Re: How to overlay text on a full screen game ?
- Posted by Chris Bensler <eu at creative??rtal.ca> Jun 07, 2008
- 723 views
ChrisBurch3 wrote: > > Hi > > On a purely theoretical level, it depends entirely on what library you are > using > to implement this. > > There are a couple of directx libraries (exotica, exoticax, directe) which > have > examples > of this sort of thing > > There's opengl, and there'e allegro - search the archives. > > Basic principle in common with most of these libs, is that you have an area > of memory, which you use the required function to write the text to, then > you flip that (something like swap_buffers, flip etc) that area of memory > onto the screen memory. Its a lot faster to do it like this. > > All gaming libs (AFAIK) have this in common. > > Of course, if you're not talking about euphoria, then this is probably not > the best place for you. > > Which library are you using? > > Just reading your post again, are you wanting to write text onto a game that > has nothing to do with anything else, eg you're playing half life, and you > want "drop dead mf scumbag" et al to appear on the screen, put there by a > separate, disparate progeam. I don't think you can do this. > > Chris Yes you can overlay text onto a 3rd party, full-screen app. Fraps does this (shows some runtime stats, such as the number of frames per allows video capture) as well as other programs I know of. How it's done exactly, I'm not sure. I think you need to aquire the address of the directX surface, which is a specialized windows canvas, afaik. Then you can use the windows text functions to write directly to the surface. Chris Bensler Code is Alchemy