Initial commit: ROW Client source code

Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-29 16:24:34 +09:00
commit e067522598
5135 changed files with 1745744 additions and 0 deletions

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//-----------------------------------------------------------------------------
// File: FullScreenDialog.cpp
//
// Desc: This sample demonstrates how to bring up a dialog box, or any other
// type of window while running in DirectDraw full-screen exclusive mode.
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <basetsd.h>
#include <ddraw.h>
#include <mmsystem.h>
#include "resource.h"
#include "ddutil.h"
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
#define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 16
#define SPRITE_DIAMETER 48
#define NUM_SPRITES 25
#define HELPTEXT TEXT("Press Escape to quit. Press F1 to bring up the dialog.")
struct SPRITE_STRUCT
{
FLOAT fPosX;
FLOAT fPosY;
FLOAT fVelX;
FLOAT fVelY;
};
CDisplay* g_pDisplay = NULL;
CSurface* g_pLogoSurface = NULL;
CSurface* g_pTextSurface = NULL;
BOOL g_bActive = FALSE;
DWORD g_dwLastTick;
SPRITE_STRUCT g_Sprite[NUM_SPRITES];
HWND g_hWndDlg = NULL;
//-----------------------------------------------------------------------------
// Function-prototypes
//-----------------------------------------------------------------------------
LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
INT_PTR CALLBACK SampleDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel );
HRESULT InitDirectDraw( HWND hWnd );
VOID FreeDirectDraw();
HRESULT ProcessNextFrame();
VOID UpdateSprite( SPRITE_STRUCT* pSprite, FLOAT fTimeDelta );
HRESULT DisplayFrame();
HRESULT RestoreSurfaces();
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything and calls
// UpdateFrame() when idle from the message pump.
//-----------------------------------------------------------------------------
int APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR pCmdLine, int nCmdShow )
{
MSG msg;
HWND hWnd;
HACCEL hAccel;
ZeroMemory( &g_Sprite, sizeof(SPRITE_STRUCT) * NUM_SPRITES );
srand( GetTickCount() );
if( FAILED( WinInit( hInst, nCmdShow, &hWnd, &hAccel ) ) )
return FALSE;
if( FAILED( InitDirectDraw( hWnd ) ) )
{
MessageBox( hWnd, TEXT("DirectDraw init failed. ")
TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
MB_ICONERROR | MB_OK );
return FALSE;
}
// Show the dialog immediately
g_hWndDlg = CreateDialog( hInst, MAKEINTRESOURCE(IDD_DIALOG_SAMPLE),
hWnd, (DLGPROC) SampleDlgProc );
ShowWindow( g_hWndDlg, SW_SHOWNORMAL );
g_dwLastTick = timeGetTime();
while( TRUE )
{
// Look for messages, if none are found then
// update the state and display it
if( PeekMessage( &msg, NULL, 0, 0, PM_NOREMOVE ) )
{
if( 0 == GetMessage(&msg, NULL, 0, 0 ) )
{
// WM_QUIT was posted, so exit
return (int)msg.wParam;
}
// Translate and dispatch the message. If the dialog is showing,
// translate messages for it since it's a modeless dialog.
