View Full Version : CocoaBlitz will have fullscreen switching by uDg 2k3.
kelvin
2003.08.02, 03:31 AM
For those of you who are going to use CocoaBlitz for udg2k3, it will have the ability to switch to and from Fullscreen from a windowed view. I have it working at current, but I'm still working on some kinks as well as trying to get demos and examples ready for next week. Fear not, I promised I'd have it ready and I will.
FreakSoftware
2003.08.02, 04:13 AM
Is there any documentation yet?
kelvin
2003.08.02, 04:18 AM
working on that too. :D
GoodDoug
2003.08.02, 01:48 PM
Given my time constraints, I'm looking at CB right now for my uDG2k3 entry. I've modified the demo project to use Amelio for input. Works really well so far. I think the CBView needs a way to accept first responder.
Also, if you can come up with what the final licensing requirements for CB will be, I can better decide if it is for me.
Nice job Kelvin... keep it simple like this, don't add too many bells and whistles or it won't be as useful.
Just subclass CBView to get firstResponder.
kelvin
2003.08.03, 10:30 AM
I've posted the update.
http://www.variableaspect.com/experiments/CocoaBlitz/
enjoy your fullscreen switching.
skyhawk
2003.08.03, 03:15 PM
indeed thank you... now if only I knew how to use this thing :D
*gets backs to working on prize list* OH YALL PEOPLE WILL DROOL! ;)
GoodDoug
2003.08.03, 06:28 PM
I tried switching to full screen in the demo, and it completely messed up my desktop. Are you using CG's capture displays? Or are you using QT's enter full screen?
I'll write my own full screen switching and use CG. I'll post an example of what i make when I do.
FreakSoftware
2003.08.03, 07:19 PM
It worked for me. I'm working on my own CG calls at the moment (to be added to CSK). Which reminds me, I wanted to know if you were planning on making CocoaBlitz easier to use. CSK is awesome but the performance bites.
skyhawk
2003.08.03, 10:33 PM
full screen toggling is fast and working for me..... now make it easy to understand! :D
skyhawk
2003.08.03, 10:56 PM
how do I get rid of these warnings:
ld: warning -F: directory name (/Users/kelvin/Documents/Development/CocoaBlitz/build) does not exist
ld: warning -F: directory name (/Users/kelvin/Desktop/CocoaBlitz Framework+Examples) does not exist
ld: warning -F: directory name (/Users/kelvin/Desktop/CocoaBlitz Framework+Examples/CBWindowedDemo) does not exist
kelvin
2003.08.04, 03:32 AM
Originally posted by skyhawk
how do I get rid of these warnings:
ld: warning -F: directory name (/Users/kelvin/Documents/Development/CocoaBlitz/build) does not exist
ld: warning -F: directory name (/Users/kelvin/Desktop/CocoaBlitz Framework+Examples) does not exist
ld: warning -F: directory name (/Users/kelvin/Desktop/CocoaBlitz Framework+Examples/CBWindowedDemo) does not exist Ack, for some reason my project relative paths randomly set back to absolute paths. I'll try to fix.
kelvin
2003.08.04, 03:36 AM
Originally posted by GoodDoug
I tried switching to full screen in the demo, and it completely messed up my desktop. Are you using CG's capture displays? Or are you using QT's enter full screen?
I'll write my own full screen switching and use CG. I'll post an example of what i make when I do. I used CG to switch. I fade, capture, -[NSOpenGLContext setFullScreen], then fade. on exitFullscreen I fade, -[NSOpenGLContext clearDrawable], fade, release display.
GoodDoug
2003.08.04, 05:02 PM
Originally posted by kelvin
I used CG to switch. I fade, capture, -[NSOpenGLContext setFullScreen], then fade. on exitFullscreen I fade, -[NSOpenGLContext clearDrawable], fade, release display.
Hmmm... I'd not expect that to foul it up. I'll have to try it again.
Steven
2003.08.04, 05:05 PM
The CB switching works fine for me, except that it squishes the PB window when my app crashes ;)
kelvin
2003.08.04, 06:32 PM
I've fixed the issues with the fullscreen events not getting to the delegates. I've also locked the fullscreen pixel resolution so it's independent of the window scaling. The download is in the same place.
skyhawk
2003.08.04, 06:51 PM
so when are you going to add CBKeys? :D
kelvin
2003.08.04, 06:55 PM
I'm workin' on it, I'm workin' on it!
skyhawk
2003.08.04, 07:00 PM
Originally posted by kelvin
I'm workin' on it, I'm workin' on it! *HUG* if you make this all work (which it seems like you are) you not only get an intro from me, but you also get (if I win) a prize from me.
FreakSoftware
2003.08.04, 07:29 PM
LONG LIVE CSK!!!!!!!!!!!!!!!
lol, no, but seriously, the abstraction and different classes that CSK has really help in the design and reusability of code. Will there ever be the concepts of Layers and Sprites or just Cells & Textures (which make no sense to me)?
Steven
2003.08.04, 07:44 PM
I just made a wrapper framework which changes the cells to sprites for my uDG entry ;)
kelvin
2003.08.04, 07:44 PM
Originally posted by FreakSoftware
LONG LIVE CSK!!!!!!!!!!!!!!!
lol, no, but seriously, the abstraction and different classes that CSK has really help in the design and reusability of code. Will there ever be the concepts of Layers and Sprites or just Cells & Textures (which make no sense to me)? Read the primer (http://www.variableaspect.com/experiments/CocoaBlitz/primer.html). CBCells are far more flexible than SKLayers in terms of geometry and usability. Once I catchup on loading and animation, CocoaBlitz will be superior; and simpler to boot. Besides, CB's drawing and geometry routines leave CSK in the dust :p
By the time udg ends, this competition should get interesting :D
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