correctly but the window is filled with black.
An extra note SDL_ShowSimpleMessageBox() appears to work correctly. I don't know how this relates to the rest of the framework though.
I'll just clear this, you wanted to make a texture, do it directly to ease control, plus this gives you better control over the image, try using this code, fully tested, and working, all you wanted was for the window to show the image and close within 2 seconds right?. If the image doesn't load then it's your image's location.
/* compile with `gcc -lSDL2 -o main main.c` */
#include <SDL.h>
#include <SDL_image.h>
#include <iostream> //I included it since I used cout
int main(int argc, char* argv[]){
bool off = false;
int time;
SDL_Init(SDL_INIT_VIDEO);
SDL_Window * w = SDL_CreateWindow("Hi", 0, 0, 640, 480, SDL_WINDOW_SHOWN);
SDL_Renderer * r = SDL_CreateRenderer(w, -1, SDL_RENDERER_ACCELERATED);
SDL_Texture * s = NULL;
s = IMG_LoadTexture(r, "../test.bmp"); // LOADS A TEXTURE DIRECTLY FROM THE IMAGE
if (s == NULL)
{
cout << "FAILED TO FIND THE IMAGE" << endl; //we did this to check if IMG_LoadTexture found the image, if it showed this message in the cmd window (the black system-like one) then it means that the image can't be found
}
SDL_Rect s_rect; // CREATES THE IMAGE'S SPECS
s_rect.x = 100; // just like the window, the x and y values determine it's displacement from the origin which is the top left of your window
s_rect.y = 100;
s_rect.w = 640; //width of the texture
s_rect.h = 480; // height of the texture
time = SDL_GetTicks(); //Gets the current time
while (time + 2000 < SDL_GetTicks()) //adds 2 seconds to the past time you got and waits for the present time to surpass that
{
SDL_RenderClear(r);
SDL_RenderCopy(r, s, NULL, &s_rect); // THE NULL IS THE AREA YOU COULD USE TO CROP THE IMAGE
SDL_RenderPresent(r);
}
SDL_DestroyTexture(s);
SDL_DestroyRenderer(r);
SDL_DestroyWindow(w);
return 0; //returns 0, closes the program.
}
if you wanted to see a close button on the window and want it to take effect then create an event then add it to the while area to check if it's equal to SDL_Quit();, I didn't include it since you wanted it to immediately close within 2 seconds, thus, rendering the close button useless.
HAPPY CODING :D
When using SDL_RENDERER_SOFTWARE for the renderer flags this worked. Also it worked on a different machine. Guess there must be something screwed up with my configuration, although I'm not sure what it is because I'm still getting no errors shown. Ah well, mark as solved.
I believe this to be (not 100% sure, but fairly sure), due to this line of code:
SDL_Renderer * r = SDL_CreateRenderer(w, -1, 0);
According to the SDL wiki article SDL_CreateRenderer, the parameters required for the arguments that you are passing in are as follows:
SDL_Window* window
int index
Uint32 flags
You are passing in the pointer to the window correctly, as well as the index correctly, but the lack of a flag signifies to SDL that SDL should use the default renderer.
Most systems have a default setting for applications for which renderer should be used, and this can be modified on a application by application basis. If no default setting is provided for a specific application, the render look up immediately checks the default render settings list. The SDL wiki briefly refers to this list by the following line at the bottom of the remarks section:
"Note that providing no flags gives priority to available SDL_RENDERER_ACCELERATED renderers."
What's not explained here in the wiki is that the "renderers" the wiki is referring to comes from the default renderer list.
This leads me to believe that you have either changed a setting somewhere in the course of history of your computer, or elsewhere in you visual studio settings that is resulting in no list to be found. Therefore you must explicitly inform SDL which renderer to use because of your machine settings. Otherwise using an argument of 0 should work just fine. In the end this doesn't hurt as it's better to be explicit in your code rather than implicit if at all possible.
(That said, all of my deductions are based off of the fact that I am assuming that everything you said that works, works. If this is not true, then the issue could be because of a vast variety of reasons due to the lack of error checking.)
I'm Porting some code from Windows to XLib. In the windows code, I can force a redraw by calling InvalidateRect and then handling the corresponding WM_PAINT message. However, I am having trouble finding out how to do this in X11/XLib. I see there is an Expose message but not sure if that is the same thing.
If it matters, I need to do this to force the window to render at a certain frame rate for an OpenGL based program.
To expand slightly on the useful answers given by BЈовић,
With raw Xlib you can draw at any time in a single thread, because every Xlib function specifies the full display, window, and context. AFAIK, with multithreading all bets are off.
