C xtest emitting key presses for every Unicode character - c

I wanted to make a program to simulate key presses. I think i am mostly done but i have done something wrong i guess because it is not doing what i expect it to do. I have made a small example program to illustrate the issue. The main problem is that if i want to generate capital letters it does not work with strings like 'zZ'. It is generating only small letters 'zz'. Although symbols like '! $ & _ >' etc. work fine (that require shift on my German keyboard layout) and even multi byte ones like 'πŸ’£' . What i am doing is this:
preamble:
So basically the main problem by emulating key presses is first the layout that changes from user to user and most importantly modifier keys. So if you go the naive route and get a keysym with XStringToKeysym() get a keycode from that keysym with XKeysymToKeycode() and fire that event its not working like most 'newcomers' would expect (like me). The problem here is, that multiple keysyms are mapped to the same keycode. Like the keysysm for 'a' and 'A' are mapped to the same keycode because they're on the same physikal button on your keyboard that is linked to that keycode. So if you go the route from above you end up with the same keycode although the keysyms are different but mapped to the same button/keycode. And there is usually no way around this because it is not clear how the 'A' came to existence in the first place. shift+a or caps+a or you have a fancy keyboard with an 'a' and 'A' button on it. The other problem is how do i emit key presses for buttons that are not even on the keyboard of that person running that application. Like what key is pressed on an english layout if i want to type a 'Γ„' (german umlaut). This does not work because XKeysymToKeycode() will not return a proper keycode for this because there is no keysym mapping for it with that layout.
my approach:
What i am tying to do to circumvent this is finding a keycode that is not being used. You have 255-8 keycodes at your disposal but a regular keyboard has only ~110 keys on it so there is usually some space left. I am trying to find one of those keycodes that are unmapped on the current layout and use it to assign my own keysyms on it. Then i get a keysym from my char i got by iterating over my string and pass it to XStringToKeysym() which gives me the appropriate keysym. In case of β€™πŸ’£β€™ that is in most cases not mapped to any keyboard layout i know of. So i map it to the unused keycode and press it with XTestFakeKeyEvent() and repeat that for every char in the string. This works great with all fancy glyph one can think of but it does not work with simple letters and i really don't know why :( in my debugging sessions keysyms and keycodes seem to be correct its just that XTestFakeKeyEvent() does not do the right things in that case. Its possible that i fucked something up at the keymapping part but i am not really sure whats the problem here and i hope someone has a good idea and can help me find a way to a working solution.
I am just using this unicode notation in the strings array because i don't want to deal with this in the example here. Just assume there is code producing this from an arbitrary input string.
be aware that the code below can ruin your keymapping in such a way that you're not able to type and use your keyboard anymore and need to restart your X-Server/PC ... i hope it does not in its current state (working fine here) just be aware if you fiddle with the code
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <X11/X.h>
#include <X11/Xlib.h>
#include <X11/extensions/XTest.h>
#include <unistd.h>
//gcc -g enigo2.c -lXtst -lX11
int main(int argc, char *argv[])
{
Display *dpy;
dpy = XOpenDisplay(NULL);
//my test string already transformed into unicode
//ready to be consumed by XStringToKeysym
const char *strings[] = {
"U1f4a3",// πŸ’£
"U007A", //z
"U005A", //Z
"U002f", //'/'
"U005D", //]
"U003a", //:
"U002a", //*
"U0020", //' '
"U0079", //y
"U0059", //Y
"U0020", //' '
"U0031", //1
"U0021", //!
"U0020", //' '
"U0036", //6
"U0026", //&
"U0020", //' '
"U0034", //4
"U0024", //$
"U0020", //' '
"U002D", //-
"U005F", //_
"U0020", //' '
"U003C", //<
"U003E", //>
"U0063", //c
"U0043", //C
"U006f", //o
"U004f", //O
"U00e4", //Γ€
"U00c4", //Γ„
"U00fc", //ΓΌ
"U00dc", //Ü
};
KeySym *keysyms = NULL;
int keysyms_per_keycode = 0;
int scratch_keycode = 0; // Scratch space for temporary keycode bindings
int keycode_low, keycode_high;
//get the range of keycodes usually from 8 - 255
XDisplayKeycodes(dpy, &keycode_low, &keycode_high);
//get all the mapped keysyms available
keysyms = XGetKeyboardMapping(
dpy,
keycode_low,
keycode_high - keycode_low,
&keysyms_per_keycode);
//find unused keycode for unmapped keysyms so we can
//hook up our own keycode and map every keysym on it
//so we just need to 'click' our once unmapped keycode
int i;
for (i = keycode_low; i <= keycode_high; i++)
{
int j = 0;
int key_is_empty = 1;
for (j = 0; j < keysyms_per_keycode; j++)
{
int symindex = (i - keycode_low) * keysyms_per_keycode + j;
// test for debugging to looking at those value
// KeySym sym_at_index = keysyms[symindex];
// char *symname;
// symname = XKeysymToString(keysyms[symindex]);
