[size=12pt][i][color=blue]Coming soon...[/color][/i][/size]

To test the C++ 64-bit version of WinLIFT/GDImage, there is no better way than writting demos.

"[b]HUD controls[/b]" expose a complete interface to create interactive graphic applications, {and even games.}
This is possible because all the controls are embedded directly inside of the graphic container,
and each graphic component have a set of properties letting them act like regular button child controls.

This is done through the use of events and a callback to monitor/process the messages of the graphic container.
All animations and sound effects are rendered into a dinstinct thread to "play and forget".

[b]Theme:[/b]
The "Iron man" WinLIFT theme is used to skin the main window.


[b]Some of the widget/sprite properties applying to raster or vector objects:[/b][list]
[li]Show/Hide.[/li]
[li]Anchor mode.[/li]
[li]Locked/unlocked (draggable).[/li]
[li]Frame selection.[/li]
[li]Color/transparency.[/li]
[li]Full 360 angle rotation.[/li]
[li]Z-order.[/li]
[li]Clone (raster objects only).[/li]
[li]Linked with (widget).[/li]
[li]Tooltip support.[/li]
[li]etc.[/li]
[/list]


[b]Screen shot:[/b]

[IMG]http://www.zapsolution.com/pictures/HUDcontrols.png[/img]


While working on this project, i can see how picky C++ is, compared to PowerBASIC, especially when dealing with temporary variables passed on the stack to procedures.
 

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