Problem responding to events in fullscreen mode
I made a fullscreen game and I'm trying to get it to respond to the mouse or keyboard input. The problem is it only responds a few second after I press the button. Does anyone know how I could speed up the response? All my code is posted below.
EDIT: I did some experimenting and it looks like device.isDisplayChangeSupported() returns false and the resolution never gets changed to 800x600 (I haden't noticed this before since I was flooding the whole screen with black). I also took a look at the resolutions I could manually set the monitor to and it only shows 1280x800 and 1024x768. This is under Ubuntu Linux. Even though I haven't run this program under my Windows installation, I'm sure I can change to 800x600 resolution there since I've done it manually and through other programs. Does anybody know any solutions to this? I will probably try running the program under Windows and see what happens.
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferStrategy;
public class LostHaven implements KeyListener, MouseListener
private static DisplayMode[] BEST_DISPLAY_MODES = new DisplayMode[] {
new DisplayMode(800, 600, 32, 0),
new DisplayMode(800, 600, 16, 0),
new DisplayMode(800, 600, 8, 0)
Frame mainFrame;
boolean done;
boolean pressed;
public LostHaven(GraphicsDevice device)
try
GraphicsConfiguration gc = device.getDefaultConfiguration();
mainFrame = new Frame(gc);
mainFrame.setUndecorated(true);
mainFrame.setIgnoreRepaint(true);
device.setFullScreenWindow(mainFrame);
if (device.isDisplayChangeSupported())
chooseBestDisplayMode(device);
mainFrame.addMouseListener(this);
mainFrame.addKeyListener(this);
mainFrame.createBufferStrategy(2);
BufferStrategy bufferStrategy = mainFrame.getBufferStrategy();
done = false;
pressed = false;
while (!done)
Graphics g = bufferStrategy.getDrawGraphics();
render(g);
g.dispose();
bufferStrategy.show();
catch (Exception e)
e.printStackTrace();
finally
device.setFullScreenWindow(null);
private void render(Graphics g)
Rectangle bounds = mainFrame.getBounds();
g.setColor(Color.black);
g.fillRect(0,0,bounds.width, bounds.height);
g.setColor(Color.red);
g.fillRect(bounds.width*1/4, bounds.height*1/4, bounds.width*2/4, bounds.height*2/4);
if(pressed)
g.drawString("mouse pressed", 0, 15);
private static DisplayMode getBestDisplayMode(GraphicsDevice device)
for (int x = 0; x < BEST_DISPLAY_MODES.length; x++)
DisplayMode[] modes = device.getDisplayModes();
for (int i = 0; i < modes.length; i++)
if (modes.getWidth() == BEST_DISPLAY_MODES[x].getWidth()
&& modes[i].getHeight() == BEST_DISPLAY_MODES[x].getHeight()
&& modes[i].getBitDepth() == BEST_DISPLAY_MODES[x].getBitDepth()
return BEST_DISPLAY_MODES[x];
return null;
public static void chooseBestDisplayMode(GraphicsDevice device)
DisplayMode best = getBestDisplayMode(device);
if (best != null)
device.setDisplayMode(best);
public void mousePressed(MouseEvent e)
pressed = true;
public void mouseReleased(MouseEvent e)
public void mouseEntered(MouseEvent e)
public void mouseExited(MouseEvent e)
public void mouseClicked(MouseEvent e)
public void keyTyped(KeyEvent e)
public void keyPressed(KeyEvent e)
if(e.getKeyCode() == KeyEvent.VK_ESCAPE)
done = true;
public void keyReleased(KeyEvent e)
public static void main(String[] args)
try
GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice device = env.getDefaultScreenDevice();
LostHaven gameWindow = new LostHaven(device);
catch (Exception e)
e.printStackTrace();
System.exit(0);
Message was edited by:
Japheth
Do you get this behavior when it's not fullscreen (and the rest is the same)?
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