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>
62 lines
2.7 KiB
Plaintext
62 lines
2.7 KiB
Plaintext
//-----------------------------------------------------------------------------
|
|
//
|
|
// Sample Name: RefreshRate Sample
|
|
//
|
|
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
Description
|
|
===========
|
|
This example demonstrates basic usage of the IDirectDraw7::StartRefreshRate
|
|
and IDirectDraw7::EvaluateMode methods. Together, these methods allow an
|
|
application to explore what display modes and refresh rates the monitor
|
|
connected to this display device is able to display, though a manual
|
|
user-controlled process. The application will present the UI that asks
|
|
the user if the current mode under test is being displayed correctly by
|
|
the monitor.
|
|
|
|
Applications should use these methods when they are interested in using
|
|
higher refresh rates.
|
|
|
|
The basic idea is that DirectDraw will setup a list of modes to be tested
|
|
(based on the list the app passed in), and then sequentially test them
|
|
under application control. The app starts the test process, and then
|
|
calls IDirectDraw7::EvaluateMode continuously. DirectDraw will take care
|
|
of settings the modes. All the app has to do is SetCooperativeLevel
|
|
beforehand, and then handle surface loss and drawing the UI that asks the
|
|
user if they can see the current mode under test. DirectDraw returns
|
|
enough information from IDirectDraw7::EvalulateMode to allow the app to
|
|
know when to do these things, and when to stop testing. The app can pass
|
|
a flag to IDirectDraw7::EvaluateMode if the user happened to say they
|
|
could see the mode corretly, which will cause DirectDraw to mark the mode
|
|
as good and move on. DirectDraw may also decide that time as run out and
|
|
give up on a certain mode.
|
|
|
|
DirectDraw uses information at its disposal from any automated means to
|
|
make the testing process as short as possible, and applications only need
|
|
to test modes they are interested in.
|
|
|
|
Path
|
|
====
|
|
Source: DXSDK\Samples\Multimedia\DDraw\RefreshRate
|
|
|
|
Executable: DXSDK\Samples\Multimedia\DDraw\Bin
|
|
|
|
User's Guide
|
|
============
|
|
The user interface is a simple dialog box. First select the DirectDraw display
|
|
device. Then select which modes you would like to test, and click 'Test'.
|
|
Each display mode will be tested, and the user can select if the mode appears
|
|
correctly or not.
|
|
|
|
If the user makes a mistake, and accidently says YES when a mode cannot be seen,
|
|
or NO when a mode really can be seen (thus ending up with a lower refresh rate than
|
|
possible) this allows the user to reset the test results and try again.
|
|
|
|
Click the Exit button to exit the application.
|
|
|
|
|
|
|