Detect system tray\taskbar orientation(X11) - c++

I created a TrayPopupWidget that should pops up nearby the tray.
Then I realized that if the user changes the orientation, or height of the taskbar it will pops up at the wrong place. So I created the TaskbarDetector class.
I tried to get the a window geometry of the tray|taskbar, but I only get wrong window property...
I tried on KDE,LXDE -> same bad behaviour...
The code:
http://bzfriendsplasm.svn.sourceforge.net/viewvc/bzfriendsplasm/BZFriends/taskbardetector.cpp?revision=156&view=markup
//Getting screen resolutoin
int num_sizes;
Rotation original_rotation;
Display *display = XOpenDisplay(NULL);
Window root = RootWindow(display, 0);
XRRScreenSize *xrrs = XRRSizes(display, 0, &num_sizes);
XRRScreenConfiguration *conf = XRRGetScreenInfo(display, root);
XRRConfigCurrentRate(conf);
SizeID original_size_id = XRRConfigCurrentConfiguration(conf, &original_rotation);
p_screenWidth = xrrs[original_size_id].width;
p_screenHeight = xrrs[original_size_id].height;
//Getting tray position
unsigned long sysTraySelection = 0;
Screen *screen = XDefaultScreenOfDisplay(display);
//FIXME !!!
QString *net_sys_tray = new QString("_NET_SYSTEM_TRAY_S%i");
(*net_sys_tray) = net_sys_tray->replace ("%i",QString::number (XScreenNumberOfScreen(screen)));
sysTraySelection = XInternAtom(display, net_sys_tray->toLocal8Bit (), False);
if ( sysTraySelection == None)
return Unknown;
trayWindow = XGetSelectionOwner(display, sysTraySelection);
XWindowAttributes w_attr;
unsigned long status = XGetWindowAttributes (display,trayWindow,&w_attr);
if ( status == 0)
return Unknown;
p_taskBarLeft = w_attr.y;
p_taskBarTop = w_attr.x;
p_taskBarBottom = w_attr.x + w_attr.height;
p_taskBarRight = w_attr.y + w_attr.width;
qDebug () << QString("Window id: " ) + QString::number (trayWindow);
qDebug() << QString("SysTraySelection: ") + QString::number (sysTraySelection );
qDebug() << QString("Top ") + QString::number (p_taskBarTop);
qDebug() << QString("Left ") + QString::number (p_taskBarLeft);
qDebug() << QString("Bottom ") + QString::number (p_taskBarBottom);
qDebug() << QString("Right " ) + QString::number (p_taskBarRight);
XCloseDisplay(display);
delete net_sys_tray;
return decideOrientation ();

Finally, I found a way to detect it!
I'm searching for a window, that has a dock property and visible, and then I call XGetWindowAttributes(...) on it.
If I set a filter method to the QApplication::setEventFilter() I can get every XEvent, _NET_WORKAREA event too(this event happens when you resize or move the taskbar), then I re-call taskbar/tray detection method.
However, this worked on KDE4 and GNOME and LXDE, I'm planning to allow the user to set the popup position by himself.
bool TaskBarDetector::lookUpDockWindow ( unsigned long &rootWindow, bool check)
{
Display *display = QX11Info::display ();
Window parent;
Window *children;
unsigned int noOfChildren;
int status;
if ( check && checkDockProperty(rootWindow) )
{
trayWindow = rootWindow;
return true;
}
status = XQueryTree (display, rootWindow, &rootWindow, &parent, &children, &noOfChildren);
if (status == 0)
{
qDebug() << "ERROR - Could not query the window tree. Aborting.";
trayWindow = 0;
return false;
}
if (noOfChildren == 0)
{
trayWindow = 0;
return false;
}
for (unsigned int ind = 0 ; ind < noOfChildren; ++ind )
{
if ( lookUpDockWindow ( children[ind] ,true) )
return true;
}
XFree ((char*) children);
trayWindow = 0;
return false;
}
bool TaskBarDetector::checkDockProperty(unsigned long window)
{
Display *x11display = QX11Info::display ();
Atom *atoms;
int numberAtoms = 0;
char *atomName;
XTextProperty prop;
XWindowAttributes windowattr;
atoms = XListProperties (x11display, window, &numberAtoms);
for (int ind = 0; ind < numberAtoms; ++ind )
{
atomName = XGetAtomName(x11display, atoms[ind]);
if (QString(atomName).compare ("_NET_WM_WINDOW_TYPE" ) != 0 )
continue;
unsigned long status = XGetTextProperty (x11display,window,&prop,atoms[ind]);
if ( status == 0 )
continue;
int value = (int) (*prop.value);
if (value != 151 )
continue;
if (XGetWindowAttributes(x11display,window,&windowattr) == 0)
continue;
return windowattr.map_state == 2;
}
return false;
}
void TaskBarDetector::saveWindowAttr(unsigned long root)
{
XWindowAttributes windowattr;
Display *x11display =QX11Info::display ();
if (XGetWindowAttributes(x11display,trayWindow,&windowattr) == 0)
{
trayWindow = 0;
return;
}
int x = 0;
int y = 0;
Window *w = &trayWindow;
if( XTranslateCoordinates(x11display,trayWindow,root,windowattr.x,windowattr.y,&x,&y,w) == True)
{
p_taskBarTop = y;
p_taskBarLeft = x;
p_taskBarRight = p_taskBarLeft + windowattr.width;
p_taskBarBottom = p_taskBarTop + windowattr.height;
p_taskBarHeight = windowattr.height;
p_taskBarWidth = windowattr.width;
} else
{
p_orientation = Unknown;
p_taskBarTop = 0;
p_taskBarLeft = 0;
p_taskBarRight = 0;
p_taskBarBottom = 0;
p_taskBarHeight = 0;
p_taskBarWidth = 0;
}
bool TaskBarDetector::appEventFilter(void *msg, long *result)
{
Q_UNUSED(result);
if ( !TaskBarDetector::hasInstance() )
return false;
TaskBarDetector *detector = TaskBarDetector::getInstance();
#ifdef Q_WS_WIN
MSG *seged = static_cast<MSG*>(msg);
if ( seged->message == WM_SETTINGCHANGE && seged->wParam == SPI_SETWORKAREA )
{
detector->processDetectEvent();
return false;
}
return false;
#endif
#ifdef Q_WS_X11
XEvent *xevent = static_cast<XEvent*> (msg);
if ( xevent->type == PropertyNotify )
{
XPropertyEvent xpe = xevent->xproperty;
char * ch_atom_name = XGetAtomName(QX11Info::display(),xpe.atom);
QString atom_name = QString(ch_atom_name).trimmed ();
if ( atom_name == "_NET_WORKAREA" )
{
detector->processDetectEvent ();
return false;
}
}
return false;
#endif
}
}

The system tray is not necessarily a window per se. In KDE, this is just an area in the taskbar (and it is unrelated to the _NET_SYSTEM_TRAY_S%i selection owner).
