For my dialog window I'm filling in numbers into edit boxes using the SetDlgItemInt API. It does a great job by also adding a thousands separator (example for US: 1,024.)
But when I try to read the integer back from the edit control using GetDlgItemInt API, it fails when the number has a thousands separator.
So what am I doing wrong? These two APIs must be compatible with each other.
PS. I can obviously format these numbers myself. This question is about these two specific APIs that supposedly do formatting for me.
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I have a use-case involving Arabic text in a game, with custom font. I am currently using the createWithTTF API call, and selecting the Font file that I would need.
However, since Arabic is a Right to Left(RTL) language instead of a Left to Right(LTR) language, the texts are getting printed incorrectly. Apparently, the best solution for this is to use the createWithSystemFont API call. However with this call, I would not be able to use a custom font and I would have to resort to a system font.
Is there any way that you guys know in Cocos2DX to use a custom font, with Arabic text? I did look into this Github issue. I tried the Arabic Writer out, but this gives glitchy output in certain cases. I know that editing the source JSON/Plist file is an option, and I have tried using reversed Arabic strings in the source. However, since Arabic is a language that has combined characters, the result that I get on my UI is not 1:1 with the expected result, and some characters are disjointed(which are supposed to form a special character after getting merged).
Looking for suggestions on how to tackle this. I have looked into almost all open threads related to this, and could not find anything conclusive. Thanks!
I wrote a fix for the Persian language. It works for Arabic as well but you may need some Arabic only characters to it. (Might need some editing)
https://github.com/MohammadFakhreddin/cocos2dx-persian-arabic-support
My application allows users to customize UI by selecting a user preferred language. It usually works great, except that on Windows 10, say, if a user locale is picked as, say, Cambodian in Windows Control Panel:
But then if the user in my app's UI picks US English, I can't seem to find a way to render it with "US English numbers." On Windows 8.1 it used to end up looking as such, no matter what locale is picked:
As my assumption was that one doesn't need to translate numbers. But on Windows 10, that same control ends up looking as such:
Note that its text is set up using just this call:
::SetWindowText(m_hWnd, L"1000");
So I am curious, is there any way to keep numbers rendered as the arabic numerals:
This issue goes much deeper than basic controls, it happens inside GDI and also affects DrawText and TextOut. The only documented way around it is to call ExtTextOut with the ETO_NUMERICSLATIN flag (or use Uniscribe to render text).
This behavior is completely by design
these flags only modify U+0030 -- U+0039, as needed
Becsause the truth is that GDI doesn't give a crap about formatting or really anything related to locales, with one signle exception: Digit Substitution
Any time you go to render text it will grab those digit substitution settings in the user locale (including the user override information) and use the info to decide how to display numbers.
Another thing that seems to work is to force a custom font with the GREEK_CHARSET charset. That charset triggers a font association magic feature. (EE_CHARSET also seems to work for English text). You would probably have to try to pick the best charset for each of your languages if you are going to do this but you cannot use ANSI_CHARSET nor DEFAULT_CHARSET.
If don't know why this only happens in Windows 10 but it really seems like a bug in certain places. In Explorer for example it will display "7-Zip" as "៧-Zip" etc.
I'm making a c++ console application, I want to split the console screen into parts and every part will print an individual output, to be more clear the console screen should be close to the design of Far Manger console app screen, but I have no idea how to start and what libraries should I use to do so. Sorry if it's a naive question but I seriously have no idea and couldn't find what I want when I made a search.
If you want control of console text, such as positioning, or representation in a windowed fashion, have a look at ncurses.
Your target system may support escape sequences (see the wiki ANSI Escape Codes), or have particular API (as mentioned in the above comments) to implement console manipulation.
I am writing a windows program (no mfc) and need to output a status line to the operator every few seconds or so. I tried using rich text boxes but after so many hours it seems to hang up. Does anybody have an suggestions on what I can use instead?
People mentioned that my buffers might have been exhausted. I thought I had planned for that. After I had about 1000 lines displayed I would take the first 500 and remove them using the select and cut options in rich text boxes. I still ran into the same problem.
This question appears relevant, and this one too. But they don't give any concrete recommendations for an alternative to rich text boxes.
You might try the Scintilla control (scintilla.org) which does not appear to have any hard limitations on text size. It has a permissive license. It is used by many text editors such as Notepad++, Notepad2, Code::Blocks, FlashDevelop. I haven't tried it personally but there from the documentation it looks easy to use it in a Windows API application. Of course, it might be overkill for your purposes.
If you keep appending to the text in the control every few seconds for hours then you are probably running into some memory constraint on the control or the process. I think you would have this problem with any control you choose given update frequence and how long you're running the program.
Have you considered implementing a simple circular buffer for the content of the text box? Say only keep the last hour's messages. You could maintain a separate log file for history if the operator needed to go back in time for hours.
I ended up writing my own control to do this, essentially duplicating the Output window in Visual Studio. It was a success, but it ended up being much more code than I thought it would be when I started - I insisted on features such as auto-scrolling when the cursor was on the last line, select/copy, bold text, etc. It was backed by a std::deque so I could limit the number of lines stored for the window.
Unfortunately the code belongs to a former employer so I can't share it here.
Hi so i'm making a game through the console window, and i was wondering if there was any way to just get maybe one or two text character's placement to change or disappear. Usually to accomplish this i would have to tell the console to re-type every single character and line all over again, but this just takes to long (1 second fps plus .5 second time spent re-typing the scene).
Is there some way i could re-fresh or change one or two lines or 'characters' seen on the console so so much time is not spent on waiting for the console to re-typing my 24 lines, each a string? (the scene made up of text)
Thanks! =)
btw... does anyone remember that little easter egg in windows which was an entire star wars movie made out of text in the console?? I want the game be smooth like that!
You'll need to use an external library to interface with the console as C++ doesn't have these capabilities, but it is possible.
My old goto for this sort of thing is ncurses. It's straightforward, quick to set up, and cross-platform. But it's old, and its age shows. (If you're on windows you'll have to use pdcurses; same capabilities, different package).
There are also console-specific ways of doing this. In particular, Windows provides an API for performing these sorts of actions.
You need ncurses library.
See console print w/o scrolling for reasons and examples.
Also google for the source to the rogue/urogue/nethack games which do that already.