How to change screen resolution in DirectX 9 - c++

I'm trying to write a program using DirectX 9. As a part of this program I need a way to change screen resolution i.e. height and width for the DirectX device. I have a pointer to my LPDIRECT3DDEVICE9 stored, and I need a function that looks like this:
void SetResolution(int x, int y) {
// some code that actually changes the resolution
}
Surprisingly, I failed to find it on the internet. I also found this thread on this site, but the accepted answer is very vague and looks like a mix of WinAPI and DirectX.

You can recreate the device and pass updated params (see http://msdn.microsoft.com/en-us/library/windows/desktop/bb172588(v=vs.85).aspx)
It means you need to reload all your resources onto the graphics card though.

Related

Custom frame/decoration for specific X window

Is there any way to apply or have custom frames (images) around specific X windows?
For example, in xfwm4 and fvwm (window managers) it's possible to have a specific window decoration for a window with different images, one at the bottom, other at the top, etc. examples:
For xfwm4 and fvwm.
Obviously if it was that easy, I'd just use either of them, however, I do think that a singular program could handle it instead of needing to change the whole window manager.
I'm currently using dwm and there are ways to change the colour and thickness of border, and that's it. If I was better at C I could create a rule to draw images around specific X windows with specific WM_CLASS, but that's too much for me now, so any help is really appreciated.
An alternative solution would be to draw a single image (from a file) bigger than the X window behind it and make it to follow the X window position, and maybe the size as well (that's harder, so it's not really that necessary)
I started writing a C++ program to do that, but that may take too much time since C++ still a new tool to me and looking at how xfwm4 handles this.

What is necessary to toggle fullscreen in DirectX 11?

I've just started learning DX so I know almost nothing about it although I do know OpenGL (to certain extent). I'm follow a tutorial (http://www.rastertek.com/tutdx11.html) and I have a working window rendering just a white background (clear).
Now - how do I actually switch from windowed mode to fullscreen and vice versa? I know there are many tutorials, some even provide a code for doing that but since I'm a newbie that's not really helpful. Why? Because every code sample is different and trying to find a pattern in all of them is apparently too difficult for me.
So I don't ask for code - instead I would like you to tell me what things I need to release/recreate/change to toggle correctly (and all of them). I know I need to change the display settings, I know I have to change something about the swap chain and release/recreate some buffers - but not really sure which exactly.
You can use SetFullScreenState on your swap chain:
swapChain->SetFullScreenState(true, NULL);
MSDN
The main thing you have to do is release all reference to the IDXGISwapChain, call ResizeBuffers, then re-create everything.
Since Win32 throws the WM_SIZE message upon window initialization, it's entirely possible to:
Clear the previous window-size-specific context
If the swap chain already exists, resize it, otherwise create one
Obtain the backbuffer for this window which will be the final 3D rendertarget.
Create a view interface on the rendertarget to use on bind.
Allocate a 2-D surface as the depth/stencil buffer and create a DepthStencil view on this surface to use on bind.
Create a viewport descriptor of the full window size.
Set the current viewport using the descriptor.
inside a static function (unless WinMain has an object from which to call), and call that function when the WM_SIZE message is triggered.
You can check out how the DirectXTK does it here:
https://directxtk.codeplex.com/

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.

Problem with CreateDC and wglMakeCurrent

PIXELFORMATDESCRIPTOR pfd = { /* otherwise fine for a window with 32-bit color */ };
HDC hDC = CreateDC(TEXT("Display"),NULL,NULL,NULL); // always OK
int ipf = ChoosePixelFormat(hDC,&pfd); // always OK
SetPixelFormat(hDC,ipf,&pfd); // always OK
HGLRC hRC = wglCreateContext(hDC); // always OK
wglMakeCurrent(hDC,hRC); // ! read error: 0xbaadf039 (debug, obviously)
But the following works with the same hRC:
wglMakeCurrent(hSomeWindowDC,hRC);
The above is part of an OpenGL 3.0+ initialization system for Windows.
I am trying to avoid creating a dummy window for the sake of aesthetics.
I have never used CreateDC before, so perhaps I've missed something.
edit: hSomeWindowDC would point to a window DC with an appropriate pixel format.
More info:
I wish to create a window-independent OpenGL rendering context.
Due to the answer selected, it seems I need to use a dummy window (not really a big deal, just a handle to pass around all the same).
Why I would want to do this: Since it is possible to use the same rendering context for multiple windows with the same pixel format in the same thread, it is possible to create a rendering context (really, just a container for gl-related objects) that is independent of a particular window. In this way, one can create a clean separation between the graphics and UI initializations.The purpose of the context initially isn't for rendering (although I believe one could render into textures using it). If one wanted to change the contents of a buffer within a particular context, the desired context object itself would just need to be made current (since it's carrying the dummy window around with it, this is possible). Rendering into a window is simple: As implied by the above, the window's DC only needs to have the same pixel format. Simply make the rendering context and the window's DC current, and render.Please note that, at the time of this writing, this idea is still in testing. I will update this post should this change (or if I can remember :P ).
I've got a dormant brain cell from reading Petzold 15 years ago that just sprang back to life. The DC from CreateDC() is restricted. Good for getting info about the display device, measurement, that sort of stuff. Not good to use as a regular painting DC. You almost certainly need GetDC().
My current OpenGL 3+ initialization routine doesn't require a dummy window. You can simply attempt to make a second RC and make it current using the DC of the real window. Take a look at the OpenGL wiki Tutorial: OpenGL 3.1 The First Triangle (C++/Win)

Get resolution of DirectX device

Where should I be looking for resolution of DirectX (3D) device? getViewport seems to have Width and Height, yet as far as I know viewport is supposed to be an area, not 2D "canvas" with these attributes.
(I hope "resolution" applies to the device, not D3D directly. Please correct me if this part is wrong.)
Simple MSDN link will be good answer as well, however I already browsed it through and couldn't find it.
Edit: it seems like getDisplayMode will work for fullscreen apps that changes resolution since it returns the display adapter mode, yet I'd like to be able to get the size of d3d window too.
DirectX doesn't actually own a window. If you remember when you initialise the device, you give it a handle to a window. It takes this and displays to its viewports within this window.
So if your looking specifically for the window size then you'll want to get it at the OS level.
This question discusses how to deal with it.
Namely GetWindowRect/GetClientRect(HWND, LPRECT)
If for some reason you only have the d3d interface, you can use getcreationparameters to get the original hwnd and then you can use GetWindowRect or GetClientRect as suggested before.
D3DDEVICE_CREATION_PARAMETERS cparams;
RECT rect;
device->GetCreationParameters(&cparams);
GetWindowRect(cparams.hFocusWindow, &rect);
//rect.width
//rect.height
Perhaps this is what you need: IDirect3D9::GetAdapterDisplayMode Method
http://msdn.microsoft.com/en-us/library/bb174316%28v=VS.85%29.aspx
If you want the window size then call "GetClientRect" on the hWnd you are setting up with.