I am trying to deploy a cross platform Qt application written in c++. It works fine on my Ubuntu Linux but when I run it on Windows the application's main window's position gets set on the very top left point of the screen with the upper frame (that holds the minimize, maximize, close buttons) missing.
That is it until i resize the main window (in this case making the width smaller from the right). When this happens the upper frame and the control buttons appear as in the visualization I provided.
Note: I've removed all widgets on the app so they do not аppear as a distraction.
Note2: It appears the maximize button is disabled, which is not the case inside Ubuntu. I have not set any window flags.
How do i visualize the upper frame at the very start of the application without the need to resize the window. I understand its an OS specific behaviour. Setting the main window's geometry with a starting point with a higher y value does NOT help. It still pops at the very top left of the screen.
try to use QWidget::move to set the Window position after setGeometry.
If the widget is a window, the position is that of the widget on the
desktop, including its frame.
You ask a question about cross-platform UI code, and then you don't show the full code. Please show the full code.
The one line of code you do show does something in the wrong way: if you want to maximize a window, call the appropriate function, instead of setting its absolute size that you think shows the window maximized. Windows, their decorations and their placement are very very platform specific, and you should prefer their cross-platform abstractions over trying to do them yourself.
Concretely: the window positioning handles the decorations (title bar) differently on Windows and on Ubuntu. There is absolutely nothing you can do about it except not position your windows absolutely like this.
In the MainWindow constructor at the end this->setGeometry(0, 0, 1336, 600);
That's the problem. setGeometry deals with the geometry of the client area. This is well documented. You should use move to change the position of the widget frame. To set the size of the frame requires the knowledge of the frame's incremental width and height:
bool setWidgetFrameGeometry(QWidget *w, const QRect &r) {
auto frame = w->frameGeometry().size();
auto client = w->size();
auto delta = frame - client;
auto maxDelta = 128;
if (delta.width() > 0 && delta.width() < maxDelta
&& delta.height() > 0 && delta.height() < maxDelta) {
w->move(r.topLeft());
w->resize(r.size() - delta);
return true;
}
return false;
}
The call may need to be deferred to when the event loop had a chance to run:
auto setter = [this]{ return setWidgetFrameGeometry(this, {0,0,1336,600}); };
if (!setter())
QTimer::singleShot(0, this, setter);
I am creating an OpenGL window like this:
auto mode = glfwGetVideoMode(monitor);
mWindowWidth = mode->width;
mWindowHeight = mode->height;
glfwWindowHint(GLFW_RED_BITS, mode->redBits);
glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
mWindow = glfwCreateWindow(mWindowWidth, mWindowHeight, "Test", monitor, NULL);
This works fine except for one major flaw:
When I focus another window (even if that's on a different monitor!) the GLFW window disappears in the background.
How can I create a (fullscreen) GLFW window that always stays on top on a given monitor?
The documentation for GLFW is available here http://www.glfw.org/docs/latest/window_guide.html#window_windowed_full_screen
From the above link
Section : Window related hints
GLFW_AUTO_ICONIFY specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss. This hint is ignored for windowed mode windows.
Default Value
GLFW_TRUE
Accepted Values
GLFW_TRUE or GLFW_FALSE
Set it to GLFW_FALSE
That is
glfwWindowHint(GLFW_AUTO_ICONFIY, GLFW_FALSE);
Note that GLFW_TRUE and GLFW_FALSE are and will always be just 1 and 0.
It seems that automatic minimization on focus loss is controlled by GLFW_AUTO_ICONIFY hint, which is enabled by default.
GLFW_AUTO_ICONIFY specifies whether the full screen window will automatically iconify and restore the previous video mode on input focus loss.
This hint is ignored for windowed mode windows.
It can be disabled with:
glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
I am trying to change the size of the window of my app with:
mysurface = SDL_SetVideoMode(width, height, 32, SDL_OPENGL);
Although I am using vsync swapbuffers (in driver xorg-video-ati), I can see flickering when the window size changes (I guess one or more black frames):
void Video::draw()
{
if (videoChanged){
mysurface = SDL_SetVideoMode(width, height, 32, SDL_OPENGL);
scene->init(); //Update glFrustum & glViewPort
}
scene->draw();
SDL_GL_SwapBuffers();
}
So please, someone knows, if...