if( g_hWndDlg == NULL || !IsDialogMessage( g_hWndDlg, &msg ) )
{
if( 0 == TranslateAccelerator( hWnd, hAccel, &msg ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
}
else
{
if( g_bActive )
{
// Move the sprites, blt them to the back buffer, then
// flip or blt the back buffer to the primary buffer
if( FAILED( ProcessNextFrame() ) )
{
SAFE_DELETE( g_pDisplay );
MessageBox( hWnd, TEXT("Displaying the next frame failed. ")
TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
MB_ICONERROR | MB_OK );
return FALSE;
}
}
else
{
// Make sure we go to sleep if we have nothing else to do
WaitMessage();
// Ignore time spent inactive
g_dwLastTick = timeGetTime();
}
}
}
}
//-----------------------------------------------------------------------------
// Name: WinInit()
// Desc: Init the window
//-----------------------------------------------------------------------------
HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel )
{
WNDCLASS wc;
HWND hWnd;
HACCEL hAccel;
// Register the Window Class
wc.lpszClassName = TEXT("FullScreenDialog");
wc.lpfnWndProc = MainWndProc;
wc.style = CS_VREDRAW | CS_HREDRAW;
wc.hInstance = hInst;
wc.hIcon = LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN) );
wc.hCursor = LoadCursor( NULL, IDC_ARROW );
wc.hbrBackground = (HBRUSH) (COLOR_WINDOW + 1);
wc.lpszMenuName = NULL;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
if( RegisterClass( &wc ) == 0 )
return E_FAIL;
// Load keyboard accelerators
hAccel = LoadAccelerators( hInst, MAKEINTRESOURCE(IDR_MAIN_ACCEL) );
// Create and show the main window
hWnd = CreateWindowEx( 0, TEXT("FullScreenDialog"), TEXT("DirectDraw FullScreenDialog Sample"),
WS_POPUP, CW_USEDEFAULT, CW_USEDEFAULT,
CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, hInst, NULL );
if( hWnd == NULL )
return E_FAIL;
ShowWindow( hWnd, nCmdShow );
UpdateWindow( hWnd );
*phWnd = hWnd;
*phAccel = hAccel;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDirectDraw()
// Desc: Create the DirectDraw object, and init the surfaces
//-----------------------------------------------------------------------------
HRESULT InitDirectDraw( HWND hWnd )
{
HRESULT hr;
int iSprite;
g_pDisplay = new CDisplay();
if( FAILED( hr = g_pDisplay->CreateFullScreenDisplay( hWnd, SCREEN_WIDTH,
SCREEN_HEIGHT, SCREEN_BPP ) ) )
{
MessageBox( hWnd, TEXT("This display card does not support 640x480x8. "),
TEXT("DirectDraw Sample"), MB_ICONERROR | MB_OK );
return hr;
}
// Check if the device supports DDCAPS2_CANRENDERWINDOWED.
// If it does, then it supports GDI writing directly to the primary surface
// Otherwise, to do GDI displaying on these cards, you you must create a
// bitmap of the GDI window and BitBlt the bitmap to the backbuffer
// then flip as normal. However, this sample does not show this.
DDCAPS ddcaps;
ZeroMemory( &ddcaps, sizeof(ddcaps) );
ddcaps.dwSize = sizeof(ddcaps);
g_pDisplay->GetDirectDraw()->GetCaps( &ddcaps, NULL );
if( (ddcaps.dwCaps2 & DDCAPS2_CANRENDERWINDOWED) == 0 )
{
MessageBox( hWnd, TEXT("This display card can not render GDI."),
TEXT("DirectDraw Sample"), MB_ICONERROR | MB_OK );
return E_FAIL;
}
// Create a clipper so DirectDraw will not blt over the GDI dialog
if( FAILED( hr = g_pDisplay->InitClipper() ) )
return hr;
// Create a surface, and draw text to it.
if( FAILED( hr = g_pDisplay->CreateSurfaceFromText( &g_pTextSurface, NULL, HELPTEXT,
RGB(0,0,0), RGB(255, 255, 0) ) ) )
return hr;
// Create a surface, and draw a bitmap resource on it.
if( FAILED( hr = g_pDisplay->CreateSurfaceFromBitmap( &g_pLogoSurface, MAKEINTRESOURCE( IDB_DIRECTX ),
SPRITE_DIAMETER, SPRITE_DIAMETER ) ) )
return hr;
// Set the color key for the logo sprite to black
if( FAILED( hr = g_pLogoSurface->SetColorKey( 0 ) ) )
return hr;
// Init all the sprites. All of these sprites look the same,
// using the g_pDDSLogo surface.
for( iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
{
// Set the sprite's position and velocity
g_Sprite[iSprite].fPosX = (float) (rand() % SCREEN_WIDTH);
g_Sprite[iSprite].fPosY = (float) (rand() % SCREEN_HEIGHT);
g_Sprite[iSprite].fVelX = 500.0f * rand() / RAND_MAX - 250.0f;
g_Sprite[iSprite].fVelY = 500.0f * rand() / RAND_MAX - 250.0f;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FreeDirectDraw()
// Desc: Release all the DirectDraw objects
//-----------------------------------------------------------------------------
VOID FreeDirectDraw()
{
SAFE_DELETE( g_pLogoSurface );
SAFE_DELETE( g_pTextSurface );
SAFE_DELETE( g_pDisplay );
}
//-----------------------------------------------------------------------------
// Name: MainWndProc()
// Desc: The main window procedure
//-----------------------------------------------------------------------------
LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch (msg)
{
case WM_COMMAND:
switch( LOWORD(wParam) )
{
case IDM_EXIT:
// Received key/menu command to exit app
PostMessage( hWnd, WM_CLOSE, 0, 0 );
return 0L;
case IDM_SHOW_DIALOG:
{
HINSTANCE hInst;
#ifdef _WIN64
hInst = (HINSTANCE) GetWindowLongPtr( hWnd, GWLP_HINSTANCE );
#else
hInst = (HINSTANCE) GetWindowLong( hWnd, GWL_HINSTANCE );
#endif
g_hWndDlg = CreateDialog( hInst, MAKEINTRESOURCE(IDD_DIALOG_SAMPLE),
hWnd, (DLGPROC) SampleDlgProc );
ShowWindow( g_hWndDlg, SW_SHOWNORMAL );
}
break;
}
break; // Continue with default processing
case WM_SIZE:
// Check to see if we are losing our window...
if( SIZE_MAXHIDE==wParam || SIZE_MINIMIZED==wParam )
g_bActive = FALSE;
else
g_bActive = TRUE;
break;
case WM_EXITMENULOOP:
// Ignore time spent in menu
g_dwLastTick = timeGetTime();
break;
case WM_EXITSIZEMOVE:
// Ignore time spent resizing
g_dwLastTick = timeGetTime();
break;
case WM_SYSCOMMAND:
// Prevent moving/sizing and power loss in fullscreen mode
switch( wParam )
{
case SC_MOVE:
case SC_SIZE:
case SC_MAXIMIZE:
case SC_MONITORPOWER:
return TRUE;
}
break;
case WM_DESTROY:
// Cleanup and close the app
FreeDirectDraw();
PostQuitMessage( 0 );
return 0L;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
//-----------------------------------------------------------------------------
// Name: SampleDlgProc()
// Desc: A simple dialog that has some standard controls, so you can see that
// they update properly.
//-----------------------------------------------------------------------------
INT_PTR CALLBACK SampleDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
{
static TCHAR* pszCombo[] = {"One","Two","Three","Four","Five","Six"};
switch (msg)
{
case WM_INITDIALOG:
{
for( int i = 0; i < 6; i++ )
SendDlgItemMessage( hDlg, IDC_COMBO1, CB_ADDSTRING,
0, (LPARAM) pszCombo[i] );
SendDlgItemMessage( hDlg, IDC_COMBO1, CB_SETCURSEL, 0, 0 );
CheckDlgButton( hDlg, IDC_RADIO1, BST_CHECKED );
}
return TRUE;
case WM_COMMAND:
switch( LOWORD(wParam) )
{
case IDCANCEL:
case IDOK:
EndDialog( hDlg, TRUE );
return TRUE;
}
break;
case WM_MOVE:
// The window is moving around, so re-draw the backbuffer
DisplayFrame();
break;
case WM_DESTROY:
g_hWndDlg = NULL;
break;
}
return FALSE;
}
//-----------------------------------------------------------------------------
// Name: ProcessNextFrame()
// Desc: Move the sprites, blt them to the back buffer, then
// flips the back buffer to the primary buffer
