SDL_RenderPresent() not working - c

I am trying to draw a grid in a window using sdl2. The program when it is run, sometimes, the SDL_RenderPresent() even though being called, is not working resulting in a blank transparent window. Other times, the program is giving the correct output.
#include "SDL.h"
#include <stdio.h>
#include <stdlib.h>
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
const SDL_Color BLACK = { .r = 0, .g = 0, .b = 0, .a = 255 };
const SDL_Color WHITE = { .r = 255, .g = 255, .b = 255, .a = 255 };
const SDL_Color GRAY = { .r = 128, .g = 128, .b = 128, .a = 255 };
const SDL_Color RED = { .r = 255, .g = 0, .b = 0, .a = 255 };
const SDL_Color MAROON = { .r = 128, .g = 0, .b = 0, .a = 255 };
const SDL_Color BLUE = { .r = 0, .g = 0, .b = 255, .a = 255 };
const SDL_Color NAVY = { .r = 0, .g = 0, .b = 128, .a = 255 };
const SDL_Color LIME = { .r = 0, .g = 255, .b = 0, .a = 255 };
const SDL_Color GREEN = { .r = 0, .g = 128, .b = 0, .a = 255 };
const int P_SIZE = 10;
void draw_grid(SDL_Renderer *renderer)
{
SDL_Color prev;
SDL_GetRenderDrawColor(renderer, &prev.a, &prev.g, &prev.b, &prev.a);
SDL_SetRenderDrawColor(renderer, GRAY.r, GRAY.g, GRAY.b, GRAY.a);
// drawing the axes
SDL_RenderDrawLine(renderer, SCREEN_WIDTH / 2, 0,
SCREEN_WIDTH / 2, SCREEN_HEIGHT); // the Y-axis
SDL_RenderDrawLine(renderer, 0, SCREEN_HEIGHT / 2,
SCREEN_WIDTH, SCREEN_HEIGHT / 2); // the X-axis
SDL_SetRenderDrawColor(renderer, BLACK.r, BLACK.g, BLACK.b, BLACK.a);
// drawing the grid
for (int i = 0; i <= SCREEN_WIDTH; i += P_SIZE) {
if (i == SCREEN_WIDTH / 2) {
continue;
}
SDL_RenderDrawLine(renderer, i, 0, i, SCREEN_HEIGHT);
}
for (int i = 0; i <= SCREEN_HEIGHT; i += P_SIZE) {
if (i == SCREEN_HEIGHT / 2) {
continue;
}
SDL_RenderDrawLine(renderer, 0, i, SCREEN_WIDTH, i);
}
SDL_SetRenderDrawColor(renderer, prev.a, prev.g, prev.b, prev.a);
}
int main()
{
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
fprintf(stderr, "\nUnable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
atexit(SDL_Quit);
SDL_Window *window =
SDL_CreateWindow("Clipping",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_SHOWN
);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == NULL) {
fprintf(stderr, "\nRenderer could not be created:%s\n", SDL_GetError());
return 1;
}
SDL_SetRenderDrawColor(renderer, WHITE.r, WHITE.g, WHITE.b, WHITE.a);
SDL_RenderClear(renderer);
draw_grid(renderer);
SDL_RenderPresent(renderer);
int quit = 0;
while (!quit) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
quit = 1;
break;
default:
break;
}
}
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
return 0;
}

Related

flickering in allegro with loops

The red bars a cross the top flickers. I can make them out of the loop but not in the loop.
#include <allegro.h>
void init();
void deinit();
int main() {
init();
int length = 20;
int x= 900;
int y= 600;
int c;
//while (!key[KEY_ESC]) {
c = makecol(0, 0, 0);
rectfill (screen, 0, 0, 900, 400, c);
c = makecol(0, 200, 0);
rectfill (screen, 0, 0, 900, 400, c);// curb
for (int i =0; i=10; i++){
int bar=0;
c = makecol(200, 0, 0);
rectfill (screen, bar, 0, x+80, 40, c);
c = makecol(0, 0, 0);
rectfill (screen, bar+80, 0, x+100, 40, c);
bar+=100;
}
deinit();
return 0;
}
END_OF_MAIN()
void init() {
int depth, res;
allegro_init();
depth = desktop_color_depth();
if (depth == 0) depth = 32;
set_color_depth(depth);
res = set_gfx_mode(GFX_AUTODETECT_WINDOWED, 900, 600, 0,0);
if (res != 0) {
allegro_message(allegro_error);
exit(-1);
}
install_timer();
install_keyboard();
install_mouse();
/* add other initializations here */
}
void deinit() {
clear_keybuf();
/* add other deinitializations here */
}
So what why does it flicker and how do I stop that. I have had
issue with for loops before do they just not work whit allegro?
or am I being dumb and just written something wrong?

