When I started using Doxygen in 1.9.3, external namespaces from tags would show in the namespace list, which I didn't want/think was appropriate. This was resolved in 1.9.4: https://github.com/doxygen/doxygen/issues/9241 However, I just updated to 1.9.7 and it seems like 1.9.6 added them back, just now with an "[external]" mark, yet again, I don't want them there. The only loosely relevant configuration options I can see are: * ALLEXTERNALS * EXTERNAL_GROUPS * EXTERNAL_PAGES all of which I already...
Just wanted to stop in to say I will get back messing with this. I'm at a different location with a different system where it hasnt be convenient to set everything up yet. Haven't meant to just ignore your efforts.
That's OK, thanks for checking in. I'm currently using Textractor to perform the translation which luckily works with this game (probably since it uses GDL), and I'd imagine it functions essentially the same way you're describing you'd like DxWnd to. Most of the programmatically rendered text in this game goes through ExtTextOutW. To further be a leech, I will also note that I'm having a Z-order issue. The game is rendered on top of everything regardless of whether it is in focus or not, except for...
That's OK, thanks for checking in. I'm currently using Textractor to perform the translation which luckily works with this game (probably since it uses GDL), and I'd imagine it functions essentially the same way you're describing you'd like DxWnd to. To further be a leech, I will also note that I'm having a Z-order issue. The game is rendered on top of everything regardless of whether it is in focus or not, except for the Taskbar and Textrator's output window when set to always-on-top, though in...
Hmmm, well, this is partially a different question now... but, while it doesn't crash the game, the "Hide desktop background option" doesn't seem to do anything, and neither does blacker.exe. The former literally just results in no visible change, while the later runs with its little blank window, but otherwise does nothing. I'm assuming I'm doing something wrong, but for something so simple I'm not sure what.
Fixing the aspect was as simple as it appeared (and the guides say): Just tick "Keep Aspect Ratio". Also just wanted to leave a note here in case someone else stumbles upon this: This game also requires use of the "Mouse->Position message processing" option If it ends up requiring much more I guess I'll provide the profile.
Glad to see that DxWnd has many bases covered. I was already running in admin mode but hooking GDI was the right call. I was trying to think of what the game could have been using other than DirectX and SDL (I figured OpenGL was unlikely) and completely forgot it was even a thing given the tight association of DirectX with Windows these days, but it makes perfect sense given its simple rendering requirements as a Visual Novel... I wonder what portion of DirectX this game is even using then lol. With...
More or less yes, it was snuck in there between some parenthesis. To be sure, I backed up my profile and started from scratch again, leaving all of the defaults except for specifying Desktop scaling under position as you instructed and it just results in a "fake-fullscreen" variation of what I showed before sadly. EDIT: If anyone is familiar with it, I also just tried using BorderlessGaming (https://github.com/Codeusa/Borderless-Gaming) and more-or-less the same thing happens. Now also tried it with...