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Client/Library/dxx8/samples/Multimedia/DirectDraw/OverlayAnimate/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: OverlayAnimate Sample
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//
//-----------------------------------------------------------------------------
Description
===========
OverlayAnimate demonstrates how to use DirectDraw overlays.
Path
====
Source: DXSDK\Samples\Multimedia\DDraw\OverlayAnimate
Executable: DXSDK\Samples\Multimedia\DDraw\Bin
User's Guide
============
OverlayAnimate requires no user input. Press the ESC key to quit the program.
Programming Notes
=================
For details on how to setup a windowed mode DirectDraw app, see the WindowedMode
sample.
To use overlays in general do the following steps in addition to those needed to
author a windowed mode DirectDraw app:
1. Check to see if hardware supports overlays - check IDirectDraw::GetCaps
for DDCAPS_OVERLAY.
2. Size the window to meet the hardware overlay size restrictions.
3. Create an overlay surface (create it with 1 backbuffer if needed), and
set its pixel format to a desired format that is supported by the device.
4. Set the dest color key on the overlay to the background color of the window.
Be sure to choose a color for the background of the window that Windows typically
does not use otherwise, the overlay will be drawn on top of overlapping windows.
5. Call UpdateOverlay to display or hide the overlay on the desktop. WM_PAINT is
a good place for this.
6. When WM_SIZE or WM_MOVE is sent, then update the src and dest rects and
check to make sure that they are within the hardware limits.
To animate the overlay, instead of drawing to the off-screen plain back buffer as
in windowed mode case, just draw to the the overlay's backbuffer then flip it.