Make An App Fullscreen Mac

11.09.2020by
Make app full screen pc

I’m converting my game from Swift 2.2 (Mac OS Only) to v3.0 (Universal). The method that I had for making the app full-screen in v2.2 was with this code in my AppDelegate.swift file:

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May 22, 2014  Fullscreen shortcuts for a Mac will allow you to allow one window to take up the whole screen. Learn about the fullscreen shortcut for a Mac with help from an expert who is proficient with all. Jan 30, 2015  In previous versions of OS X, clicking the green button will maximize the window to fit the document width. In Yosemite, clicking the green button will now send the window to full screen mode, and new users will panic as there doesn’t seem to be any visible way to undo it.

Mar 25, 2015  In OS X Lion through OS X Mavericks, the full-screen button was in the upper-right portion of a window. From OS X Lion through OS X Mavericks, users could enter full screen mode by clicking a small icon in a window’s upper-right corner that. Aug 21, 2018  Multi Effects Full Screen Status Full Screen WhatsApp Status Video 2018 The whatsapp status video is not a new thing, people creating a different type of videos for whatsapp just to make some variation. There is a new trend going on of full screen status video where you can download full screen whatsapp status videos on your device that are of full mobile screen resolution.



The link between the ‘window’ property and the XIB was created automatically for me when I originally created the project. I’m building my v3.0 app from scratch so that I can refactor and reorganize my code. The storyboard for SpriteKit appears to be different from how the v2.0/2.2 XIB was created, and I am unable to figure out how to setup an IBOutlet and link it to the storyboard correctly. However, I was able to determine a way to programmatically make the app full-screen with the following code in my app’s view controller:


Make An App Fullscreen Mac


This makes the app run in full-screen. However, it completely locks the user into the game environment, meaning the user is unable to switch to a different app (in my v2.2 game, command-tab would work while in the game to pop out or back into the game). Additionally, I want to show the cursor/mouse pointer at certain points in the game for user input, but I am unable to get the cursor to show. Using NSCursor.hide() hides the cursor when the app first launches, but calling NSCursor.unhide() at a later time doesn’t show the cursor.

Fullscreen App


Chrome Mac Fullscreen

Is my new code the proper way to make an app full-screen? At the moment, I’m unable to pop out of the game to check Xcode for console messages and application diagnostics. Is there code that I can add to enable this, as well as getting the cursor to work properly? If my previous method of going full-screen is better, how do I link the ‘window’ via IBOutlet with the new storyboard? Any advice, sample code, or references/tutorials would be appreciated.

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