I'm writing a full screen "space" game in DarkGDK. I accept that there's no built in GUI for full-screen mode - how tricky would it be to close, minimize, or hide the full screen game when the user docks with a planet or space station, and then bring up a regular windows forms window that I design in the forms designer (I'm using VS 2k8 express c++)...how would I go about doing this? What would the code look like? Something like this?
DarkGDK() {
//inits and stuff
while(LoopGDK())
{
//game logic goes here
if(user.isDocked()) {
this.Hide(); //how do I do this in DarkGDK?
myWindow mw = new myWindow();
myWindow.show();
while(myWindow.finished == false) {
yield();
}
myWindow.Hide();
this.Show();
}
}
}
class myWindow : CFrameWnd {
//window code here
}
How would I do this in DarkGDK? Is the above approach the correct approach to use? Should I do something differently? I kind of don't want to use CLR support, so ignore the part about the forms designer above

...how do I go about doing this? Thanks.
--aersixb9