How to re size the window in C - fullscreen

Hey I'm learning C and we have done all our coding in Visual studio. All our programs have been created and outputted into a command prompt type window. You can't make this window full screen or anything. All you can do is change how long it is vertical wise. Is there a certain code I can use in my program to change the size of the window and make it static?
If the code for it is too long to type, a link to a website with a tutorial for it would be helpful. Thanks guys.

Yes, there are a set of Console functions. See the list here.
It looks to me like you need to determine the maximum size of console using GetLargestConsoleWindowSize and then set that size using SetConsoleWindowInfo.

Related

what parameter of PrintWindow should be used?

for some reason, I need to capture the screen of one application automatically, and I find one good example from link
How to get screenshot of a window as bitmap object in C++?
During my test, I found a strange thing (my test is based on Windows 10 with Visual C++ 2008):
in application of Windows notepad, I have to use parameter WM_PRINTCLIENT, or the captured is all black
PrintWindow(hwnd, hdc, WM_PRINTCLIENT);
in application that I want to capture, I have to use PW_CLIENTONLY, or the captured is all black
PrintWindow(hwnd, hdc, PW_CLIENTONLY);
So my question is that: what's the difference between them, and is there any rules? I tried to searching it in Internet but didn't find good hint.

Ideas about how to create a splash screen using PyGObject?

Any ideas about how to create a splash screen for my application using Python3 and PyGObject ?
For example : Like the GIMP's slpash screen.
In my case, i used time.sleep(...) and it makes my application start very slowly. I'm wondering if should i thread the slpash screen Gui.
I've searched in websites and i didn't find any solution.
Thanks for your answers. And sorry for my bad english.
create a window
will it with your content
open it
force it to show
set a timeout to close said window at a later time
proceed with initialisation
There are examples out there, e.g. http://code.activestate.com/recipes/577919-splash-screen-gtk/

Entering text in Windows 8 in C#/MonoGame app

I'm writing a WinRT game for Windows 8, in C#, using the excellent MonoGame. I've reached the part where the user has achieved a high score and needs to enter their name. This is causing me more pain than I'd anticipated so I thought I'd ask for help.
First of all, is there a simple "enter some text" function that I can call, similar to Guide.BeginShowKeyboardInput in Windows Phone 7, or the ancient InputBox command in VB? I'm using Windows.UI.Popups.MessageDialog for displaying simple dialog messages, but can't find any similar thing for requesting text from the user.
Failing that, is there a way I can easily use a little piece of XAML to present a textbox for the user to use?
If neither of these are possible, I guess I'll have to wire this all up myself... I then would plan to intercept keystrokes and display the required text on screen myself. As I don't have a physical tablet (just the simulator) I'm struggling to start with this. How can I:
Detect whether the device has a physical keyboard, so I know whether or not to display the on screen keyboard?
If there is no physical keyboard, how can I show and hide the on screen keyboard?
Some of these sound like they should be easy to answer, but I've yet to track down answers to any of them.
Many thanks!
Adam.
Hey there is such a way to do this in monogame. There is a new template that allows you to create a XAML + Game game which allows you to use the game class you a used to with the xaml bits as well. These links should get you started. The monogame team rocks.
There are the three game types listed there. You want XAML + Game there is a template for it now if you get the proper version of monogame.
https://github.com/mono/MonoGame/wiki/Windows-8-Project-Types
let me know if you need more help
This is not a cross platform solution but you could use a FlyOut and place the controls for data entry on the window. FlyOut guidelines are here and UI Controls for text input guidelines are here. I have also used MessageDialog in a MonoGame for asking the user simple questions (up to 3 options) or to get a Yes|No response. You can get details of that class here.

How do I create a X-windows window independent of the current window manager?

I am playing with X-windows, Xlib, etc. I want to create a X-window independent of the window-manager: meaning that I do not want the WM to put a frame, minimize-maximize, close, menu, title-bar, etc. in the window. I want to create a vanilla X window. How?
[edit]
Alternatively, how to I capture those events so my windowing app can at least die without an error?
[edit] ninjalj's answer led me to the following info:
ICCCM
Lots & lots of info :) cool!
Tutorial
I think what you want is an override-redirect window. Just set the override-redirect on your XSetWindowAttributes struct (and the corresponding bit on valuemask) when creating the window.

