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Dark GDK / Cloggy's D3DFunc plugin, Sephnroth's Image/Primitives extension, IanM's Key-stroke handler - LINK ( ! )

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Morcilla
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Posted: 1st Aug 2007 12:20
Hi all,

here is the original thread that Sephnroth started:

Text extension, Image extension, Primitives Extension

He's the one that converted Cloggy's D3DFunc to DGDK for the first time. For those who don't know, this plugin allows to display faster text, new 3d commands like 3d line or 3d dot, new primitives and more.

He also made the wonderful 'Image extension' that allows to change images at run-time. It can be used to create those bullet impacts on walls etc.

IanM on his side, contributed with a key handler for a better user input. Very nice indeed too.

People around has been asking for D3DFunc, and the key handler. I think there is enough info at that thread to start working. Nevertheless I could be posting a sample project if anyone is still having problems.

No thanks needed. You are welcome.
Niels Henriksen
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Posted: 3rd Aug 2007 00:58
Now we just need it in .NET

Niels Henriksen
Working on a (MMO)RPG right now in DarkEngine
http://www.tigernet.dk - Send SMS to mobile online (will come in english soon)
APEXnow
Retired Moderator
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Posted: 3rd Aug 2007 01:16 Edited at: 3rd Aug 2007 01:23
I'll see what I can do.

Paul.

[EDIT] I'll stress, no garuntees here because I'm already behind on another plugin that should have been released some time back via NG, so that is going to come first for sure.

Matt, if you're reading this, my apologies for being quiet of late.

Paul.

m2zt
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Posted: 3rd Aug 2007 04:28
Yeah this does look really useful but i cannot get the Text.cpp file to compile. I keep getting char cannot be converted to LPSTR or LPSTR to LPCWSTR.

Futurama 2008
Morcilla
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Posted: 3rd Aug 2007 11:26 Edited at: 3rd Aug 2007 11:30
Ok, I attach a VS2005 compiling template project for
-Text extension, Image extension & Primitives Extension.

That means that, IanM's key handler is not included, and from D3DFunc, only AAText function is included. I would like to have some time and post a template project with all the functions from the latest D3DFunc version (3.6).

[Edit: Perhaps some problems compiling also IanM's key handler? I recall that something changed due to the last DGDK update. If so, just let me know.]

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Jna99
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Posted: 3rd Aug 2007 15:16
Quote: "Morcilla wrote:I would like to have some time and post a template project with all the functions from the latest D3DFunc version (3.6)."


That would be great!!

m2zt
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Posted: 3rd Aug 2007 20:11
Thanks Morcilla. I still had some problems getting it to compile using a different project but I found out to change the Character Set under properties to Multi-Byte Character Set.

Futurama 2008
Cellbloc Studios
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Location: Atlanta, GA
Posted: 5th Aug 2007 23:16
Morcilla:

This is EXACTLY what I needed! This for the template!

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Morcilla
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Posted: 7th Aug 2007 15:03
Hey no problem Cellbloc.

I managed to port a previous d3dfunc (not current 3.6.5) into the vs2005. It doesn't have all the functions, but I think it can be helpful as a start for adding/upgrading to that 3.6.5

I don't have much time for further advancement right now...Maybe someone around could give a try on this.

Check the attachment for the VS2005 Project template.

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Morcilla
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Posted: 7th Aug 2007 15:08 Edited at: 7th Aug 2007 15:09
And here is the full source for D3DFunc V3.6.5 :

Cloggy's DarkBasic Depot
Morcilla
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Posted: 7th Aug 2007 15:16
Last thing, the VS2005 template for IanM's key-stroke handler, attached.

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APEXnow
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Posted: 7th Aug 2007 16:06
I've been looking at the D3DFunc source code, and tbh, this should not be at all a problem in converting it into a plugin for DGDK.NET. So if you need me to convert this to work with DGDK.NET, I'll take a crack at it. Cloggy's written the plugin very nicely tbh.

Paul.

TGN
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Posted: 8th Aug 2007 05:21
I would physically love you, Apex.
Cellbloc Studios
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Posted: 8th Aug 2007 08:19
I'm back in Honduras starting this weekend for an entire week, but when I get back, I will see about converting all the functions over for DGDK (I'm not using the .Net version)

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Morcilla
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Posted: 9th Aug 2007 11:32
Needless to say that would enrich the community
unitech
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Posted: 20th Aug 2007 22:23 Edited at: 20th Aug 2007 22:31
Dont know if this may be useful but I wrote a way to auto assign the ID's and create a class version, much like the .net wrapper.

You just do this in your h file..



Make sure to do the include #include "D3DText.h" and that enum statement.

and this in the main..



of course you could make a function for this is you like. so its more like.. text.font(100, 100, ALIGN_LEFT, Arial, 12, 0, 0, "Hello World!"); combining it all in. I like the start and end so I left it.




here is the D3DText.h


and the D3DText.Cpp


also a factory file..

D3DFactory.h



and D3DFactory.cpp


The Factory holds the instance of the id, and you could add more IDs in there is you wanted other D3d Calls. Hope this is help full to some one.
unitech
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Posted: 20th Aug 2007 22:25
Question: Is there a way now that we have access to directX to change the Z depth of the text to go on top off sprites?
Morcilla
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Posted: 21st Aug 2007 11:58
Uh, I got AAtext over sprites all the time with dbDrawSpritesFirst...
unitech
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Posted: 21st Aug 2007 14:27
Ya that works but the sprite go under 3d?

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