You also must have an Expose event handler, and select for those events, if you're in a desktop environment. And it won't hurt to have one even if you're writing a full screen program.
Most toolkits are not as flexible and only draw in a designated event handler (but much nicer to use in many other ways) and have some equivalent to the Windows InvalidateRect. In raw Xlib you get the same effect by sending yourself an Expose event. Doing so won't lead to any real performance problems and will make the code more understandable by other programmers, and easier to port, so you might as well.
There are also XClearArea and XClearWindow functions which will generate Expose events for you, but they first erase part/all with the background color, which might lead to flickering.
With OpenGL it gets a bit more complicated because you have to work with GLX as well. I have a very simple OpenGL/Xlib program online at
http://cs.anu.edu.au/~hugh.fisher/3dteach/
which might be useful as an example.
You need to handle Expose events. This tutorial explains with an example how to handle Expose events :
#include <stdio.h>
#include <stdlib.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xos.h>
#include <X11/Xatom.h>
#include <X11/keysym.h>
/*Linux users will need to add -ldl to the Makefile to compile
*this example.
*/
Display *dis;
Window win;
XEvent report;
GC green_gc;
XColor green_col;
Colormap colormap;
/*
Try changing the green[] = below to a different color.
The color can also be from /usr/X11R6/lib/X11/rgb.txt, such as RoyalBlue4.
A # (number sign) is only needed when using hexadecimal colors.
*/
char green[] = "#00FF00";
int main() {
dis = XOpenDisplay(NULL);
win = XCreateSimpleWindow(dis, RootWindow(dis, 0), 1, 1, 500, 500, 0, BlackPixel (dis, 0), BlackPixel(dis, 0));
XMapWindow(dis, win);
colormap = DefaultColormap(dis, 0);
green_gc = XCreateGC(dis, win, 0, 0);
XParseColor(dis, colormap, green, &green_col);
XAllocColor(dis, colormap, &green_col);
XSetForeground(dis, green_gc, green_col.pixel);
XSelectInput(dis, win, ExposureMask | KeyPressMask | ButtonPressMask);
XDrawRectangle(dis, win, green_gc, 1, 1, 497, 497);
XDrawRectangle(dis, win, green_gc, 50, 50, 398, 398);
XFlush(dis);
while (1) {
XNextEvent(dis, &report);
switch (report.type) {
case Expose:
fprintf(stdout, "I have been exposed.\n");
XDrawRectangle(dis, win, green_gc, 1, 1, 497, 497);
XDrawRectangle(dis, win, green_gc, 50, 50, 398, 398);
XFlush(dis);
break;
case KeyPress:
/*Close the program if q is pressed.*/
if (XLookupKeysym(&report.xkey, 0) == XK_q) {
exit(0);
}
break;
}
}
return 0;
}
I may have misunderstood the question. If you want to create Expose events in your application, you can create and set expose event, and send it using XSendEvent.
I'm trying to show the score on the screen. Following code works fine:
g_Font = NULL;
D3DXFONT_DESC f = {fontSize,
0,
400,
0,
false,
DEFAULT_CHARSET,
OUT_TT_PRECIS,
CLIP_DEFAULT_PRECIS,
DEFAULT_PITCH,
fontName};
fontDesc = f;
fontPosition.top = top;
fontPosition.left = left;
fontPosition.right = right;
fontPosition.bottom = bottom;
text = t;
D3DXCreateFontIndirect(device,&fontDesc,&g_Font);
Following part is rendered for each frame:
g_Font->DrawText(NULL,
text,
-1,
&fontPosition,
DT_CENTER,
0xffffffff); //draw text
What I want to do is, update the text during runtime. I simply update the text variable since drawing code runs for each frame, but it doesn't work. A simple text works but following construction doesn't work:
const size_t buflen = 100;
TCHAR buf[buflen];
_sntprintf(buf, buflen - 1, TEXT("Point: %d"), point);
text = (LPCTSTR)buf;
I tried almost every solution I could have found online, but they don't work. I can see that the integer is converted successfully, but there are absurd characters in the following rendering. Any solutions?
The code you posted is incomplete, but I will still try to provide you with an answer that should help you solve the problem.
The first issue is I think you're mixing concepts and you're handling DrawText like if it was a UI element of a WinForms or something. Everytime you want to update the text, DrawText needs to be called. It doesn't store a pointer to the buffer you pass and automatically update the text when this buffer is changed, see documentation here. If you wanted to add a "label wrapper", you will need to have it call DrawText, most likely in a Render method, between calls to BeginScene and EndScene.
As for the absurd characters, if your string is converted properly, are you sure you Clear your RenderTarget before drawing again on it?