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Posted: Mon Jan 26, 2009 4:19 am
by Mistrel
Posted: Mon Jan 26, 2009 8:30 am
by Olby
I just remembered that there is a command to resize the DBP window.
So which one is better in your opinion ? I think a native Windows command should work just fine...
Posted: Mon Jan 26, 2009 8:41 am
by Mistrel
I use SetWindowPos_() within dbSetWindowSize internally with the flags:
Code: Select all
#SWP_NOMOVE|#SWP_NOOWNERZORDER|#SWP_NOREPOSITION|#SWP_NOZORDER
This would be the better function in-case you've actually offset the DBP screen from 0,0. Using MoveWindow_() would require and additional function GetWindowRect_() to find the original x/y position.
Posted: Mon Jan 26, 2009 8:57 am
by Olby
I see. Thanks for clearing this out.
Posted: Thu Jan 29, 2009 3:42 pm
by Olby
I was wondering is there any way to load db pro data directly from memory instead of extracting data from packages to the disk and then loading them. There are no direct commands but maybe it is possible to somehow inject a code into PureGDK that would allow us to pass a *memory to a function instead of a file name and it would load it directly from that memory area? That feature could be very very powerful!
Posted: Thu Jan 29, 2009 9:19 pm
by Mistrel
I looked into this a long time ago but couldn't find any trick to make it work. DBP commands expect a location on disk. You can't even fool it with a named pipe.
IanM has a method for doing this. You can alternatively use the GDK plugin framework to wrap his plugins (or select commands) and get the same functionality. I don't know enough about how DBP loads objects to emulate this.
I don't support IanM's plugins out-of-the-box because they change so frequently.
Posted: Thu Jan 29, 2009 9:58 pm
by Olby
Mistrel wrote:IanM has a method for doing this.
Which of his plugins do this. I know them quite well but cannot remember that there was support for loading data from memory. I know there is a command to load DBO from memory bank but it is not enough, I am speaking about generic way to pass memory address into all loading functions instead of file names. But according to what you said it is impossible.
Posted: Thu Jan 29, 2009 10:12 pm
by Mistrel
IanM only provides a function to load objects from memory (you'll have to took at the documentation to determine which one).
I think all of the other types of data can be loaded using memblock commands: bitmap, image, mesh, sound. Loading sound from a memblock won't work right with PureGDK because it doesn't support the global flag (an oversight in 7.1).
There are no commands for loading animations from memory.
I would like to remove all of the memblock commands eventually and wrap the important ones, like loading data from memory. This library is virtually obsolete in PureGDK.
Posted: Thu Jan 29, 2009 11:40 pm
by Olby
Mistrel wrote:I would like to remove all of the memblock commands eventually and wrap the important ones, like loading data from memory. This library is virtually obsolete in PureGDK.
True, but the problem is that memblock commands do not have all the parameters that normal load type commands has. For example creating an image from memblock does not allow you set the various parameters like image mode and scale down value. Same applies for all other make .. from memblock type of commands. I think there is no way to fix this anyhow.

Posted: Fri Jan 30, 2009 1:19 am
by Mistrel
An idea solution would be for TGC to implement native load from memory in their various load functions. Pass a string for loading from disk or an integer to load from memory.
Posted: Fri Jan 30, 2009 8:25 am
by Olby
Mistrel wrote:An idea solution would be for TGC to implement native load from memory in their various load functions. Pass a string for loading from disk or an integer to load from memory.
I guess we are out of luck right now because it is not something that Lee would easily implement and besides 7.1 is quite new so there is at least a half to one year gap between the next major update.
Posted: Fri Jan 30, 2009 8:29 am
by Mistrel
Lee updated 6.7-7.1 all of last year.
Posted: Fri Jan 30, 2009 10:53 am
by Olby
Yeah but all those previous where not major updates like 5.8, 7.1 (and some other earlier updates). Mainly they all are simple bug fixes. Besides I get frustrated to see that when he tries to fix a bug he introduces many new ones so it is basically a never ending cycle for him.
I am speaking about about a complete overhaul of the loading system which most probably will not happen at least in these few months or ever at all for DX9 version of DBP. Maybe we can ask him to think about it for the upcoming DBPx10 about which I have not heard in a while.
Posted: Mon Feb 02, 2009 11:45 am
by Mistrel
PureGDK was featured in this month's issue of The Game Creators Newsletter.

Posted: Wed Feb 04, 2009 11:26 am
by Mistrel
PureGDK 1.1b2 is out!
The some of the examples have been revised to support changes in this in beta. Please replace your existing example source with the sources from beta 2 otherwise they might not compile or could produce unexpected results.
http://puregdk.com/files/upload/PureGDK ... 2-4.30.zip
http://puregdk.com/files/upload/PureGDK ... es-7_1.zip
Changelog:
PureGDK 1.1.0 Beta 2
====================
Bug fixes:
- Fixed a bug which caused executables to crash when ending the process on Windows Vista.
- Fixed a bug where an access violation would occur in ndb.dll when ending the process if the Newton Game Dynamics library was used.
- Fixed a bug where the PureGDK compiler would diplay both the GUI and the command-line window at the same time. The command line window is now hidden when compiling from the IDE as it was intended.
- The executable will no longer report an "active functions" notification when terminating on a runtime error if only one active function is locked.
Updates:
- dbKeyState now uses virtual-key codes to prevent scan code conflicts across multilingual keyboards. Please consult the documentation for more information.
- dbGetClipboardData and dbSetClipboard are obsolete and have been removed.
- dbCheckDisplayMode is obsolete. Use EnumDisplaySettings_() instead. Consult the documentation under "From DarkBasic to PureGDK -> Fundamental Differences" for more information on alternative solutions.
- Removed unsupported color depth parameter from dbSetDisplayMode. Use ChangeDisplaySettings_() instead.
- Added new commands from DBP 7.1 dbTextureScreen, dbSetScreenEffect, dbAddMemblockToObject, dbGetMemblockFromObject, and dbDeleteMemblockFromObject.
- Updated the documentation and added example sources to the "From DarkBasic to PureBasic" section of the help file.
I would also like to mention that Evochron Renegades, a new space flight simulator by StarWraith 3D Games LLC has just been released. This game was developed entirely in DarkBasic Classic:
http://starwraith3dgames.home.att.net/go.htm
http://starwraith3dgames.home.att.net/e ... /index.htm
http://www.youtube.com/watch?v=M-x4SdR_JMk