The SDL_SetVideoMode is not vsync'ed as is SDL_GL_SwapBuffers()?
Or is it destroying the window and creating another and the buffer is black in meantime?
Someone knows a working code to do this? Maybe in freeglut?
In SDL-1 when you're using a windowed video mode the window is completely torn down and a new one created when changing the video mode. Of course there's some undefined data inbetween, which is perceived as flicker. This issue has been addressed in SDL-2. Either use that or use a different OpenGL framework, that resizes windows without gong a full window recreation.
If you're using a FULLSCREEN video mode then something different happens additionally:
A change of the video mode actually changes the video signal timings going from the graphics card to the display. After such a change the display has to find synchronization with the new settings and that takes some time. This of course comes with some flickering as the display may try to display a frame of different timings with the old settings until it detects that those no longer match. It's a physical effect and there's nothing you can do in software to fix this, other than not changing the video mode at all.
I started building my program with SDL. I am using SDL to render a frame buffer live on the screen and also looking for user input from the keyboard and the mouse.
I have been using the following code to display a 5-6-5 RGB frame buffer on the screen.
SDL_Surface* screen = SDL_SetVideoMode(width, height, bitsPerPixel, SDL_SWSURFACE);
SDL_Surface* surface = SDL_CreateRGBSurfaceFrom(frameBuffer, width, height, depth, lineWidth, Rmask, Gmask, Bmask, Amask);
SDL_BlitSurface(surface, NULL, screen, NULL);
SDL_Flip(screen);
Note that Rmask, Gmask and Bmask and Amask are all 0. I am using SDL's default masking.
For the keyboard and mouse, I have been using the following code:
while (run) {
SDL_WaitEvent(&event);
switch (event.type) {
// Key is pressed
case SDL_KEYDOWN:
map<int, int>::iterator it = SDLToAndroid.find(event.key.keysym.sym);
if (it != SDLToAndroid.end()) { /* ... */ }
break;
case SDL_MOUSEBUTTONDOWN:
// Left click
if (event.button.button == SDL_BUTTON_LEFT) { /* ... */ }
break;
Where for keypresses I look them up in map to convert them to some other keys.
This works great, but I would like to use the capabilities of GTK (in terms of UI). I started including SDL into my GTK+ window using putenv environment (The SDL_WINDOWID hack) but I have two problems:
a) SDL events are not received with this solution.
b) The frame buffer display is always put on the top left of the window (0,0) but I would actually like this display to show up somewhere in the middle on my window, with some buttons above and below.
I am thinking of getting rid of SDL and just use GTK+ itself. There are a few things that I would please like to ask you, as I am very new with GTK+.
Could you please tell me what kind of GtkWidget should be used to display my frame buffer inside a window? Does anyone also please know what function I could use in GTK to perform the same task as SDL_CreateRGBSurfaceFrom() (if it is even possible)? And finally, would you please link me to a way to get the x and y coordinates in the GtkWidget that gets clicked or moved in, and not the coordinates of the whole window, as well as keyboards input?
(I have found some solution for the mouse and keyboard. I've seen the "configure-event" used to get the x and y values, but I am not sure if this event works on any GtkWidget. Also for keyboard, what I have found is to use "activate", but I'd like to be confirmed this is the right approach.)
a) SDL events are not received with this solution.
As the page mentions, the events are not received by SDL event loop but by Gtk event loop. So you can try capturing events through Gtk event loop.
b) The frame buffer display is always put on the top left of the window (0,0) but I would actually like this display to show up somewhere in the middle on my window, with some buttons above and below.
This is possible. The hack which you are using, basically makes use of the fact that SDL (in case hardware not used directly) & Gtk are dependent on the Windowing system to display onto window & more precisely on X11 on most Linux desktops. Thus window creation is done by X which has an XID, which SDL is using from the one created for GtkWidget. Currently you are using GtkWindow's corresponding X window, instead if you use GtkDrawingArea's X window you can make the display as per your wish. Now to get the events, register callback. I tried to create a mash up where on clicking "Start SDL Animation", SDL animation starts & clicking in the area of animation will trigger the "button-release-event" which prints the relative x & y coordinates onto the console output but key events are not being received. Hopefully you can build up on this or use it for future reference (in case).
