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>
43 lines
1.4 KiB
Plaintext
43 lines
1.4 KiB
Plaintext
//-----------------------------------------------------------------------------
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//
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// Sample Name: FullScreenDialog 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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FullScreenDialog demonstrates how to display a GDI dialog while using DirectDraw
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in full-screen exclusive mode.
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Path
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====
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Source: DXSDK\Samples\Multimedia\DDraw\FullScreenDialog
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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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FullScreenDialog 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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If the display device supports DDCAPS2_CANRENDERWINDOWED then to make GDI write to
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a DirectDraw surface, call IDirectDraw::FlipToGDISurface, then create a clipper object
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which GDI uses when drawing. To display a dialog, then simply create and show it
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as normal.
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If the display device does not support DDCAPS2_CANRENDERWINDOWED (some secondary
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graphics cards are like this) then the card does not support FlipToGDISurface.
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So it is necessary instead to have GDI make a bitmap of the dialog to be drawn,
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then blt this bitmap to the back buffer. However, this sample does not show how to
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do this technique,
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