You may want to try embedding a tray icon and getting its geometry, then display your widget "near" said icon (for some reasonable value of "near"). You can delete the icon once you know its geometry (but then if the user moves the tray, you won't know its new coordinates).
This is not 100% reliable, as the tray is in no way obliged to show all icons you can throw at it. Also, not visually pleasing because of the icon flicker. But it's better than nothing.

Related

Mouse Does Not Move Automatically When Pressing Left Button

I'm coding a C++ program that makes a certain movement with the mouse by itself when I press the left mouse button, it has F1, F2, F3 keys and each key has a different movement, and then I press the left mouse button to execute that movement , but what is happening is that I have to hold down the F1 key and the left mouse button at the same time for it to work, I wanted to press the F1 key just once and then just hold down the left mouse button !
#include <iostream>
#include <string>
#include <Windows.h>
#include "patterns.h"
#define getLen(x) (sizeof(x)/sizeof(x[0]))
using namespace std;
typedef struct $ {
string name;
long **pattner;
int len;
int rpm;
}weapon_t;
weapon_t *LoadWeapon(string name, long recoil[][2], int len, int rpm);
float GetK(float dpi, float sensi);
DWORD GetTime(float rpm);
void ExecControl(weapon_t gun);
float K;
int main()
{
K = GetK(800, 0.95);
weapon_t *ak47 = LoadWeapon("AK-47", ak47_pattern, getLen(ak47_pattern), 600);
weapon_t *m4a4 = LoadWeapon("M4A4", m4a4_pattern, getLen(m4a4_pattern), 666);
weapon_t *ump45 = LoadWeapon("UMP-45", ump45_pattern, getLen(ump45_pattern), 666);
weapon_t* m4a1s = LoadWeapon("M4A1S", m4a1s_pattern, getLen(m4a1s_pattern), 600);
weapon_t* famas = LoadWeapon("FAMAS", famas_pattern, getLen(famas_pattern), 600);
while (true) {
if (GetAsyncKeyState(VK_F1)) {
ExecControl(*ak47);
}
if (GetAsyncKeyState(VK_F2)) {
ExecControl(*m4a4);
}
if (GetAsyncKeyState(VK_F3)) {
ExecControl(*m4a1s);
}
if (GetAsyncKeyState(VK_F4)) {
ExecControl(*ump45);
}
if (GetAsyncKeyState(VK_F5)) {
ExecControl(*famas);
}
Sleep(150);
}
return 0;
}
void ExecControl(weapon_t gun) {
system("cls");
cout << "Weapon:\t" << gun.name << "\nShots:\t" << gun.len << "\nVelocity:\t" << gun.rpm << "\n\n\n";
DWORD delay = GetTime(gun.rpm);
int index = 0;
while (GetAsyncKeyState(VK_LBUTTON) && index != gun.len) {
mouse_event(MOUSEEVENTF_MOVE, long(gun.pattner[index][0] * K), long(gun.pattner[index][1] * K), 0, 0);
index++;
Sleep(delay);
}
index = 0;
}
weapon_t *LoadWeapon(string name, long recoil[][2], int len, int rpm) {
int i;
weapon_t *gun = new weapon_t();
gun->name = name;
gun->len = len;
gun->rpm = rpm;
gun->pattner = new long*[len];
for (i = 0; i < len; i++) {
gun->pattner[i] = new long[2];
}
for (i = 0; i < len; i++) {
gun->pattner[i][0] = recoil[i][0];
gun->pattner[i][1] = recoil[i][1];
}
return gun;
}
float GetK(float dpi, float sensi) {
return (1140 / (dpi*sensi));
}
DWORD GetTime(float rpm) {
return DWORD((60 / rpm) * 1000);
}
The problem is that your code is looking at the mouse left button only while any F1..F5 key is currently held down, and then you are not looking at the keyboard again until the left button is released or the current gun is exhausted.
You need a different approach, such as a state machine. Keep track of the current gun that is equipped at any given time. On each iteration of the main loop, check for state changes first (ie, check if any F1..F5 key is held down, and if so then equip the associated gun), and then act on the current state (ie, regardless of the keyboard state, if the left button is down, and a gun is equipped, then advance the gun to its next position). Let the loop handle the repetitive work for you. This will allow you to check the keyboard for gun changes while the left button is held down.
