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Re: Adding controls to an opengl fullscreen window
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Re: Adding controls to an opengl fullscreen window


  • Subject: Re: Adding controls to an opengl fullscreen window
  • From: Colin Cornaby <email@hidden>
  • Date: Mon, 17 Oct 2005 00:57:55 -0700

No, the example won't allow any Cocoa controls on the full screen window. It's telling OpenGL to draw full screen directly, bypassing Cocoa for windowing.

What you would want to do is create a Cocoa window, and throw your controls and an NSOpenGLView onto it. Be aware that controls won't work too nice if they are put on top of the OpenGL view.

I've got a class kicking around that can take any window and run it at full screen and seized control of the cursor which is what I used for my OpenGL utility framework. I can't get to it right now as it's burned, bindered, and archived, but I can pull it off cd in a few days. It really isn't that hard to code though. Here's a good tutorial on writing code to make a window full screen:

http://www.cocoadevcentral.com/articles/000028.php

-Colin

On Oct 15, 2005, at 5:46 PM, Andrew Bush wrote:

Hi all,

so I have a fullscreen window, displaying the contents of an opengl view in the centre of it, similar to the example code NSOpenGLFullScreen.pbproj


The difference being that It is a programmatically created window, and a custom opengl view.


What I would like to do is have a set of controls off to the left of the screen.

How on earth do I do this? is the window entirely opengl based at this point?

Im sure Im asking a stupid question, I just dont seem to be able to find the answer :)


thanks for any help.


Yours cheerfully,


Andrew Bush

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 >Adding controls to an opengl fullscreen window (From: Andrew Bush <email@hidden>)

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