JJ,
>> You can only create graphics buffers on 32-bit versions of Windows [4].
>
> Kind of expected that, since 64-bit Windows no longer support 16-bit
> programs. But... FUUU!!
I'm not so sure it has anything to do with 16-bit programs : In the example
the console buffer itself is 32 bits, as is the program feeding it.
Having said that, I've got no idea what actually prohibits it.
>> Alas, as it doesn't draw the graphics over the already existing text
>> (and only works in a windowed console) its not really usefull toward
>> my own goal. :-\
>
> That may be worked around by hooking the drawing function
:-) That was what I was looking for, but have not been able to find.
I /could/ do it the other way around I suppose : grab a copy of the target
window(s graphics), draw my own stuff over it and present that as the new
data. But again, no synchronisation between the two.
And I got caught out by the example : I implemented that code and got zero
result from it. ...Until I realized that I was running the code in a
fullscreen 80x25 console, and not from a windowed one. After I switched
over the image did indeed appear. :-)
By the way : I got something to work with that BOP method, but ultimatily
decided against it - the intermediate DLL needs to be registered *and
unregistered* in the DOS program. Fail to unregister it and the next usage
doesn't give the desired result. :-|
As switching to a DOS graphics mode isn't possible (on that one machine) and
as such I'm forced to use a windowed console anyway I thought of just using
a standard Windows dialog and communicate with it (from within the DOS
program) thru a 'named pipe' (which I can just "print" to). Seems to work
alright.
Regards,
Rudy Wieser