//-----------------------------------------------------------------------------
HRESULT ProcessNextFrame()
{
HRESULT hr;
// Figure how much time has passed since the last time
DWORD dwCurrTick = timeGetTime();
DWORD dwTickDiff = dwCurrTick - g_dwLastTick;
// Don't update if no time has passed
if( dwTickDiff == 0 )
return S_OK;
g_dwLastTick = dwCurrTick;
// Move the sprites according to how much time has passed
for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
UpdateSprite( &g_Sprite[ iSprite ], dwTickDiff / 1000.0f );
// Display the sprites on the screen
if( FAILED( hr = DisplayFrame() ) )
{
if( hr != DDERR_SURFACELOST )
return hr;
// The surfaces were lost so restore them
RestoreSurfaces();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: UpdateSprite()
// Desc: Move the sprite around and make it bounce based on how much time
// has passed
//-----------------------------------------------------------------------------
VOID UpdateSprite( SPRITE_STRUCT* pSprite, FLOAT fTimeDelta )
{
// Update the sprite position
pSprite->fPosX += pSprite->fVelX * fTimeDelta;
pSprite->fPosY += pSprite->fVelY * fTimeDelta;
// Clip the position, and bounce if it hits the edge
if( pSprite->fPosX < 0.0f )
{
pSprite->fPosX = 0;
pSprite->fVelX = -pSprite->fVelX;
}
if( pSprite->fPosX >= SCREEN_WIDTH - SPRITE_DIAMETER )
{
pSprite->fPosX = SCREEN_WIDTH - 1 - SPRITE_DIAMETER;
pSprite->fVelX = -pSprite->fVelX;
}
if( pSprite->fPosY < 0 )
{
pSprite->fPosY = 0;
pSprite->fVelY = -pSprite->fVelY;
}
if( pSprite->fPosY > SCREEN_HEIGHT - SPRITE_DIAMETER )
{
pSprite->fPosY = SCREEN_HEIGHT - 1 - SPRITE_DIAMETER;
pSprite->fVelY = -pSprite->fVelY;
}
}
//-----------------------------------------------------------------------------
// Name: DisplayFrame()
// Desc: Blts a the sprites to the back buffer, then flips the
// back buffer onto the primary buffer.
//-----------------------------------------------------------------------------
HRESULT DisplayFrame()
{
HRESULT hr;
// Fill the back buffer with black, ignoring errors until the flip
g_pDisplay->Clear( 0 );
// Blt the help text on the backbuffer, ignoring errors until the flip
g_pDisplay->Blt( 10, 10, g_pTextSurface, NULL );
// Blt all the sprites onto the back buffer using color keying,
// ignoring errors until the last call. Note that all of these sprites
// use the same DirectDraw surface.
for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
{
g_pDisplay->Blt( (DWORD)g_Sprite[iSprite].fPosX,
(DWORD)g_Sprite[iSprite].fPosY,
g_pLogoSurface, NULL );
}
// Updating the primary buffer with a blt
LPDIRECTDRAWSURFACE7 pddsFrontBuffer = g_pDisplay->GetFrontBuffer();
LPDIRECTDRAWSURFACE7 pddsBackBuffer = g_pDisplay->GetBackBuffer();
if( FAILED( hr = pddsFrontBuffer->Blt( NULL, pddsBackBuffer, NULL,
DDBLT_WAIT, NULL ) ) )
return hr;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreSurfaces()
// Desc: Restore all the surfaces, and redraw the sprite surfaces.
//-----------------------------------------------------------------------------
HRESULT RestoreSurfaces()
{
HRESULT hr;
if( FAILED( hr = g_pDisplay->GetDirectDraw()->RestoreAllSurfaces() ) )
return hr;
// No need to re-create the surface, just re-draw it.
if( FAILED( hr = g_pTextSurface->DrawText( NULL, HELPTEXT,
0, 0, RGB(0,0,0), RGB(255, 255, 0) ) ) )
return hr;
// No need to re-create the surface, just re-draw it.