if(keysyms[symindex] != 0) {
key_is_empty = 0;
} else {
break;
}
}
if(key_is_empty) {
scratch_keycode = i;
break;
}
}
XFree(keysyms);
XFlush(dpy);
usleep(200 * 1000);
int arraysize = 33;
for (int i = 0; i < arraysize; i++)
{
//find the keysym for the given unicode char
//map that keysym to our previous unmapped keycode
//click that keycode/'button' with our keysym on it
KeySym sym = XStringToKeysym(strings[i]);
KeySym keysym_list[] = { sym };
XChangeKeyboardMapping(dpy, scratch_keycode, 1, keysym_list, 1);
KeyCode code = scratch_keycode;
usleep(90 * 1000);
XTestFakeKeyEvent(dpy, code, True, 0);
XFlush(dpy);
usleep(90 * 1000);
XTestFakeKeyEvent(dpy, code, False, 0);
XFlush(dpy);
}
//revert scratch keycode
{
KeySym keysym_list[] = { 0 };
XChangeKeyboardMapping(dpy, scratch_keycode, 1, keysym_list, 1);
}
usleep(100 * 1000);
XCloseDisplay(dpy);
return 0;
}

When you send a single keysym for a given keycode to XChangeKeyboardMapping and it is a letter, it automatically fills correct upper and lower case equivalents for shift and capslock modifiers. That is, after
XChangeKeyboardMapping(dpy, scratch_keycode, 1, &keysym, 1);
the keycode map for scratch_keycode effectively changes (on my machine) to
tolower(keysym), toupper(keysym), tolower(keysym), toupper(keysym), tolower(keysym), toupper(keysym), 0, 0, 0, 0, ...
In order to inhibit this behaviour, send 2 identical keysyms per keycode:
KeySym keysym_list[2] = { sym, sym };
XChangeKeyboardMapping(dpy, scratch_keycode, 2, keysym_list, 1);
This will fill both shifted and unshifted positions with the same keysym.

Related

Animated ASCII art flickering in c

I'm making an ASCII art game in c (windows), but for some reason when i play it is all flickering at apparently random intervals, and for most of the time i can't see anything. can anyone explain why or how to solve it?
this is my code:
const int WIDTH = 20, HEIGTH = 5;
const int AREA = (WIDTH) * HEIGTH;
const int gl = HEIGTH - 2; //Ground level
const float delta = 0.1f; //Frame rate
char scr[AREA]; //String for displaying stuff
char input;
int posx = 10, posy = gl - 1; //Player position
int vel = 0; //player velocity
while(1)
{
//TODO: player input
for(i = 0; i < AREA; i++) //Rendering part
{
if(i % WIDTH == 0 && i != 0)
{
scr[i] = '\n';
continue;
}
if(floor(i / WIDTH) >= gl) //i is on ground
{
scr[i] = '.';
continue;
}
scr[i] = ' ';
}
//Set player position
scr[posy * WIDTH + posx + 1] = '#';
scr[(posy + 1) * WIDTH + posx + 1] = '#';
system("cls");// Clear terminal
printf(scr);// Print screen
usleep(delta * 1000);//Sleep
}
output:
#
..........#........
...................►↓#
It works, but it flickers...
One possible reason for your problem is that there may be output waiting in the output buffer when you call your sleep function usleep. In that case, you should always flush all output before sleeping, by calling the function fflush( stdout );.
Also, using system("cls"); is highly inefficient. It is generally better to use the Console Functions API, or, if you are targetting platforms with Windows 10 or later, you can also use Console Virtual Terminal Sequences instead.
If you decide to use the Console Functions API, then the main functions that you will be needing in order to replace system("cls"); are GetStdHandle to obtain the output handle, and SetConsoleCursorPosition. That way, you won't have to clear the whole screen, but will only have to overwrite the parts of the screen that are changing. I also recommend that you replace printf with WriteConsole, otherwise you may run into buffering issues.
If this does not solve your flickering problem, then there also is the possibility of using double-buffering. Both the Console Functions API and Console Virtual Terminal Sequences support this.
When using the Console Functions API, you can use the function CreateConsoleScreenBuffer to create a new buffer to write to, without it being displayed immediately. This will allow you to first finish building the next screen, without any flickering occuring while doing so (because it is not being displayed yet). Once you have finished building the next screen, you can display it using the function SetConsoleActiveScreenBuffer.
Console Virtual Terminal Sequences offer similar functionality by supporting an alternate screen buffer.

X-DWM -- help me fix a bug in C source code

I am using dwm (6.2) window manager and I found a bug which I would love to solve.
Window manager uses "master area" and "stack area" where windows are put:
It is possible to move window at the top of the "stack area" to the bottom of the "master area" using ALT + i. It is also possible to move windows from the bottom of the "master area" back to the top of "stack area" using ALT + d.
Now in this case, if I use ALT + i, layout changes and after the key combination there are two windows in the "master area":
I repeat it again and now there are three windows in the "master area":
I repeat it yet again and now there are three windows in the "master area" which has 100% width:
If I would at this point decide to return windows from the "master area" to the "stack area" I would start pressing ALT + d and windows would imediately return back to the "stack area". This works okay.
