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Re: Display Capture Problem
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Re: Display Capture Problem


  • Subject: Re: Display Capture Problem
  • From: Seth Willits <email@hidden>
  • Date: Mon, 4 Aug 2003 13:15:57 -0700

On Monday, August 4, 2003, at 11:36 AM, David Hill wrote:

Once you capture the display, you cannot bring any Aqua windows to the front. The window server keeps the shielding window on top by design. There is no way to keep other applications from finding out about a resolution change (capturing the display and locking out the window server) and still maintain your standard Aqua UI.

Instead, apps which capture the display are expected to do their own drawing, either directly to the display base address or via a QuickDraw port (CreateNewPortForCGDisplayID in QuickDraw.h) or CGContext (CGDisplayGetDrawingContext API coming in Panther).

Why do you need to change the display resolution? Perhaps your app can scale its content up or down depending on the user's current settings?

Bummer.

I'm working on getting resolution switching into a game engine (CocoaSpriteKit -- http://www.sugarcubesoftware.com/). The resolution definitely needs to change, but I don't want to disturb icons or anything. At the moment, I believe that the Aqua interface needs to be used for the game to have a UI but I'm not 100% sure about that (I'm a new developer on the project). Is capturing the display the only way to ensure that icons don't spaz?



Seth Willits
------------------------------------------------------------------------ ---
President and Head Developer of Freak Software - http://www.freaksw.com
Q&A Columnist for REALbasic Developer Magazine - http://www.rbdeveloper.com
Webmaster for REALbasic Game Central - http://www.freaksw.com/rbgames

"Information is free. Intelligence is a gift."
-- Seth Willits
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 >Re: Display Capture Problem (From: David Hill <email@hidden>)

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