Could you please tell me what kind of GtkWidget should be used to display my frame buffer inside a window?
You can look at GtkDrawingArea which is meant for custom UI interfaces or GtkImage with GdkPixbuf as few of the alternatives. You can see gtk-demo code or Cairo animation sample to see how to proceed for your requirements.
Does anyone also please know what function I could use in GTK to perform the same task as SDL_CreateRGBSurfaceFrom() (if it is even possible)?
For this you can have a look at GdkPixbuf. It is possible to set raw data to GdkPixbuf & the pixbuf can be used to create GtkImage and such which you can use for displaying.
And finally, would you please link me to a way to get the x and y coordinates in the GtkWidget that gets clicked or moved in, and not the coordinates of the whole window, as well as keyboards input?
For mouse events you need to register callback for either "button-press-event" or "button-release-event". The signal callback has a GdkEvent parameter. Typecast that in the callback to GdkEventButton & get the information which you need like relative x & y coordinates etc.
For keyboard events you need to register callback for either "key-press-event" or "key-release-event". The signal callback has a GdkEvent parameter. Typecast that in the callback to GdkEventKey & get the information which you need. Additionally for keyboard events the widget should be able to grab focus which you can enforce through the call gtk_widget_set_can_focus
Hope this helps!
When the user grabs a corner of a resizable window, and then moves it, windows first moves the contents of the window around, then issues a WM_SIZE to the window being resized.
Thus, in a dialog where I want to control the movement of various child controls, and I want to eliminate flickering, the user first sees what windows OS thinks the window will look like (because, AFAICT, the OS uses a bitblt approach to moving things around inside the window before sending the WM_SIZE) - and only then does my dialog get to handle moving its child controls around, or resize them, etc., after which it must force things to repaint, which now causes flicker (at the very least).
My main question is: Is there a way to force windows NOT to do this stupid bitblt thing? Its definitely going to be wrong in the case of a window with controls that move as the window is resized, or that resize themselves as their parent is resized. Either way, having the OS do a pre-paint just screws the works.
I thought for a time that it might be related to CS_HREDRAW and CSVREDRAW class flags. However, the reality is that I don't want the OS to ask me to erase the window - I just want to do the repainting myself without the OS first changing the contents of my window (i.e. I want the display to be what it was before the user started resizing - without any bitblit'ing from the OS). And I don't want the OS to tell every control that it needs to be redrawn either (unless it happened to be one that was in fact obscured or revealed by the resize.
What I really want:
To move & resize child controls before anything gets updated onscreen.
Draw all of the moved or resized child controls completely so that they appear without artifacts at their new size & location.
Draw the spaces inbetween the child controls without impacting the child controls themselves.
NOTE: Steps 2 and 3 could be reversed.
The above three things appear to happen correctly when I use DeferSetWindowPos() in combination with the dialog resource marked as WS_CLIPCHILDREN.
I'd get an additional small benefit if I could do the above to a memory DC, and then only do a single bitblt at the end of the WM_SIZE handler.
I have played with this for a while now, and I cannot escape two things:
I still am unable to suppress Windows from doing a 'predictive bitblt'. Answer: See below for a solution that overrides WM_NCCALCSIZE to disable this behavior.
I cannot see how one can build a dialog where its child controls draw to a double buffer. Answer: See John's answer (marked as answer) below for how to ask Windows OS to double buffer your dialog (note: this disallows any GetDC() in-between paint operations, according to the docs).
My Final Solution (Thank you everyone who contributed, esp. John K.):
After much sweat and tears, I have found that the following technique works flawlessly, both in Aero and in XP or with Aero disabled. Flicking is non-existent(1).
Hook the dialog proc.
Override WM_NCCALCSIZE to force Windows to validate the entire client area, and not bitblt anything.
Override WM_SIZE to do all of your moves & resizes using BeginDeferWindowPos/DeferWindowPos/EndDeferWindowPos for all visible windows.
Ensure that the dialog window has the WS_CLIPCHILDREN style.
Do NOT use CS_HREDRAW|CS_VREDRAW (dialogs don't, so generally not an issue).
