fullscreen

Creating full screen DirectX device causes D3DERR_INVALIDCALL

纵然是瞬间 提交于 2019-12-24 09:39:34
问题 I'm trying to create a DirectX device in full screen (up until this point in time I've been doign windowed), but the device won't get created and I get an invalid call HR fail. This is my code: md3dPP.BackBufferWidth = 1280; md3dPP.BackBufferHeight = 720; md3dPP.BackBufferFormat = D3DFMT_UNKNOWN; md3dPP.BackBufferCount = 1; md3dPP.MultiSampleType = D3DMULTISAMPLE_NONE; md3dPP.MultiSampleQuality = 0; md3dPP.SwapEffect = D3DSWAPEFFECT_DISCARD; md3dPP.hDeviceWindow = mhMainWnd; md3dPP.Windowed =

Full Screen On Multiple Monitors With XNA

跟風遠走 提交于 2019-12-24 08:09:13
问题 I'm building a special application with XNA that is made for computers with multiple monitors. The problem is that if I tell my XNA application to become fullscreen, it only covers the main screen. How can I make sure that my application runs full screen across all of the screens? 回答1: This doesn't sound trivial at all. What happens when the screens are varying resolutions and aspect ratios? You'll have to create a rendertarget for each of the screens individually. There's no way to mesh them

How to manage full screen in IE via automation? (Flash player like)

偶尔善良 提交于 2019-12-24 06:43:59
问题 I'm facing a problem with IE7 full screen mode. Got an app lying in an activeX embedded in IE. Until IE6, we managed fullscreen via IWebBrowser2::put_FullScreen(bool bIsFull) which was good and well. But since IE7, it seems that this trick is deprecated, as it looses the tab bar on the way back from fullscreen. One solution would be to go with the call to IWebBrowser2::put_TheaterMode(bool bIsFull) which seems to be what's done in IE7 when stroking F11 But that's not what I want, since there

Moviepy fullscreen

微笑、不失礼 提交于 2019-12-24 05:55:19
问题 I'm creating a simple pygame, and cannot find out how to make Moviepy preview clip in full screen. Using Moviepy for my opening cinematic. Here is my code: import moviepy import os from moviepy.editor import * import pygame pygame.display.set_caption('Game title') os.environ["SDL_VIDEO_CENTERED"] = "1" clip = VideoFileClip('qq.mp4') clip.preview() execfile("startGame.py") I'm not sure if this is the best practice in pygame to use for an opening full-screen cinematic... 回答1: I changed in

iPhone - displaying NavigationBar on a fullscreen modalView makes it go down with transparent space on top

若如初见. 提交于 2019-12-24 05:49:34
问题 I have a ModalView called with : PreferencesController *nextWindow = [[[PreferencesController alloc] initWithNibName:@"Preferences" bundle:nil] autorelease]; nextWindow.wantsFullScreenLayout = YES; UINavigationController* navController = [[[UINavigationController alloc] initWithRootViewController:nextWindow] autorelease]; [self presentModalViewController:navController animated:YES]; It is initialised like this : - (void)viewDidLoad { [super viewDidLoad]; self.navigationController

Intent android youtube player app in full-screen mode

感情迁移 提交于 2019-12-24 01:57:24
问题 Could we make an intent for youtube player app in portrait(full-screen-horizontal) mode. I want "my android app users" to open youtube video in full screen? How can I prevent my users from seeing the youtube videos' details, comments, view number, etc by letting them only the portrait view(full screen)? Even if they use the android phone vertically, how can I let them only horizontal-full screen view of youtube player thereby forcing them to turn their phone. ? 回答1: As for YouTube v4.1.47,

Run in full screen with no start menu [duplicate]

人盡茶涼 提交于 2019-12-24 00:54:06
问题 This question already has answers here : Closed 6 years ago . Possible Duplicate: Making Winforms Fullscreen I am making a VB Form that i want to run in full screen, as in covering the start menu and task bar. right now i am using Me.Size = SystemInformation.PrimaryMonitorSize Me.WindowState = 2 Me.Location = New Point(0, 0) Me.TopMost = True Me.FormBorderStyle = 0 but the start menu still shows. I am assuming this is because the window is just maximized and not really in "full screen" is

how to make flash object fullscreen in HTML?

一个人想着一个人 提交于 2019-12-24 00:36:01
问题 how can I make a flashobject to display in fullscreen in HTML? (without having the flash source) 回答1: You can't do this from outside of Flash. Fullscreen mode is triggered by setting the fullScreen property of stage: stage.displayState = "fullScreen"; Without being able to do this you can't use the fullscreen player. One option for you might be to create a wrapper SWF that loads in your existing content, opens into fullscreen mode, then scales your existing content to the full screen size by

JFileChooser showing outside Full screened JFrame

余生颓废 提交于 2019-12-23 17:25:42
问题 import java.awt.DisplayMode; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JButton; import javax.swing.JFileChooser; import javax.swing.JFrame; import javax.swing.JPanel; public class Sample { public static String audioName; /** * @param args the command line arguments */ public static void main(String[] args) { final JFrame frame = new JFrame(); frame.setTitle("Frame"); frame

OpenGL with GLUT on windows 7, fullscreen mode not showing the message box

给你一囗甜甜゛ 提交于 2019-12-23 15:44:21
问题 I wrote an OpenGL app in C++ a while ago, back when my operating system was Windows XP. I used GLUT (plane ol' version) to show the window and also used full screen mode. There are times when I displayed a message box (MessageBoxA method, using the MB_TASKMODAL modifier). In windows XP the message box was being displayed nicely over the full screen graphics, but it seems that something has changed in windows 7. Now, the application behaves like the message box is displayed, mainly, the