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>
38 lines
1.4 KiB
Plaintext
38 lines
1.4 KiB
Plaintext
//-----------------------------------------------------------------------------
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//
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// Sample Name: DirectSurfaceWrite 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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DirectSurfaceWrite demonstrates how to write directly to a DirectDraw surface.
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Path
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====
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Source: DXSDK\Samples\Multimedia\DDraw\DirectSurfaceWrite
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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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DirectSurfaceWrite 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 write directly on a DirectDraw surface first call IDirectDrawSurface::Lock
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to obtain a pointer directly into the memory of the DirectDraw surface. While
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the surface is locked, the surface can not be blted or flipped onto other surfaces.
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The surface's pixel format will tell you the data format the surface stores pixels
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in. Be sure to advance the surface pointer by the surface pitch instead of the surface
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width, since the surface may be wider than its width. After the drawing is finished
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call IDirectDrawSurface::Unlock to allow the surface to blt to other surfaces. See
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DrawSprite() in this sample for an example of how this is done.
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