The layout code is up to you - its easy enough to find examples on CodeGuru or CodeProject of layout managers, or to roll your own.
Here are some code excerpts that should get you most of the way:
LRESULT ResizeManager::WinProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
switch (msg)
{
case WM_ENTERSIZEMOVE:
m_bResizeOrMove = true;
break;
case WM_NCCALCSIZE:
// The WM_NCCALCSIZE idea was given to me by John Knoeller:
// see: http://stackoverflow.com/questions/2165759/how-do-i-force-windows-not-to-redraw-anything-in-my-dialog-when-the-user-is-resiz
//
// The default implementation is to simply return zero (0).
//
// The MSDN docs indicate that this causes Windows to automatically move all of the child controls to follow the client's origin
// and experience shows that it bitblts the window's contents before we get a WM_SIZE.
// Hence, our child controls have been moved, everything has been painted at its new position, then we get a WM_SIZE.
//
// Instead, we calculate the correct client rect for our new size or position, and simply tell windows to preserve this (don't repaint it)
// and then we execute a new layout of our child controls during the WM_SIZE handler, using DeferWindowPos to ensure that everything
// is moved, sized, and drawn in one go, minimizing any potential flicker (it has to be drawn once, over the top at its new layout, at a minimum).
//
// It is important to note that we must move all controls. We short-circuit the normal Windows logic that moves our child controls for us.
//
// Other notes:
// Simply zeroing out the source and destination client rectangles (rgrc[1] and rgrc[2]) simply causes Windows
// to invalidate the entire client area, exacerbating the flicker problem.
//
// If we return anything but zero (0), we absolutely must have set up rgrc[0] to be the correct client rect for the new size / location
// otherwise Windows sees our client rect as being equal to our proposed window rect, and from that point forward we're missing our non-client frame
// only override this if we're handling a resize or move (I am currently unaware of how to distinguish between them)
// though it may be adequate to test for wparam != 0, as we are
if (bool bCalcValidRects = wparam && m_bResizeOrMove)
{
NCCALCSIZE_PARAMS * nccs_params = (NCCALCSIZE_PARAMS *)lparam;
// ask the base implementation to compute the client coordinates from the window coordinates (destination rect)
m_ResizeHook.BaseProc(hwnd, msg, FALSE, (LPARAM)&nccs_params->rgrc[0]);
// make the source & target the same (don't bitblt anything)
// NOTE: we need the target to be the entire new client rectangle, because we want windows to perceive it as being valid (not in need of painting)
nccs_params->rgrc[1] = nccs_params->rgrc[2];
// we need to ensure that we tell windows to preserve the client area we specified
// if I read the docs correctly, then no bitblt should occur (at the very least, its a benign bitblt since it is from/to the same place)
return WVR_ALIGNLEFT|WVR_ALIGNTOP;
}
break;
case WM_SIZE:
ASSERT(m_bResizeOrMove);
Resize(hwnd, LOWORD(lparam), HIWORD(lparam));
break;
case WM_EXITSIZEMOVE:
m_bResizeOrMove = false;
break;
}
return m_ResizeHook.BaseProc(hwnd, msg, wparam, lparam);
}
The resizing is really done by the Resize() member, like so:
// execute the resizing of all controls
void ResizeManager::Resize(HWND hwnd, long cx, long cy)
{
// defer the moves & resizes for all visible controls
HDWP hdwp = BeginDeferWindowPos(m_resizables.size());
ASSERT(hdwp);
// reposition everything without doing any drawing!
