Showing forms/messages/text over game screens.

How can I show of form or message or text (or do something else like this) over/in a fullscreen DirectX or OpenGL game (for example 'Counter Strike/Half Life', 'Unreal Tournament', Warcraft)? If an application needs to show an information to a user even if he's playing games.

Thanks,

Sergio
sergiognAsked:
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DaFoxCommented:
Hi Sergio,

I couldn't say it better than it is described in this faq answer: http://www.fraps.com/faq.htm#coders

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"Unfortunately there is no simple way to draw graphics on screen. [...] Fraps works by patching directly into the underlying graphics API. Doing things this way allows Fraps to issue graphics commands as if it were the game itself, avoiding having to do a large amount of setup beforehand. [...] The first method is referred to as “API hooking”. [...] The other method is to write a “DLL wrapper”."
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BTW: fraps is an application that shows you your framerate in the upper left corner of any fullscreen OpenGL or DirectX game.

Regards,
Markus
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sergiognAuthor Commented:
So if I have to write a DLL wrapper where should I search for reference/tutorial for my case?
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delphifreakCommented:
Hi Sergio!

I know that the answers marked in my question are not the right ones, but i had to close the question, and because of this i shared the points ...

It can be done with GDI (i think it's called like this), but with this method the things you draw on the screen have to be updated with every frame. So the text 'blinks'.
But this is not the best method ...

by delphifreak
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DaFoxCommented:
Sergio, do you really think writing a DLL wrapper is a good choice? You have to replace the original DirectX/OpenGL DLL with your own one and pass all "information" you get to the original one (that you renamed before).
That means a lot of work and your wrapper doesn't work with newer versions of DX/OpenGL for shure!
Personally, I'd rather use API hooking. The chance that your code works with a newer version of the dll is better than using the wrapper technique!

Markus
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delphifreakCommented:
I found another, better solution for the problem:
What you need for drawing text, for example in a DX game, is a handle to the IDirect3DDevice of the game (for the D3DXCreateFont-function or whatever). It is not easy to obtain this, but it is possible, by hooking the API-Functions of the DirectX Libs.
The best way to get the handle is hooking the Present-Function, which is called every time a new frame is drawn. And that's the point where you have to draw your text.

OpenGL is a little bit easier, but the biggest problem there is drawing the text. There is a nearly similar function called when drawing a new frame, often named SwapBuffers.

API Hooking is very easy, if you have the right lib. I am using Madshis MadCodeHook-Lib, which is available at http://www.madshi.net/ . Some helpful examples are provided too.

ciao, df
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