full screen and zoom in Koolplot - c++

I'm trying to graph some things in C++ and Koolplot seems like a very simple and suitable library to do so with. I'm stuck, however, on finding some documentation about it that allows me to fullscreen the application (or resize it like you can do so on lots of applications, chrome, word, discord...). As well as this, I can't find or see how i can allow the user to drag the graph around with the mouse as well as zooming into a point of a scatterplot or function. If anyone has any ideas about these things i'd appreciate it, thanks.

The short reply is: cannot do.
Koolplot uses for drawings of the charts a modernized version of the venerable BGI driver. It was invented once upon a time, when personal computers were still running on some DOS version. Those times the graphics were full screen, hence of fixed size. This particularity was kept in the modernized WinBGIm library.
Zooming or panning properly a chart present on the screen require access from the drawing/painting routines of Koolplot to the data to be shown. This is not the case. If you look once again in the source code, you will note that in the implementation efforts were made to keep separated data to be plot from the actual drawing on the screen.
In conclusion, to do what you want, you will have to modify WinBGIm such that it manages correctly a drawing surface of variable dimensions and modify koolplot such that data to be shown is owned by (or aggregated with) Plotstream class.

Related

SFML - Support Windows window-behaviour for borderless window

So I'm creating an application using SFML, which I want to be borderless, so no border style. I added the ability to move it around on the screen and am planning on adding the ability to scale the window, however, that made me realise there's just a bit more to this. When dragging any window (not mine) say to the top of the screen, windows kicks in and suggests the ability to scale it to full, or when you drag a window to the side of the screen windows, again, kicks in and suggests making it cover half your screen. And it does this on borderless applications like Google chrome, or Spotify as well. I could probably try and add this in myself, but it's obvious other applications dont implement it themselves as you can see windows actually doing it the way it visually shows it. So, how would I go ahead imlementing this? I'm using SFML 2.5.1 with C++.
I have tried looking through google and stackoverflow to see if anyone has had any similar issues, of which I couldn't find any, which could honestly have been me not knowing how exactly to phrase it.

C++ && QT Is there a way to create "warm screen" color using c++ and qt on Mac && Windows

Is there some way to change screen "saturation" ? Make screen in warm colors \ or make it in sepia using c++ && qt on win\mac ?
As a reference modern monitors have such a menu option on changing the screen color or you can also check the app for linux f.lux as a reference ...
The first thing that comes on my mind is to create some transparent " window on top " make a screenshot and play around with rgb ... but it will be not the best solution
There's no Qt API that will help you with that. On either platform you'll have to use native APIs to change the screen color reproduction curves and shift the color temperature to warmer tones. The situation on OS X would be more uniform in that the API to do that either exists on all hardware or on none. On Windows, things might be more complicated. Some undocumented vendor APIs probably exist, used by respective vendor control panels to alter the color temperature. There are also all ways you could hook yourself into the screen compositing pipeline, but this may require writing a driver. Unfortunately, I'm not too familiar with how easy it might be. It'll be probably either very simple or very complicated. There are some simple workarounds, like adding a translucent tinted window on top of everything, but those don't look good.
Neither C++ nor Qt facilitate such functionality. It seems for windows it is possible to modify brightness and contrast for the display, but that's about it, no saturation, no colorization.
The "make a screenshot and play around with rgb" will have abysmal performance and a number of other possible complications, such as event handling.
Now, if you want to apply a color filter to your Qt application, Qt has the QGraphicsEffect class, which automatically hooks up with the rendering system, caches the target to an image and applies to desired effect. I am not sure how well will that work for the "transparent window on top" idea.
It only has a few stock effects, but you can easily roll out your own. Then you can use QWidget::setGraphicsEffect(QGraphicsEffect * effect) to apply it to the desired widget or derived.

OpenGL Window Overlay

What I need to do is create a program that overlays the whole screen and every 30 seconds the screen needs to flash black once.
the program just needs to be on top of everything, doesn't have to work over the top of games, but wouldn't say no if it did!
But i've got no idea where to start. Ideally the solution would be cross-platform for both windows and osx.
Does anybody have any ideas about where I should start or could whip up a quick demo?
OpenGL (you tagged it as such) will not help you with this.
Create a program, that overlays the whole screen,
The canonical way to do this is by creating a decorationless, borderless top level window with some stay-on-top property being set.
and every 30 seconds the screen needs to flash black once.
How do you define "flash back once"? You mean you want the display become visible for one single vertical retrace period or a given amount of time? Being the electronics tinkerer I am, honestly, I'd do this using a handfull of transistors, resistors and capacitors, blanking the analog VGA signal.
Anyway, if you want to do this using software, this is going to be hard work. If you'd do this using the aforementioned stay-on-top window, when you "flash" it away, all the programs with visible output would receive redraw events, which to process would take some time. In the best case scenario the system uses a compositing window manager which can practically immediately show the desktop. Without a compositor its going to be impossible to "flash" the screen.
Ideally the solution would be cross-platform for both windows and osx
A task like this can not be solved cross plattform. There's too much OS dependent work to do for this.
I presume this is for some kind of nerological or psychological experiment. I think doing this using some VGA intercepting circurity would be actually the easier, quicker to implement solution. I can help you with that. But I think there's another StackExchange better suited for this. Unfortunately digital display interfaces (DVI, HDMI and Display Port) use a complex line code scheme, which can not be blanked as easily as VGA, so you must have a computer capable of analog (=VGA) output and a display with a VGA input.

How to perform 'cheap' scale of the entire screen in D2D?

I am working on a touch screen application (WinRT) and currently draw some graphics to the screen. Because it is touch, I want to enable pinch-to-zoom for scaling the entire content. For a better experience, I only want to redraw the graphics, once the pinch gesture is complete. For the intermediate scalings, I would like to reuse the current bitmap, and perform (if possible) a gpu-only scaling (enlarge bitmap).
Basically, I want to do exactly what iOS and Windows Phone have been doing for years now.
How can I implement this in Direct2D?
As a bonus, If you know a good ressource for reading on Direct2D, please tell me. The MSDN documentation is really poor and I have to hunt different blogs and magazine articles to learn :(
What I tried so far:
m_target->SetTransform(
D2D1::Matrix3x2F::Scale(
D2D1::Size(1.5f, 1.5f),
D2D1::Point2F(500.0f, 500.0f))
);
However, if I do this for interactive elements (like page zoom-in/zoom-out), all objects are rendered (which is also slow).
Another option could be to draw into a BITMAP and use that as the base for the transforms. However, I am not sure if this is a good approach.
Note: I am currently debugging on a Desktop but want to target tablets. I have to consider that tablets are orders of magnitude slower. That's why I try to optimize this functionality.
Thanks!

GetwindowoffsetEx in windows XP and up

I have an visaul object up and running
GetwindowoffsetEx moved the canvas around
But I cannot change the size of the canvas to my needs
Like should I not beable to change the canvas size for a A4-A3 printer or to a picture size
can this be done using the windows API
I do not seem to get the instructions to do this.
I take it that if I want a Zoom, I strech draw from another cavuas
am I asking the obvious in all this.
Lex Dean
I'm struggling to understand exactly what I need but you seem to want to map between two coordinate spaces in GDI.
Whilst you can use the fully general SetWorldTransform(), I suspect you are better off with the following functions:
SetWindowOrgEx(), SetWindowExtEx()
SetViewportOrgEx(), SetViewportExtEx()
The MSDN documentation also includes a full list of functions related to coordinate space transformations.