for (ResizeAgentVector::const_iterator it = m_resizables.begin(), end = m_resizables.end(); it != end; ++it)
VERIFY(hdwp == it->Reposition(hdwp, cx, cy));
// now, do all of the moves & resizes at once
VERIFY(EndDeferWindowPos(hdwp));
}
And perhaps the final tricky bit can be seen in the ResizeAgent's Reposition() handler:
HDWP ResizeManager::ResizeAgent::Reposition(HDWP hdwp, long cx, long cy) const
{
// can't very well move things that no longer exist
if (!IsWindow(hwndControl))
return hdwp;
// calculate our new rect
const long left = IsFloatLeft() ? cx - offset.left : offset.left;
const long right = IsFloatRight() ? cx - offset.right : offset.right;
const long top = IsFloatTop() ? cy - offset.top : offset.top;
const long bottom = IsFloatBottom() ? cy - offset.bottom : offset.bottom;
// compute height & width
const long width = right - left;
const long height = bottom - top;
// we can defer it only if it is visible
if (IsWindowVisible(hwndControl))
return ::DeferWindowPos(hdwp, hwndControl, NULL, left, top, width, height, SWP_NOZORDER|SWP_NOACTIVATE);
// do it immediately for an invisible window
MoveWindow(hwndControl, left, top, width, height, FALSE);
// indicate that the defer operation should still be valid
return hdwp;
}
The 'tricky' being that we avoid trying to mess with any windows that have been destroyed, and we don't try to defer a SetWindowPos against a window that is not visible (as this is documented as "will fail".
I've tested the above in a real project that hides some controls, and makes use of fairly complex layouts with excellent success. There is zero flickering(1) even without Aero, even when you resize using the upper left corner of the dialog window (most resizable windows will show the most flickering and problems when you grab that handle - IE, FireFox, etc.).
If there is interest enough, I could be persuaded to edit my findings with a real example implementation for CodeProject.com or somewhere similar. Message me.
(1) Please note that it is impossible to avoid one draw over the top of whatever used to be there. For every part of the dialog that has not changed, the user can see nothing (no flicker whatsoever). But where things have changed, there is a change visible to the user - this is impossible to avoid, and is a 100% solution.
You can't prevent painting during resizing, but you can (with care) prevent repainting which is where flicker comes from. first, the bitblt.
There a two ways to stop the bitblt thing.
If you own the class of the top level window, then just register it with the CS_HREDRAW | CS_VREDRAW styles. This will cause a resize of your window to invalidate the entire client area, rather than trying to guess which bits are not going to change and bitblting.
If you don't own the class, but do have the ability to control message handling (true for most dialog boxes). The default processing of WM_NCCALCSIZE is where the class styles CS_HREDRAW and CS_VREDRAW are handled, The default behavior is to return WVR_HREDRAW | WVR_VREDRAW from processing WM_NCCALCSIZE when the class has CS_HREDRAW | CS_VREDRAW.
So if you can intercept WM_NCCALCSIZE, you can force the return of these values after calling DefWindowProc to do the other normal processing.
You can listen to WM_ENTERSIZEMOVE and WM_EXITSIZEMOVE to know when resizing of your window starts and stops, and use that to temporarily disable or modify the way your drawing and/or layout code works to minimize the flashing. What exactly you want to do to modify this code will depend on what your normal code normally does in WM_SIZE WM_PAINT and WM_ERASEBKGND.
When you paint the background of your dialog box, you need to not paint behind any of the child windows. making sure that the dialog has WS_CLIPCHILDREN solves this, so you have this handled already.
When you do move the child windows, Make sure that you use BeginDeferWindowPos / EndDefwindowPos so that all of the repainting happens at once. Otherwise you will get a bunch of flashing as each window redraws their nonclient area on each SetWindowPos call.
If I understood the question properly, it's exactly the question Raymond addressed today.
Here's a 2018 update, since I just ran through the very same gauntlet as you.
The "final solution" in your question, and the related answers, that mention tricks with WM_NCCALCSIZE and CS_HREDRAW|CS_VREDRAW are good for preventing Windows XP/Vista/7 from doing the BitBlt that molests your client area during resizing. It might even be useful to mention a similar trick: you can intercept WM_WINDOWPOSCHANGING (first passing it onto DefWindowProc) and set WINDOWPOS.flags |= SWP_NOCOPYBITS, which disables the BitBlt inside the internal call to SetWindowPos() that Windows makes during window resizing. This has the same eventual effect of skipping the BitBlt.
And some people mentioned that your WM_NCCALCSIZE trick no longer works in Windows 10. I think that might be because the code you wrote returns WVR_ALIGNLEFT|WVR_ALIGNTOP when it should be returning WVR_VALIDRECTS in order for the two rectangles you constructed (nccs_params->rgrc[1] and nccs_params->rgrc[2]) to be used by Windows, at least according to the very skimpy dox in the MSDN pages for WM_NCCALCSIZE and NCCALCSIZE_PARAMS. It's possible that Windows 10 is more strict about that return value; I would try it out.