SDL2 Camera Cutting Off Screen Edges

I'm trying to create a simple camera for my SDL2 platformer with C. However, whenever the player reaches the screen edges, it seems to be cut off by the background. Here is what the player looks like normally:
And here is what the player looks like when it reaches the screen edges:
To make the camera follow the player, I'm just creating a SDL_Rect called camera, setting it to the player x and y positions, and setting the viewport with SDL_RenderSetViewport to the camera rectangle.
Here's the code for that:
void handle_camera() {
SDL_Rect camera = {
.x = WIDTH/2 - player.x - BLOCK_SIZE/2,
.y = HEIGHT/2 - player.y - BLOCK_SIZE/2,
.w = WIDTH,
.h = HEIGHT
};
SDL_RenderSetViewport(game.renderer, &camera);
}
Therefore, I was wondering: what's wrong with my camera function and why is the player being cut off when it gets near the screen edges?
Here is the full code if needed (I organized in functions so I hope it's not too hard to understand):
#include <stdio.h>
#include <stdbool.h>
#include <SDL2/SDL.h>
#define WIDTH 1200
#define HEIGHT 800
#define BLOCK_SIZE 50
#define PLATFORM_AMOUNT 11 //This makes sure there are enough iterations of the loop, and also allocates enough memory for the 2D array of platforms.
#define LAVA_AMOUNT 2
#define TRAMPOLINE_AMOUNT 1
//Prototyping Functions
int initialize();
void handle_input();
void draw_player();
void player_moveX();
void player_moveY();
void checkCollisionsX();
void checkCollisionsY();
int rectCollide();
void drawLevel();
void resetPlayer();
void handle_camera();
typedef struct {
SDL_Renderer *renderer;
SDL_Window *window;
SDL_Surface *surface;
bool running;
int FPS;
bool close_requested;
int input[256];
} Game;
Game game = {
.running = true,
.FPS = 80,
.close_requested = false,
.input = {},
};
typedef struct {
int x;
int y;
double x_vel;
double y_vel;
double x_acc;
double y_acc;
int width;
int height;
double accSpeed;
int maxVel;
double gravity;
double friction;
double jumpForce;
double canJump;
} Player;
Player player = {
.y = HEIGHT-(BLOCK_SIZE*2),
.x = BLOCK_SIZE,
.x_vel = 0,
.y_vel = 0,
.x_acc = 0,
.y_acc = 0,
.width = BLOCK_SIZE,
.height = BLOCK_SIZE,
.accSpeed = 0.15,
.maxVel = 7,
.gravity = 0.5,
.friction = 0.15,
.jumpForce = 15,
.canJump = true,
};
int platforms[PLATFORM_AMOUNT][4] = {
{0, 0, BLOCK_SIZE, HEIGHT}, //WALLS
{0, HEIGHT-BLOCK_SIZE, WIDTH, BLOCK_SIZE},
{400-BLOCK_SIZE, HEIGHT-(BLOCK_SIZE*2), BLOCK_SIZE, BLOCK_SIZE}, //RAMP TO LAVA
{400-BLOCK_SIZE, HEIGHT-(BLOCK_SIZE*3), BLOCK_SIZE, BLOCK_SIZE},
{300, HEIGHT-(BLOCK_SIZE*2), BLOCK_SIZE, BLOCK_SIZE},
{800, HEIGHT-(BLOCK_SIZE*2), BLOCK_SIZE, BLOCK_SIZE},
{800, HEIGHT-(BLOCK_SIZE*3), BLOCK_SIZE, BLOCK_SIZE},
{800+BLOCK_SIZE, HEIGHT-(BLOCK_SIZE*2), BLOCK_SIZE, BLOCK_SIZE},
{WIDTH-BLOCK_SIZE*10, HEIGHT-(BLOCK_SIZE*8), BLOCK_SIZE, BLOCK_SIZE}, //Blocks above lava
{WIDTH-BLOCK_SIZE*8, HEIGHT-(BLOCK_SIZE*10), BLOCK_SIZE, BLOCK_SIZE},
{BLOCK_SIZE, BLOCK_SIZE*3, BLOCK_SIZE*9, BLOCK_SIZE}, //Top platform
};
int lava[LAVA_AMOUNT][4] = {
{400, HEIGHT-(BLOCK_SIZE*3), 400, BLOCK_SIZE*2},
{BLOCK_SIZE*4, BLOCK_SIZE*2, BLOCK_SIZE*3, BLOCK_SIZE},
};
int trampoline[TRAMPOLINE_AMOUNT][4] = {
{WIDTH/2-(BLOCK_SIZE/2), HEIGHT-(BLOCK_SIZE*5), BLOCK_SIZE, BLOCK_SIZE}
};
int main() {
initialize();
while(game.running && !game.close_requested) { //Game loop
SDL_SetRenderDrawColor(game.renderer, 181, 247, 255, 255);
SDL_RenderClear(game.renderer);
handle_input();
handle_camera();
//Collisions only work in this order: playerMoveX, checkCollisionsX, playerMoveY, checkCollisionsY. Then you can draw the platforms and the player.
