Quote:Original post by MJP
Remember that Direct3D provides no means of creating a window. When you create a device you say "hey, here's a handle to a window that you should draw to" and then Direct3D draws to its client area. It doesn't care where that window came from or how you made it, as long as you have its window handle. It also won't mess with that window at all as long as you don't go fullscreen.
Oh yeah... suppose I never really looked too deeply at the connection between Win API and DirectX since Win API wrecked my head enough when I was originally trying to learn it :p
So should it be just as easy with something like wxWidgets as using the actual Win API? Or do most GUI APIs actually just provide a wrapper around the Win API window system anyway? Just curious since you'd obviously need a window handle of the same kind as the Win API one to pass to Direct3D.
Quote:Original post by MJP
So typically what you'll do is you'll have your main window, you'll have your stuff like your menu and status bar and maybe a a splitter with a toolbar on the side. Then you'll have a large control (child window) embedded in the main window that you tell D3D to draw to.
So you just pass the window handle of the child window to Direct3D... nice.
Should be quite easy then to set up an array of tiles on the side and have it let you paint them onto the Direct3D window once you have a grasp of WinAPI, right?
Sweet, thanks. Though I might go with the in-game editor this time... I was thinking about that today. More complicated things in future will probably need WinAPI or something to be practical though.