But I intentionaly make a mistake and instead press ALT + i again for example three more times. It looks like nothing happens...
But now if I try to return windows from the "master area" to the "stack area" I first need to press ALT + d three more times and nothing will happen! And then finaly, when I press ALT + d for the fourth time, window manager will return the first window from the bottom of the "master area" to the top of the "stack area".
So this is not well thought out and should be considered a bug...
There must be some sort of a counter in the source code which was incremented three more times by pressing ALT + i but it should not increase after all windows are already in the "master area".
In config.def.h source file (www) there is a part of the code where keys are assigned. And here I can see that when user presses ALT + i function incnmaster() is called and is passed an argument .i = +1 (I don't understand this argument).
static Key keys[] = {
/* modifier key function argument */
...
{ MODKEY, XK_i, incnmaster, {.i = +1 } },
{ MODKEY, XK_d, incnmaster, {.i = -1 } },
...
};
Key is a structure inside dwm.c source file (www):
typedef struct {
unsigned int mod;
KeySym keysym;
void (*func)(const Arg *);
const Arg arg;
} Key;
Function incnmaster() is defined in dwm.c source file (www):
void
incnmaster(const Arg *arg)
{
selmon->nmaster = MAX(selmon->nmaster + arg->i, 0);
arrange(selmon);
}
where arg is a pointer to Arg (Arg*) which is a union (I don't quite understand how to deal with the argument .i = +1):
typedef union {
int i;
unsigned int ui;
float f;
const void *v;
} Arg;
selmon is a structure Monitor:
struct Monitor {
char ltsymbol[16];
float mfact;
int nmaster;
int num;
int by; /* bar geometry */
int mx, my, mw, mh; /* screen size */
int wx, wy, ww, wh; /* window area */
unsigned int seltags;
unsigned int sellt;
unsigned int tagset[2];
int showbar;
int topbar;
Client *clients;
Client *sel;
Client *stack;
Monitor *next;
Window barwin;
const Layout *lt[2];
};
MAX is defined in a separate source file util.h (www) as:
#define MAX(A, B) ((A) > (B) ? (A) : (B))
and function arrange() is defined like this:
void
arrange(Monitor *m)
{
if (m)
showhide(m->stack);
else for (m = mons; m; m = m->next)
showhide(m->stack);
if (m) {
arrangemon(m);
restack(m);
} else for (m = mons; m; m = m->next)
arrangemon(m);
}
I don't think I have to dig any further...
Now I think I need to implement some sort of an if sentantce in the C code to prevent selmon->nmaster to increase too much, but I am a bit confused. Can anyone help?
Why are you holding number of clients when it's linked list? You cant obtain number of clients on demand. Similar code can be found monocle count patch. If you really have to keep that count yourself (for performance reasons), I would look at any place where is Client list modified by dwm and project that modification to counter.
Structure Client contains pointer to a "next" Client, implementation may depend on whenever you want to use multihead support, but using code similar to Client* c = nexttiled(c->next), where first reference can be obtained from Monitor by calling Client* c = nexttiled(monitor->clients). It you count these in loop that should be enough.
If you want to still keep count yourself, I would find functions within dwm.c working with Client (detach, attach, ...) and find which are modifying list where you can increment/decrement counter based on executed operation.
Nobody answered before I could figure this one out myself. Problem is that Suckless team never implemented any kind of mechanism to count a number of opened windows (they call them clients). This is why I added a int nclients; member to struct Monitor:
struct Monitor {
char ltsymbol[16];
float mfact;
int nmaster;
int nclients;
int num;
int by; /* bar geometry */
int mx, my, mw, mh; /* screen size */
int wx, wy, ww, wh; /* window area */
unsigned int seltags;
unsigned int sellt;
unsigned int tagset[2];
int showbar;
int topbar;
Client *clients;
Client *sel;
Client *stack;
Monitor *next;
Window barwin;
const Layout *lt[2];
};
And then I made sure it is initialized to 0 at boot time by adding m->nclients = 0; in createmon() function which I guessed is ran at the beginning:
Monitor *
createmon(void)
{
Monitor *m;
m = ecalloc(1, sizeof(Monitor));
m->tagset[0] = m->tagset[1] = 1;
m->mfact = mfact;
m->nmaster = nmaster;
m->nclients = 0;
m->showbar = showbar;
m->topbar = topbar;
m->gappx = gappx;
m->lt[0] = &layouts[0];
m->lt[1] = &layouts[1 % LENGTH(layouts)];
strncpy(m->ltsymbol, layouts[0].symbol, sizeof m->ltsymbol);
return m;
}
Then I made sure that my counter nclients is increased when new window appears. I added ++selmon->nclients; and arrange(selmon); (to be able to move clients to stack/master imediately after you close one of them) statement at the beginning of the spawn() function:
void
spawn(const Arg *arg)
{
++selmon->nclients;
arrange(selmon);
if (arg->v == dmenucmd)
dmenumon[0] = '0' + selmon->num;
if (fork() == 0) {
if (dpy)
close(ConnectionNumber(dpy));
setsid();
execvp(((char **)arg->v)[0], (char **)arg->v);
fprintf(stderr, "dwm: execvp %s", ((char **)arg->v)[0]);
perror(" failed");
exit(EXIT_SUCCESS);
}
}
Counter should be decreased when window is closed. This is why I added a --selmon->nclients; and arrange(selmon); (to be able to move clients to stack/master imediately after you close one of them) at the top of the killclient() function:
void
killclient(const Arg *arg)
{
--selmon->nclients;
arrange(selmon);
if (!selmon->sel)
return;
if (!sendevent(selmon->sel->win, wmatom[WMDelete], NoEventMask, wmatom[WMDelete], CurrentTime, 0 , 0, 0)) {
XGrabServer(dpy);
XSetErrorHandler(xerrordummy);
XSetCloseDownMode(dpy, DestroyAll);
XKillClient(dpy, selmon->sel->win);
XSync(dpy, False);
XSetErrorHandler(xerror);
XUngrabServer(dpy);
}
}
Now that the counter was set up, I could use it to rewrite incnmaster() function like this:
void
incnmaster(const Arg *arg)
{
if((arg->i > 0) && (selmon->nmaster < selmon->nclients)){
++selmon->nmaster;
}
if((arg->i < 0) && (selmon->nmaster > 0)){
--selmon->nmaster;
}
arrange(selmon);
}
Pay attention. My DWM is a bit patched, so some lines might be a bit
different than yours, but just stick to the same philosophy and you
can fix this.
