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Another DirectX question

Posted on 1998-10-01
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My previous DirectX question dealt with going to fullscreen (DDSCL_FULLSCREEN | DDSCL_EXCLUSIVE) and how the window appears and is active even after drawing over it.  I have gotten rid of part of this problem by setting the Menu to NULL (SetMenu command).  This has made the menu disappear (a good thing) and now I have a few more problems.  The maximize, minimize, and close button on the upper right hand part of the window are still active, and if you move your mouse pointer to the edge of the window, it still allows you to resize.  How do I inactivate all of these?  I want to draw over this window and use this screen area as though I were programming a DOS game... a blank screen that I can draw images onto (without my mouse detecting hidden windows options).  Please help!
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Question by:visual032798
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chensu earned 100 total points
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When you create the window, specify the window style WS_POPUP | WS_VISIBLE only.
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by:visual032798
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The program I have can switch between windowed mode and fullscreen mode (with Alt+Enter).  Will this still work fine while in windowed mode?  Also, since I am not in front of my programming PC right now, if I used MFC wizard to initially create my window, where do I specify this option (or what function can I use to change it to this). Thanks for your prompt help!
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by:chensu
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>Will this still work fine while in windowed mode?
Yes, as long as it is a Windows GUI application.

>if I used MFC wizard to initially create my window, where do I specify this option (or what function can I use to change it to this).
You may override the CWnd::PreCreateWindow() and change the cs.style and/or cs.dwExStyle. Or you may override the CWnd::OnCreate() and call CWnd::ModifyStyle() and/or CWnd::ModifyStyleEx().
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by:visual032798
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Thanks a lot for your help!
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by:georgesy
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>when you use an ordinary win32 application. you can access a Fullscreen mode just by applyng two Directx commands:
1-Setcopperativelevel(hwnd,DDSCL_EXCLUSICVE | DDSCD_FULLSCREEN );
2-SetDisplayMode(width,height,Palette_Bits);
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