Try something more like this:
#include <iostream>
#include <string>
#include <Windows.h>
#include "patterns.h"
#define getLen(x) (sizeof(x)/sizeof(x[0]))
using namespace std;
typedef struct $ {
string name;
long **pattner;
int len;
int rpm;
}weapon_t;
weapon_t* LoadWeapon(string name, long recoil[][2], int len, int rpm);
float GetK(float dpi, float sensi);
DWORD GetTime(float rpm);
float K = GetK(800, 0.95);
int main()
{
weapon_t *ak47 = LoadWeapon("AK-47", ak47_pattern, getLen(ak47_pattern), 600);
weapon_t *m4a4 = LoadWeapon("M4A4", m4a4_pattern, getLen(m4a4_pattern), 666);
weapon_t *ump45 = LoadWeapon("UMP-45", ump45_pattern, getLen(ump45_pattern), 666);
weapon_t *m4a1s = LoadWeapon("M4A1S", m4a1s_pattern, getLen(m4a1s_pattern), 600);
weapon_t *famas = LoadWeapon("FAMAS", famas_pattern, getLen(famas_pattern), 600);
weapon_t* guns[] = {ak47, m4a4, m4a1s, ump45, famas};
int gun_keys[] = {VK_F1, VK_F2, VK_F3, VK_F4, VK_F5};
weapon_t *gun = nullptr;
int gun_index = -1;
DWORD gun_delay = 150;
bool is_mouse_down = false;
while (true) {
for(int i = 0; i < 5; ++i) {
if (GetAsyncKeyState(gun_key[i]) && (gun != guns[i])) {
gun = guns[i];
system("cls");
cout << "Weapon:\t" << gun->name << "\nShots:\t" << gun->len << "\nVelocity:\t" << gun->rpm << "\n\n\n";
gun_delay = GetTime(gun->rpm);
gun_index = 0;
break;
}
}
if (GetAsyncKeyState(VK_LBUTTON) < 0) {
if (!is_mouse_down) {
is_mouse_down = true;
if (gun != nullptr)
gun_index = 0;
}
if (gun != nullptr && gun_index != gun->len) {
mouse_event(MOUSEEVENTF_MOVE, long(gun->pattner[gun_index][0] * K), long(gun->pattner[gun_index][1] * K), 0, 0);
++gun_index;
Sleep(gun_delay);
continue;
}
}
else
is_mouse_down = false;
Sleep(150);
}
return 0;
}
weapon_t* LoadWeapon(string name, long recoil[][2], int len, int rpm) {
weapon_t *gun = new weapon_t();
gun->name = name;
gun->len = len;
gun->rpm = rpm;
gun->pattner = new long*[len];
for (int i = 0; i < len; i++) {
gun->pattner[i] = new long[2];
gun->pattner[i][0] = recoil[i][0];
gun->pattner[i][1] = recoil[i][1];
}
return gun;
}
float GetK(float dpi, float sensi) {
return (1140 / (dpi*sensi));
}
DWORD GetTime(float rpm) {
return DWORD((60 / rpm) * 1000);
}

How I change the resolution one monitor only

For example, my computer has two monitors, the primary monitor's resolution is 800*600, the other monitor's resolution is 1600*900.
I would like define the resolution on one monitor only ?
The function 'SetDisplayConfig' change the resolution screen on the two minotors...
https://learn.microsoft.com/fr-fr/windows-hardware/drivers/display/ccd-apis
https://learn.microsoft.com/fr-fr/windows/win32/api/winuser/nf-winuser-setdisplayconfig
[DllImport("User32.dll")]
public static extern int SetDisplayConfig(
uint numPathArrayElements,
[In] DisplayConfigPathInfo[] pathArray,
uint numModeInfoArrayElements,
[In] DisplayConfigModeInfo[] modeInfoArray,
SdcFlags flags
);
private static Boolean SetDisplaySettings(int Id_Monitor, uint Width, uint Height, uint Scaling)
{
try
{
CCDWrapper.DisplayConfigPathInfo[] pathInfoArray = new CCDWrapper.DisplayConfigPathInfo[0] { };
CCDWrapper.DisplayConfigModeInfo[] modeInfoArray = new CCDWrapper.DisplayConfigModeInfo[0] { };
CCDWrapper.MonitorAdditionalInfo[] additionalInfo = new CCDWrapper.MonitorAdditionalInfo[0] { };
bool Status = GetDisplaySettings(ref pathInfoArray, ref modeInfoArray, ref additionalInfo, true);
CCDWrapper.DisplayConfigPathInfo[] pathInfoArrayCurrent = new CCDWrapper.DisplayConfigPathInfo[0] { };
CCDWrapper.DisplayConfigModeInfo[] modeInfoArrayCurrent = new CCDWrapper.DisplayConfigModeInfo[0] { };
CCDWrapper.MonitorAdditionalInfo[] additionalInfoCurrent = new CCDWrapper.MonitorAdditionalInfo[0] { };
bool StatusCurrent = GetDisplaySettings(ref pathInfoArrayCurrent, ref modeInfoArrayCurrent, ref additionalInfoCurrent, false);
if (StatusCurrent)
{
for (int iPathInfo = 0; iPathInfo <= pathInfoArray.Length-1; iPathInfo++)
//for (int iPathInfo = 0; iPathInfo <= pathInfoArray.Length - 1; iPathInfo++)
{
for (int iPathInfoCurrent = 0; iPathInfoCurrent <= pathInfoArrayCurrent.Length - 1; iPathInfoCurrent++)
{
if ((pathInfoArray[iPathInfo].sourceInfo.id == pathInfoArrayCurrent[iPathInfoCurrent].sourceInfo.id) && (pathInfoArray[iPathInfo].targetInfo.id == pathInfoArrayCurrent[iPathInfoCurrent].targetInfo.id))
{
pathInfoArray[iPathInfo].sourceInfo.adapterId.LowPart = pathInfoArrayCurrent[iPathInfoCurrent].sourceInfo.adapterId.LowPart;
pathInfoArray[iPathInfo].targetInfo.adapterId.LowPart = pathInfoArrayCurrent[iPathInfoCurrent].targetInfo.adapterId.LowPart;
pathInfoArray[iPathInfo].targetInfo.scaling = (CCDWrapper.DisplayConfigScaling)Scaling;
break;
}
}
}
for (int iModeInfo = 0; iModeInfo <= modeInfoArray.Length - 1; iModeInfo++)
{
for (int iPathInfo = 0; iPathInfo <= pathInfoArray.Length - 1; iPathInfo++)
{
if ((modeInfoArray[iModeInfo].id == pathInfoArray[iPathInfo].targetInfo.id) && (modeInfoArray[iModeInfo].infoType == CCDWrapper.DisplayConfigModeInfoType.Target))