This solution partialy works. It only fails to work when I:
A. use dmenu
dmenu when started can (a) open a client or (b) do nothing. In case (a) everything works as expected, but in case (b) nmaster and nclients become out of sync again.
So for example if I do scenario (b) once and use CTRL+i endless times, I will have to use CTRL+d once and nothing will happen, but if I use it once more one window is moved from master to stack area.
B. run any kind of windowed application from a terminal
It looks like DWM can't keep track of windows that are run from a terminal and treats them in a wrong way... In this case as well nmaster and nclients become out of sync.
Does anyone know if there is any other function besides spawn that is executed when any kind of window is opened?
This is still not solved!

Trouble registering screen boundaries for certain inputs (down and right)

I am creating a scrolling shooter for DMG using gbdk, it is based off some youtube tutorials and this example. In fact the link is the skeleton of my program. My issue is that the screen boundary conditions aren't working properly for down and right inputs. For up and left, they work correctly however, and the code for those is basically the exact same. I have also compiled the code from the link above, and it works correctly there. Apologies in advance, I have a childish sense of humor, so the game is penis-based.
The main differences between the skeleton code and mine is that I use a meta-sprite for the player, and an array for the x and y coordinates of the player. I have tried using individual integers for the locations and changing the bounds of the screen, but nothing seems to work.
#include <gb/gb.h>
#include <stdio.h>
#include "gameDicks.c"
#include "DickSprites.c"
#define SCREEN_WIDTH 160
BOOLEAN ishard = TRUE, playing = TRUE;
struct gameDicks flacid;
struct gameDicks hard;
INT8 spritesize = 8, dicklocation[2] = {20, 80};
int i;
void moveGameDicks(struct gameDicks* Dick, UINT8 x, UINT8 y){
move_sprite(Dick->spriteids[0], x, y);
move_sprite(Dick->spriteids[1], x + spritesize, y);
move_sprite(Dick->spriteids[2], x, y + spritesize);
move_sprite(Dick->spriteids[3], x + spritesize, y + spritesize);
}
void setuphard(INT8 dicklocation[2]){
hard.x = dicklocation[0];
hard.y = dicklocation[1];
hard.width = 16;
hard.height = 16;
//load sprites
set_sprite_tile(0,0);
hard.spriteids[0] = 0;
set_sprite_tile(1,1);
hard.spriteids[1] = 1;
set_sprite_tile(2,2);
hard.spriteids[2] = 2;
set_sprite_tile(3,3);
hard.spriteids[3] = 3;
}
void init_screen()
{
SHOW_BKG;
SHOW_SPRITES;
DISPLAY_ON;
}
void init_player()
{
SHOW_SPRITES;
set_sprite_data(0, 8, DickSprites);
setuphard(dicklocation);
}
void input()
{
if (joypad() & J_UP && dicklocation[1])
{
if (dicklocation[1] <= 16){
dicklocation[1] = 16;
}
else{
dicklocation[1]--;
}
}
if (joypad() & J_DOWN && dicklocation[1])
{
if (dicklocation[1] >= 150){
dicklocation[1] = 150;
}
else{
dicklocation[1]++;
}
}
}
void update_sprites()
{
moveGameDicks(&hard, dicklocation[0], dicklocation[1]);
}
int main()
{
init_screen();
init_player();
init_screen();
while(playing)
{
wait_vbl_done(2);
input();
update_sprites();
}
return 0;
}
What I expect is to be able to move the player up to y = 16, and down to y = 150. When it hits these values, it stops moving until you go the other direction. Instead, what I see happen is that the up direction works as expected, but as soon as the down key is pressed - no matter the y-location - the player is immediately sent to the bottom of the screen. From there, pressing up sends it to the very top. Further, the player can only move from the top position to the bottom, and not scroll in between. I'm baffled by this because the conditions are the exact same (except for the y-values), so I don't understand why they behave so differently.