However, even if we assume that we can convince Windows 10 not to do BitBlt inside SetWindowPos(), it turns out there's a new problem...
Windows 10 (and possibly also Windows 8) adds another layer of client area molestation on top of the old legacy molestation from XP/Vista/7.
Under Windows 10, apps do not draw directly to the framebuffer, but instead draw into offscreen buffers that the Aero Window manager (DWM.exe) composites.
It turns out that DWM will sometimes decide to "help" you by drawing its own content over your client area (sort of like a BitBlt but even more perverse and even further out of your control).
So in order to be free of client area molestation, we still need to get WM_NCCALCSIZE under control but we also need to prevent DWM from messing with your pixels.
I was fighting with exactly the same problem and created a roundup Question/Answer which brings together 10 years of posts on this topic and offers some new insights (too long to paste the content here in this question). The BitBlt mentioned above is no longer the only problem, as of Windows Vista. Enjoy:
How to smooth ugly jitter/flicker/jumping when resizing windows, especially dragging left/top border (Win 7-10; bg, bitblt and DWM)?
For some controls, you can use WM_PRINT message to make the control draw into a DC. But that doesn't really solve your primary problem, which is that you want Windows to NOT draw anything during resize, but to let you do it all.
And the answer is that you just can't do what you want as long as you have child windows.
The way I ended up solving this eventually in my own code is to switch to using Windowless Controls. Since they have no window of their own, they always draw at the same time (and into the same DC) as their parent window. This allows me to use simple double buffering to completely remove flicker. I can even trivially suppress painting of the children when I need to just by not calling their draw routine inside the parent's draw routine.
This is the only way I know of to completely get rid of flicker and tearing during resize operations.
If you can find a place to plug it in, CWnd::LockWindowUpdates() will prevent any drawing from occuring until after you unlock the updates.
But keep in mind this is a hack, and a fairly ugly one at that. Your window will look terrible during resizes. If the problem you are having is flickering during resizes, then the best thing to do is diagnose the flickering, rather than hiding the flickering by blocking paints.
One thing to look for are redraw commands that get called too often during the resize. If you r window's controls are calling RedrawWindow() with the RDW_UPDATENOW flag specified, it is going to repaint then and there. But you can strip out that flag and specify RDW_INVALIDATE instead, which tells the control to invalidate the window without repainting. It will repaint at idle time, keeping the display fresh without spazzing out.
There are various approaches, but I found the only one that can be used generally is double buffering: draw to an offscreen buffer, then blit the entire buffer to screen.
That comes for free in Vista Aero and above, so your pain might be shortlived.
I am not aware of a general double-buffering implementation for windows and system controls under XP, However, here are some things to explore:
Keith Rule's CMemDC for double-buffering anything you draw yourself with GDI
WS_EX_COMPOSITED Window style (see the remarks section, and something here on stackoverflow)
there is only one way to effectively diagnose repainting problems - remote debugging.
Get a 2nd PC. Install MSVSMON on it. Add a post build step or utility project that copies your build products to the remote PC.
Now you should be able to place breakpoints in WM_PAINT handlers, WM_SIZE handlers and so on and actually trace through your dialog code as it performs the size and redraw. If you download symbols from the MS symbol servers you will be able to see full call stacks.
Some well placed breakpoints - in your WM_PAINT, WM_ERAGEBKGND handlers and you should have a good idea of why your window is being synchronously repainted early during the WM_SIZE cycle.
There are a LOT of windows in the system that consist of a parent window with layered child controls - explorer windows are massivly complicated with listviews, treeviews preview panels etc. Explorer does not have a flicker problem on resizing, so It is celarly possible to get flicker free resizing of parent windows :- what you need to do is catch the repaints, figure out what caused them, and, well, ensure that the cause is removed.
What appears to work:
Use the WS_CLIPCHILDREN on the parent dialog (can be set in WM_INITDIALOG)
During WM_SIZE, loop through the child controls moving and resizing them using DeferSetWindowPos().
This is very close to perfect, in my testing under Windows 7 with Aero.