Thanks, Douglas.  That helps.

Christopher



________________________________
From: douglas welton <douglas_wel...@earthlink.net>
To: Christopher Hansen <christopher.han...@yahoo.com>
Cc: Alexander Spohr <a...@freeport.de>; cocoa-dev@lists.apple.com
Sent: Tuesday, May 19, 2009 5:59:33 PM
Subject: Re: Cocoa event handling in fullscreen

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 <a...@freeport.de>
> To: Christopher Hansen <christopher.han...@yahoo.com>
> Cc: cocoa-dev@lists.apple.com
> 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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