Search Results

Search found 467 results on 19 pages for 'fullscreen'.

Page 2/19 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • making a java panel fullscreen

    - by clamp
    hello, how would you make a JComponent (panel, frame, window, etc.) fullscreen so that it also overlaps everything on the screen including the windows startbar? i dont want to change the resolution or anything with the graphics device like bitdepth etc, i just want to overlap everything else. thanks!

    Read the article

  • Fullscreen HTML Element using window.innerHeight/Width different with DOCTYPE

    - by CryptoQuick
    I'm trying to make an HTML5 canvas element fullscreen with the window.innerHeight and innerWidth properties. Unfortunately, on Chrome 10, when I set use the following doctype: <!DOCTYPE HTML> ...there is some extra scrolling space indicated by scroll bars which shouldn't appear. Without a doctype, everything is fine. The element is an HTML5 canvas, so styling with 100% will only stretch the content. Is it worth using a doctype which breaks my functionality (without which might be bad?), or should I subtract, say, 15px from the values in order to keep scroll bars from appearing? (which is kludgy)

    Read the article

  • What is the right way to scale a Flex application up to fullscreen?

    - by Impirator
    Fullscreen mode and I have been battling for a while in this Flex application, and I'm coming up short on Google results to end my woes. I have no problem going into fullscreen mode by doing a Application.application.stage.displayState = StageDisplayState.FULL_SCREEN;, but the rest of the content just sits there in the top, left corner at it's original size. All right, says I, I'll just do a stage.scaleMode = StageScaleMode.SHOW_ALL and make it figure out how to pull this off. And it looks like it does. Except that when you mouse over the individual checkboxes and buttons and various components, they all fidget slightly. Just a slight jump up or down as they resize...on mouse over. Well, this is frustrating, but bearable. I can always just invoke invalidateSize() explicitly for all of them. But for the comboboxes. The ones at the bottom have their menus go off the bottom of the screen, and when I pop out of fullscreen mode, their drop downs cut off half way. I have no idea how to fix that. Can someone step in here, and put me out of my misery? What is the right way to scale a Flex application up to fullscreen? var button:Button = button_fullscreen; try { if(stage.displayState == StageDisplayState.FULL_SCREEN) { Application.application.stage.displayState = StageDisplayState.NORMAL; button.label = "View Fullscreen Mode"; stage.scaleMode = StageScaleMode.NO_SCALE; } else { Application.application.stage.displayState = StageDisplayState.FULL_SCREEN; button.label = "Exit Fullscreen Mode"; stage.scaleMode = StageScaleMode.SHOW_ALL; } invalidateSizes(); // Calls invalidateSize() explicitly on several components. } catch(error:SecurityError) { Alert.show("The security settings of your computer prevent this from being displayed in fullscreen.","Error: "+error.name+" #"+error.errorID); } catch(error:Error) { Alert.show(error.message,error.name+" #"+error.errorID); }

    Read the article

  • Nvidia Fullscreen Metanode "Sliding" Issue

    - by user68202
    i have 2 monitors, the left one is my "main" monitor with 1920x1080_120, the right one my second with 1680x1050_60. (i have a nvidia card setup with twinview) when i play a game or something in fullscreen mode, the full resolution is used in fullscreen (monitor 1 + monitor 2). i read something about the metanodes i can use to shut down the one monitor that i dont need durning a "fullscreen session". i used the following: Option "metamodes" "DFP-0: 1920x1080_120 +0+0, DFP-2: 1680x1050_60 +1920+0; DFP: 1920x1080_120 +0+0, NULL" Its working great, the second (right) monitor is shutting down when i press "CTRL ALT +" and is starting agin when i press the same keystroke. But in the second mode when the second monitor is "down", i got the full "monitor 1 + monitor 2" resolution on my first (left) monitor, i can move my mouse to the right to see the contents of the second monitor and move it again to the left to the what is normally seen on the first monitor. Its something sliding between the 2 monitors on one display. How can i avoid this?

