Background color in Full screen mode

Can you change the color of the background around the project when publishing in full screen mode? I can only get it to view in white.

Hi there,
.exe cannot have an HTML background, so changing HTML background will not reflect in .exe output. There is no feature that we can change the background color for .exe output.
Thanks.

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    > background-position: 50% 50%;
    > margin-top: 4%;
    > margin-bottom:4%;
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    Can we see the rest of the page?
    Murray --- ICQ 71997575
    Adobe Community Expert
    (If you *MUST* email me, don't LAUGH when you do so!)
    ==================
    http://www.projectseven.com/go
    - DW FAQs, Tutorials & Resources
    http://www.dwfaq.com - DW FAQs,
    Tutorials & Resources
    ==================
    "afriendofcheese" <[email protected]> wrote
    in message
    news:g8gaha$oh7$[email protected]..
    > I've searched all over Google and in here but am
    surprised to find nobody
    > else
    > with the same problem!
    >
    > How do you keep all of the items centered inside a Div
    when switching to
    > full
    > screen mode in IE? Everything in my "#global" Div shifts
    upwards creating
    > a
    > big mess and doesn't stay where it should in my content
    box (which is part
    > of
    > the background. There's no problems when resizing the
    window by dragging,
    > just
    > when using full screen mode. Here is my body and #global
    code:
    >
    > body {
    > background-image: url(images/background2.jpg);
    > background-color:#ECE5C8;
    > background-repeat:no-repeat;
    > background-position: 50% 50%;
    > margin-top: 4%;
    > margin-bottom:4%;
    > }
    >
    > #global {
    > margin:auto;
    > position:relative;
    > width: 784px;
    > height:554px;
    > }
    >
    >
    >
    >
    >

