This is a really interesting question.
You have to option: getting a GDI handler and use GDI routines (like BltFst) or using the Surface internal buffer.
Getting the GDI handler:
You can get a GDI handler from a GledPlay Surface, so you can use GledPlay surfaces with any GDI routine.
Here you have a link to the doc about this
Using internal Buffer.
3- You can have access to the internal Surface Buffer.
Here you'll find more info about this:
Basically, you'll have access to a pixel matrix, and you can create you own blitting routines.
Pixels are natively stored as RGB565, but you can use the nativeToColorref
method to convert them to standard COLORREF values.
Now, there is a little problem with screen initialization.
If you don't use StateMachine or Application as base classes, currently, there is no way to tell GledPlay to automatically initialize the backbuffer display or the sound system. That's something we are working right now, and next week you'll have 2 new classes: Device and Display. With them (and a little help of other classes like Fps) you'll be able to create you own custom "Application base classes".
I hope this is usefull for you, otherwise, please let us know, and we'll see what we can do about it.