    Read the article

  • Toggle Fullscreen at Runtime

    - by sharethis
    Using the library GLFW, I can create a fullscreen window using this line of code. glfwOpenWindow(Width, Height, 8, 8, 8, 8, 24, 0, GLFW_FULLSCREEN); The line for creating a standard window looks like this. glfwOpenWindow(Width, Height, 8, 8, 8, 8, 24, 0, GLFW_WINDOW); What I want to do is letting the user switch between standard window and fullscreen by a keypress, let's say F11. It there a common practice of toggling fullscreen mode? What do I have to consider?

    Read the article

  • Can I set command line executed games to open in a window instead of fullscreen?

    - by ajwhitaker822
    I really enjoy some of the free Linux games and just downloaded Cave Story, one of my all-time favorites. However, I can only play the game in full screen, 800X600 Resolution. I was wondering if I could run this program in a window instead of full screen. Is there a command or Unity plugin to do this? Also, would the same work to run SuperTux in a window as well? I'm running 12.04 if that makes any difference. Thanks for your help.

    Read the article

  • Fullscreen image with jquery on window resize?

    - by lauthiamkok
    I am trying to make fullscreen images with jquery when the window resize function is triggered. But I get this kind of result - where you can see a gap at the bottom of the image which I don't know how to fix it. the basic html, <!-- container --> <div id="container" class="container"> <div class="holder-supersize" id="supersize"> <ul class="background-supersize"> <li><a href="#"><img src="styles/images/IMG_0250.jpg" alt="" width="1000" height="667" /></a></li> <li><a href="#"><img src="styles/images/IMG_0255.jpg" alt="" width="667" height="1000" /></a></li> <li class="active"><a href="#"><img src="styles/images/IMG_0323.jpg" alt="" width="1158" height="772" /></a></li> </ul> </div> </div> <!-- container --> jquery for updating image size on window resize, $(document).ready(function(){ $(window).resize(function(){ $(".holder-supersize").each(function() { //Define image ratio & minimum dimensions var minwidth = .5*(640); var minheight = .5*(480); var ratio = 480/640; //Gather browser and current image size var imagewidth = $(this).width(); var imageheight = $(this).height(); var browserwidth = $(window).width(); var browserheight = $(window).height(); //Check for minimum dimensions if ((browserheight < minheight) && (browserwidth < minwidth)){ $(this).height(minheight); $(this).width(minwidth); } else { //When browser is taller if (browserheight > browserwidth){ imageheight = browserheight; $(this).height(browserheight); imagewidth = browserheight/ratio; $(this).width(imagewidth); if (browserwidth > imagewidth){ imagewidth = browserwidth; $(this).width(browserwidth); imageheight = browserwidth * ratio; $(this).height(imageheight); } } //When browser is wider if (browserwidth >= browserheight){ imagewidth = browserwidth; $(this).width(browserwidth); imageheight = browserwidth * ratio; $(this).height(imageheight); if (browserheight > imageheight){ imageheight = browserheight; $(this).height(browserheight); imagewidth = browserheight/ratio; $(this).width(imagewidth); } } } return false; }); }); }); CSS for supersize image /* Supersize -------------------------------------------*/ .holder-supersize { width:100%; height:100%; position:absolute; left:0; top:0; z-index:0; } .background-supersize { width:100%; height:100%; overflow:hidden; position:relative; } .background-supersize li { width:100%; height:100%; overflow:hidden; position:absolute; left:0; top:0; text-align:center; } .background-supersize li img { /* for image with height < width */ /**/ width:100%; height:auto; /* for image with height > width */ /* width:auto; height:100%; */ } .background-supersize li , .background-supersize a, .background-supersize img{ display:none; } .background-supersize .active, .background-supersize .active a, .background-supersize .active img{ display:inline; } This is the link at jsfiddle and this is the link to see the actual product. Any ideas what I have done wrong and how can I fix it?

    Read the article

  • Full screen flash lags on Windows 7

    - by Chmod
    I have been experiencing an issue since I've up upgraded to Windows 7 where all flash videos have horrible frame rates when run in full screen mode. I have tried multiple browsers and i have the latest version of flash and video drivers. I have tried re-installing flash and disabling hardware acceleration. The problem occurs on youtube and hulu. This is a clean install on a Core 2 duo with 4GB RAM and an Nvidia 8400M GS.