player_moveX();
checkCollisionsX();
player_moveY();
checkCollisionsY();
drawLevel();
draw_player();
SDL_RenderPresent(game.renderer);
SDL_Delay(1000/game.FPS);
} //End of game loop
SDL_DestroyRenderer(game.renderer);
SDL_DestroyWindow(game.window);
SDL_Quit();
return 0;
}
int initialize() {
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0) { //return 0 on success
printf("error initializing SDL: %s\n", SDL_GetError());
return 1;
}
game.window = SDL_CreateWindow("Sam's Platformer", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WIDTH, HEIGHT, SDL_WINDOW_RESIZABLE); //creates window
if (!game.window) {
printf("error creating window: %s\n", SDL_GetError());
SDL_Quit();
return 1;
}
Uint32 render_flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC; //creates a renderer
game.renderer = SDL_CreateRenderer(game.window, -1, render_flags);
if (!game.renderer) {
printf("error creating renderer: %s\n", SDL_GetError());
SDL_DestroyWindow(game.window);
SDL_Quit();
return 1;
}
return 0;
}
void handle_input() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
game.close_requested = true;
game.running = false;
}
//printf("input: %p code: %i\n", game.input, event.key.keysym.scancode);
if (event.type == SDL_KEYDOWN) {
game.input[event.key.keysym.scancode] = true;
//printf("True");
}
if (event.type == SDL_KEYUP) {
game.input[event.key.keysym.scancode] = false;
//printf("False");
}
}
if (game.input[SDL_SCANCODE_R]) {
resetPlayer();
}
}
void draw_player() {
SDL_Rect playerRect = {
.x = player.x,
.y = player.y,
.w = player.width,
.h = player.height
};
SDL_SetRenderDrawColor(game.renderer, 0, 200, 50, 255);
SDL_RenderFillRect(game.renderer, &playerRect);
}
void resetPlayer() {
player.y = HEIGHT-(BLOCK_SIZE*2);
player.x = BLOCK_SIZE;
player.x_vel = 0;
player.y_vel = 0;
}
void player_moveX() {
if (game.input[SDL_SCANCODE_LEFT] && player.x_vel > -player.maxVel) {
player.x_acc = -player.accSpeed;
} else if (game.input[SDL_SCANCODE_RIGHT] && player.x_vel < player.maxVel) {
player.x_acc = player.accSpeed;
} else if (abs(player.x_vel) > 0.2) {
if (player.x_vel < 0) {
player.x_acc = player.friction;
} else {
player.x_acc = -player.friction;
}
} else {
player.x_vel = 0;
player.x_acc = 0;
}
player.x_vel += player.x_acc;
player.x += player.x_vel;
}
void player_moveY() {
if (game.input[SDL_SCANCODE_UP] && player.y_vel == 0 && player.y_acc == 0 && player.canJump) {
player.canJump = false;
player.y_vel = -player.jumpForce;
}
player.y_acc += player.gravity;
player.y_vel += player.y_acc;
player.y += player.y_vel;
player.y_acc = 0;
}
void checkCollisionsX() {
for (int i = 0; i < PLATFORM_AMOUNT; i++) {
if (rectCollide(player.x, player.y, BLOCK_SIZE, BLOCK_SIZE, platforms[i][0], platforms[i][1], platforms[i][2], platforms[i][3])) {
if (player.x_vel < 0) { // If the player moved left and collided with the right side of block
player.x = platforms[i][0] + platforms[i][2];
} else { // If the player moved right and collided with the left side of block
player.x = platforms[i][0] - player.width;
}
player.x_vel = 0;
}
}
/*if (player.x >= WIDTH - player.width) {
player.x = WIDTH - player.width;
player.x_vel = 0;
}*/
for (int i = 0; i < LAVA_AMOUNT; i++) {
if (rectCollide(player.x, player.y, BLOCK_SIZE, BLOCK_SIZE, lava[i][0], lava[i][1], lava[i][2], lava[i][3])) {
