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Client/Library/dxx8/samples/Multimedia/DirectDraw/FullScreenDialog/readme.txt
LGram16 e067522598 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

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//-----------------------------------------------------------------------------
//
// 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,