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        GraphicsDevice device;
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        private static final int DRAW_DELAY = 5;
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            Main main = new Main();
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            new Thread(this).start();
            new Thread(new HouseKeeping()).start();
        private void initializeSettings() {
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            SoundManager.getHandle().playMusic();
        private void initializeGUI() {
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            frame = new JFrame(gc);
            frame.setTitle("Elite 2D");
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            frame.setResizable(false);
            frame.setIgnoreRepaint(true);
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                    new ImageCapabilities(true),
                    BufferCapabilities.FlipContents.BACKGROUND
            try {
                frame.createBufferStrategy(BUFFER_COUNT, bc);
            } catch (AWTException e) {
                e.printStackTrace();
            bufferStrategy = frame.getBufferStrategy();
            int width = device.getDisplayMode().getWidth();
            int height = device.getDisplayMode().getHeight();
            screen = new BigScreen(width, height, gc.createCompatibleVolatileImage(width, height));
            frame.getContentPane().add(screen);
            frame.addWindowListener(new WindowAdapter() {
                public void windowClosing(WindowEvent e) {
                    System.exit(0);
                public void windowDeiconified(WindowEvent e) {
                    GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
                    device = env.getDefaultScreenDevice();
                    GraphicsConfiguration gc = device.getDefaultConfiguration();
                    device.setFullScreenWindow(null);
                    device.setFullScreenWindow(frame);
                    BufferCapabilities bc = new BufferCapabilities(new ImageCapabilities(true),
                            new ImageCapabilities(true),
                            BufferCapabilities.FlipContents.COPIED
                    try {
                        frame.createBufferStrategy(BUFFER_COUNT, bc);
                    } catch (AWTException awt) {
                        awt.printStackTrace();
            // Set the cursor to a transparent image
            Image image = Toolkit.getDefaultToolkit().createImage(
                    new MemoryImageSource(16, 16, new int[16 * 16], 0, 16));
            Cursor transparentCursor = Toolkit.getDefaultToolkit().createCustomCursor(image,
                    new Point(0, 0), "invisiblecursor");
            frame.setCursor(transparentCursor);
            screen.setFocusable(false);
            frame.addKeyListener(getKeyListener());
        public KeyAdapter getKeyListener() {
            return new KeyAdapter() {
                public void keyPressed(KeyEvent e) {
                    Level.getHandle().getPlayer().handleKeyUp(e.getKeyCode());
                public void keyReleased(KeyEvent e) {
                    Level.getHandle().getPlayer().handleKeyDown(e.getKeyCode());
        public void run() {
            while (true) {
                if (frameCount++ % 1000 == 0) {
                    long thisTime = System.currentTimeMillis();
                    // aantal ms voor 1000 frames
                    // 1000 * (aantal frames / seconde)
                    double fps = thisTime - lastTime;
                    lastTime = thisTime;
                    Level.getHandle().getConsole().addConsoleMessage("FPS : " + 1000000 / fps);
                Graphics g = bufferStrategy.getDrawGraphics();
                screen.paintSurroundings();
                g.drawImage(screen.background, 0, 0, null);
                g.dispose();
                bufferStrategy.show();
                try {
                    Thread.sleep(DRAW_DELAY);
                } catch (InterruptedException e) {
                } catch (IllegalStateException i) {
        public Rectangle getScreenDimensions() {
            return frame.getGraphicsConfiguration().getBounds();
        public void exitFullScreen() {
            device.setFullScreenWindow(null);
    } // End class Main// The rendering-code in Level is done in the updateStatus-method.
    // Once again, rendering is delegated to the current SolarSystem class.
    public class Level {
        private static Level handle;
        public SolarSystem currentSolarSystem;
        private Console console;
        private int width, height;
        private Ship player;
        // All ships within this radius of the player get to act
        private static final int ACTION_RADIUS = 5000;
        // All entities within this radius of the player qualify for drawing
        private static final int VISIBILITY_RADIUS = 2000;
        private Level() {
            console = new Console();
            currentSolarSystem = new SolarSystem();
            Equipment[] weapons = new Equipment[3];
            weapons[0] = new BeamWeapon(Color.red, 1000, 0.02, 0.1);
            weapons[1] = new PulseWeapon(Color.blue, 500, 0, 400, 1);
            weapons[2] = new MissileLauncher();
            player = new Ship(100, 100, weapons, currentSolarSystem);
            currentSolarSystem.addEntity(new Entity(1000, 1000, Tools.getEntityType("planet"), currentSolarSystem));
            for (int i = 0; i < 20; i++) {
                Entity asteroid = Tools.getEntityType("asteroid").createEntity(200 * i, 0, currentSolarSystem);
                asteroid.setSpeed(Tools.getRandom(asteroid.getMaxSpeed()));
                asteroid.setAccelerationAngle(Tools.getRandom(Tools.TWOPI));
                currentSolarSystem.addEntity(asteroid);
            for (int i = 0; i < 5; i++) {
                currentSolarSystem.addEntity(Tools.getEntityType("enemy").createEntity(
                        Tools.getRandom(-1000, 1000), Tools.getRandom(-1000, 1000), currentSolarSystem));
        public SolarSystem getActiveSolarSystem() {
            return this.currentSolarSystem;
        public Console getConsole() {
            return this.console;
        public void setDimensions(int x, int y) {
            this.width = x;
            this.height = y;
        public int getWidth() {
            return this.width;
        public int getHeight() {
            return this.height;
        public static Level getHandle() {
            if (handle == null) {
                handle = new Level();
            return handle;
        public ArrayList getEntitiesInRectangle(int x1, int y1, int w1, int h1) {
            ArrayList intersects = new ArrayList();
            for (int i = 0; i < currentSolarSystem.getEntities().size(); i++) {
                Entity e = (Entity) currentSolarSystem.getEntities().get(i);
                if ((x1 + w1 > e.getX()) && (e.getX() + e.getWidth() > x1) && (y1 + h1 > e.getHeight())
                        && (e.getY() + e.getHeight() > y1)) {
                    intersects.add(e);
            return intersects;
        public ArrayList getEntitiesInLine(double x1, double y1, double x2, double y2) {
            ArrayList intersects = new ArrayList();
            Line2D line = new Line2D.Double(x1, y1, x2, y2);
            for (int i = 0; i < currentSolarSystem.getEntities().size(); i++) {
                Entity e = (Entity) currentSolarSystem.getEntities().get(i);
                // System.out.println(e.getBoundingShape() + " vs " + x1 + "x" + y1 + ", " + x2 + "x" + y2);