resetPlayer();
}
}
for (int i = 0; i < TRAMPOLINE_AMOUNT; i++) {
if (rectCollide(player.x, player.y, BLOCK_SIZE, BLOCK_SIZE, trampoline[i][0], trampoline[i][1], trampoline[i][2], trampoline[i][3])) {
if (player.x_vel < 0) { // If the player moved left and collided with the right side of block
player.x = trampoline[i][0] + trampoline[i][2];
} else { // If the player moved right and collided with the left side of block
player.x = trampoline[i][0] - player.width;
}
player.x_vel = 0;
}
}
}
void checkCollisionsY() {
for (int i = 0; i < PLATFORM_AMOUNT; i++) {
if (rectCollide(player.x, player.y, player.width, player.height, platforms[i][0], platforms[i][1], platforms[i][2], platforms[i][3])) {
if (player.y_vel < 0) { // If the player hit their head
player.y = platforms[i][1] + platforms[i][3];
player.y_vel *= -0.5; // Not -1 because collisions are not perfectly elastic
} else {
player.y = platforms[i][1] - player.height;
player.y_vel = 0;
player.y_acc = 0;
player.canJump = true;
}
}
if (player.y >= HEIGHT - player.height) {
player.y_vel = 0;
player.y = HEIGHT - player.height;
if (!game.input[SDL_SCANCODE_UP]) {
player.canJump = true;
}
}
}
for (int i = 0; i < LAVA_AMOUNT; i++) {
if (rectCollide(player.x, player.y, BLOCK_SIZE, BLOCK_SIZE, lava[i][0], lava[i][1], lava[i][2], lava[i][3])) {
resetPlayer();
}
}
for (int i = 0; i < TRAMPOLINE_AMOUNT; i++) {
if (rectCollide(player.x, player.y, BLOCK_SIZE, BLOCK_SIZE, trampoline[i][0], trampoline[i][1], trampoline[i][2], trampoline[i][3])) {
if (player.y_vel < 0) { // If the player hit their head
player.y = trampoline[i][1] + trampoline[i][3];
player.y_vel *= -0.5; // Not -1 because collisions are not perfectly elastic
} else {
player.y = trampoline[i][1] - trampoline[i][3];
player.y_vel = -player.y_vel;
}
}
}
}
int rectCollide(int x1, int y1, int w1, int h1, int x2,int y2, int w2, int h2) {
return x1 + w1 > x2 && x1 < x2 + w2 && y1 + h1 > y2 && y1 < y2 + h2;
}
void drawLevel() {
for (int i = 0; i < PLATFORM_AMOUNT; i++) {
SDL_Rect platform = {platforms[i][0], platforms[i][1], platforms[i][2], platforms[i][3]};
SDL_SetRenderDrawColor(game.renderer, 156, 104, 0, 255);
SDL_RenderFillRect(game.renderer, &platform);
}
for (int i = 0; i < LAVA_AMOUNT; i++) {
int lavaRedColor = 255;
SDL_Rect lavaBlock = {lava[i][0], lava[i][1], lava[i][2], lava[i][3]};
SDL_SetRenderDrawColor(game.renderer, lavaRedColor, 0, 0, 255);
SDL_RenderFillRect(game.renderer, &lavaBlock);
}
for (int i = 0; i < TRAMPOLINE_AMOUNT; i++) {
SDL_Rect trampolineBlock = {trampoline[i][0], trampoline[i][1], trampoline[i][2], trampoline[i][3]};
SDL_SetRenderDrawColor(game.renderer, 235, 52, 229, 255);
SDL_RenderFillRect(game.renderer, &trampolineBlock);
}
}
void handle_camera() {
SDL_Rect camera = {
.x = WIDTH/2 - player.x - BLOCK_SIZE/2,
.y = HEIGHT/2 - player.y - BLOCK_SIZE/2,
.w = WIDTH, //Screen width
.h = HEIGHT //Screen height
};
SDL_RenderSetViewport(game.renderer, &camera);
}
Thanks for any help.
https://gamedev.stackexchange.com/questions/121421/how-to-use-the-sdl-viewport-properly
See this related post. Essentially changing the SDL viewport is not the way you'd typically handle an in game camera. You need to consider drawing your in game entities (level objects etc.) relative to the camera.