Using an unsigned int may help here as an 8-bit integer will only hold values from -128 to 127, which might cause undefined behaviour when you compare it with over 150, pushing it to a negative value?
You have defined dicklocation as an INT8, when it would be better as a UINT8 or even longer if you plan on ever having a screen size larger than 255 bytes.

How do I scroll a message across the terminal?

I'm trying to write a program to that acts as a marquee that uses the curses.h library to create a side-scrolling display.
What should happen is that my message "Hello" should appear to scroll from the right side of the terminal to the left, character by character.
"hello" should appear to scroll across the terminal like so:
| H| // fist frame of animation
| He| //2nd
| Hel| //3rd
...
| Hello | // some time in the middle of animation
|Hello | // finished.
Instead of appearing to scroll across the terminal my program simply outputs the "Hello" message on the left side of the terminal as if it is finished.
I thought that printing the appropriate number of spaces then the appropriate number of characters of the string each frame would work.
What am I doing wrong?
Below is my code so far:
#include <curses.h>
#include <string.h>
main()
{
char message[] = "Hello";
int max_y, max_x; // max dimensions of terminal window
int text_length;
int i,row=0,col=0,spaces=0;
// Get text length
text_length = strlen(message);
// Get terminal dimensions
getmaxyx(stdscr, max_y, max_x);
// num of spaces needed to print
spaces = max_x -1;
initscr(); // initialize curses
clear(); // clear screen to begin
while(1)
{
clear(); // clear last drawn iteration
move(5,col);
// print spaces as necessary
for(i=0;i<spaces;i++)
{
addch(' ');
}
refresh();
// print appropriate number of characters of the message
for(i=0;i<text_length || i<max_x; i++)
{
addch(message[i]);
}
refresh();
usleep(50000); // wait some time
spaces = spaces-1; //adjust spaces need for next iteration
}
}
The first problem is that you call getmaxyx() before initscr(). In this situation, stdscr has not been initialized, so the values returned by getmaxyx() are meaningless. (I get -1 for each value, aka ERR.)
That fixed, the program basically works, but prints junk after the "Hello" string. You can solve that by changing the for loop test, text_length || i<max_x, to text_length && i<max_x, although the result is still probably not quite what you want. But I'll leave it to you to figure that one out.
Finally, as a stylistic matter, I'd suggest using curses' own napms() function instead of usleep() (i.e., napms(50) instead of usleep(50000)). But if you do stick with usleep(), you should add #include <unistd.h> at the top.

Print doesn't show in printed array although specified

I'm working a simple candy crush game for my year 1 assignment.
I am at this stage where I need to show my self-made simple marker( *box made of '|' and '_'* ) on the center of the board ( board[5][5] ) once the program is executed.
Here is the current code:
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
//FUNCTION: Draw the Board
int drawBoard()
{
//Declare array size
int board[9][9];
//initialize variables
int rows, columns, randomNumber, flag;
//random number seed generator
srand(time(NULL));
for ( rows = 0 ; rows < 9 ; rows++ )
{
for ( columns = 0 ; columns < 9 ; columns++ )
{
flag = 0;
do
{
//generate random numbers from 2 - 8
randomNumber = rand() %7 + 2;
board[rows][columns] = randomNumber;
//Checks for 2 adjacent numbers.
if ( board[rows][columns] == board[rows - 1][columns] || board[rows][columns] == board[rows][columns - 1] )
{
flag = 0;
continue;
}
else
{
flag = 1;
printf( " %d ", board[rows][columns] );
}
} while ( flag == 0 );
}//end inner for-loop
printf("\n\n");
}//end outer for-loop
//call FUNCTION marker() to display marker around board[5][5]
marker( board[5][5] );
}//end FUNCTION drawBoard
//FUNCTION: Mark the surrounding of the number with "|" and "_" at board[5][5]
void marker( int a )
{
printf( " _ \n" );
printf( "|%c|\n", a );
printf( " _ \n" );
}
int main()
{
drawBoard();
}
At the end of function drawBoard(), I placed the code marker( board[5][5] ).
This should have printed the markers around the number printed at coordinate board[5][5]..but for some reason it displays right after the board has been printed.
So why doesn't it print at that coordinate although I specified it at board[5][5]?
What could be the problem here?
so in your marker function you need to pass the board and the coordinate you want to print at
void marker( int x, int y, int** board )
{
board[x][y-1]="_";
board[x-1][y]="|";
board[x+1][y]="|";
board[x][y+1]="_";
}
then after the call to marker(5,5,board), call drawboard again
my code's a bit off but that's the logic, except you need to check for the case that the marker is at the edge of the board
in other words, you need to keep board around, and any time you make a change to it, clear the screen and print the whole board out again.
