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>
26 lines
1.2 KiB
Plaintext
26 lines
1.2 KiB
Plaintext
DirectShow Sample -- Base Classes
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---------------------------------
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The Microsoft DirectShow base classes are a set of C++ classes
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and utility functions that you can use to implement DirectShow filters.
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For complete documentation of the base classes, see "DirectShow Base Classes"
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in the DirectShow Reference section of the DirectX SDK documentation.
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NOTE: The BaseClasses header file schedule.h has been renamed to dsschedule.h
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to prevent conflicts with the Platform SDK <schedule.h>. Only the refclock.h
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header in the BaseClasses directory uses this header, so the impact should
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be minimal.
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Building for Windows XP
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-----------------------
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If you want to target Windows XP specifically to use its new features,
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you must set WINVER=0x501 in the BaseClasses project file. You must also
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install the Windows XP Platform SDK, however, to ensure that you have the
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latest header files. For example, wxutil.cpp uses the new TIME_KILL_SYNCHRONOUS flag
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only if (WINVER >= 0x501). This flag is conditionally defined in the Windows XP
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Platform SDK in mmsystem.h, but only if WINVER is also set to 0x501 when compiling.
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#if (WINVER >= 0x501)
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#define TIME_KILL_SYNCHRONOUS 0x0100
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#endif
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