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>
49 lines
1.9 KiB
Plaintext
49 lines
1.9 KiB
Plaintext
//-----------------------------------------------------------------------------
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//
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// Sample Name: OverlayAnimate 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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OverlayAnimate demonstrates how to use DirectDraw overlays.
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Path
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====
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Source: DXSDK\Samples\Multimedia\DDraw\OverlayAnimate
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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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OverlayAnimate 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 windowed mode DirectDraw app, see the WindowedMode
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sample.
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To use overlays in general do the following steps in addition to those needed to
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author a windowed mode DirectDraw app:
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1. Check to see if hardware supports overlays - check IDirectDraw::GetCaps
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for DDCAPS_OVERLAY.
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2. Size the window to meet the hardware overlay size restrictions.
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3. Create an overlay surface (create it with 1 backbuffer if needed), and
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set its pixel format to a desired format that is supported by the device.
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4. Set the dest color key on the overlay to the background color of the window.
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Be sure to choose a color for the background of the window that Windows typically
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does not use otherwise, the overlay will be drawn on top of overlapping windows.
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5. Call UpdateOverlay to display or hide the overlay on the desktop. WM_PAINT is
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a good place for this.
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6. When WM_SIZE or WM_MOVE is sent, then update the src and dest rects and
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check to make sure that they are within the hardware limits.
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To animate the overlay, instead of drawing to the off-screen plain back buffer as
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in windowed mode case, just draw to the the overlay's backbuffer then flip it.
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