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  JOGL Fullscreen Render  (Read 2468 times)
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Offline zinc

Junior Newbie





« Posted 2005-07-18 21:53:12 »

How can I render a scene in fullscreen?
I can set the size like:
frame.setSize(640, 480);

But how to make it fullscreen?
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #1 - Posted 2005-07-18 22:42:44 »

See the jogl-demos source code under src/demos/fullscreen for a few examples of making JOGL applications go fullscreen.
Offline Soulfly32

Senior Newbie





« Reply #2 - Posted 2005-07-18 23:12:05 »

Hey maybe i have something selfmade for you!
Sorry for the german comments, i made this in my language.
Its a GLEventlistener subclass to use it directly with a JFrame and
to control it easily.
May it is something for you!

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package soul2d.engine.graphic;

import java.awt.*;
import java.awt.event.*;
import javax.swing.*;

import soul2d.GameEngine;
import soul2d.engine.BGraphic;

import net.java.games.jogl.GL;
import net.java.games.jogl.GLCanvas;
import net.java.games.jogl.GLCapabilities;
import net.java.games.jogl.GLDrawable;
import net.java.games.jogl.GLDrawableFactory;
import net.java.games.jogl.GLU;

/**
 * Erstellt eine Jogl-Oberfläche innerhalb eines Fullscreens
 *
 * @author Soulfly alias Ingo Müller
 */

public class FullscreenMode extends GLEventListener
{

   /**
    * Grafikkarte die benutzt wird
    */

   private GraphicsDevice      device;

   /**
    * JOGL Zeichenbereich
    */

   private volatile GLCanvas   glcanvas;

   /**
    * Höhe der Anzeigefläche
    */

   private int            height;

   /**
    * Engine Parent
    */

   private GameEngine                parent;

   /**
    * Breite der Anzeigefläche
    */

   private int                   width;

   /**
    * Konstruktor
    *
    * @param WIDTH
    *            Breite
    * @param HEIGHT
    *            Höhe
    */

   public FullscreenMode(int WIDTH, int HEIGHT)
   {
      GraphicsEnvironment enviroment = GraphicsEnvironment.getLocalGraphicsEnvironment();
      device = enviroment.getDefaultScreenDevice();
      width = WIDTH;
      height = HEIGHT;
   }

   /*
    * (non-Javadoc)
    *
    * @see net.java.games.jogl.GLEventListener#display(net.java.games.jogl.GLDrawable)
    */

   public void display(GLDrawable gld)
   {
      GL gl = gld.getGL();
      GLU glu = gld.getGLU();
      parent.display(gl, glu);
   }

   /*
    * (non-Javadoc)
    *
    * @see net.java.games.jogl.GLEventListener#displayChanged(net.java.games.jogl.GLDrawable,
    *      boolean, boolean)
    */

   public void displayChanged(GLDrawable arg0, boolean arg1, boolean arg2)
   {
      parent.displayChanged(arg0, arg1, arg2);
   }

   /**
    * Gibt die momentanen Bildschirmeinstellungen zurück
    *
    * @return Aktueller DisplayMode
    */

   public DisplayMode getCurrentDisplayMode()
   {
      return device.getDisplayMode();
   }

   /**
    * Gibt aktuellen Frame aus
    *
    * @return Aktueller JFrame
    */

   public JFrame getFrame()
   {
      return (JFrame) device.getFullScreenWindow();
   }

   /**
    * Gibt die JOGL-Oberfläche zurück
    *
    * @return Aktueller GLCanvas
    */

   public GLCanvas getGLCanvas()
   {
      return glcanvas;
   }

   /**
    * Gibt die Höhe zurück
    *
    * @return Höhe
    */

   public int getHeight()
   {
      return glcanvas.getHeight();
   }

   /**
    * Gibt die Breite zurück
    *
    * @return Breite
    */

   public int getWidth()
   {
      return glcanvas.getWidth();
   }

   /**
    * initialisiert die Anzeige
    *
    * @param ge
    *            Aktuelle GameEngine
    */

   public void init(GameEngine ge)
   {
      parent = ge;
      setFullscreen();
   }