                if (line.intersects(e.getBoundingShape().getBounds2D())) {
                    intersects.add(e);
            return intersects;
        public Entity getNearestEntityToLineOrigin(double x1, double y1, double x2, double y2) {
            double closestIndex = 0;
            Entity closestEntity = null;
            Line2D line = new Line2D.Double(x1, y1, x2, y2);
            for (int i = 0; i < currentSolarSystem.getEntities().size(); i++) {
                Entity e = (Entity) currentSolarSystem.getEntities().get(i);
                // System.out.println(e.getBoundingShape() + " vs " + x1 + "x" + y1 + ", " + x2 + "x" + y2);
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                    double distance = Tools.getDistance(x1, y1, e);
                    if (closestEntity == null) {
                        closestEntity = e;
                        closestIndex = distance;
                    } else if (distance < closestIndex) {
                        closestEntity = e;
            return closestEntity;
        public Ship getPlayer() {
            return player;
        public void updateStatus(Graphics g, int width, int height) {
            getActiveSolarSystem().updateStatus(g, getPlayer(), width, height);
            getConsole().showConsoleMessages(g);
    }Draws a starfield and all visible entities in sight. So far I'm just
    drawing all entities in the solar system. Seems to be faster than
    figuring out whether objects are near the player for <100 objects.
    public class SolarSystem {
        private static final int BIG_STARS = 20;
        private static final int MAX_STARS = 1000;
        private static final int STAR_AREA = 1400;
        private int[][] stars;
        private ArrayList entities;
        private ArrayList explosions;
        public SolarSystem() {
            entities = new ArrayList();
            explosions = new ArrayList();
            this.initializeStarField();
        public ArrayList getEntities() {
            return entities;
        public ArrayList getExplosions() {
            return explosions;
        public void addEntity(Entity e) {
            entities.add(e);
        public void removeEntity(Entity e) {
            entities.remove(e);
        public void addExplosion(int x, int y, int size, int max) {
            // System.out.println("Adding explosion at " + x + " " + y);
            explosions.add(new Explosion(x, y, size, max));
        public void updateStatus(Graphics g, Ship player, int width, int height) {
            this.pollEntities(player);
            this.drawScene(g, player, width, height);
        private void drawScene(Graphics g, Ship player, int width, int height) {
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            g.clipRect(0, 0, width, height);
            // Clear the surface and set the background
            g.setColor(Color.black);
            g.fillRect(0, 0, width, height);
            // Draw explosions & remove from the buffer if needed
            Explosion[] expl = (Explosion[]) getExplosions().toArray(new Explosion[explosions.size()]);
            int centerX = (int) player.getX();
            int centerY = (int) player.getY();
            int widthOffset = centerX + width / 2;
            int heightOffset = centerY + height / 2;
            this.drawStarField(g, player);
            for (int i = expl.length - 1; i >= 0; i--) {
                Explosion ex = expl;
    g.setColor(new Color(Math.max(255 - ex.size, 0), 0, 0));
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    ex.size += 2;
    ex.x--;
    ex.y--;
    explosions.set(i, ex);
    } else {
    explosions.remove(i);
    // todo - can we re-use the active entities table here?
    Entity[] entities = getVisibleEntities(player);
    for (int i = 0; i < entities.length; i++) {
    entities[i].drawEntity((int) (entities[i].getX() - player.getX() + width / 2),
    (int) (entities[i].getY() - player.getY() + height / 2), g);
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    private void drawStarField(Graphics g, Ship player) {
    g.setColor(new Color(255, 255, 255));
    int starX = ((int) player.getX() % STAR_AREA);
    int starY = ((int) player.getY() % STAR_AREA);
    for (int i = 0; i < BIG_STARS; i++) {
    g.fillOval((stars[i][0] - starX) % STAR_AREA, (stars[i][1] - starY) % STAR_AREA, 3, 3);
    for (int i = BIG_STARS; i < MAX_STARS; i++) {
    g.drawLine((stars[i][0] - starX) % STAR_AREA, (stars[i][1] - starY) % STAR_AREA,
    (stars[i][0] - starX) % STAR_AREA, (stars[i][1] - starY) % STAR_AREA);
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    * @param player
    * @return
    private Entity[] getActiveEntities(Ship player) {
    Entity[] activeEntities = (Entity[]) entities.toArray(new Entity[entities.size() + 1]);
    activeEntities[activeEntities.length - 1] = player;
    return activeEntities;
    private void pollEntities(Ship player) {
    this.purgeDestroyedObjects();
    Entity[] activeEntities = this.getActiveEntities(player);
    for (int i = 0; i < activeEntities.length; i++) {
    activeEntities[i].resolveAction();
    // todo - Handle gravitational pull
    //if (activeEntities[i].hasGravitationalPull()) {
    // Handle collisions
    for (int i = activeEntities.length - 1; i >= 0; i--) {
    if (activeEntities[i] != null && !activeEntities[i].isTransparent() && !activeEntities[i].isDestroyed()) {
    for (int j = i - 1; j >= 0; j--) {
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    !activeEntities[j].isTransparent() && Tools.entitiesCollide(activeEntities[i], activeEntities[j])) {
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    // todo - seems redundant - remove by avoiding player ?
    if (activeEntities[i].isDestroyed()) {
    // System.out.println("Removing " + activeEntities[i]);
    activeEntities[i] = null;
    if (activeEntities[j].isDestroyed()) {
    // System.out.println("Removing " + activeEntities[j]);
    activeEntities[j] = null;
    private void purgeDestroyedObjects() {
    for (int i = entities.size() - 1; i >= 0; i--) {
    if (((Entity) entities.get(i)).isDestroyed()) {
    entities.remove(i);
    private void handleCollision(Entity one, Entity two) {
    // Base damage is a factor of total speed & angle.
    double collisionFactor = Math.abs(Math.sin((one.getAccelerationAngle() - two.getAccelerationAngle()) / 2));
    double explosiveDamage = 0;
    if (one.explodesOnImpact()) {
    one.onDestroy();
    explosiveDamage += one.getExplosiveDamage();
    if (two.explodesOnImpact()) {
    two.onDestroy();
    explosiveDamage += two.getExplosiveDamage();
    one.applyDamage(explosiveDamage + (collisionFactor * two.getMass() / one.getMass()));
    two.applyDamage(explosiveDamage + (collisionFactor * one.getMass() / two.getMass()));
    // Introducing the FACTOR-variable also causes stickiness (two objects glued together after collision)
    // FACTOR determines how much of the energy is transfered from entity 1 to 2, and how much remains
    double FACTOR = 0.9;
    // Don't delete v1 and a1!
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    double a1 = one.getAccelerationAngle();
    double spinFactor = Math.cos(one.getAccelerationAngle() - two.getAccelerationAngle());
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        protected double turnRate;
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        protected double accelerationAngle;
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        private Equipment activeEquipment;
        private SolarSystem solar;
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  • Full Screen Mode with Menu Bar -blue

