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Forewords

The engine is an ActiveX component called DFPGE.ocx. The component is self segistering and must be added to the windows registry using regsvr32 or an installer for your application.

Any computer running it need to have DirectX 11.0 installed but the graphics card only need to be compatible with DirectX 10.0 and shader model 4.0. DirectX 11 is used for future expansion of the engine.

To call the engine, you must give the application path using the string buffer and Engine_SetAppPath_InSB and call Engine_Initiate to start the engine.

When the engine is released by unloading your graphical user interface, everything allocated in the engine will be released and the engine terminates safely.

The datatypes in this guide are the names used in 32 bit native C++.

void is nothing.

bool is a boolean truth value represented as an integer. Zero is false and non-zero is true. All boolean return values in the engine is replaced by integers to make this explicit.

short int is a 16 bit signed integer.

int is a 32 bit signed integer.

float is a 32 bit floatingpoint value.

If a precondition is broken, the post condition is not guaranteed. I don't write that most methods require the engine to be running because that is too obvious.

What the function will return if the preconditions are satisfied.

Any side effects are documented here. Use of the buffers are documented in the side effects because it is not functional but the arrows next to the methods are considering methods who return values to a buffer as functions.

Advanced methods and interfaces use this symbol so that beginners can ignore it until they have learned the basics.

Methods that create something and returns it's external ID.

Methods that delete or unlock to allow the engine to delete something.

Other methods that have a return value or write results to a buffer.

Other methods.