All you stated is very interesting. I'm using an adaptation of
Sephnroth's tutorial:
Menu's and Dialogs - DarkSDK Tutorial
(it was written for VS2003, but everything said is still valid for VS2008, just replace 'DarkSDK' with 'DarkGDK' and 'LoopSDK' with 'LoopGDK')
I've been doing many tests with it, until finally including a menu for my simulation. However it turns to be kind of tricky to catch the windows messages and control them along with the 3d painting.
One of the main problems is that the DGDK painting 'freezes' when windows takes control of the menu. Some messages like changing from one drop-down sub-menu to another, cannot even be catched (or at least I was not able to do so).
Now what you described seems to be a workaround for this kind of issues, or at least a different aproach from Sephnroth's one.
Please if you can post some example code showing us what you explained, that would be nice. Like having a code example of peekmessage and how and when should be removed the handled messages.
It is quite easy to make a mistake, the results can change dramatically depending on when is GetMessage called etc.
I think that many members of the community would like to have this subject -windows menus and controls in DGDK- being part of the common know-how. Thanks in advance.