Draw Over Screen

Biodegradable

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Joined
Nov 20, 2005
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What is the strongest Draw over method there is? I am trying to make a clock go over one of my games becouse Parents get mad when i say "sory I didnt know what time it was" then they are all like "Well were you on the computer? it has a clock" and I am like "I was in a game fullscreen" Thus I decided to make a clock that is over My game! brilliant...I know... :p
I think my game usses FullScreenExclusive to block lines...becouse when i tried plotting my lines GetForegroundWindow and that didnt work OBVIOUSLY...
how about something like DrawReversibleLine or <icrosoft.DirectX.DirectDraw? What do you guys think? or GDI+ doubleubuffer (dont know what that is or if it will work at all)
 
If a game uses fullscreen exclusive mode it is intended specifically to not have anything drawn over it. I have seen this question asked a few times, and never seen a decent answer. Honestly, the best advice I can give you is to stick your clock on top of the monitor because, otherwise, the best you will probably get for results is an extremely flickery, miscolored clock.

It is not a matter of "strongest" draw methods. Your game draws itself 60 (give or take) times a second, and the only way for your clock to be visible would be to draw itself after the game draws, but before the monitor refreshes.
 
ok mabyu strongest method was not the right word choice. how about different methods? and yes I already have my draw line on a timer.
 
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