Click here to return to develant.com

GapiDraw Classes


Class

Description

CGapiSurface
 

CGapiSurface is a memory area to which you can draw images and graphics primitives.

-> CGapiDisplay
 

CGapiDisplay is a surface you can use to draw directly to the display area (a "primary" surface).

-> CGapiMaskSurface
 

CGapiMaskSurface is a surface specifically suited for collision detection masks.

-> CGapiBitmapFont
 

CGapiBitmapFont is a bitmapped font class for drawing text to surfaces.

CGapiRGBASurface
 

CGapiRGBASurface is a memory area with integrated alpha key information. Win32 only.

-> CGapiCursor
 

CGapiCursor is used to draw animated and alpha blended cursors when an application is run in full screen mode. Win32 only.

CGapiDraw
 

On the Symbian platform this must be the first GapiDraw object to be created, and the last GapiDraw object to be deleted.

CGapiApplication
 

CGapiApplication is a base class you can use to quickly create new games and applications.

CGapiInput
 

CGapiInput locks all hardware keys on Windows CE and maps up/down/left/right to the correct display orientation.

CGapiTimer
 

CGapiTimer contains functions to limit the maximum number of frame updates each second for better battery usage. Win32 only.

CGapiVFS
 

GapiVFS is a virtual file system that can be used to store images, sound files and other data files needed by the application. Win32 only.

 

GapiDraw ReadMe

Readme
Please read through this document before you begin to use GapiDraw.

ReadmeSymbian
Please read through this document before you begin to use GapiDraw Symbian.

ReadmeWin32
Please read through this document before you begin to use GapiDraw Win32.

Release History
The GapiDraw release history - what's new and what's changed.

 

GapiDraw Introduction

GapiDraw installation instructions
Details on how to setup GapiDraw for your Pocket PC and the emulator environments.

Creating a new project
This tutorial introduces CGapiApplication and illustrates how to create the necessary project files to target both Pocket PCs, Smartphones, and Stationary PCs using the same code base.

Using video hardware
Introduces the hardware-accelerated video features of GapiDraw on stationary computers.

GapiDraw from a DirectDraw developers perspective
Introducing GapiDraw from a DirectDraw perspective.

The GAPI in GapiDraw
Illustrates the linkage between GapiDraw and the file "gx.dll" - useful for hardware manufacturers.

 

GapiDraw Misc

GapiDraw Structs
A complete list and description of all structures used in all GapiDraw operations.

 

Game Programming Tutorials

C++ for games development: Part 1
What you don't need to know, Objects, Headers, Libraries, Strings

C++ for games development: Part 2
The C in C++, Data types, Advanced memory operations, The game loop, Assignment 1

C++ for games development: Part 3
Random values, Classes, Visual C++, Assignment 2

C++ for games development: Part 4
UML, Switch, Return values, References vs pointers, Variables, Structs, Up/Down casting, CPtrList

C++ for games development: Workshop
Assignments 3, 4, 5, 6

You need to install the Apple Quicktime Player to view the presentations. Use the "left" and "right" keys to switch between slides.
You can download the class CPtrList used in Part 4 here: ptrlist.h and ptrlist.cpp.