[Ohrrpgce] SVN: teeemcee/7879 Add an option to start a game in fullscreen by default.

Ralph Versteegen teeemcee at gmail.com
Sat Mar 26 21:55:37 PDT 2016


On 27 March 2016 at 17:54, Ralph Versteegen <teeemcee at gmail.com> wrote:
> On 27 March 2016 at 05:02,  <subversion at hamsterrepublic.com> wrote:
>> teeemcee
>> 2016-03-26 09:02:02 -0700 (Sat, 26 Mar 2016)
>> 225
>> Add an option to start a game in fullscreen by default.
>>
>> Overridden by absolutely anything else (five different ways to override it!)
>>
>> Also, don't apply the genFullscreen setting or gfx.fullscreen config when
>> live-previewing.
>> ---
>> U   wip/const.bi
>> U   wip/custom.bas
>> U   wip/ohrhelp/window_settings_partial.txt
>> U   wip/whatsnew.txt
>> U   wip/yetmore2.bas
>
> I tested the fullscreen options on X11/GNU/Linux, and both gfx_directx
> and gfx_sdl on Win 10 and Win XP (running XP in Virtualbox).
> Fulscreening in gfx_directx under Virtualbox crashes, but never mind.

(Actually it crashes when switching back to windowed. I did find a way
to prevent it from crashing, but I don't know if my edit is correct,
so I didn't check it in)

> I notice that gfx_directx handles fullscreening much better than
> gfx_sdl: it doesn't change the monitor resolution (which leads to a
> delay, momentary scrabbled graphics, and an annoying popup warning on
> windows 10). I forgot to test gfx_fb on Windows.
>
> I nearly agreed to changing the default backend on Windows back to
> gfx_sdl, but now I'm reassured that gfx_directx really is better - for
> example, it allows maximising the window too. And it can report (not
> implemented yet) whether the mouse is inside the window, something
> that will be very helpful (neither SDL 1.2 nor fbgfx support that),
> The problem with gfx_sdl is that SDL 1.2 is old and very limited when
> it comes to WM stuff. I really would like a new backend based on SDL
> 2. The new backend Jay started writing in C++ (wip/gfx_sdl/) is based
> on SDL 1.2; I don't know if it's worth building on.


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