By Peter Walsh
Textual content is an replace to the earlier textual content, complex 3D video game Programming utilizing DirectX 8.0; targeting implementation adjustments to DirectX 9.0. For programmers who're new to portraits and online game programming. Softcover. DLC: desktop games--Programming.
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Extra info for Advanced 3D Game Programming with DirectX 9.0
It pushes all of the coordinates out to accommodate the window style dwStyle, which should be the same one used in CreateWindow for it to work correctly. For non-pop-up windows, this will make the top and left coordinates negative. BOOL AdjustWindowRect( LPRECT lpRect, DWORD dwStyle, BOOL bMenu ); lpRect Pointer to the RECT structure to be adjusted. dwStyle Style of the intended window, this defines how much to adjust each coordinate. For example, WS_POPUP style windows aren't adjusted at all. bMenu Boolean that is TRUE if the window will have a menu.
BOOL GetClientRect( HWND hWnd, LPRECT lpRect ); hWnd Handle to the window you want information about. lpRect Pointer to a RECT structure you would like filled with the client rectangle. Once you have the client rectangle, you often need to know what those points are relative to the desktop coordinate space. ClientToScreen, which has the following prototype, provides this functionality: BOOL ClientToScreen( HWND hWnd, 35 LPPOINT lpPoint ); hWnd Handle to the window the client point is defined in.
These days each process is run in its own separate memory space, so this parameter is always NULL. It remains this way so that legacy Windows applications still work. A pointer to the command line string. When the user drags a file onto an executable in Explorer (not a running copy of the program), Windows runs the program with the first parameter of the command line being the path and filename of file dragged onto it. This is an easy way to do drag-and-drop. The hard way involves OLE/COM, but let's keep OLE under a restraining order.
Advanced 3D Game Programming with DirectX 9.0 by Peter Walsh