Thanks So what I actually ended up doing was reworking the default code for applicationDidFinishLaunching that’s generated from the multi-projects python script in version 2.2 like so:
-(void) applicationDidFinishLaunching:(NSNotification *)aNotification
NSRect displayRect = [[NSScreen mainScreen] frame];
window = [[CCWindow alloc] initWithFrame:displayRect fullscreen:YES];
glView = [[EAGLView alloc] initWithFrame:displayRect];
I also took out the toggleFullscreen support and dug into CCWindow.m to change it like so (though really I should have extended this on my own and overridden the function — was in a hurry):
- (void) keyDown:(NSEvent *)event
// Escape exits the program
if([event keyCode] == 53)
This is with 2.2. I tried 3.0 but there were a lot of funky memory access errors I hadn’t encountered with any versions prior to 3.0. I dropped back to 2.2 until that stabilized a bit more. Seems like they’re reworking the way allocations are handled.
As to 3.0 fullscreen support under OSX… is that coming or are they getting rid of it entirely? I’m not a graphics engineer by trade, so I love relying on the engine to handle all of that fuzzy work for me.