Yay! Fixed it!
What I did was to modify CGfxC.cpp, to include a new style flag:
// lee - 200306 - u6b4 - added extra layout codes
if ( iStyle==2 ) gWindowStyle |= WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MAXIMIZEBOX;
if ( iStyle==3 ) gWindowStyle |= WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX;
if ( iStyle==4 ) gWindowStyle |= WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX;
/* TJR - 190611 - to produce apparently full-screen windows when height/width set to desktop resolution
It is actually a window, but without borders or caption and that occupies the entire screen.
Resources are preserved when using ALT/TAB ect */
if ( iStyle==5 ) gWindowStyle |= WS_OVERLAPPED | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX;
I then recompiled the display.lib and dropped it into the
C:\Program Files\The Game Creators\Dark GDK\Lib\vs9
folder. Success!
Now when I run the program, it appears to be running in full screen.
My method of calling it is here:
dbSetWindowOn();
dbSetDisplayMode(screenWidth,screenHeight,screenDepth);
dbSetWindowLayout(5,0,0);
dbSetWindowPosition(0,0);
I think that this issue is now resolved sufficiently for my purposes.
That leaves (in order of importance to me):
a) 3DS meshes (a BIG concern for me)
b) using Zip Files as folders, and with password protection. I can actually live without this one if I have to. It's a serious "would be nice" though.
I've attached the recompiled library file, but please,please take a backup of your existing one before you overwrite it. You're on your own if anything goes wrong for you!
Amazing Simulation
www.amazing-forum.com