Inserting text item into Listview without an associated icon

I have a simple list view which has an image list added to it. Displaying image items is fine, but when I just want one piece of text, no icon or image, one pure text item into my list view, the thing drops an image on me. I can't add any item without it having an icon/image next to it.
Here's the code
case WM_CREATE:{
HBITMAP hbmp_o, hbmp;
COLORREF crMask;
// listview view is LVS_ICON by default
hWndListView = CreateWindowEx(0, WC_LISTVIEW, TEXT("ListView1"), WS_CHILD | WS_VISIBLE | WS_HSCROLL | WS_VSCROLL, 0, 0, 400, 500, hwnd, NULL, GetModuleHandle(NULL), NULL);
hbmp_o = (HBITMAP)LoadImage(GetModuleHandle(NULL), MAKEINTRESOURCE(IDB_BITMAP3), IMAGE_BITMAP, 0, 0, 0);
BITMAP bm_o = { 0 };
GetObject(hbmp_o, sizeof(bm_o), &bm_o);
HDC dc_o = CreateCompatibleDC(NULL), dc = CreateCompatibleDC(NULL);
HBITMAP old_o = (HBITMAP)SelectObject(dc_o, hbmp_o);
unsigned char *Data;
BITMAPINFO BitmapInfo;
memset(&BitmapInfo.bmiHeader, 0, sizeof(BitmapInfo.bmiHeader));
BitmapInfo.bmiHeader.biWidth = lv_bmp_width;
BitmapInfo.bmiHeader.biHeight = lv_bmp_height;
BitmapInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
BitmapInfo.bmiHeader.biPlanes = 1;
BitmapInfo.bmiHeader.biBitCount = 32;
BitmapInfo.bmiHeader.biCompression = BI_RGB;
hbmp = CreateDIBSection(dc_o, &BitmapInfo, DIB_RGB_COLORS, (void **)&Data, 0, 0);
HBITMAP old = (HBITMAP)SelectObject(dc, hbmp);
SetStretchBltMode(dc, HALFTONE);
StretchBlt(dc, 0, 0, lv_bmp_width, lv_bmp_height, dc_o, 0, 0, bm_o.bmWidth, bm_o.bmHeight, SRCCOPY);
SelectObject(dc_o, old_o);
hbmp = (HBITMAP)SelectObject(dc, old);
BITMAP bm = { 0 };
GetObject(hbmp, sizeof(bm), &bm);
hImageList_small = ImageList_Create(lv_bmp_width, lv_bmp_height, ILC_COLOR32 | ILC_MASK, 3, 0);
ImageList_Add(hImageList_small, hbmp, (HBITMAP)NULL);
ListView_SetImageList(hWndListView, hImageList_small, LVSIL_NORMAL);
LVITEM lv;
lv = { LVIF_IMAGE, itm_count, 0, 0, 0, NULL, 0, img_count, 0, 0, 0, 0, 0 };
ListView_InsertItem(hWndListView, &lv); img_count++; itm_count++;
hwndNextViewer = SetClipboardViewer(hwnd);
break;
}
/*********************************************************************************************/
case WM_DRAWCLIPBOARD:{
static UINT auPriorityList[] = {
CF_OWNERDISPLAY,
CF_TEXT,
CF_OEMTEXT,
CF_UNICODETEXT,
CF_ENHMETAFILE,
CF_BITMAP,
CF_DIB
};
if (!OpenClipboard(hwnd)) lasterror(L"Clipboard not opening");
UINT uformat = GetPriorityClipboardFormat(auPriorityList, 7);
HGLOBAL hnd;
LPWSTR wstr = NULL;
LPWSTR str = NULL;
switch (uformat)
{
case CF_OEMTEXT:
case CF_TEXT:
case CF_UNICODETEXT:{
if((hnd = GetClipboardData(CF_UNICODETEXT)) == NULL) lasterror(L"hbmp_o is NULL");
wstr = (LPWSTR)GlobalLock(hnd);
str = (LPWSTR)malloc(wcslen(wstr) * sizeof(WCHAR) + sizeof(WCHAR));
wcscpy(str, wstr);
GlobalUnlock(hnd);//GlobalFree(hnd); fuck global free. makes crash
CloseClipboard();
LVITEM lv;
lv = { LVIF_TEXT, itm_count++, 0, 0, 0, str, 0, 0, 0, 0, 0, 0, 0 };
int a = ListView_InsertItem(hWndListView, &lv); itm_count++;
free(str);
break;
}
//etc..