if( FAILED( hr = g_pLogoSurface->DrawBitmap( MAKEINTRESOURCE( IDB_DIRECTX ),
SPRITE_DIAMETER, SPRITE_DIAMETER ) ) )
return hr;
return S_OK;
}

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LINK32_FLAGS=winmm.lib dxguid.lib dxerr8.lib ddraw.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /incremental:no /pdb:"$(OUTDIR)\fullscreendialog.pdb" /machine:I386 /out:"$(OUTDIR)\fullscreendialog.exe" /stack:0x200000,0x200000
LINK32_OBJS= \
"$(INTDIR)\FullScreenDialog.obj" \
"$(INTDIR)\ddutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\FullScreenDialog.res"
"$(OUTDIR)\fullscreendialog.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ELSEIF "$(CFG)" == "FullScreenDialog - Win32 Debug"
OUTDIR=.\Debug
INTDIR=.\Debug
# Begin Custom Macros
OutDir=.\Debug
# End Custom Macros
ALL : "$(OUTDIR)\fullscreendialog.exe"
CLEAN :
-@erase "$(INTDIR)\ddutil.obj"
-@erase "$(INTDIR)\dxutil.obj"
-@erase "$(INTDIR)\FullScreenDialog.obj"
-@erase "$(INTDIR)\FullScreenDialog.res"
-@erase "$(INTDIR)\vc60.idb"
-@erase "$(INTDIR)\vc60.pdb"
-@erase "$(OUTDIR)\fullscreendialog.exe"
-@erase "$(OUTDIR)\fullscreendialog.ilk"
-@erase "$(OUTDIR)\fullscreendialog.pdb"
"$(OUTDIR)" :
if not exist "$(OUTDIR)/$(NULL)" mkdir "$(OUTDIR)"
CPP=cl.exe
CPP_PROJ=/nologo /MLd /W3 /Gm /GX /Zi /Od /I "..\..\common\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /Fp"$(INTDIR)\fullscreendialog.pch" /YX /Fo"$(INTDIR)\\" /Fd"$(INTDIR)\\" /FD /c
.c{$(INTDIR)}.obj::
$(CPP) @<<
$(CPP_PROJ) $<
<<
.cpp{$(INTDIR)}.obj::
$(CPP) @<<
$(CPP_PROJ) $<
<<
.cxx{$(INTDIR)}.obj::
$(CPP) @<<
$(CPP_PROJ) $<
<<
.c{$(INTDIR)}.sbr::
$(CPP) @<<
$(CPP_PROJ) $<
<<
.cpp{$(INTDIR)}.sbr::
$(CPP) @<<
$(CPP_PROJ) $<
<<
.cxx{$(INTDIR)}.sbr::
$(CPP) @<<
$(CPP_PROJ) $<
<<
MTL=midl.exe
MTL_PROJ=/nologo /D "_DEBUG" /mktyplib203 /win32
RSC=rc.exe
RSC_PROJ=/l 0x409 /fo"$(INTDIR)\FullScreenDialog.res" /d "_DEBUG"
BSC32=bscmake.exe
BSC32_FLAGS=/nologo /o"$(OUTDIR)\fullscreendialog.bsc"
BSC32_SBRS= \
LINK32=link.exe
LINK32_FLAGS=winmm.lib dxguid.lib dxerr8.lib ddraw.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\fullscreendialog.pdb" /debug /machine:I386 /out:"$(OUTDIR)\fullscreendialog.exe" /stack:0x200000,0x200000
LINK32_OBJS= \
"$(INTDIR)\FullScreenDialog.obj" \
"$(INTDIR)\ddutil.obj" \
"$(INTDIR)\dxutil.obj" \
"$(INTDIR)\FullScreenDialog.res"
"$(OUTDIR)\fullscreendialog.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
$(LINK32) @<<
$(LINK32_FLAGS) $(LINK32_OBJS)
<<
!ENDIF
!IF "$(NO_EXTERNAL_DEPS)" != "1"
!IF EXISTS("fullscreendialog.dep")
!INCLUDE "fullscreendialog.dep"
!ELSE
!MESSAGE Warning: cannot find "fullscreendialog.dep"
!ENDIF
!ENDIF
!IF "$(CFG)" == "FullScreenDialog - Win32 Release" || "$(CFG)" == "FullScreenDialog - Win32 Debug"
SOURCE=.\FullScreenDialog.cpp
"$(INTDIR)\FullScreenDialog.obj" : $(SOURCE) "$(INTDIR)"
SOURCE=.\FullScreenDialog.rc
"$(INTDIR)\FullScreenDialog.res" : $(SOURCE) "$(INTDIR)"
$(RSC) $(RSC_PROJ) $(SOURCE)
SOURCE=..\..\common\src\ddutil.cpp
"$(INTDIR)\ddutil.obj" : $(SOURCE) "$(INTDIR)"
$(CPP) $(CPP_PROJ) $(SOURCE)
SOURCE=..\..\common\src\dxutil.cpp
"$(INTDIR)\dxutil.obj" : $(SOURCE) "$(INTDIR)"
$(CPP) $(CPP_PROJ) $(SOURCE)
!ENDIF

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@@ -0,0 +1,138 @@
//Microsoft Developer Studio generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include <windows.h>
#include <afxres.h>
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_MAIN ICON DISCARDABLE "DirectX.ico"
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE DISCARDABLE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE DISCARDABLE
