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>
37 lines
1.2 KiB
Plaintext
37 lines
1.2 KiB
Plaintext
//-----------------------------------------------------------------------------
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//
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// Sample Name: AnimatePalette Sample
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//
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// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
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//
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//-----------------------------------------------------------------------------
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Description
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===========
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AnimatePalette demonstrates DirectDraw palette animation when in full-screen
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on a palettized surface.
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Path
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====
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Source: DXSDK\Samples\Multimedia\DDraw\AnimatePalette
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Executable: DXSDK\Samples\Multimedia\DDraw\Bin
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User's Guide
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============
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AnimatePalette requires no user input. Press the ESC key to quit the program.
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Programming Notes
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=================
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For details on how to setup a full-screen DirectDraw app, see the FullScreenMode
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sample.
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To animate the palette on a palettized DirectDraw surface, call
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IDirectDrawPalette::GetEntries to retrieve the palette colors. Then every
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frame (or as often as desired) alter this array as needed, then set the new palette
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by first calling IDirectDraw::WaitForVerticalBlank( DDWAITVB_BLOCKBEGIN, NULL )
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to synchronize the palette change to a vertical blank, then
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call IDirectDrawPalette::SetEntries.
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