There is no persistent drawing in the way that you are doing this. You are just printing straight to the shell/command prompt. The way that you trying to do things will not work. You can't edit something drawn to the prompt after you have drawn it, you need to basically clear the screen and then draw again but with your indicated maker.
I don't know if you are able to use libraries in your assignment, but a very good library that WILL let you do is ncurses
EDIT Full rewrite of answer
Drawing Things On Top of One Another In CMD
Alright, I had some downtime at work, so I wrote a project to do what you need and I'm going to post code and explain what it does and why you need it along the way.
First thin that you are going to need a basically a render buffer or a render context. Whenever you are programming in a graphics API such as OpenGL, you don't just render straight to the screen, you render each object that you have to a buffer that rasterizes your content and turns it into pixels. Once it's in that form, the API shoves the rendered picture onto the screen. We are going to take a similar approach where instead of drawing to a pixel buffer on the GPU, we are going to draw to a character buffer. Think about each character as a pixel on the screen.
Here is a pastebin of the complete source:
Complete Source of Project
RenderContext
Our class to do this will be the RenderContext class. It has fields to hold width and height as well as an array of chars and a special char that we fill our buffer with whenever we clear it.
This class simply holds an array and functions to let us render to it. It makes sure that when we draw to it, we are within bounds. It is possible for an object to try to draw outside of the clipping space (off screen). However, whatever is drawn there is discarded.
class RenderContext {
private:
int m_width, m_height; // Width and Height of this canvas
char* m_renderBuffer; // Array to hold "pixels" of canvas
char m_clearChar; // What to clear the array to
public:
RenderContext() : m_width(50), m_height(20), m_clearChar(' ') {
m_renderBuffer = new char[m_width * m_height];
}
RenderContext(int width, int height) : m_width(width), m_height(height), m_clearChar(' ') {
m_renderBuffer = new char[m_width * m_height];
}
~RenderContext();
char getContentAt(int x, int y);
void setContentAt(int x, int y, char val);
void setClearChar(char clearChar);
void render();
void clear();
};
The two most important functions of this class are setContentAt and render
setContentAt is what an object calls to fill in a "pixel" value. To make this a little more flexible, our class uses a pointer to an array of chars rather than a straight array (or even a two dimensional array). This lets us set the size of our canvas at runtime. Because of this, we access elements of this array with x + (y * m_width) which replaces a two dimensional dereference such as arr[i][j]
// Fill a specific "pixel" on the canvas
void RenderContext::setContentAt(int x, int y, char val) {
if (((0 <= x) && (x < m_width)) && ((0 <= y) && (y < m_height))) {
m_renderBuffer[(x + (y * m_width))] = val;
}
}
render is what actually draws to the prompt. All it does is iterate over all the "pixels" in it's buffer and place them on screen and then moves to the next line.
// Paint the canvas to the shell
void RenderContext::render() {
int row, column;
for (row = 0; row < m_height; row++) {
for (column = 0; column < m_width; column++) {
printf("%c", getContentAt(column, row));
}
printf("\n");
}
}
I_Drawable
Our next class is an Interface that lets us contract with objects that they can draw to our RenderContext. It is pure virtual because we don't want to actually be able to instantiate it, we only want to derive from it. It's only function is draw which accepts a RenderContext. Derived classes use this call to receive the RenderContext and then use RenderContext's setContentAt to put "pixels" into the buffer.
class I_Drawable {
public:
virtual void draw(RenderContext&) = 0;
};
GameBoard
The first class to implement the I_Drawable, thus being able to render to our RenderContext, is the GameBoard class. This is where a majority of the logic comes in. It has fields for width, height, and a integer array that holds the values of the elements on the board. It also has two other fields for spacing. Since when you draw your board using your code, you have spaces between each element. We don't need to incorporate this into the underlying structure of the board, we just need to use them when we draw.
class GameBoard : public I_Drawable {
private:
int m_width, m_height; // Width and height of the board
int m_verticalSpacing, m_horizontalSpacing; // Spaces between each element on the board
Marker m_marker; // The cursor that will draw on this board
int* m_board; // Array of elements on this board
void setAtPos(int x, int y, int val);
void generateBoard();
public:
GameBoard() : m_width(10), m_height(10), m_verticalSpacing(5), m_horizontalSpacing(3), m_marker(Marker()) {
m_board = new int[m_width * m_height];
generateBoard();
}
GameBoard(int width, int height) : m_width(width), m_height(height), m_verticalSpacing(5), m_horizontalSpacing(3), m_marker(Marker()) {
m_board = new int[m_width * m_height];
generateBoard();
}
~GameBoard();
int getAtPos(int x, int y);
void draw(RenderContext& renderTarget);
void handleInput(MoveDirection moveDirection);
int getWidth();
int getHeight();
};
It's key functions are generateBoard, handleInput, and the derived virtual function draw. However, do note that in its constructor it creates a new int array and gives it to its pointer. Then its destructor automatically removes the allocated memory whenever the board goes away.
generateBoard is what we use to actual create the board and fill it with numbers. It will iterate over each location on the board. Each time, it will look at the elements directly to the left and above and store them. Then it will generate a random number until the number it generates does not match either of the stored elements, then it stores the number in the array. I rewrote this to get rid of the flag usage. This function gets called during the construction of the class.
