Hi Tinman, thanks for the response,
How have you given your standard callback access to your wi structure?
As you see in the previous post. I'm using a dummy "custom" cb at the mo because of the problem with the "If" statement. Notice that the std cb proc accesses the "wi" variable, which simply contains several "long" variables for window pos, size, etc. In fact here it is below. Since last posting, I'm trying to get around the problem by running my main loop in a thread and using "Pause/ ResumeThread()" in the std callback (eventually my app will have to be multi-threaded anyway). It's just diverted me onto yet another problem though because ResumeThread() isn't doing it's job. I've also starting looking at Windows process/threads sync facilities for a solution but not too much because I'm ultimately aiming for a Linux based app. And now I've got distracted by the Reaction and Torque engines on
http://www.garagegames.com. Arrrrhhhh, recursion is eating me alive
Code: Select all
Structure WinInfoT
; Windowed
pi.l ; PB Window Identifier
pw.l ; PB Window Handle
wx.l ; Window X offset
wy.l ; Window Y offset
ww.l ; Window Width
wh.l ; Window Height
wt.s ; Window Title
wf.l ; Window Flags
; Screen
ps.l ; PB Screen Handle
sm.l ; Screen Mode (0: Windowed, 1: Fullscreen)
sx.l ; Screen X offset (windowed mode)
sy.l ; Screen Y offset (windowed mode)
sw.l ; Screen Width (fullscreen)
sh.l ; Screen Height (fullscreen)
sc.l ; Screen Colour Bits (fullscreen)
sd.l ; Screen Depth Bits (fullscreen)
st.s ; Screen Title
ws.l ; Window State (0: Opening, 1: Active, 2: Closing)
gh.l
gc.l
gr.l
cb.l ; CallBack Function (for application)
EndStructure
Global wi.WinInfoT
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