    For some reason the 'Full Screen Mode with Menu Bar' option has a blue background now. The background used to be gray, and then one time i opened up Photoshop and now the background is blue. It is very annoying and affects my painting. The grey was neutral, now it is blue so my colors are going to appear off.
    If you don't know what i mean: Open Photoshop, make a canvas (new image) Hit the key "F" on your keyboard 2 times so the canvas takes up the entire page but the menu bars are still up. The color around the canvas is Blue, when it has ALWAYS been gray.
    Please someone tell me how to fix this.

    I found out a solution. If anybody ever encounters this problem just right click on the background and select Gray. :)

  • The itunes window on my desktop fails to display the bottom most portion of the screen unless I go into full screen mode.  Why?

    As a follow up to provide more detailed information.
    I have a MacBook as well running 10.6.8.
    When I open itunes, the window I expect to come up does.  It has a scroll that allows me to view all of my playlists, as well as hit the new playlist icon at the bottom of the screen, etc.
    On my Macbook Pro running 10.7.4, when I open itunes, there's no scroll bar, no icons at the bottom most portion of the screen.  The only way that I can see the new playlist icon AND be able to view/scroll through all of my playlists is to enter full screen mode....very inconvenient as the window is now fixed (can't be moved out of the way) without exiting full screen mode.
    I'm a multi-tasker...rearranging windows, making one application active while another moves into the background, is my typical work situation.
    Thanks in advance for any help that you can offer.
    Michael

    This issue can be caused by the Babylon Toolbar 1.1.8 extension
    See:
    *https://support.mozilla.com/kb/Troubleshooting+extensions+and+themes

  • My safari window is disappearing in non full screen mode OSX Lion

    Hi Guys,
    I seem to have the following problem. not sure exactly how it started as my wife was using the mac at the time (she says she just dragged the safari to different desktop via mission control) but now the situation is as follows:
    When I hit safari icon it switches on (I can see the little light dot underneath the icon and after right click I can see names of windows that are opened) however I can only see the Safari menu at the top but no window. If I scroll to the right or left to different desktops it's not there, the same goes if I double tap to see the Mission Control mode it's not there...
    I so far figured out that once the Safari menu is visible on top of the screen I can go to View>Enter Full Screen and then Safari will come back into the full screen mode but once I unclick the full screen button in right top corner the whole window just swoops into the right top corner and it's nowhere to be found again.
    I have rebooted and it's still the same - I can only get the full screen mode or none. it's very weird. Anyone's got any suggestions?

