% notcurses_refresh(3) % nick black % v1.6.19 # NAME notcurses_refresh - redraw an externally-damaged display # SYNOPSIS **#include ** **int notcurses_refresh(const struct notcurses* nc, int* restrict rows, int* restrict cols);** # DESCRIPTION **notcurses_refresh** clears the screen, homes the cursor, checks the current terminal geometry, and repaints the most recently rendered frame. It can be called concurrently with all other Notcurses functions save **notcurses_render**. **notcurses_refresh** ought be called when the screen is externally damaged (as occurs when another program writes to the terminal, or if your program writes to the terminal using standard I/O). It is necessary to use **notcurses_refresh** in such a case (as opposed to simply calling **notcurses_render**), since **notcurses_render** optimizes its output by only writing internally-damaged cells. Notcurses has no way of knowing about external corruption; by tradition, Ctrl+L is bound to **notcurses_refresh**, and the user is responsible for requesting a hard redraw. A secondary use of this function is when the program is blocking on input (and perhaps not ready to render), and receives an **NCKEY_RESIZE** event (see **notcurses_input**). In this case, **notcurses_refresh** will acquire the new screen parameters, and repaint what it can. If you're prepared to call **notcurses_render**, it's better to do that in this case, and thus avoid unnecessary screen redrawing. If **rows** and/or **cols** is not NULL, they receive the new geometry. # NOTES If your program **is** in a render loop (i.e. rendering as quickly as possible, or at least at the refresh rate), there's not much point in erecting the machinery to trigger **notcurses_refresh** based off **NCKEY_RESIZE**. The latter is generated based upon receipt of the **SIGWINCH** signal, which is fundamentally racy with regards to the rest of the program. If your program truly relies on timely invocation of **notcurses_refresh**, it's a broken program. If you don't rely on it in a causal fashion, then just wait for the upcoming render. Highest performance in a rendering loop would actually call for disabling Notcurses's **SIGWINCH** handling in the call to **notcurses_init**, so that no time is spent handling a signal you're not going to use. # RETURN VALUES Returns 0 on success, and -1 on failure. The causes for failure include system error, programming error, closing of output, or allocation failure. None of these are particularly good things, and the most reasonable response to a **notcurses_refresh** failure is either to ignore it, or to weep and exit. # SEE ALSO **notcurses_init(3)**, **notcurses_input(3)**, **notcurses_render(3)**, **termios(3)**, **signal(7)**