{
for (int iModeInfoSource = 0; iModeInfoSource <= modeInfoArray.Length - 1; iModeInfoSource++)
{
if ((modeInfoArray[iModeInfoSource].id == pathInfoArray[iPathInfo].sourceInfo.id) && (modeInfoArray[iModeInfoSource].adapterId.LowPart == modeInfoArray[iModeInfo].adapterId.LowPart) && (modeInfoArray[iModeInfoSource].infoType == CCDWrapper.DisplayConfigModeInfoType.Source))
{
modeInfoArray[iModeInfoSource].adapterId.LowPart = pathInfoArray[iPathInfo].sourceInfo.adapterId.LowPart;
modeInfoArray[iModeInfoSource].sourceMode.height = Height;
modeInfoArray[iModeInfoSource].sourceMode.width = Width;
break;
}
}
modeInfoArray[iModeInfo].adapterId.LowPart = pathInfoArray[iPathInfo].targetInfo.adapterId.LowPart;
break;
}
}
}
uint numPathArrayElements = System.Convert.ToUInt32(pathInfoArray.Length);
uint numModeInfoArrayElements = System.Convert.ToUInt32(modeInfoArray.Length);
long Result = CCDWrapper.SetDisplayConfig(numPathArrayElements, pathInfoArray, numModeInfoArrayElements, modeInfoArray, CCDWrapper.SdcFlags.Apply | CCDWrapper.SdcFlags.UseSuppliedDisplayConfig | CCDWrapper.SdcFlags.SaveToDatabase | CCDWrapper.SdcFlags.NoOptimization | CCDWrapper.SdcFlags.AllowChanges);
if (Result == 0)
return true;
else
return false;
}
else
return false;
}
catch (Exception ex)
{
EventLog.WriteEntry("ResolutionEcran", "Erreur SetDisplaySettings : " + ex.Message, EventLogEntryType.Error);
return false;
}
}
private static Boolean GetDisplaySettings(ref CCDWrapper.DisplayConfigPathInfo[] pathInfoArray, ref CCDWrapper.DisplayConfigModeInfo[] modeInfoArray, ref CCDWrapper.MonitorAdditionalInfo[] additionalInfo, Boolean ActiveOnly, [System.Runtime.InteropServices.Optional] int ID_Monitor)
{
uint numPathArrayElements;
uint numModeInfoArrayElements;
CCDWrapper.QueryDisplayFlags queryFlags = CCDWrapper.QueryDisplayFlags.AllPaths;
if (ActiveOnly)
{
//queryFlags = CCDWrapper.QueryDisplayFlags.OnlyActivePaths;
queryFlags = CCDWrapper.QueryDisplayFlags.OnlyActivePaths;
}
var status = CCDWrapper.GetDisplayConfigBufferSizes(queryFlags, out numPathArrayElements, out numModeInfoArrayElements);
if (status == 0)
{
pathInfoArray = new CCDWrapper.DisplayConfigPathInfo[numPathArrayElements];
modeInfoArray = new CCDWrapper.DisplayConfigModeInfo[numModeInfoArrayElements];
additionalInfo = new CCDWrapper.MonitorAdditionalInfo[numModeInfoArrayElements];
status = CCDWrapper.QueryDisplayConfig(queryFlags, ref numPathArrayElements, pathInfoArray, ref numModeInfoArrayElements, modeInfoArray, IntPtr.Zero);
if (status == 0)
{
for (var iMode = 0; iMode < numModeInfoArrayElements; iMode++)
{
if (modeInfoArray[iMode].infoType == CCDWrapper.DisplayConfigModeInfoType.Target)
{
try
{
additionalInfo[iMode] = CCDWrapper.GetMonitorAdditionalInfo(modeInfoArray[iMode].adapterId, modeInfoArray[iMode].id);
}
catch (Exception)
{
additionalInfo[iMode].valid = false;
}
}
}
return true;
}
else
{
//Erreur : Querying display;
}
}
else
{
//Erreur : Taille Buffer;
}
return false;
}
Use ChangeDisplaySettingsEx function to change the settings of the specified display device to the specified graphics mode. The following is an example you can refer to.
#include <windows.h>
int main()
{
for (DWORD devNum = 0; ; devNum++)
{
DISPLAY_DEVICE dev = {0};
dev.cb = sizeof(DISPLAY_DEVICE);
if (!EnumDisplayDevices(NULL, devNum, &dev, EDD_GET_DEVICE_INTERFACE_NAME))
break;
wprintf(L"Display name: %s \n", dev.DeviceName);
DEVMODE dMode = { 0 };
dMode.dmSize = sizeof(dMode);
if (!EnumDisplaySettings(dev.DeviceName, ENUM_CURRENT_SETTINGS, &dMode))
{
wprintf(L"EnumDisplaySettings error: %d \n", GetLastError());
continue;
}
wprintf(L"Display old settings: \n");
wprintf(L"dmBitsPerPel: %d \n", dMode.dmBitsPerPel);
wprintf(L"dmPelsWidth: %d \n", dMode.dmPelsWidth);
wprintf(L"dmPelsHeight: %d \n", dMode.dmPelsHeight);
wprintf(L"dmDisplayFlags: %x \n", dMode.dmDisplayFlags);
wprintf(L"dmDisplayFrequency: %d \n", dMode.dmDisplayFrequency);
dMode.dmPelsWidth = 800;
dMode.dmPelsHeight = 600;
ChangeDisplaySettingsEx(dev.DeviceName, &dMode, NULL, 0, NULL);
DEVMODE dModeNew = { 0 };
dModeNew.dmSize = sizeof(DEVMODE);
if (!EnumDisplaySettings(dev.DeviceName, ENUM_CURRENT_SETTINGS, &dModeNew))
{
wprintf(L"EnumDisplaySettings error: %d \n", GetLastError());
continue;
}
wprintf(L"Display new settings: \n");
wprintf(L"dmBitsPerPel: %d \n", dModeNew.dmBitsPerPel);
wprintf(L"dmPelsWidth: %d \n", dModeNew.dmPelsWidth);
wprintf(L"dmPelsHeight: %d \n", dModeNew.dmPelsHeight);
wprintf(L"dmDisplayFlags: %x \n", dModeNew.dmDisplayFlags);
wprintf(L"dmDisplayFrequency: %d \n", dModeNew.dmDisplayFrequency);
}
getchar();
}
I set dwflags to 0 let the graphics mode for the current screen change dynamically. Refer to dwflags parameter part of ChangeDisplaySettingsEx's document for deciding how you would like the graphics mode should be changed.
Sorry for my late response...I was absent.
I also need to change the scaling of monitor (Black bars removed on certain resolutions).