    Thank you,
    That's not it -  Hot corners are not active, it's more like when you normally click the full screen on/off button (the two arrows facing each other) the transition happens with gray apple background and it moves either to or from full screen but here the background comes on and the window just goes into the corner and it's gone. Then when in Safari menu I go View>Enter Full Screen the window comes back exactly the same way: from top right corner into the whole screen.
    Like I can only use Safai in Full Screen mode..

  • Any way to get Illustrator CS5 to display full screen mode like Photoshop?

    Is there any way to get Illustrator's screen modes to behave like Photoshop's screen modes?
    One of the things I like most about Photoshop is the way it toggles from standard screen mode to "full screen with menu bar" to just "full screen".
    For example, in Photoshop's standard mode, the window is no bigger than the size of the canvas. Why can't Illustrator do that?
    And, is there anyway to get Illustrator CS5 to display the full screen mode where the background outside the artboard or canvas is black instead of white. Working in Illustrator for long hours, it would much easier on my eyes if the surrounding background could be black like in Photoshop.
    Thanks very much in advance for any help,
    - Nick

    At the bottom of the Tool bar is a toggle button (F) which will change the Screen Mode.

  • Why is my macbook pro spontaneously swiping out of full screen mode?

    I have a 2 week old 13 inch MBP retina (256GB, 8GB ram, 2.5GHz Intel Core i5, Graphics  Intel HD Graphics 4000 768 MB, OSX 10.8.2)  which was working fine until yesterday. I have accounts on it for each of my 3 kids, one for my wife, and one for me. When using any application in full screen mode, it now spontaneously swipes itself back to the blank desktop "space" after less than a minute. It previously worked as expected in full screen mode, and currently works fine when viewing applications without the full screen mode. Then, today it started displaying my log-in screen with inverted colors (color negative). The colors revert to normal immediately after logging in. This all initially started after accidentally clicking the airplay icon while my apple TV was off, and then exiting airplay mode...which may be unrelated.  My youngest is also a bit of a keyboard masher, so he may have changed a setting with a keystroke combination. Any ideas? I have tried rebooting, and I even tried Shift-Control-Option-Power while plugged in with the power off (SMC reset?).  Here's a pic of the color inversion:

    I don't see a screen shot, as promised, in your original post - maybe if you post a screen shot and indicate exactly what happened before the screen inversion someone could be of help.
    Most of the time when folks don't answer your queries around here we either don't understand the problem/question completely or not enough information is given to understand the problem.
    Clinton

  • HT1947 If you add music VIDEOS to Up Next playlist, then go to look at the album cover playing screen, then go to add another song from diff playlist, no longer can see Up Next, just go to full screen mode button. Using remote app iphone 5 to play out of

    If you add music videos to Up Next playlist, then go to look at the album cover playing screen, then go to add another song from different playlist, you no longer can see Up Next, just go to full screen mode button. Using remote app iPhone 5 to play out of iTunes. It looks like it works fine for regular music, but for music videos you can't see your up next unless you go back on the computer to change once you've left the screen. When using the remote app, you shouldn't need to go to iTunes on the PC to view or edit Up Next already added. See first image, you can hit upper right and get back to Up Next (second image). Third image is music video, where you can't get back to Up Next, just swap between full screen and not. I hoped 3.0.1 would have the answer, no luck!

    wow, very nice review Makes me want to get a vision for myself.
    WebKnight wrote:
    <SPAN>
    Add the ability to randomly select a new background from a pre selected group of photos every time the player is turned on or each day.
    I would love that feature. I can't stand useing my computer with a single wall paper anymore (I have 500 anime pics that i rotate between every 2 mins ) If you could make the vision rotate background every x minutes or every time the player is turned on, it would be totally amazeningly sweet!!!! (i might have to go out and buy one then :P)
    I just hope that creative has better firmware support with the vision than they have had with the touch.
    Once again, great review

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