Aside from dropping the image list and custom drawing the bitmap into it, I have no solutions to this.

X11 XImage manipulation

I'm trying to pick up an image from my brand new window and then draw it back to the same window, just to train on XLib.
Here is my code :
#include<stdio.h>
#include<stdlib.h>
#include<stdint.h>
#include<X11/Xlib.h>
#include<X11/Xutil.h>
#include<sys/stat.h>
#include<sys/time.h>
#include<sys/types.h>
#include<unistd.h>
int main(int argc, char *argv[]) {
fd_set eventset;
fd_set zeroset;
// struct timeval timeout = {0, 0};
Display *display = 0;
int screen;
Window wnd;
XVisualInfo vinfo;
XSetWindowAttributes attr;
XEvent event;
XImage *bg;
Atom WM_message[2];
int run = 1;
FD_ZERO(&eventset);
FD_ZERO(&zeroset);
if(!(display = XOpenDisplay(0))) {
/* Display not found */
printf("Fail display.\n");
return 0;
}
screen = XDefaultScreen(display);
if(!XMatchVisualInfo(display, screen, 32, TrueColor, &vinfo)) {
if(!XMatchVisualInfo(display, screen, 24, TrueColor, &vinfo)) {
/* No proper color depth available */
XCloseDisplay(display); /* Close X communication */
printf("No found color display. Sorry.\n");
return 0;
}
}
attr.colormap = XCreateColormap(display, DefaultRootWindow(display), vinfo.visual, AllocNone);
attr.border_pixel = 0;
attr.background_pixel = 0x80000000;
attr.bit_gravity = NorthWestGravity;
attr.win_gravity = NorthWestGravity;
wnd = XCreateWindow(display, DefaultRootWindow(display), 0, 0, 300, 300, 0,
vinfo.depth, InputOutput, vinfo.visual,
CWColormap | CWBorderPixel | CWBackPixel | CWBitGravity | CWWinGravity, &attr);
/* Subscribe to window closing event */
WM_message[0] = XInternAtom(display, "WM_PROTOCOLS", 1);
WM_message[1] = XInternAtom(display, "WM_DELETE_WINDOW", 1);
XSetWMProtocols(display, wnd, WM_message, 2);
XFreeColormap(display, attr.colormap);
XSelectInput(display, wnd, ExposureMask | ButtonPressMask | KeyPressMask);
XMapWindow(display, wnd);
bg = XGetImage(display, XDefaultRootWindow(display), 0, 0, 300, 300, AllPlanes, ZPixmap);
// bg = XGetImage(display, wnd, 100, 100, 100, 100, AllPlanes, ZPixmap);
/* int x;
for(x = 0; x < 10000; x++) {
bg->data[x] = 0x80;
} */
XPutImage(display, wnd, XDefaultGC(display, screen), bg, 0, 0, 0, 0, 300, 300);
// XPutImage(display, wnd, XDefaultGC(display, screen), bg, 100, 100, 100, 100, 100, 100);
XMapWindow(display, wnd);
XFlush(display);
while(run) {
XNextEvent(display, &event);
switch(event.type) {
case Expose:
printf("w = %d, h = %d\n", event.xexpose.width, event.xexpose.height);
break;
case DestroyNotify:
run = 0;
break;
case ClientMessage:
{
if(event.xclient.message_type == WM_message[0]) {
if(event.xclient.data.l[0] == WM_message[1]) {
run = 0;
}
}
}
default:;
}
}
XDestroyImage(bg);
XDestroyWindow(display, wnd);
XCloseDisplay(display);
return 0;
}
This crash my program either on porteus and mobaxterm.