[Flags]
public enum DisplayConfigScaling : uint
{
Zero = 0x0,
Identity = 1,
Centered = 2,
Stretched = 3,
Aspectratiocenteredmax = 4,
Custom = 5,
Preferred = 128,
ForceUint32 = 0xFFFFFFFF
}
The function 'ChangeDisplaySettingsEx' may change the scale of monitor ?
Thank you very for your help.

SDL2 cannot capture console keyboard events?

TL;DR
I am trying to capture keyboard events (more specifically, the Ctrl+c command) in my own C++ program. I am attempting this through generic keyboard presses in SDL2.
END TL;DR
I have found links on SO and the internet that cover the subject of handling keyboard events with SDL2. I have a few of them listed here.
https://stackoverflow.com/questions/28105533/sdl2-joystick-dont-capture-pressed-event
https://lazyfoo.net/tutorials/SDL/04_key_presses/index.php
http://www.cplusplus.com/forum/windows/182214/
http://gigi.nullneuron.net/gigilabs/handling-keyboard-and-mouse-events-in-sdl2/
The major issue I think is causing the problem is that I am also using an Xbox-style joystick at the same time. I have had no issues whatsoever with capturing joystick events. I have been doing that for a long time now. I am having issues trying to get anything with the keyboard to throw an event. I have tried if(event.type == SDL_KEYDOWN) and then checking which key it was, but that appears to return nothing. I feel like there is some macro that I need to define to allow this since I keep finding the same solutions on the internet.
I have included the entire script that I am running at the moment.
#include <boost/thread.hpp>
// Time library
#include <chrono>
// vector data structure
#include <vector>
// Thread-safe base variables
#include <atomic>
// std::cout
#include <iostream>
// Joystick library
#include <SDL2/SDL.h>
// Counters for printing
std::atomic_int printcounter{ 0 };
// This is every 3 * 1000 milliseconds
const int printer = 300;
// If an event is found, allow for printing.
std::atomic_bool eventupdate{ false };
// This function converts the raw joystick axis from the SDL library to proper double precision floating-point values.
double intToDouble(int input)
{
return (double) input / 32767.0 ;
}
// Prevent joystick values from going outside the physical limit
double clamp(double input)
{
return (input < -1.0) ? -1.0 : ( (input > 1.0) ? 1.0 : input);
}
// SDL library joystick deadband
const int JOYSTICK_DEAD_ZONE = 5000;
// These are the raw read in values from the joystick in XInput (XBox) mode.
//Normalized direction
int leftX = 0;
int leftY = 0;
int rightX = 0;
int rightY = 0;
int leftTrigger = -32768;
int rightTrigger = -32768;
// Button array
uint buttons[11] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
// Tbe pov hat is only 4 bits - 1, 2, 4, 8
int povhat = 0;
// These are the rectified joystick values
double leftstickx = 0;
double leftsticky = 0;
double rightstickx = 0;
double rightsticky = 0;
double lefttrigger = 0;
double righttrigger = 0;
// These are the rectified boolean buttons
bool leftstickbut = false;
bool rightstickbut = false;
bool xbutton = false;
bool ybutton = false;
bool abutton = false;
bool bbutton = false;
bool rightbut = false;
bool leftbut = false;
bool startbut = false;
bool backbut = false;
bool centbut = false;
// This is the boolean that controls running the robot.
std::atomic_bool quitrobot{false};
// Joystick values
static double joyvalues[6] = { 0, 0, 0, 0, 0, 0};
static bool joybuttons[11] = { false };
// Sleep function
void wait(int milliseconds)
{
boost::this_thread::sleep_for(boost::chrono::milliseconds{milliseconds});
}
// Now the main code
int main(int argc, char** argv)
{
// Now the robot goes through the looping code until a quit flag is set to true
while ( ! quitrobot)
{
// Now we look for an Xbox-style joystick
std::cout << "Looking for gamepad..." << std::endl;
while(true)
{
// Now the program waits until an Xbox-style joystick is plugged in.
// resetting SDL makes things more stable
SDL_Quit();
// restart SDL with the expectation that a jostick is required.
SDL_Init(SDL_INIT_JOYSTICK);
// SDL_HINT_GRAB_KEYBOARD
// check for a joystick
int res = SDL_NumJoysticks();
if (res > 0) { break; } // Here a joystick has been detected.
if (res < 0)
{
std::cout << "Joystick detection error: " << std::to_string(res) << std::endl;
}
// we don't want the program running super fast when detecting hardware.
wait(20);
}
// Now we check to make sure that the joystick is valid.
// Open the joystick for reading and store its handle in the joy variable
SDL_Joystick *joy = SDL_JoystickOpen(0);
if (joy == NULL) {
/* back to top of while loop */
continue;
}
// Get information about the joystick
const char *name = SDL_JoystickName(joy);
const int num_axes = SDL_JoystickNumAxes(joy);
const int num_buttons = SDL_JoystickNumButtons(joy);
const int num_hats = SDL_JoystickNumHats(joy);
printf("Now reading from joystick '%s' with:\n"
"%d axes\n"
"%d buttons\n"
"%d hats\n\n",
name,
num_axes,
num_buttons,
num_hats);
/* I'm using a logitech F350 wireless in X mode.
If num axis is 4, then gamepad is in D mode, so neutral drive and wait for X mode.
[SAFETY] This means 'D' becomes our robot-disable button.