    Read the article

  • Macbook 4,1 crashes when flash video (youtube) is played fullscreen (Ubuntu 12.04)

    - by Ydun
    I have searched for similar posts but those were mostly about erratic behaviour. My macbook shuts down instantly without warning when I play a youtube video fullscreen; sometimes after five minutes sometimes longer, never immediately. I can play the video normally for as long as I like, it does not crash, only when played fullscreen. I have tried Firefox and chromium, it crashes with both browsers. Anyone encountered the same thing or has a solution? thanks

    Read the article

  • MPMoviePlayerController fullscreen quirk in iPad

    - by hgpc
    I want to show a MPMoviePlayerController in a view controller and let the user toggle full screen with the default controls, like the YouTube app. I'm using the following code in a bare-bones example: - (void)viewDidLoad { [super viewDidLoad]; self.player = [[MPMoviePlayerController alloc] init]; self.player.contentURL = theURL; self.player.view.frame = self.viewForMovie.bounds; self.player.view.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight; [self.viewForMovie addSubview:player.view]; [self.player play]; } This works well until the user makes the video full screen, rotates the device and taps on the screen. The status bar is shown in the wrong position, as shown in the screenshot below. http://yfrog.com/5fimg0006ryp I'm working with the template Tab Bar Application for iPad. I've only added the viewDidLoad above, the view variables and an UIView in the XIB to show the movie player. What am I doing wrong?

    Read the article

  • Metacity toggle fullscreen not working under Lucid; worked with Karmic.

    - by Andy
    Hi all, I'm working on a 11" screen, so I frequently want to use applications in fullscreen. I'm no expert on GNOME, but I remember doing a search a while back, and finding out about metacity, and how to use that to allow any window to be put in fullscreen. This worked great on Karmic, but it doesn't seem to be working under Lucid. Here's what I do. Run gconf-editor. Go to /apps/metacity/window_keybindings. Change toggle_fullscreen from disabled to <Control><Shift>F. Unfortunately it doesn't work. I know that I've got the right syntax because I can see other shortcuts and use them as a template. I have no idea what's wrong, and no idea how to move forwards/debug. Any suggestions much appreciated. TIA Andy

    Read the article

  • Fullscreen windowed mode in id games

    - by Oli
    I run a TwinView, dual monitor system. I like to play games fullscreen on one of the monitors, not spanning both. With wine, this works by just setting it to desktop mode and setting the resolution to that of one screen. For OpenTTD, I used Compiz's Window Rules plugin. But I have a few native games that this doesn't work for. Today's experiment involved Prey (Doom 3 engine) but I've had similar issues with other ID engines. So in short: has anybody found a way of having Prey/OpenAreana/Doom3/etc run in windowed mode but with fullscreen decorations (that is to say, no borders and above the panel)?

    Read the article

  • XBMC using a lot of CPU when fullscreen

    - by hafichuk
    I'm just starting to try out XBMC (from the ubuntu repo) and noticed that it's using a lot of CPU when running fullscreen, even when I'm not playing a movie. There's a definite lag even on the home page with the scrolling footer. I've toggled the option to use it in windowed mode and it seems to be a lot more responsive. The footer lag seems to be gone. Does anyone know why this is happening? I would have thought that running fullscreen would have used less resources.

    Read the article

  • XNA 4.0 - Purple/Pink Tint Over All Sprites After Viewing in FullScreen

    - by D. Dubya
    I'm a noob to the game dev world and recently finished the 2D XNA tutorial from http://www.pluralsight.com. Everything was perfect until I decided to try the game in Fullscreen mode. The following code was added to the Game1 constructor. graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 480; graphics.IsFullScreen = true; As soon as it launched in Fullscreen, I noticed that the entire game was tinted. None of the colours were appearing as they should. That code was removed, the game then launched in the 800x480 window, however the tint remained. I commented out all my Draw code so that all that was left was GraphicsDevice.Clear(Color.CornflowerBlue); //spriteBatch.Begin(); //gameState.Draw(spriteBatch, false); //spriteBatch.End(); //spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive); //gameState.Draw(spriteBatch, true); //spriteBatch.End(); base.Draw(gameTime); The result was an empty window that was tinted Purple, not Blue. I changed the GraphicsDevice.Clear colour to Color.White and the window was tinted Pink. Color.Transparent gave a Black window. Even tried rebooting my PC but the 'tint' still remains. I'm at a loss here.