// Actually create the board
void GameBoard::generateBoard() {
int row, column, randomNumber, valToLeft, valToTop;
// Iterate over all rows and columns
for (row = 0; row < m_height; row++) {
for (column = 0; column < m_width; column++) {
// Get the previous elements
valToLeft = getAtPos(column - 1, row);
valToTop = getAtPos(column, row - 1);
// Generate random numbers until we have one
// that is not the same as an adjacent element
do {
randomNumber = (2 + (rand() % 7));
} while ((valToLeft == randomNumber) || (valToTop == randomNumber));
setAtPos(column, row, randomNumber);
}
}
}
handleInput is what deals with moving the cursor around on the board. It's basically a freebie and your next step after getting the cursor to draw over the board. I needed a way to test the drawing. It accepts an enumeration that we switch on to know where to move our cursor to next. If you maybe wanted to have your cursor wrap around the board whenever you reach an edge, you would want to do that here.
void GameBoard::handleInput(MoveDirection moveDirection) {
switch (moveDirection) {
case MD_UP:
if (m_marker.getYPos() > 0)
m_marker.setYPos(m_marker.getYPos() - 1);
break;
case MD_DOWN:
if (m_marker.getYPos() < m_height - 1)
m_marker.setYPos(m_marker.getYPos() + 1);
break;
case MD_LEFT:
if (m_marker.getXPos() > 0)
m_marker.setXPos(m_marker.getXPos() - 1);
break;
case MD_RIGHT:
if (m_marker.getXPos() < m_width - 1)
m_marker.setXPos(m_marker.getXPos() + 1);
break;
}
}
draw is very important because it's what gets the numbers into the RenderContext. To summarize, it iterates over every element on the board, and draws in the correct location on the canvas placing an element under the correct "pixel". This is where we incorporate the spacing. Also, take care and note that we render the cursor in this function.
It's a matter of choice, but you can either store a marker outside of the GameBoard class and render it yourself in the main loop (this would be a good choice because it loosens the coupling between the GameBoard class and the Marker class. However, since they are fairly coupled, I chose to let GameBoard render it. If we used a scene graph, as we probably would with a more complex scene/game, the Marker would probably be a child node of the GameBoard so it would be similar to this implementation but still more generic by not storing an explicit Marker in the GameBoard class.
// Function to draw to the canvas
void GameBoard::draw(RenderContext& renderTarget) {
int row, column;
char buffer[8];
// Iterate over every element
for (row = 0; row < m_height; row++) {
for (column = 0; column < m_width; column++) {
// Convert the integer to a char
sprintf(buffer, "%d", getAtPos(column, row));
// Set the canvas "pixel" to the char at the
// desired position including the padding
renderTarget.setContentAt(
((column * m_verticalSpacing) + 1),
((row * m_horizontalSpacing) + 1),
buffer[0]);
}
}
// Draw the marker
m_marker.draw(renderTarget);
}
Marker
Speaking of the Marker class, let's look at that now. The Marker class is actually very similar to the GameBoard class. However, it lacks a lot of the logic that GameBoard has since it doesn't need to worry about a bunch of elements on the board. The important thing is the draw function.
class Marker : public I_Drawable {
private:
int m_xPos, m_yPos; // Position of cursor
public:
Marker() : m_xPos(0), m_yPos(0) {
}
Marker(int xPos, int yPos) : m_xPos(xPos), m_yPos(yPos) {
}
void draw(RenderContext& renderTarget);
int getXPos();
int getYPos();
void setXPos(int xPos);
void setYPos(int yPos);
};
draw simply puts four symbols onto the RenderContext to outline the selected element on the board. Take note that Marker has no clue about the GameBoard class. It has no reference to it, it doesn't know how large it is, or what elements it holds. You should note though, that I got lazy and didn't take out the hard coded offsets that sort of depend on the padding that the GameBoard has. You should implement a better solution to this because if you change the padding in the GameBoard class, your cursor will be off.
Besides that, whenever the symbols get drawn, they overwrite whatever is in the ContextBuffer. This is important because the main point of your question was how to draw the cursor on top of the GameBoard. This also goes to the importance of draw order. Let's say that whenever we draw our GameBoard, we drew a '=' between each element. If we drew the cursor first and then the board, the GameBoard would draw over the cursor making it invisible.
If this were a more complex scene, we might have to do something fancy like use a depth buffer that would record the z-index of an element. Then whenever we drew, we would check and see if the z-index of the new element was closer or further away than whatever was already in the RenderContext's buffer. Depending on that, we might skip drawing the "pixel" altogether.
We don't though, so take care to order your draw calls!