This can be removed if that's not the goal. */
if (num_axes < 5) {
/* back to top of while loop */
continue;
}
// This is the read joystick and drive robot loop.
while(true)
{
// poll for disconnects or bad things
SDL_Event e;
if (SDL_PollEvent(&e)) {
// SDL generated quit command
if (e.type == SDL_QUIT) { break; }
// Checking for Ctrl+c on the keyboard
// SDL_Keymod modstates = SDL_GetModState();
// if (modstates & KMOD_CTRL)
// {
// One of the Ctrl keys are being held down
// std::cout << "Pressed Ctrl key." << std::endl;
// }
if(e.key.keysym.scancode == SDLK_RCTRL || e.key.keysym.scancode == SDLK_LCTRL || SDL_SCANCODE_RCTRL == e.key.keysym.scancode || e.key.keysym.scancode == SDL_SCANCODE_LCTRL)
{
std::cout << "Pressed QQQQ." << std::endl;
}
if (e.type == SDL_KEYDOWN)
{
switch(e.key.keysym.sym){
case SDLK_UP:
std::cout << "Pressed up." << std::endl;
break;
case SDLK_RCTRL:
std::cout << "Pressed up." << std::endl;
break;
case SDLK_LCTRL:
std::cout << "Pressed up." << std::endl;
break;
}
// Select surfaces based on key press
switch( e.key.keysym.sym )
{
case SDLK_UP:
std::cout << "Pressed Up." << std::endl;
break;
case SDLK_DOWN:
std::cout << "Pressed Up." << std::endl;
break;
case SDLK_LEFT:
std::cout << "Pressed Up." << std::endl;
break;
case SDLK_RIGHT:
std::cout << "Pressed Up." << std::endl;
break;
}
std::cout << "Pressed blah di blah blah please print me." << std::endl;
}
// Checking which joystick event occured
if (e.jdevice.type == SDL_JOYDEVICEREMOVED) { break; }
// Since joystick is not erroring out, we can
else if( e.type == SDL_JOYAXISMOTION )
{
//Motion on controller 0
if( e.jaxis.which == 0 )
{
// event happened
eventupdate = true;
// Left X axis
if( e.jaxis.axis == 0 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
leftX = 0;
}
else
{
leftX = e.jaxis.value;
}
}
// Right Y axis
else if( e.jaxis.axis == 1 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
leftY = 0;
}
else
{
leftY = e.jaxis.value;
}
}
// Left trigger
else if ( e.jaxis.axis == 2 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
leftTrigger = 0;
}
else
{
leftTrigger = e.jaxis.value;
}
}
// Right X axis
else if( e.jaxis.axis == 3 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
rightX = 0;
}
else
{
rightX = e.jaxis.value;
}
}
// Right Y axis
else if( e.jaxis.axis == 4 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
rightY = 0;
}
else
{
rightY = e.jaxis.value;
}
}
// Right trigger
else if( e.jaxis.axis == 5 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
rightTrigger = 0;
}
else
{
rightTrigger = e.jaxis.value;
}
}
}
}
else if ( e.type == SDL_JOYBUTTONUP || e.type == SDL_JOYBUTTONDOWN )
{
// now we are looking for button events.
if (e.jbutton.which == 0)
{
// event happened
eventupdate = true;
// buttons[e.jbutton.button] = e.jbutton.state;
if (e.jbutton.button == 0)
{
buttons[0] = e.jbutton.state;
}
if (e.jbutton.button == 1)
{
buttons[1] = e.jbutton.state;
}
if (e.jbutton.button == 2)
{
buttons[2] = e.jbutton.state;
}
if (e.jbutton.button == 3)
{
buttons[3] = e.jbutton.state;
}
if (e.jbutton.button == 4)
{
buttons[4] = e.jbutton.state;
}
if (e.jbutton.button == 5)
{
buttons[5] = e.jbutton.state;
}
if (e.jbutton.button == 6)
{
buttons[6] = e.jbutton.state;
}
if (e.jbutton.button == 7)
{
buttons[7] = e.jbutton.state;
}
if (e.jbutton.button == 8)
{
buttons[8] = e.jbutton.state;
}
if (e.jbutton.button == 9)
{
buttons[9] = e.jbutton.state;
}
if (e.jbutton.button == 10)
{
buttons[10] = e.jbutton.state;
}
if (e.jbutton.button == 11)
{
buttons[11] = e.jbutton.state;
}
}
}
else if ( e.type == SDL_JOYHATMOTION)
{
if (e.jhat.which == 0)
{
// event happened
eventupdate = true;
povhat = e.jhat.value;
}
}
}
// Now that we have read in the values directly from the joystick we need top convert the values properly.
leftstickx = clamp(intToDouble(leftX));
leftsticky = clamp(intToDouble(leftY));
rightstickx = clamp(intToDouble(rightX));
rightsticky = clamp(intToDouble(rightY));
lefttrigger = clamp(intToDouble(leftTrigger));
righttrigger = clamp(intToDouble(rightTrigger));
// rectify the buttons to become boolean values instead of integers.
abutton = buttons[0] > 0;
bbutton = buttons[1] > 0;
xbutton = buttons[2] > 0;
ybutton = buttons[3] > 0;
//
rightbut = buttons[4] > 0;
leftbut = buttons[5] > 0;
//
centbut = buttons[8] > 0;
startbut = buttons[7] > 0;
backbut = buttons[6] > 0;
//
leftstickbut = buttons[9] > 0;
rightstickbut = buttons[10] > 0;
// Transfer axis to the array.
joyvalues[0] = leftstickx;
joyvalues[1] = leftsticky;
joyvalues[2] = rightstickx;
joyvalues[3] = rightsticky;
joyvalues[4] = lefttrigger;
joyvalues[5] = righttrigger;
// We are using the "B" button to quit the program
if (bbutton)
{
quitrobot = true;
std::cout << "Shutting down program." << std::endl;
break;
}
if (eventupdate)
{
// This section of code is meant for running code that happens when SDL has detected an event.
// This code section can be used for something else as well.
if (e.key.keysym.sym == SDL_SCANCODE_RCTRL || e.key.keysym.sym == SDL_SCANCODE_LCTRL || e.key.keysym.sym == SDLK_LCTRL || e.key.keysym.sym == SDLK_RCTRL)
{
std::cout << "SDL Event: Ctrl pressed.\n" << std::endl;
}
// Simply print the event
eventupdate = false;
} else {}
if ( ! (printcounter = ((printcounter + 1) % printer)))
{
// const Uint8 *state = SDL_GetKeyboardState(NULL);
// if (state[SDL_SCANCODE_RETURN]) {
// printf("<RETURN> is pressed.\n");
// }
}
// Sleep the program for a short bit
wait(5);
}
// Reset SDL since the robot is no longer being actuated.
