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1
The concept / ParticLines
« Last post by Patrice Terrier on July 24, 2024, 02:25:28 pm »
The original project was wriiten in Pascal by Jan Horn (passed in 2002).

This current VS2022 version has been converted from PowerBASIC (GDImage 5.00) to C/C++ (GDImage64 7.16).



The window is using the GDImage anti-aliased WGL_CreateWindow API to create the 3D container and to produce the smooth particle tail lines.

The WinLIFT theme is based on the Windows Seven style that was used by the year 2010.

TClib.lib is used to produce the small binary executable of only 17Kb.
2
Tips & Tricks / Re: CPU Meter
« Last post by Patrice Terrier on July 08, 2024, 06:16:49 pm »
This is version 2.00.

It has been reworked to match the CPU processor percentage computation used in Windows 11.

On previous Windows 10, they were using "Processor(_Total)\\% Processor Time"

The solution is to use PDH (Performance Data Helper) and the Processor Utility request
nStatus = PdhAddEnglishCounter(cpuQuery, L"\\Processor Information(_Total)\\% Processor Utility", NULL, &cpuTotal);

\\Processor Information(_Total)\\% Processor Utility
  • Description: This counter measures the percentage of processor utility across all processors.
  • Utility: It provides a more detailed and modern view of processor usage, taking into account various factors like the efficiency of processing and modern CPU architectures.
  • Availability: This counter is generally available on newer systems with modern processors. It can give a more accurate representation of CPU utilization in multi-core and hyper-threaded environments.
\\Processor(_Total)\\% Processor Time
  • Description: This counter measures the percentage of time the processor is busy executing a non-idle thread.
  • Utility: It is a more traditional counter that has been available in Windows for a long time. It reflects the CPU load by measuring the active time versus the idle time of the CPU.
  • Availability: This counter is widely available across different versions of Windows and provides a consistent measure of CPU usage.
Note:
The project use TCLib.lib to produce a tiny 29 Kb binary executable.

3
Eye Candies / Re: BassBox
« Last post by Patrice Terrier on July 05, 2024, 01:25:28 pm »
The previous post has been updated with a new version.

New:
Preprocess mouse messages to use either left or right button to fire a WM_COMMAND.
Save window coordinates.
Memory foot print reduction.
Further optimization.
 
4
Eye Candies / BassBox64 (alias BB64) full VS2022 project
« Last post by Patrice Terrier on June 23, 2024, 07:15:47 pm »
BassBox64 (alias BB64)
is a C/C++ VS2022 64-bit version, using a totaly different GUI, with huge size optimization.
The OpenGL visual plugins are still those from the PowerBASIC 32-bit version.



When visual plugins are enabled, press the left or right mouse button to change them.
You can also use the mouse buttons to select a specific image background.



5
The 3D Model Collection / Praga R1
« Last post by Patrice Terrier on May 29, 2024, 01:18:03 pm »
The Praga R1 is a racing and sports car made by Czech car manufacturer Praga.



video
6
The concept / Re: Tutor_19 "Circular text" (C++ VS2022 GDImage64 tutorial)
« Last post by Patrice Terrier on April 20, 2024, 10:24:39 am »
And here is the PowerBASIC translation using the new GDImage.dll 32-bit version 7.01
7
The concept / D2D "Circular text"
« Last post by Patrice Terrier on April 14, 2024, 06:38:01 pm »
As a matter of comparison here is the code to draw a circular text using the D2D API

Code: [Select]
#include <windows.h>
#include <d2d1.h>
#include <dwrite.h>
#include <cmath>

#pragma comment(lib, "d2d1.lib")
#pragma comment(lib, "dwrite.lib")

constexpr auto IDI_ICON1     = 101;

// Global pointers for Direct2D and DirectWrite interfaces
ID2D1Factory* pD2DFactory = nullptr;
ID2D1HwndRenderTarget* pRenderTarget = nullptr;
ID2D1SolidColorBrush* pBrush = nullptr;
IDWriteFactory* pDWriteFactory = nullptr;
IDWriteTextFormat* pTextFormat = nullptr;

static void Initialize() {
    D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pD2DFactory);
    DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), reinterpret_cast<IUnknown**>(&pDWriteFactory));
}

static void CreateGraphicsResources(HWND hwnd) {
    if (!pRenderTarget) {
        RECT rc;
        GetClientRect(hwnd, &rc);
        D2D1_SIZE_U size = D2D1::SizeU(rc.right, rc.bottom);
        pD2DFactory->CreateHwndRenderTarget(D2D1::RenderTargetProperties(), D2D1::HwndRenderTargetProperties(hwnd, size), &pRenderTarget);

        pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(0xFF037BFA), &pBrush);

        pDWriteFactory->CreateTextFormat(
            L"Segoe GUI emoji",
            nullptr,
            DWRITE_FONT_WEIGHT_BOLD,
            DWRITE_FONT_STYLE_NORMAL,
            DWRITE_FONT_STRETCH_NORMAL,
            50.0f,
            L"", //locale
            &pTextFormat
        );

        pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
        pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
    }
}

