Dreikblack Posted May 14, 2023 Share Posted May 14, 2023 It happens after recreating window and UI on second screen, dragging app window and even if initially windows was created on 2nd display. Depending on window resolution it looks differently on second screen - invisible or partly visible. First screen: Second: #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> btn; shared_ptr<Widget> btn2; bool fullscreen = false; int displayId = 0; void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(menuWold, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); uiCamera = CreateCamera(menuWold, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); btn = CreateButton("Change display", (float)framebuffer->GetSize().x / 2, framebuffer->GetSize().y / 2, 200, 200, ui->root); btn->SetFontScale(2.0f); btn2 = CreateButton("Fullscreen", (float)framebuffer->GetSize().x / 2, framebuffer->GetSize().y / 2 + 250, 120, 30, ui->root, BUTTON_CHECKBOX); } void changeDisplay() { displayId = displayId == 0 ? 1 : 0; if (!fullscreen) { window = CreateWindow("Ultra Engine", 0, 0, 1000, 1000, GetDisplays()[displayId], WINDOW_DEFAULT); } else { window = CreateWindow("Ultra Engine", 0, 0, 1000, 1000, GetDisplays()[displayId], WINDOW_DEFAULT | WINDOW_FULLSCREEN); } framebuffer = CreateFramebuffer(window); initGui(); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 1000, 1000, displays[0], WINDOW_DEFAULT); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(menuWold); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); //Create scenery auto box = CreateBox(menuWold); initGui(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { while (PeekEvent()) { const Event ev = WaitEvent(); if (ev.source == btn && ev.id == EVENT_WIDGETACTION) { changeDisplay(); } if (ev.source == btn2 && ev.id == EVENT_WIDGETACTION) { fullscreen = !fullscreen; } ui->ProcessEvent(ev); } menuWold->Update(); menuWold->Render(framebuffer); } return 0; } Link to comment Share on other sites More sharing options...
Josh Posted September 6, 2023 Share Posted September 6, 2023 I ran the code with just one display (changed the display ID to always use 0) and it ran correctly. I will need to set up a second monitor to test this. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted September 8, 2023 Share Posted September 8, 2023 This code also shows some bad flashing when the button is hovered over with the mouse.. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Solution Josh Posted September 8, 2023 Solution Share Posted September 8, 2023 I tried it and the original code above worked on both screens with no issues. Please let me know if this continues to be a problem in the future. Flickering issues are also resolved. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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