Windows API Library
Version: 1.1
Author: Exhydra
Date: 6-18-2011
Version History
- <Version 1.1> 06.20.2011 - Added methods; enhanced compatability of methods
- <Version 1.0> 06.18.2011 - Original Release
Description
If you're simply curious, looking for something extra to spice up your game or hoping to find something to solve a problem you've been having, Windows API might have the answer! I've compiled a massive list of functions to play around with, so come on in and learn!
Features
- Determine full screen status of the game window.
- Flash the game window at variable times and speeds.
- Obtain the current and temporary directories easily.
- Get and set INI values.
- Display Windows style message boxes.
- Resize the game window on-the-fly.
- Temporarily disable game hot keys (F1 and ALT+Enter)
- ... and others.
Screenshots
None
Instructions
See Attached Demo
Script
Too Large; See Attached DemoCredit
Thanks
- <Numerous Script Authors> (GetPrivateProfileString, AquireGameWindow)
- <Mechacrash & Kylock> (ResizeGameWindow)
Support
- Please post in this thread for support.
Known Compatibility Issues
Demo
See AttachmentAuthor's Notes
- Phew, finally had to pause from stuffing things into this project so I could post it. I've had a lot of fun learning Windows API and getting it to work decently within RPG Maker VX. If nothing else, I hope others learn as much as I did!
Restrictions
- Free for use in non-commercial and commercial games.
:O
Detect fullscreen status? That's awesome. Some great stuff here. I'm really liking your scripting. I'm going to study this code and learn much of API from it.
So, kudos on the awesome.
Cool script, looks like it'd make a lot of things easier for scripters (or anyone, really).
Thanks! Some of the methods included aren't particularly useful to most people, but I figured that they were at least fun to play around with and perhaps learn a lot about Windows API. Determining full screen was my first, as I needed it for Shake Window ... then it kind of got out of hand. I'm researching passing information between two game windows through shared memory at the moment. Such interesting stuff!
I've done that before and Win32API isn't really suited, nor needed for that. Its much easier to just create an intermediate file that both games can read/write from on a separate threads.
Other than that, you can reopen the STDOUT to dump to another process, like what I did with my Console Debugger, but you can't really do that with STDIN. You'll lose your controls.
Yeah, at this point it's more about fiddling around with what's available, really. Most of what I come across is just for playing around and not real useful application within a game.