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Rendering On Menu Loop

Started by Dead Eye Jan 20, 2005 at 6:46 PM 0 replies 750+ views
Original Post
Dead Eye
Dead Eye
Hi there, First post here. I have a game app that needs to have non-exclusive keyboard access and must continue rendering even if the Windows system menu is activated. Thing is because Windows runs its own message loop when a menu is activated, I can't do idle processing. Is there a way besides multithreading to render during a menu loop? Thanks
Endurion
Endurion
On entering the menu loop you could set a timer for your window and inside WM_TIMER invalidate your window (you do draw in WM_PAINT too?)
Don't forget to kill the timer again after leaving the menu loop (WM_ENTERMENULOOP and WM_EXITMENULOOP).

This won't be the same speed as in full action, but should suffice.
Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

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