SDL_JoystickClose(joy);
// We get here only if the joystick has been disconnected.
std::cout << "Gamepad disconnected.\n" << std::endl;
}
// The program then completes.
return 0;
}
The most important part of that huge block of code is lines 129 to 179. I was doing more fooling around trying to get key capture to work but I could not get a response. Everywhere else is logic for the joystick reading (which has worked for me flawlessly). I have been referring to this link for all of the macros available to the programmer. I have not been able to capture the left control button or the right control button. I have also been trying the arrow keys for kicks as well and those are not working either. I know there are remnants of other code snippets thrown in there as I was testing. Given all of my testing, I am just not sure how to capture any keyboard keys, let alone Ctrl+c. None of my desired print statements print.
I am able to run the code on Ubuntu 1804 LTS with the stock GUI manager and window manager. I have a feeling the problem might also have something to do with the operating system not letting SDL2 capture the keyboard, but I don't know what to do to allow only the keyboard or certain keys to be consumed by SDL2.
I am trying to not use platform-specific code since I already have successfully used platform-specific signal interrupts. My goal is to simply make a certain combination of depressed keys result in a program terminating. I figured that, since SDL2 can access all keys on a keyboard, that I should be able to simply
Unless you want to read keyboard input from stdin you need to open a window and focus it to get key events in SDL. Here's an example (note the call to SDL_Init uses SDL_INIT_VIDEO and there's some code in there for rendering a background and handling resize events).
#include <iostream>
#include <SDL2/SDL.h>
int main(int argc, char** argv)
{
if (SDL_Init(SDL_INIT_VIDEO) < 0) { // also initialises the events subsystem
std::cout << "Failed to init SDL.\n";
return -1;
}
SDL_Window *window = SDL_CreateWindow(
"Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
680, 480, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
if(!window) {
std::cout << "Failed to create window.\n";
return -1;
}
// Create renderer and select the color for drawing.
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);
SDL_SetRenderDrawColor(renderer, 200, 200, 200, 255);
while(true)
{
// Clear the entire screen and present.
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
SDL_Event event;
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT) {
SDL_Quit();
return 0;
}
if(event.type == SDL_WINDOWEVENT) {
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
int width = event.window.data1;
int height = event.window.data2;
std::cout << "resize event: " << width << "," << height << std::endl;
}
}
if (event.type == SDL_KEYDOWN) {
int key = event.key.keysym.sym;
if (key == SDLK_ESCAPE) {
SDL_Quit();
return 0;
}
std::cout << "key event: " << key << std::endl;
}
}
}
return 0;
}
Key events are sent to the currently focused window and SDL uses the underlying OS to handle this. E.g. In Linux this means SDL calls X11 functions.
edit:
As detailed in this question it appears you can also get a snapshot of the state of the keys. In either case I think a window needs to be opened to receive events even though I've edited this multiple times to come to that conclusion (apologies if that caused any confusion). Your OS may provide functions for polling the state of the keyboard without using events or windows, such as GetAsyncKeyState in Windows.

C++ Console - properly sized still leaves empty space for scroll bars

I am (as many before me, I have done a lot of searcing) trying to have my console display the buffer with no scroll bars. I have the window resized based on the system font size and the requested buffer size, but even after altering (and updating) the Console's style flags, I am still left with empty spaces where the horizontal and vertical scroll bars were.
Can anyone please assist me with this issue?
#include <windows.h>
#include <iostream>
const bool adjustWindowSize( const unsigned int p_console_buffer_width,
const unsigned int p_console_buffer_height )
{
/// Get the handle to the active window
HWND l_window_handle( GetConsoleWindow() );
if( l_window_handle == NULL )
{
std::cout << "GetConsoleWindow() failed\n";
return false;
}
/// Get the dimensions of the active window
RECT l_window_rect;
if( !GetWindowRect( l_window_handle, &l_window_rect ) )
{
std::cout << "GetWindowRect() failed\n";
return false;
}
/// Remove unwanted WindowStyle flags
LONG l_style( GetWindowLong( l_window_handle, GWL_STYLE ) );
l_style &= ~( WS_VSCROLL | WS_HSCROLL | WS_MAXIMIZEBOX | WS_MINIMIZEBOX |
WS_SIZEBOX );
SetWindowLong( l_window_handle, GWL_STYLE, l_style );
/// Set new window size to update the style flags
if( !SetWindowPos( l_window_handle, HWND_TOP, l_window_rect.left,
l_window_rect.top, l_window_rect.right -
l_window_rect.left, l_window_rect.bottom -
l_window_rect.top, SWP_HIDEWINDOW ) )
{
std::cout << "SetWindowPos() failed\n";
return false;
}
/// Get the dimensions of the client area within the window's borders
RECT l_client_rect;
if( !GetClientRect( l_window_handle, &l_client_rect ) )
{
std::cout << "GetClientRect() failed\n";
return false;
}
/// Get handle to console
HANDLE l_console_handle( GetStdHandle( STD_OUTPUT_HANDLE ) );
if( l_console_handle == nullptr )
{
std::cout << "GetStdHandle() failed\n";
return false;
}
/// Get font information
CONSOLE_FONT_INFO l_font_info;
if( !GetCurrentConsoleFont( l_console_handle, false, &l_font_info ) )
{
std::cout << "GetCurrentConsoleFont() failed\n";
return false;
}
/// Prepare desired client area size
unsigned int l_target_width( l_font_info.dwFontSize.X *
p_console_buffer_width );
unsigned int l_target_height( l_font_info.dwFontSize.Y *
p_console_buffer_height );
POINT l_top_left;
l_top_left.x = l_client_rect.left;
l_top_left.y = l_client_rect.top;
