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| From: | "Daniel Urquhart" <urquhartd AT jlcrowe DOT org> |
| Newsgroups: | comp.os.msdos.djgpp |
| References: | <19990630084941 DOT 1835 DOT qmail AT hotmail DOT com> |
| Subject: | Re: Intergrating a dialog on to a double buffered screen?? |
| Lines: | 16 |
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| Message-ID: | <Wwwf3.29$FY6.337979@news.bctel.net> |
| Date: | Fri, 2 Jul 1999 17:44:40 -0700 |
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| X-Trace: | news.bctel.net 931042486 209.52.196.30 (Sat, 03 Jul 1999 15:54:46 PDT) |
| NNTP-Posting-Date: | Sat, 03 Jul 1999 15:54:46 PDT |
| To: | djgpp AT delorie DOT com |
| DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
| Reply-To: | djgpp AT delorie DOT com |
> I'm trying to put a dialog on to a double buffered/animated screen but am > not sure as to how the dialog player routine is used? I've put up the > source code and binary so you can download it & take a look.. Please help I > need it badly! I decided to skip looking at the file, but here is a tip. First, I will assume that you want a player interface displayed allong with the animated area. One way to do this is to make you'r double buffer have smaller that the screen resolution. Blit it onto the top/bottom/left/right, part of the screen and then let your player interfave use the remaigning space. Also, you could call the player interface to modify the unused buffer before blitting.
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