Re: [GD-Windows] Messed up windows after fullscreen
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From: Aaron H. <Vid...@ho...> - 2001-09-28 23:15:20
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And there are yet even MORE variants of making windows on top and visible.. :\ Have you done something like this? // alternate startup mode, to bring up full screen. hWnd = CreateWindow(ThisWindowClass, appGetName(), WS_POPUP, 0, 0, oglWidth, oglHeight, NULL, NULL, hInstance, NULL ); // THIS MAY BE IMPORTANT! Make the app window visible... ShowWindow( hWnd, SW_SHOW ); UpdateWindow( hWnd ); And, just to be sure, have you also handled the create message like this? case WM_CREATE: // Remember our mSloth drawing context. hDC = GetDC( hWnd ); if( oglFullscreen ) { ChangeDisplayMode(); } // Select our precious pixel format. SetDCPixelFormat( hDC ); // Yeppers, make something that OpenGL understands. hRC = wglCreateContext( hDC ); wglMakeCurrent( hDC, hRC ); ReleaseDC( hWnd, hDC ); break; This seems to work well in my case. I haven't had any problems with apps (debugger on break points) stealling focus and screwing up the other windows. Percision is tricky... - Aaron. Brian Hook wrote: > > Hmmm, I wasn't using SetActiveWindow (I was using SetFocus -- could > Windows possibly provide enough variations on these?!). Also, what's > the AttachThreadInput business all about? > > Brian > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows |