The hardware is what allows this to happen. You can think of the graphics memory as a large array (consisting of every pixel on the screen). To draw to the screen you can write to this memory using C++ or any language that allows direct access to that memory. That memory just happens to be accessible by or located on the graphics card.
On modern systems accessing the graphics memory directly would require writing a driver because of various restrictions so you use indirect means. Libraries that create a window (really just an image like any other image) and then write that image to the graphics memory which the GPU then displays on screen. Nothing has to be added to the language except the ability to write to specific memory locations, which is what pointers are for.