BEGIN
"#include <windows.h>\r\n"
"#include <afxres.h>\0"
END
3 TEXTINCLUDE DISCARDABLE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Accelerator
//
IDR_MAIN_ACCEL ACCELERATORS DISCARDABLE
BEGIN
VK_ESCAPE, IDM_EXIT, VIRTKEY, NOINVERT
VK_F1, IDM_SHOW_DIALOG, VIRTKEY, NOINVERT
"X", IDM_EXIT, VIRTKEY, ALT, NOINVERT
END
/////////////////////////////////////////////////////////////////////////////
//
// Bitmap
//
IDB_DIRECTX BITMAP DISCARDABLE "directx.bmp"
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
IDD_DIALOG_SAMPLE DIALOG DISCARDABLE 0, 0, 165, 145
STYLE DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Sample Dialog"
FONT 8, "MS Shell Dlg"
BEGIN
DEFPUSHBUTTON "OK",IDOK,51,124,50,14
PUSHBUTTON "Cancel",IDCANCEL,108,124,50,14
CONTROL "Radio 1",IDC_RADIO1,"Button",BS_AUTORADIOBUTTON,15,50,
40,10
CONTROL "Radio 2",IDC_RADIO2,"Button",BS_AUTORADIOBUTTON,15,65,
40,10
CONTROL "Radio 3",IDC_RADIO3,"Button",BS_AUTORADIOBUTTON,15,80,
40,10
LTEXT "This dialog has a few types of controls to show that everything can work on a non-GDI display as it does with a GDI based display.",
IDC_STATIC,5,5,160,25
EDITTEXT IDC_EDIT1,5,105,155,14,ES_AUTOHSCROLL
COMBOBOX IDC_COMBO1,110,40,50,60,CBS_DROPDOWN | WS_VSCROLL |
WS_TABSTOP
GROUPBOX "A Group of Radio Buttons",IDC_STATIC,5,35,100,65
END
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO DISCARDABLE
BEGIN
IDD_DIALOG_SAMPLE, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 158
TOPMARGIN, 7
BOTTOMMARGIN, 138
END
END
#endif // APSTUDIO_INVOKED
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED

View File

@@ -0,0 +1,42 @@
//-----------------------------------------------------------------------------
//
// Sample Name: FullScreenDialog Sample
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//
//-----------------------------------------------------------------------------
Description
===========
FullScreenDialog demonstrates how to display a GDI dialog while using DirectDraw
in full-screen exclusive mode.
Path
====
Source: DXSDK\Samples\Multimedia\DDraw\FullScreenDialog
Executable: DXSDK\Samples\Multimedia\DDraw\Bin
User's Guide
============
FullScreenDialog requires no user input. Press the ESC key to quit the program.
Programming Notes
=================
For details on how to setup a full-screen DirectDraw app, see the FullScreenMode
sample.
If the display device supports DDCAPS2_CANRENDERWINDOWED then to make GDI write to
a DirectDraw surface, call IDirectDraw::FlipToGDISurface, then create a clipper object
which GDI uses when drawing. To display a dialog, then simply create and show it
as normal.
If the display device does not support DDCAPS2_CANRENDERWINDOWED (some secondary
graphics cards are like this) then the card does not support FlipToGDISurface.
So it is necessary instead to have GDI make a bitmap of the dialog to be drawn,
then blt this bitmap to the back buffer. However, this sample does not show how to
do this technique,

View File

@@ -0,0 +1,27 @@
//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by FullScreenDialog.rc
//
#define IDI_MAIN 101
#define IDR_MAIN_ACCEL 103
#define IDD_DIALOG_SAMPLE 106
#define IDB_DIRECTX 107
#define IDM_EXIT 1001
#define IDC_RADIO1 1003
#define IDC_RADIO2 1004
#define IDC_RADIO3 1005
#define IDC_EDIT1 1006
#define IDC_COMBO1 1007
#define IDM_SHOW_DIALOG 40001
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NO_MFC 1
#define _APS_NEXT_RESOURCE_VALUE 108
#define _APS_NEXT_COMMAND_VALUE 40002
#define _APS_NEXT_CONTROL_VALUE 1003
#define _APS_NEXT_SYMED_VALUE 104
#endif
#endif