   /*
    * (non-Javadoc)
    *
    * @see net.java.games.jogl.GLEventListener#init(net.java.games.jogl.GLDrawable)
    */

   public void init(GLDrawable gld)
   {
      GL gl = gld.getGL();
      GLU glu = gld.getGLU();
      gl.glClear(GL.GL_COLOR_BUFFER_BIT);

      gl.glViewport(0, 0, width, height);
      gl.glMatrixMode(GL.GL_PROJECTION);
      gl.glLoadIdentity();
      glu.gluOrtho2D(0.0, (double) width, 0.0, (double) height);
     
      //Aktiviert die Beachtung von Alphawerten
     gl.glEnable(GL.GL_ALPHA_TEST);
      gl.glAlphaFunc(GL.GL_GREATER, 0.0f);
      parent.init(gl, glu);
   }

   /**
    * Das Vollbild wird verlassen und der Bildschirm wird wieder hergestellt.
    */

   public void removeFullscreen()
   {
      Window fenster = getFrame();
      if (fenster != null)
         fenster.dispose();
      device.setFullScreenWindow(null);
   }

   /*
    * (non-Javadoc)
    *
    * @see net.java.games.jogl.GLEventListener#reshape(net.java.games.jogl.GLDrawable,
    *      int, int, int, int)
    */

   public void reshape(GLDrawable arg0, int arg1, int arg2, int arg3, int arg4)
   {
      parent.reshape(arg0, arg1, arg2, arg3, arg4);
   }

   /**
    * Setzt die Bildschirmeinstellung
    *
    * @param width
    *            Auflösungbreite
    * @param height
    *            Auflösungshöhe
    * @param color
    *            Farbtiefe
    * @param freq
    *            Bildschirmfrequenz
    */

   public void setDisplayMode(int width, int height, int color, int freq)
   {
      if (width != 0 && height != 0 && color != 0 && freq != 0 && device.isDisplayChangeSupported())
      {
         try
         {
            device.setDisplayMode(new DisplayMode(width, height, color, freq));
         }
         catch (IllegalArgumentException ex)
         {
         }

         getFrame().setSize(width, height);
      }
   }

   /**
    * Erstellt den Fullscreen
    */

   public void setFullscreen()
   {
      final JFrame frame = new JFrame();
      frame.setSize(width, height);
      frame.setUndecorated(true);
      frame.setIgnoreRepaint(true);
      frame.setResizable(false);

      frame.addWindowListener(new WindowAdapter()
      {
         public void windowClosing(WindowEvent e)
         {
            GameEngine.getFPSAnimator().stop();
            System.exit(0);
         }
      });

      glcanvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities());
      glcanvas.addGLEventListener(this);
      frame.add(glcanvas);

      // den JFrame als Vollbild setzen
     device.setFullScreenWindow(frame);
      setDisplayMode(width, height, 32, 60);
      glcanvas.requestFocusInWindow();

   }
}

_____________________________________
www.soulfly-design.de
www.soulflyhome.com
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline BurningYac

Innocent Bystander





« Reply #3 - Posted 2005-07-30 04:59:53 »

Great code soulfly32! My only concern is that awt is faster than swing, and thus I would use a frame, not a jframe.
-peace
Offline Jaeden

Senior Newbie




There is no knowledge that is not power.


« Reply #4 - Posted 2005-07-30 22:57:45 »

What about using a JFrame with a GLCanvas inside? Seems to work...
Offline Soulfly32

Senior Newbie





« Reply #5 - Posted 2005-07-30 23:53:34 »

When only using a single Jframe with GLCanvas there are no performance problems AFAIK.
Thank you for comment.

_____________________________________
www.soulfly-design.de
www.soulflyhome.com
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