Re: How to overlay text on a full screen game ?

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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

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