// Draw the cursor to the canvas
void Marker::draw(RenderContext& renderTarget) {
// Adjust marker by board spacing
// (This is kind of a hack and should be changed)
int tmpX, tmpY;
tmpX = ((m_xPos * 5) + 1);
tmpY = ((m_yPos * 3) + 1);
// Set surrounding elements
renderTarget.setContentAt(tmpX - 0, tmpY - 1, '-');
renderTarget.setContentAt(tmpX - 1, tmpY - 0, '|');
renderTarget.setContentAt(tmpX - 0, tmpY + 1, '-');
renderTarget.setContentAt(tmpX + 1, tmpY - 0, '|');
}
CmdPromptHelper
The last class that I'm going to talk about is the CmdPromptHelper. You don't have anything like this in your original question. However, you will need to worry about it soon. This class is also only useful on Windows so if you are on linux/unix, you will need to worry about dealing with drawing to the shell yourself.
class CmdPromptHelper {
private:
DWORD inMode; // Attributes of std::in before we change them
DWORD outMode; // Attributes of std::out before we change them
HANDLE hstdin; // Handle to std::in
HANDLE hstdout; // Handle to std::out
public:
CmdPromptHelper();
void reset();
WORD getKeyPress();
void clearScreen();
};
Each one of the functions is important. The constructor gets handles to the std::in and std::out of the current command prompt. The getKeyPress function returns what key the user presses down (key-up events are ignored). And the clearScreen function clears the prompt (not really, it actually moves whatever is already in the prompt up).
getKeyPress just makes sure you have a handle and then reads what has been typed into the console. It makes sure that whatever it is, it is a key and that it is being pressed down. Then it returns the key code as a Windows specific enum usually prefaced by VK_.
// See what key is pressed by the user and return it
WORD CmdPromptHelper::getKeyPress() {
if (hstdin != INVALID_HANDLE_VALUE) {
DWORD count;
INPUT_RECORD inrec;
// Get Key Press
ReadConsoleInput(hstdin, &inrec, 1, &count);
// Return key only if it is key down
if (inrec.Event.KeyEvent.bKeyDown) {
return inrec.Event.KeyEvent.wVirtualKeyCode;
} else {
return 0;
}
// Flush input
FlushConsoleInputBuffer(hstdin);
} else {
return 0;
}
}
clearScreen is a little deceiving. You would think that it clears out the text in the prompt. As far as I know, it doesn't. I'm pretty sure it actually shifts all the content up and then writes a ton of characters to the prompt to make it look like the screen was cleared.
An important concept that this function brings up though is the idea of buffered rendering. Again, if this were a more robust system, we would want to implement the concept of double buffering which means rendering to an invisible buffer and waiting until all drawing is finished and then swap the invisible buffer with the visible one. This makes for a much cleaner view of the render because we don't see things while they are still getting drawn. The way we do things here, we see the rendering process happen right in front of us. It's not a major concern, it just looks ugly sometimes.
// Flood the console with empty space so that we can
// simulate single buffering (I have no idea how to double buffer this)
void CmdPromptHelper::clearScreen() {
if (hstdout != INVALID_HANDLE_VALUE) {
CONSOLE_SCREEN_BUFFER_INFO csbi;
DWORD cellCount; // How many cells to paint
DWORD count; // How many we painted
COORD homeCoord = {0, 0}; // Where to put the cursor to clear
// Get console info
if (!GetConsoleScreenBufferInfo(hstdout, &csbi)) {
return;
}
// Get cell count
cellCount = csbi.dwSize.X * csbi.dwSize.Y;
// Fill the screen with spaces
FillConsoleOutputCharacter(
hstdout,
(TCHAR) ' ',
cellCount,
homeCoord,
&count
);
// Set cursor position
SetConsoleCursorPosition(hstdout, homeCoord);
}
}
main
The very last thing that you need to worry about is how to use all these things. That's where main comes in. You need a game loop. Game loops are probably the most important thing in any game. Any game that you look at will have a game loop.
The idea is:
Show something on screen
Read input
Handle the input
GOTO 1
This program is no different. The first thing it does is create a GameBoard and a RenderContext. It also makes a CmdPromptHelper which lets of interface with the command prompt. After that, it starts the loop and lets the loop continue until we hit the exit condition (for us that's pressing escape). We could have a separate class or function do dispatch input, but since we just dispatch the input to another input handler, I kept it in the main loop. After you get the input, you send if off to the GameBoard which alters itself accordingly. The next step is to clear the RenderContext and the screen/prompt. Then rerun the loop if escape wasn't pressed.
int main() {
WORD key;
GameBoard gb(5, 5);
RenderContext rc(25, 15);
CmdPromptHelper cph;
do {
gb.draw(rc);
rc.render();
key = cph.getKeyPress();
switch (key) {
case VK_UP:
gb.handleInput(MD_UP);
break;
case VK_DOWN:
gb.handleInput(MD_DOWN);
break;
case VK_LEFT:
gb.handleInput(MD_LEFT);
break;
case VK_RIGHT:
gb.handleInput(MD_RIGHT);
break;
}
rc.clear();
cph.clearScreen();
} while (key != VK_ESCAPE);
}
After you have taken into consideration all of these things, you understand why and where you need to be drawing your cursor. It's not a matter of calling a function after another, you need to composite your draws. You can't just draw the GameBoard and then draw the Marker. At least not with the command prompt. I hope this helps. It definitely alleviated the down time at work.

Resources