static void DiscardGraphicsResources() {
    if (pBrush) pBrush->Release();
    if (pRenderTarget) pRenderTarget->Release();
    if (pTextFormat) pTextFormat->Release();
    pBrush = nullptr;
    pRenderTarget = nullptr;
    pTextFormat = nullptr;
}

static void OnPaint(HWND hwnd) {
    PAINTSTRUCT ps;
    BeginPaint(hwnd, &ps);
    CreateGraphicsResources(hwnd);
    pRenderTarget->BeginDraw();
    pRenderTarget->Clear(D2D1::ColorF(D2D1::ColorF::White));
    D2D1_SIZE_F size = pRenderTarget->GetSize();

    const WCHAR* text = L"This is a Circular text using the D2D API.";
    const float radius = 200.0f;
    const D2D1_POINT_2F center = D2D1::Point2F(size.width / 2, size.height / 2);
    const size_t length = wcslen(text);
    const float angleStep = 360.0f / static_cast<float>(length);

    for (size_t i = 0; i < length; ++i) {
        WCHAR letter[2] = { text[i], 0 };

        float angle = DegreesToRadians(angleStep * i);
        D2D1_POINT_2F position = {
            center.x + cos(angle) * radius,
            center.y + sin(angle) * radius
        };

        D2D1_MATRIX_3X2_F rotation = D2D1::Matrix3x2F::Rotation(angleStep * i + 90, position);
        pRenderTarget->SetTransform(rotation);

        pRenderTarget->DrawText(
            letter,
            ARRAYSIZE(letter),
            pTextFormat,
            D2D1::RectF(position.x - 20, position.y - 20, position.x + 20, position.y + 20),
            pBrush
        );

        pRenderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
    }

    HRESULT hr = pRenderTarget->EndDraw();
    if (FAILED(hr) || hr == D2DERR_RECREATE_TARGET) {
        DiscardGraphicsResources();
    }
    EndPaint(hwnd, &ps);
}

static LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
    switch (uMsg) {
        case WM_DESTROY:
            PostQuitMessage(0);
            return 0;

        case WM_PAINT:
            OnPaint(hwnd);
            return 0;
    }
    return DefWindowProc(hwnd, uMsg, wParam, lParam);
}

int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow) {
    Initialize();

    // Register the window class
    const wchar_t CLASS_NAME[] = L"Sample Window Class";
    WNDCLASS wc = {};
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1));
    wc.lpszClassName = CLASS_NAME;

    RegisterClass(&wc);

    // Create the window
    HWND hwnd = CreateWindowEx(
        0,
        CLASS_NAME,
        L"Circular Text with Direct2D",
        WS_OVERLAPPEDWINDOW,
        CW_USEDEFAULT, CW_USEDEFAULT, 600, 600,
        nullptr,
        nullptr,
        hInstance,
        nullptr
    );

    if (hwnd == nullptr) {
        return 0;
    }

    ShowWindow(hwnd, nCmdShow);
    UpdateWindow(hwnd);

    // Run the message loop
    MSG msg = {};
    while (GetMessage(&msg, nullptr, 0, 0)) {
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    }

    DiscardGraphicsResources();
    if (pD2DFactory) pD2DFactory->Release();
    if (pDWriteFactory) pDWriteFactory->Release();

    return 0;
}
8
The concept / Tutor_19 "Circular text" (C++ VS2022 GDImage64 tutorial)
« Last post by Patrice Terrier on April 13, 2024, 07:32:58 pm »
About Tutor_19
Its purpose is to create one single or multiple circular text objects to use for logo or animaion.

It uses a new API named ZD_CreateCircularTextBitmap
using 7 parameters:
WCHAR* zText, the unicode string to create the circular text from.
WCHAR* zFont, the unicode string for the font to use (could be a .ttf private font).
long fontSize, the font size height.
long fontSyle, for example FontStyleBold.
long radius, the inner radius of the circular text.
DWORD ColrARGB, the ARGB color to use.
float step, the distance between each character.

The function returns a BITMAP handle that can be used by the ZD_DrawBitmapToCtrl API.

The AngleRotation procedure is using direct call to the GDIPLUS FLAT API to compute the correct rotation angle.

The window itself works in DWM transparent composited mode using the GDImage ZI_DwmEnable API.




9
The concept / Re: Tutor_06 (updated)
« Last post by Patrice Terrier on March 13, 2024, 01:19:45 pm »
Tutor_06,
has been updated to use the latest GDImage64.dll and WinLIFT64.dll, now with Y slider (like in the 32-bit version).
10
64-bit SDK programming / Webp
« Last post by Patrice Terrier on February 27, 2024, 09:45:02 am »
WebP is a raster graphics file format developed by Google intended as a replacement for JPEG, PNG, and GIF file formats. It supports both lossy and lossless compression, as well as animation and alpha transparency.

The attached C++ VS2022 SDK style source code project is able to convert .webp to .png using direct call to the gdiplus flat API.

The project is provided with a webp image created with the help of AI (ChatGPT 4).

It is a complement to the webm project posted here.
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