    Read the article

  • Rendering another screen on top of main game screen in fullscreen mode

    - by wolf
    my game runs in fullscreen mode and uses active rendering. The graphics are drawn on the fullscreen window in each game loop: public void render() { Window w = screen.getFullScreenWindow(); Graphics2D g = screen.getGraphics(); renderer.render(g, level, w.getWidth(), w.getHeight()); g.dispose(); screen.update(); } This is the screen.update() method: public void update(){ Window w = device.getFullScreenWindow(); if(w != null){ BufferStrategy s = w.getBufferStrategy(); if(!s.contentsLost()){ s.show(); } } } I want to display another screen on my main game screen (menu, inventory etc). Lets say I have a JPanel inventory, which has a grid of inventory cells (manually drawn) and some Swing components like JPopupMenu. So i tried adding that to my window and repainting it in the game loop, which worked okay most of the time... but sometimes the panel wouldn't get displayed. Blindly moving things around in the inventory worked, but it just didn't display. When i alt-tabbed out and back again, it displayed properly. I also tried drawing the rest of the inventory on my full screen window and using a JPanel to display only the buttons and popupmenus. The inventory displayed properly, but the Swing components keep flickering. I'm guessing this is because I don't know how to combine active and passive rendering. public void render() { Graphics2D g = screen.getGraphics(); invManager.render(g); g.dispose(); screen.update(); invPanel.repaint(); } Should i use something else instead of a JPanel? I don't really need active rendering for these screens, but I don't understand why they sometimes just don't display. Or maybe I should just make my own custom components instead of using Swing? I also read somewhere that using multiple panels/frames in a game is bad practice so should I draw everything on one window/frame/panel? If I CAN use JPanels for this, should I add and remove them every time the inventory is toggled? Or just change their visibility?

    Read the article

  • C# : Direct3D in a control, AND fullscreen on a secondary monitor - what's the best way ?

    - by Led
    I'm working on a C# application that needs to use Direct3D in a control in a windows form, AND (at the same time) fullscreen on a secondary monitor. Basically, I want a Windows Forms application on one screen with a user-interface to control the graphics, and I'd like to show preview-graphics in a small control, and full-blown superduper megafancy graphics fullscreen on a secondary monitor. What's the best way to approach this? (For example, I know XNA can render in a Windows Forms control, but is it possible to then add a fullscreen window on another monitor as well?)

    Read the article

  • How to fix Fullscreen focus error in Unity?

    - by Vagrant232
    Recently, I've been experiencing an error with programs that have a fullscreen mode with low resolution (80xx600 and below) in Unity. The problem isn't valid in gnomeshell. Whenever I launch an application, unity would enlarge the screen more than it should be and would only show me the upper left corner of the screen (I only see a magnified quarter of the screen). At first I thought that it was an issue related to wine but I later found out that native applications (such as world of goo) are affected as well. Apps that taken on the full screen but have a larger resolution don't face such an issue. Is it possible to get this fixed manually? Or do I have to wait for updates?

    Read the article

  • YouTube fullscreen not displaying

    - by pt2ph8
    For some reason YouTube videos in my website do not get the fullscreen button, even if I added the parameter allowFullScreen set to true both in the object and embed tag. Here's an example page: http://www.indievault.it/2011/11/09/indie-vault-alla-games-week-2011-online-la-video-gallery/ Just take a quick look at the source. The allowFullScreen param is there, but the button won't show. Here's an excerpt from the code in that page: <object width="540" height="325"><param name="movie" value="http://www.youtube.com/v/dvYQhJwwkgA"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/dvYQhJwwkgA" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="540" height="325"></embed </object>

    Read the article

  • JW Player - How can I add an event listener for fullscreen toggling?

    - by Charles
    I'm using JW Player 4.5 on my site and I need to add an event listener for when fullscreen is toggled. The reason for this is to switch between a low-def version and high-def version. The default video will be the low-def version and when they switch to a fullscreen display, it will change to the high-def version. According to http://developer.longtailvideo.com/trac/wiki/Player5Events, the ViewEvent.JWPLAYER_VIEW_FULLSCREEN1 event can only be called from Actionscript. I need it to be from Javascript... Is there any way to achieve this? Can you recommend a better solution?

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >