Hey all I was wondering is it possible to make an HDC that is not shown onscreen (to be transferred elsewhere). The HDC will be created and edited soely by my application so I have absolutely nothing to base it from (so can't use GetDC or similar functions). I've tried CreateCompatibleDC(NULL) but that draws onscreen too.
Any ideas? :P
Cheers,
0rbit.
What do you mean off screen? What's the point of it?
I mean in memory. The user won't see it on a form or anything.
Mind explaining what this is for? What's the point of drawing it, but not being able to see it?
Well I'm doing an external radar which is shown on a PSP screen. My program renders the radar then sends the image across and it's shown on the PSP.
Rather than draw it to a form then send that to the PSP, I'd like to do a console app that will show info on the status and stuff, while out of view drawing the HDC and sending to the PSP.
(Thanks for checking it out btw )
Psp devving is hard.
Originally Posted by TailsTehFox
Psp devving is hard.
Yeah it's a real pain but I've managed to get this working with an already-coded PSP app so it's all good.
So you want to create a buffer that holds the drawing data and move it.. Hmm, now that you explain it, it doesn seem confusing.
Off topic: Where would you start learning, if you're coding for PSP? It seems interesting, plus I have one..
Originally Posted by Void
So you want to create a buffer that holds the drawing data and move it.. Hmm, now that you explain it, it doesn seem confusing.
Off topic: Where would you start learning, if you're coding for PSP? It seems interesting, plus I have one..
Yep.
Can I post outside links?
Originally Posted by Void
So you want to create a buffer that holds the drawing data and move it.. Hmm, now that you explain it, it doesn seem confusing.
Off topic: Where would you start learning, if you're coding for PSP? It seems interesting, plus I have one..
Its sorta like learning SDL or DirectX. . Such as, Developing for Dreamcast uses KOS (KallistiOS) to render graphics and audio
The above are the "main" places to look when beginning, in my opinion. You'll probably find a few more sites linked to by these sites again that deal with different aspects of PSP Development (such as exploits) but these will definitely be enough to get you started.
Personally I think you should look at the stickied threads on the PSP-********** forums first to get everything set up, and get a handle on everything that's going on before moving on to the others.
There are other ways to code for PSP such as LUA, which to my knowledge is a kind of scripting language, but I definitely think it's best to use C/C++ the whole way.
(Also, make sure you have custom firmware on your PSP so you can actually run your creations )
The above are the "main" places to look when beginning, in my opinion. You'll probably find a few more sites linked to by these sites again that deal with different aspects of PSP Development (such as exploits) but these will definitely be enough to get you started.
Personally I think you should look at the stickied threads on the PSP-********** forums first to get everything set up, and get a handle on everything that's going on before moving on to the others.
There are other ways to code for PSP such as LUA, which to my knowledge is a kind of scripting language, but I definitely think it's best to use C/C++ the whole way.
(Also, make sure you have custom firmware on your PSP so you can actually run your creations )
Enjoy!
Actually. Lua is embeddable into C++. If you embed it basically you have Godmode. If you can implement a Lua interpreter into the program, you can enter Lua code, and it will do it. In program
Originally Posted by TailsTehFox
Actually. Lua is embeddable into C++. If you embed it basically you have Godmode. If you can implement a Lua interpreter into the program, you can enter Lua code, and it will do it. In program
Wouldn't it be easier to just code your app in one or the other?
Originally Posted by 0rbit
Wouldn't it be easier to just code your app in one or the other?