Screen capture doesn't work on MFC application in Vista

We've got some in-house applications built in MFC, with OpenGL drawing routines. They all use the same code to draw on the screen and either print the screen or save it to a JPEG file. Everything's been working fine in Windows XP, and I need to find a way to make them work on Vista.
In three of our applications, everything works. In the remaining one, I can get the window border, title bar, menus, and task bar, but the interior never shows up. As I said, these applications use the exact same code to write to the screen and capture the window image, and the only difference I see that looks like it might be relevant is that the problem application uses the MFC multiple document interface, while the ones that work use the single document interface.
Either the answer isn't on the net, or I'm worse at Googling than I thought. I asked on the MSDN forums, and the only practical suggestion I got was to use GDI+ rather than GDI, and that did nothing different. I have tried different things with every part of the code that captures and prints or save, given a pointer to the window, so apparently it's a matter of the window itself. I haven't rebuilt the offending application using SDI yet, and I really don't have any other ideas.
Has anybody seen anything like this?
What I've got is four applications. They use a lot of common code, and share the actual .h and .cpp files, so I know the drawing and screen capture code is identical.
There is a WindowtoDIB() routine that takes a *pWnd, and a source rectangle and destination size. It looks like very slightly adapted Microsoft code, and I've found other functions in this file on the Microsoft website. Of my four applications, three handle this just fine, but one doesn't. The most obvious difference is that the problem one is MDI.
It looks to me like the *pWnd is the problem. I'm not a MFC guru by a long shot, and it seems to me that the problem may be that we've got one window setup in the SDIs, and more than one in the MDI. I may be passing the wrong *pWnd to the function.
In the meantime, it has started working properly on the 64-bit Vista test machine, although it still doesn't work on the 32-bit Vista machine. I have no idea why. I haven't changed anything since the last tests, and I didn't think anybody else had. (On the 32-bit version, the Print Screen key works as expected, but it does not save the screen as a JPEG.)
Your question title mentions screen capture but your actual question doesn't. Please elaborate more clearly. Is the problem that you can do screen capture of three of your applications, but not the fourth one? You can use different screen capture software that can capture OpenGL/DirectX windows. Those surfaces are handled directly by the Window Manager and won't show up with a simple 'PrtScn'.
Switching to GDI+ won't solve it, nor will switching to SDI.
If it's the content of the CView that you want, then yes, that should be right one. If it's the content of the whole screen (at least the content, without the toolbar(s) and status bar), then you should pass it the CMainFrame (that's the default name which may have been changed, the one that is derived from CMDIFrameWnd).
Can you post the code of WindowToDIB()? I've just tried it and It Works For Me (TM), but without OpenGL code in the view. Try passing the following windows to your WindowToDIB() function:
CMainFrame* mainfrm = static_cast<CMainFrame*>(::AfxGetMainWnd());
- mainfrm
- mainfrm->MDIGetActive()
- mainfrm->MDIGetActive()->GetActiveView()
and see what you get.
The contents of each window are directX surfaces and are only assembled by the window manager in the graphics card. You'd not be able to capture this unless you switch off the new interface (DWM) or code specifically for screen capture from the DWM.
Wikipedia has a good description of the Desktop Window Manager (DWM)
Sorry, I still don't understand. You're trying to get the Print Screen key to work on all four applications? Or you're trying to get the WindowtoDIB() function to work, which takes a 'screenshot' (from within your own application) of the application itself, so that it can be saved as an image file?
Also, what do you mean with 'he Print Screen key works as expected, but it does not save the screen as a JPEG.'? Print Screen only copies to the clipboard, what happens when you paste in Paint?
If your WindowtoDIB() function only 'captures' the window you pass to it, then yes, your MDI child windows are not going to show up.
We eventually solved this by creating a different OpenGL context, and drawing everything to that. We gave up on the screen capture.

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