Mailing List
Home
Forum Home
MUD Dev - Discussion of MUD system design, development, and implementation
Mac Game - Mac game development
Rivers of MUD - a Diku and Merc based multiuser dungeon
SMAUG
Subjects
Getting UDP through NAT/firewalls/whatever for a game
Getting UDP through NAT/firewalls/whatever for a game
QuickTime errors
Python script as stand alone MUD server
Various sound problems
Fragment Shaders & GL TEXTURE RECTANGLE EXT
Timers and global variables
Re: Language and platform for Text MUD server
Apparent acquisition of Yantis (mysupersales) by IDE
HID keyboard
Getting UDP through NAT/firewalls/whatever for a game
Microsoft Sparkle
Director MX
Congratulations Horizons
Yet more problems fullscreen mode
Apple Dev Kitchen Them 's tasty vittles, Maw!
NSOpenGLContext, Pbuffers, and drawables
More DCR "theft " naughtiness
dynamic sprite creation and imaging lingo
Re: Find stuff in Flash array?
Effects of skill imbalances?
QuickTime errors
Rom 2 4/Quickmud Enhancement/Bug fix
Working with XML files/CFURL
smooth scrolling/subpixel tweening
RE: (Ron help me?) Flash text
Flash Racing
MudDev FAQ 2
Browser based games
Installing GLUT
Special character in Flash XML
 
Search:  
Power your search with and, or, +, -, or "some phrase" operators.
Yet more problems... fullscreen mode

Yet more problems... fullscreen mode

2004-01-15       - By Dietrich Epp

 Back
Reply:     1     2     3     4     5  

On Jan 13, 2004, at 8:18 PM, Dennis Piatkowski wrote:

> Okay, I made a great little interface for this thing with a subclass
> of NSOpenGLView that I embed in a window for normal windowed
> operation.  It takes care of event stuff for me nicely.
>
> How do I create a window on a screen that I've stolen with
> CGDisplayCapture() and [context setFullScreen]?  Does this mean I
> cannot use Cocoa at all if I want a fullscreen game? How does that
> make sense?

My guess is that I'll say a few things you have heard before.

Check out Omni's source code.

http://www.omnigroup.com/developer/gamedevelopment/gdc2001/

The simple answer is that capturing a display steals it from the Quartz
compositor... so you can't put windows on it.  However, you can go
full-screen other ways, such as making a big window and hiding the dock
and menu bar, or using the Quicktime APIs (BeginFullScreen, etc.).

The reason it makes sense is that when programs capture the display,
the intent is to do it behind Quartz's back.  That way Quartz doesn't
put the dock and the menu bar on top of your game, and your game
doesn't make all the open windows move around.  I keep iTunes in the
lower right corner, and after playing Diablo II I often find it in the
middle of the screen.  So CGDirectDisplay.h is meant for just that:
direct access to the display.

And you are still free to use Cocoa, you just can't put new windows up.

<abestos>
Feel free to ignore this part.  When I see a window, I expect it to be
in front of the desktop.  If a save dialog comes up, I expect to be
able to go to the Finder and poke around a little, maybe because I
forgot where I saved similar items last time.  Similarly, when I play a
game full-screen, it's because I don't want the mood broken.  I was
happy when I discovered that SNES9x could save game states without ever
leaving full-screen mode, and without bringing me back to Aqua.  Aqua's
for work.
</abestos>
__ ____ ____ ____ ____ ____ ____ ____ ____ ____
mac-games-dev mailing list | mac-games-dev@(protected)
Help/Unsubscribe/Archives: http://www.lists.apple.com/mailman/listinfo/mac
-games-dev
Do not post admin requests to the list. They will be ignored.



Earn $52 per hosting referral at Lunarpages.