But this lines:
// bg = XGetImage(display, wnd, 100, 100, 100, 100, AllPlanes, ZPixmap);
/* int x;
for(x = 0; x < 10000; x++) {
bg->data[x] = 0x80;
} */
// XPutImage(display, wnd, XDefaultGC(display, screen), bg, 100, 100, 100, 100, 100, 100);
Doesn't crash my program... it just render nothing.
Can someone help me understand why do I experiment this weird behavior of X?
This is the error message I am getting:
X Error of failed request: BadMatch (invalid parameter attributes)
Major opcode of failed request: 72 (X_PutImage) Serial number of
failed request: 16 Current serial number in output stream: 18
After further reasearches and tries, I finnally found 2 facts :
First my post is mistaken :
this doesn't crash :
XPutImage(display, XDefaultRootWindow(display), XDefaultGC(display, screen), bg, 100, 100, 100, 100, 100, 100);
Those lines crash :
XPutImage(display, wnd, XDefaultGC(display, screen), bg, 0, 0, 0, 0, 300, 300);
XPutImage(display, wnd, XDefaultGC(display, screen), bg, 100, 100, 100, 100, 100, 100);
Second :
Writing on root window with default gc is alright because default gc is a gc corresponding to the default root window.
But using this GC for my own window is an error since I used color depth that can differ from root window.
So I have now this running well:
#include<stdio.h>
#include<stdlib.h>
#include<stdint.h>
#include<X11/Xlib.h>
#include<X11/Xutil.h>
#include<sys/stat.h>
#include<sys/time.h>
#include<sys/types.h>
#include<unistd.h>
int main(int argc, char *argv[]) {
fd_set eventset;
fd_set zeroset;
// struct timeval timeout = {0, 0};
Display *display = 0;
int screen;
Window wnd;
XVisualInfo vinfo;
XSetWindowAttributes attr;
XEvent event;
XImage *bg;
GC mainGC;
Atom WM_message[2];
int run = 1;
FD_ZERO(&eventset);
FD_ZERO(&zeroset);
if(!(display = XOpenDisplay(0))) {
/* Display not found */
printf("Fail display.\n");
return 0;
}
screen = XDefaultScreen(display);
if(!XMatchVisualInfo(display, screen, 32, TrueColor, &vinfo)) {
if(!XMatchVisualInfo(display, screen, 24, TrueColor, &vinfo)) {
/* No proper color depth available */
XCloseDisplay(display); /* Close X communication */
printf("No found color display. Sorry.\n");
return 0;
}
}
attr.colormap = XCreateColormap(display, DefaultRootWindow(display), vinfo.visual, AllocNone);
attr.border_pixel = 0;
attr.background_pixel = 0x80000000;
attr.bit_gravity = NorthWestGravity;
attr.win_gravity = NorthWestGravity;
wnd = XCreateWindow(display, DefaultRootWindow(display), 0, 0, 300, 300, 0,
vinfo.depth, InputOutput, vinfo.visual,
CWColormap | CWBorderPixel | CWBackPixel | CWBitGravity | CWWinGravity, &attr);
/* Subscribe to window closing event */
WM_message[0] = XInternAtom(display, "WM_PROTOCOLS", 1);
WM_message[1] = XInternAtom(display, "WM_DELETE_WINDOW", 1);
XSetWMProtocols(display, wnd, WM_message, 2);
XFreeColormap(display, attr.colormap);
XSelectInput(display, wnd, ExposureMask | ButtonPressMask | KeyPressMask);
XMapWindow(display, wnd);
XFlush(display);
mainGC = XCreateGC(display, wnd, 0, 0);
bg = XGetImage(display, wnd, 0, 0, 100, 100, AllPlanes, ZPixmap);
int x;
for(x = 0; x < 10000; x++) {
bg->data[x] = 0x80;
}
XPutImage(display, wnd, mainGC, bg, 0, 0, 100, 100, 100, 100);
while(run) {
XNextEvent(display, &event);
switch(event.type) {
case Expose:
printf("w = %d, h = %d\n", event.xexpose.width, event.xexpose.height);
break;
case DestroyNotify:
run = 0;
break;
case ClientMessage:
{
if(event.xclient.message_type == WM_message[0]) {
if(event.xclient.data.l[0] == WM_message[1]) {
run = 0;
}
}
}
default:;
}
}
XDestroyImage(bg);
XDestroyWindow(display, wnd);
XCloseDisplay(display);
return 0;
}

Get pixel color at mouse position fastest way

So actually i got a very fast and nice code from "Vodemki" in here -
Get Pixel color fastest way?
