Help Windows Full =(
Blitz3D Forums/Blitz3D Programming/Help Windows Full =(
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Hi, I have a problem, the fact is that I have made a menu where activated by the mouse buttons, they change the screen resolution, however, everything works fine in debug mode (Window), but when you run the program on screen complete, change the first resolution and then it is impossible to recognize the buttons .... = ( |
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What visually or clickably? If clickably then check the coords of your detection squares. Changing res in b3d graphically is never a good idea anyway. It is better to have a start up screen in "safemode" graphics that control the screen before the game loads it's media or switches to it's configured resolution. (because when you change res, it dumps all your media like textures and meshes, (..exept images loaded with loadimage if i recall but i can't remember) |
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I wonder why you say "Full" - has it anything with Fullscreen Mode to do? If so then you should know that the app is paused when it was running in Fullscreen Mode but then "lost focus", actually losing focus in Fullscreen Mode means it was alt-tabbed out, or minimized by an expicit WINapi call to do so. The only solution to this problem that I know of is to run a little background exe with low CPU consumption that will receive and send special codes to the main Window/Fullscreen of your app, and perform an emulated click or focusize the main Window otherwise when it needs to be done. Example: your game was running in fullscreen and then the user clicked on "windowed" - the app will be paused as soon as it isn't fullscreen anymore and then it needs focus to be able to continue as a window, but it cannot focusize itself, since it's paused. |
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Hi, well my English is very bad, I put these images.![]() In this first carried out correctly on the screen resolution changes. ![]() And in this way that the full screen resolution only changes the first request, after the buttons are disabled and does not recognize most commands, such as by passing the mouse over the buttons or anything. |
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So it wasn't the problem I thought. I see you've got "Fast" Extensions there, maybe it has somethging to do with it? I would however try to set the focus of the window - fullscreen or not - after a change, using the corresponding Windws API command (with a userlib). I found the various commands to set the Focus directly made problems with diffrent OSes, but api_SetWindowPos% (hwnd%, hWndInsertAfter%, x%, y%, cx%, cy%, wFlags%) : "SetWindowPos" seemed to work best. See also here: http://www.blitzbasic.com/codearcs/codearcs.php?code=1179 and use a Win32 API Description or Helpfile. |
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Ancho = 800 Alto = 600 Profundidad = 32 .Inicio Graphics3D Ancho,Alto,Profundidad Camara = CreateCamera() PositionEntity Camara,0,1,0 Plano = CreatePlane() B1 = LoadImage("Derecho.png") B2 = LoadImage("Izquierdo.png") B3 = LoadImage("Mouse.png") Pantalla = 1 While Not KeyDown(1) RenderWorld DrawImage(B1,200,200) DrawImage (B2,50,200) DrawImage(B3,MouseX(),MouseY()) If ImagesOverlap(B1,200,200,B3,MouseX(),MouseY()) = True And MouseDown(1) Ancho = 1024 Alto = 768 Profundidad = 32 Goto Cambio End If If ImagesOverlap(B2,50,200,B3,MouseX(),MouseY()) = True And MouseDown(1) Ancho = 800 : Alto = 600 : Profundidad = 32 : Goto Cambio End If Flip Wend End .Cambio EndGraphics Goto Inicio Hi I'm doing tests without FastImage and Fastext, and all goes well, I will now testing with these two libs to see if the error is in there. On the API, and I greatly appreciate the fact that I think will be the solution to the problem, if the error is in the Fast. |
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mmmmmmmm, the problem is not the libs, it works fine in full screen. So it strikes me that the error is on writing code that does the resolution change or something, which I have to analyze in detail. =( |