You can make games with a window that use keydown, flip etc.
Just dont set up and event loop
All you have to do is set the canvasbuffer as the current drawing buffer, and you can still add the gadgets you want through user32, and handle them yourself.
As for Converting the Windows Handle to a Blitz Window Handle :: WindowMinimized() etc, probobly use Blitz C++ Classes so it would involve knowing that class, and creating an instance of one, registering it with blitz etc..
However, According to its state ie: a window may have WS_MINIMIZE show state flag if it is minimized, so use
(GetWindowLong(HWND,GWL_STYLE) AND WS_MINIMIZE)
=>
(GetWindowLong(HWND,-16) AND $20000000L)
Just dont set up and event loop
All you have to do is set the canvasbuffer as the current drawing buffer, and you can still add the gadgets you want through user32, and handle them yourself.
As for Converting the Windows Handle to a Blitz Window Handle :: WindowMinimized() etc, probobly use Blitz C++ Classes so it would involve knowing that class, and creating an instance of one, registering it with blitz etc..
However, According to its state ie: a window may have WS_MINIMIZE show state flag if it is minimized, so use
(GetWindowLong(HWND,GWL_STYLE) AND WS_MINIMIZE)
=>
(GetWindowLong(HWND,-16) AND $20000000L)