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I've got a Windows API Window. I've managed to make it windowed, and "fullscreen windowed". But I can't seem to make the window just full-screen- for example, even if I specify WS_POPUP, I can still freely move the cursor to my second screen. However, if I launch full-screen games, they don't permit it, and exist only exclusively or minimized. How can I make a window that behaves this way?

Edit: Excuse me. Limiting the mouse movement was just one example of how a full-screen window behaves differently to a non-fullscreen window, I'm not looking for how to limit the mouse movement.

Or is this set in the D3DPRESENT_PARAMETERS, rather than just communicated?

asked May 30, 2011 at 20:57
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2 Answers 2

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Yeah, D3DPRESENT_PARAMETERS has a BOOL called "Windowed" in it; you want to set that to false at the time you make your call to CreateDevice on your IDirect3D9 pointer.

answered May 31, 2011 at 17:41
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Limiting the mouse movement has previously been discussed here: Mouse aim in an FPS

answered May 30, 2011 at 21:15
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  • \$\begingroup\$ Limiting the mouse movement is only one aspect of an exclusive full-screen game. \$\endgroup\$ Commented May 30, 2011 at 21:43
  • \$\begingroup\$ @DeadMG The question mainly seems to ask about the mouse aspect. It sounds like your creating your window ok (to cover the screen), then you also need to set "windowed" to false in the present parameters along with the width and height to the size of the screen. I don't have the SDK docs to hand but I'm pretty sure they talk you through all this stuff. \$\endgroup\$ Commented May 30, 2011 at 21:59

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