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Arch@on

[java] Fullscreen frames?

9 posts in this topic

I know that this is possible with gameframe, but I find it unreliable to me, so I decided to live without it. I wonder how to set up fullscreen windows, not like when you press maximaze, I mean *full*screen at 800x600, I just need little code for fullscreen, not for resolution test. Last time when i asked this in another board I got answer how to *evade* that problem by making bigger frames than your resolution and so on...Hey I even don''t know how to make frame looking like after maximazed button is pressed and how to hide those buttons up right, so if you have good frame tutorial can you lead me there? I don''t mean basics, but those which goes deeper. Time comes, time goes and I only am.
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No frame tutorial in the world will tell you how to "full-screen". It''s not part of java, and probably never will be. Telling the OS to hide everything else and only take input/give output from your program is very low-level. You''re better off asking in a directX chat room, then finding a JNI tutorial.

Strike that, you''re better off using GameFrame
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Oh crap. I thought it would be part of Java. Well, I have to comfort myself with non-fullscreen window... Doh...
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It is my understanding that there is no support for fullscreen modes using the version of Java 3D on OpenGL. There is a way to implement full screen mode using the Java 3D based on DirectX. Under the DirectX version you must use command line arguments (Check here for details:

http://www.j3d.org/faq/howto.html#fullscreen).

I have used two techniques to achieve a more effective ‘screen maximized’ psudo-fullscreen affect.

1. You can use native code to manipulate the screen resolution and then maximize the size of your user interface to match the current screen resolution. Below is a site containing source code for accomplishing this under Windows 9x systems. I was not able to get the program to work on my system, but it may server as a starting point for you. Of course this way comes with all of the caveats of using native methods.

http://www.jgdc.com/jgdc/tutorial/resize/resize.html

2. The other method we came up with was to maximize the user interface of the application to the current screen resolution, and then scale components surrounding the Canvas 3D component to fill the remaining space. This way we have a consistently sized Canvas3D component (which we want for performance reasons) and we still have the appearance of a full screen app. In our application we have a tabbed panel on the bottom and a JPanel on the side of the Canvas3D. These are used for character status and game information.

I hope this provides some help for you. I am sure there are more effective solutions to this problem that are above my head.

,Jerry
http://games.cpbinc.com

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I once a tutorial onhow to use full screen in Java. but i don''t remember where...sorry!

but if you wan to seen full screen game in java try Burned metal 3d (i also forget the url....it was java game of the year!


Delisk

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Search Jars.com for burned metal.

I forgot that that is full screen. I wonder how they do it.
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java-script... This is a crazy thing, you can''t switch the browser into fullscreen mode from Java but you CAN execute java-script that does the same thing - weird...

(Check the JSObject class in the netscape.java-script package, and no, it is not Netscape specific)...

As far as I know, it is still not possible to change resolution and color depth though.

/Niels

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That was java-script? I thought they throw up a java.awt.Window that has the same size as the desktop. That''d explain the "Warning Applet Window" statusbar on the bottom...

Arch@on mentioned that he found GameFrame for Java unreliable, I would greatly appreciate any details (as the library is still in the process of maturing and I''m still squashing the bugs).
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My experience from gameFrame is very little, spend only 4 hours with it, went throught the main packages.
Main reasons why I find it unreliable are:

1. Already slow java games(thats''s not real problem, it has only split second delay, and If you use it right you can hide it.) becomes even more slower, I already have code optimizing obsession, whenever I write something, I optimize it so much that if it''d be on paper I could see throught it.
2. Very poor documentation, By myself I find it hard to explore others packages and try catch their thought.
3. There was some more like unlogical methods (if you think in Java way, they were so small, and I didn''t concenrate on them), but documentation is so insufficient, I hope you''ll spend more time with that.
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I must agree with Archon on this point. Documentation is key to anyone using another person''s code. If there isn''t an explanation & an example, i usually lose interest in something and try to find another way to do it. Perfect example is Man pages. They document all the switches and flags you can use for a specific command, but never (..and the Rock means never) are there any examples of, here''s how to do X: .... Another good example is the program for making maps and levels, Mappy. I downloaded that and tried to load the map i made into my java program; no such luck. The file format was completely undocumented along with the Java playback code which made me sick to look at for too long. Lemme tell ya, that guy ain''t no Java programmer.

So, don''t assume that your code is legible, or that people can/want to reverse engineer stuff to use it. Let me reiterate, I''m not picking on anyone in particular here; I''m speaking to everyone who has written a library or intends to do so. Documentation is paramount.
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