But only problem it scans the whole image while i need to scan only
my current mouse position
Here's the code -
HDC hdc, hdcTemp;
RECT rect;
BYTE* bitPointer;
int x, y;
int red, green, blue, alpha;
while(true)
{
hdc = GetDC(HWND_DESKTOP);
GetWindowRect(hWND_Desktop, &rect);
int MAX_WIDTH = rect.right;
int MAX_HEIGHT = rect.bottom;
hdcTemp = CreateCompatibleDC(hdc);
BITMAPINFO bitmap;
bitmap.bmiHeader.biSize = sizeof(bitmap.bmiHeader);
bitmap.bmiHeader.biWidth = MAX_WIDTH;
bitmap.bmiHeader.biHeight = MAX_HEIGHT;
bitmap.bmiHeader.biPlanes = 1;
bitmap.bmiHeader.biBitCount = 32;
bitmap.bmiHeader.biCompression = BI_RGB;
bitmap.bmiHeader.biSizeImage = MAX_WIDTH * 4 * MAX_HEIGHT;
bitmap.bmiHeader.biClrUsed = 0;
bitmap.bmiHeader.biClrImportant = 0;
HBITMAP hBitmap2 = CreateDIBSection(hdcTemp, &bitmap, DIB_RGB_COLORS, (void**)(&bitPointer), NULL, NULL);
SelectObject(hdcTemp, hBitmap2);
BitBlt(hdcTemp, 0, 0, MAX_WIDTH, MAX_HEIGHT, hdc, 0, 0, SRCCOPY);
for (int i=0; i<(MAX_WIDTH * 4 * MAX_HEIGHT); i+=4)
{
red = (int)bitPointer[i];
green = (int)bitPointer[i+1];
blue = (int)bitPointer[i+2];
alpha = (int)bitPointer[i+3];
x = i / (4 * MAX_HEIGHT);
y = i / (4 * MAX_WIDTH);
if (red == 255 && green == 0 && blue == 0)
{
SetCursorPos(x,y);
mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
Sleep(50);
mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
Sleep(25);
}
}
}
I'm not familiar with BitBlt, So if anyone can help me modify that code i'll appreciate it
Thanks!
Alright I made it finally.
I still got problem with the timing, makes my puter very slow...
I'll work for it later...
Here's the code -
//Globals
int sX, sY, x, y;
BYTE* sData = 0;
POINT cursorPos;
HDC hScreen;
HDC hdcMem;
HBITMAP hBitmap;
HGDIOBJ hOld;
void PixelFunction(); // Get the pixel rgb function
int main()
{
PixelFunction();
ReleaseDC(NULL, hScreen);
DeleteDC(hdcMem);
return 0;
}
void PixelFunction()
{
int Red, Green, Blue;
hScreen = GetDC(NULL);
sX = GetDeviceCaps(hScreen, HORZRES);
sY = GetDeviceCaps(hScreen, VERTRES);
hdcMem = CreateCompatibleDC (hScreen);
hBitmap = CreateCompatibleBitmap(hScreen, sX, sY);
BITMAPINFOHEADER bm = {0};
bm.biSize = sizeof(BITMAPINFOHEADER);
bm.biPlanes = 1;
bm.biBitCount = 32;
bm.biWidth = sX;
bm.biHeight = -sY;
bm.biCompression = BI_RGB;
bm.biSizeImage = 0; // 3 * sX * sY;
while (1) {
hOld = SelectObject(hdcMem, hBitmap);
BitBlt(hdcMem, 0, 0, sX, sY, hScreen, 0, 0, SRCCOPY);
SelectObject(hdcMem, hOld);
free(sData);
sData = (BYTE*)malloc(4 * sX * sY);
GetDIBits(hdcMem, hBitmap, 0, sY, sData, (BITMAPINFO*)&bm, DIB_RGB_COLORS);
GetCursorPos(&cursorPos);
x = cursorPos.x;
y = cursorPos.y;
Red = sData[4 * ( (y * sX) + x) +2];
Green = sData[4 * ( ( y * sX) + x) +1];
Blue = sData[4 * ( (y * sX) + x)];
// Check for color
if (Red == 255 && Green == 0 && Blue == 0) {
mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
Sleep(5);
mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
}
Sleep(10);
}
}
Hope it helped!

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