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aura-screen's Issues

ToolBox text not readable

It is hard to read the text in the toolbox.

You have to experiment with icons and you get undesired cursor/filter/size/opacity outcomes.

Screenshot 2021-08-18 at 23 11 16

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image

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Ideas, (might require smaller icons or bigger icons so the text will fit, please advise):

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GPU image manipulation

Enable/implement gpu processing for the inversion processing.

This should hopefully speed things up a bit

Add short-cuts/icons to Tool Box to change Shape of Cursor Filter

Currently we open the application and browse to the "Cursor Filter" tab which opens by default, there we have a menu named "Shape" with a drop down with three alternatives (rectangle, ellipse, circle).

Add icon/short-cut to the toolbox that lets you switch between Rectangle, Ellipse, Circle When cursor filter is active.

Refactor code into less stuff

Is messy

in addition to this, instead of using predefined forms, use dynamically created forms. This will allow tons more customization and hopefully keep things a bit tidier

Apply color matrix to something other than entire screen

My research on this issue is pulling nothing but empty results. The closest idea anyone has, (basically what I did in order to have the inversion follow the cursor), is that you screenshot the monitor and edit from there and display it as a static image. This is flawed in many many many ways. If you are working on anything that isn't simply static you would have to constantly refresh the image and reapply the filters, from what I've seen on how Windows redraws things on your display, this will cause a flashing white/black box, which is dangerous for those with epilepsy and even for those without it hurts your eyes to say the least. Then you have to take into account the massive amount of computer resources that it would take to screenshot and apply a filter every few milliseconds. This would cut out a ton of end users who don't have dedicated graphic cards.

So basically if possible, we will need to find a way to either:

  • Add a dynamic real time color filter of the window
    or
  • Find a way only redraw the changed pixels in the screenshot method without causing significant CPU or GPU usage.

I have a feeling that this will need some low level coding that unfortunately C# cant provide, but at the same time, I'm not even finding anything to do it in C++.

Toggle Manual Edit should default to white

  1. Click
    image

  2. Tile overlay windows has black background by default forcing user to select "white" as color. New users will get confused. Default color should be white, when clicking Manual Tile Overlay button

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  1. After setting to white:
    image

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Smoother tracking

Need to find a way to apply smoother tracking for the cursor and the application overlay. As it stands right now, the overlays refresh every 1 millisecond via integrated timers. The timers do not appear to support any smaller time.
My theoretical fix

  • Run the move function on every refresh of the screen. This will require us to import functions from the built in C# game engine. Which isn't the end of the word per-say, but the less we have to add the better. Here is a support page that shows a basic way of doing that.. The only downside to this that I can think of is that there's another library that we are using and that it could potentially cause heavy CPU/GPU usage for some applications.

HotKeys unassigned

Hot Keys are not assigned when launching app

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Tried:

  • Deleting appdata
  • Removing .exe and replacing it with a fresh .exe
  • Rebooting Parallels

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