Re: Cocoa event handling in fullscreen
Re: Cocoa event handling in fullscreen
- Subject: Re: Cocoa event handling in fullscreen
- From: douglas welton <email@hidden>
- Date: Tue, 19 May 2009 19:59:33 -0400
Nothing stops you from starting up in "full screen" mode when you are
using a window.
In IB, create a borderless window. Size it appropriately. Uncheck
the "visible at Launch" switch.
In your awakeFromNib:, you can hide the main menubar.
Finally, -makeKeyAndOrderFront: the window when you are ready to
display it.
The only way you will start with a blank window is if you tell the
system to do so.
Hopefully, my comments make sense... and hopefully, I am understanding
your problem... ;^}
On May 19, 2009, at 6:10 PM, Christopher Hansen wrote:
Is there a way that I can do this without a window? I'm writing a
platform independent game, so I want to alter the structure as
little as possible. The behavior that we want is to simply start up
in full screen, and I'd like to avoid starting up with a blank
window before going to fullscreen.
Christopher
________________________________
From: Alexander Spohr <email@hidden>
To: Christopher Hansen <email@hidden>
Cc: email@hidden
Sent: Tuesday, May 19, 2009 3:00:20 PM
Subject: Re: Cocoa event handling in fullscreen
Christopher,
you could use an NSView subclass going into fullscreen, then set
yourself as the next responder of its window. Just implement mouse/
keyDown for your NSView’s subclass. Call super if you don’t need the
event.
atze
Am 19.05.2009 um 19:53 schrieb Christopher Hansen:
Hello,
I'm writing a fullscreen game using Cocoa. I need to intercept
mouse and key events for my game's usage, but I'd also like to
forward them on appropriately if my game code doesn't handle them
specifically (e.g., adjusting volume, screen brightness, opening
the CD/DVD ROM drive, Command-Q, etc.).
Since my game is fullscreen-only, I don't define any windows, I
just subclass NSApplication. I'm planning on providing event
handling methods in my application (e.g., mouseDown, keyDown, etc.)
and overriding sendEvent to call my application's methods for the
event types that I'm interested in and falling back to [super
sendEvent:anEvent]; otherwise.
The difficulty I'm having is what I do with key events, for
instance, that are not needed specifically by my game code. I've
thought of either (a) returning a bool to indicate whether my game
code used the event and using [super sendEvent:anEvent]; if it did
not or (b) using [self nextResponder] to send it along. The
latter, of course, is consistent with the Cocoa event handling
guide, but since I'm not using the standard Cocoa UI (windows,
menus, etc.) with my fullscreen-only game, I'm not sure it's the
right thing to do.
Any help would be appreciated.
Thanks,
Christopher
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