ClientToScreen( l_window_handle, &l_top_left );
POINT l_bottom_right;
l_bottom_right.x = l_client_rect.right;
l_bottom_right.y = l_client_rect.bottom;
ClientToScreen( l_window_handle, &l_bottom_right );
unsigned int l_diff_x = l_window_rect.right - l_bottom_right.x +
l_top_left.x - l_window_rect.left;
unsigned int l_diff_y = l_window_rect.bottom - l_bottom_right.y +
l_top_left.y - l_window_rect.top;
/// Adjust window to fit exactly it's borders + the new client size
l_window_rect.right = l_target_width + l_diff_x;
l_window_rect.bottom = l_target_height + l_diff_y;
/// Set new window size
if( !SetWindowPos( l_window_handle, HWND_TOP, l_window_rect.left,
l_window_rect.top, l_window_rect.right,
l_window_rect.bottom, SWP_SHOWWINDOW ) )
{
std::cout << "SetWindowPos() failed\n";
return false;
}
/// Set new console buffer size
if( !SetConsoleScreenBufferSize( l_console_handle,
COORD( { (SHORT)p_console_buffer_width,
(SHORT)p_console_buffer_height } ) ) )
{
std::cout << "SetConsoleScreenBufferSize() failed\n";
return false;
}
return true;
}
int main()
{
SetConsoleTitle( (LPCSTR)"Console Test" );
unsigned int l_buffer_x( 100 );
unsigned int l_buffer_y( 40 );
if( !adjustWindowSize( l_buffer_x, l_buffer_y ) )
{
std::cout << "adjustWindowSize() failed\n";
return 1;
}
for( unsigned int i( 0 ); i < l_buffer_x * l_buffer_y; ++i )
{
std::cout << i % 10;
}
SetConsoleCursorPosition( GetStdHandle( STD_OUTPUT_HANDLE ),
COORD( { 0, 0 } ) );
return 0;
}
Picture of console with empty spaces where scroll bars were
As I understood your question, you want to create console window that has no scroll bars and the visible area is exactly the size of the output screen buffer? This is how you can do this:
#include <windows.h>
#include <iostream>
void SetConsoleWindow(HANDLE conout, SHORT cols, SHORT rows)
{
CONSOLE_SCREEN_BUFFER_INFOEX sbInfoEx;
sbInfoEx.cbSize = sizeof(CONSOLE_SCREEN_BUFFER_INFOEX);
GetConsoleScreenBufferInfoEx(conout, &sbInfoEx);
sbInfoEx.dwSize.X = cols;
sbInfoEx.dwSize.Y = rows;
sbInfoEx.srWindow = { 0, 0, cols, rows };
sbInfoEx.dwMaximumWindowSize = { cols, rows };
SetConsoleScreenBufferInfoEx(conout, &sbInfoEx);
DWORD mode;
GetConsoleMode(conout, &mode);
mode &= ~ENABLE_WRAP_AT_EOL_OUTPUT;
SetConsoleMode(conout, mode);
SetConsoleTitle(L"Console Test");
}
int main()
{
HANDLE out = GetStdHandle(STD_OUTPUT_HANDLE);
SHORT cols = 100, rows = 20;
SetConsoleWindow(out, cols, rows);
for (int y = 0; y < rows; ++y)
{
for (int x = 0; x < cols; ++x)
std::cout << y %10;
if (y < rows - 1)
std::cout << std::endl;
}
SetConsoleCursorPosition(out, { 0,0 });
return 0;
}
This needs some explanation. CONSOLE_SCREEN_BUFFER_INFOEX structure seem to contain all the params needed to make this happen. If you check properties of your console window and compare them with struct members
you find that dwSize corresponds to Screen Buffer Size, srWindow.Right - srWindow.Left and srWindow.Bottom - srWindow.Top correspond to Window Size.
If dwMaximumWindowSize is not set, it defaults to the boundaries of the desktop and adds scroll bars if window is larger. Setting it as well fixes that.
Lastly, ENABLE_WRAP_AT_EOL_OUTPUT needs to be removed from console options to stop cursor jumping to the next line at the end of line, thus scrolling buffer with the last printed character. I have adjusted the print loop to account for that.

libusb_get_device_list seg fault

I am writing a file explorer application in Qt C++ and have a libUSB function (QList UsbDevice::getDeviceList()) which gets all attached USB devices, checks each one for my products vendor and product ID's, claims them and the returns them in an array. This all works fine and I get the device I want, however I have added a refresh button which should update the device list shown in a drop-down list (it basically calls the getDeviceList function again) but it seg faults when calling:
int numDevices = libusb_get_device_list(NULL, &usbDevices);
the second time around and I can't for the life of me see why. If someone could check over the code below and see if I have missed something stupid that would be very helpful.
QList<UsbDevice*> UsbDevice::getDeviceList()
{
unsigned char manf[256] = {'\0'};
QList<UsbDevice*> usbDeviceList;
libusb_device **usbDevices;
struct libusb_device_descriptor desc;
int numDevices = libusb_get_device_list(NULL, &usbDevices);
if(numDevices < 0)
{
libusb_free_device_list(usbDevices, 1);
return usbDeviceList;
}
QString error;
for(int i=0; i!=numDevices; ++i)
{
libusb_device *dev = usbDevices[i];
libusb_get_device_descriptor(dev, &desc);
if((desc.idVendor != VendorUsbId) && (desc.idProduct != ProductUsbId))
continue;
libusb_device_handle *handle = NULL;
libusb_config_descriptor *conf_desc = NULL;
int result = 0;
result = libusb_open(dev, &handle);
if(result < 0)
{
if(result == -3)
{
}
error = QString(libusb_error_name(result));
continue;
}
int config = 1;
if( handle == NULL)
{
continue;
}
result = libusb_set_configuration(handle, config);
if(result < 0)
{
error = QString(libusb_error_name(result));
continue;
}
result = libusb_get_config_descriptor(dev, 0, &conf_desc);
if(result < 0)
{
error = QString(libusb_error_name(result));
continue;
}
result = libusb_claim_interface(handle, 0);
if(result < 0)
{
error = QString(libusb_error_name(result));
continue;
}
result = libusb_get_string_descriptor_ascii(handle, desc.iProduct, manf, sizeof(manf));
if(result < 0)
{
error = QString(libusb_error_name(result));
continue;
}
UsbDevice *newDevice = new UsbDevice();
newDevice->setDeviceName(QString((char*)manf));
newDevice->setHandle(handle);
usbDeviceList << newDevice;
}
libusb_free_device_list(usbDevices, 1);
return usbDeviceList;
}
You are calling libusb_init() at the beginning of your program, but you are also calling libusb_exit() at the beginning : before calling a.exec().
Your first call probably happens in MainWindow constructor ?
You could instead subclass QApplication, call libusb_init() in the constructor and libusb_exit() in the destructor.