windowed fullscreen mode, do we need it?
- AI-team
- Shutout Match Winner
- Posts: 1020
- Joined: Tue Jun 23, 2009 6:17 pm
- Location: Germany/Munich
- Contact:
windowed fullscreen mode, do we need it?
I added a new window mode that allows you to run the game in a fake-fullscreen mode (it's actually windowed mode without any borders) and use your mouse on another monitor.
Because I'm pretty sure that there's only going to be a handful of people who might use this, I made sure that using your fullscreen toggle key only toggles between fullscreen and windowed mode, but not this new third mode.
My question is, is this worth adding to 0.4 or is there not really a need for it?
edit: another thing I forgot to mention is that when you're in windowed fullscreen and you press the toggle key, it takes you to normal windowed mode.
Because I'm pretty sure that there's only going to be a handful of people who might use this, I made sure that using your fullscreen toggle key only toggles between fullscreen and windowed mode, but not this new third mode.
My question is, is this worth adding to 0.4 or is there not really a need for it?
edit: another thing I forgot to mention is that when you're in windowed fullscreen and you press the toggle key, it takes you to normal windowed mode.
- Attachments
-
- windowMode.patch.txt
- remove the .txt
- (16.54 KiB) Downloaded 205 times
"95% of people believe in every quote you post on the internet" ~ Abraham Lincoln
Re: windowed fullscreen mode, do we need it?
Oh god, thank you so much! I've just been using an external program to do this for the past 3 years
- AI-team
- Shutout Match Winner
- Posts: 1020
- Joined: Tue Jun 23, 2009 6:17 pm
- Location: Germany/Munich
- Contact:
Re: windowed fullscreen mode, do we need it?
Glad you find it useful. If you want to use it right away, without having to wait for it to be merged to the mainline, feel free to download itXzL.Smart wrote:Oh god, thank you so much! I've just been using an external program to do this for the past 3 years
edit: just replace your current exe with this one
"95% of people believe in every quote you post on the internet" ~ Abraham Lincoln
Re: windowed fullscreen mode, do we need it?
I do like this too, even though I'm not using multiple monitors at the moment, this patch makes alt-tabbing between fullscreen Armagetron and other stuff much smoother on my Windows system. Without it my monitor flickers for a while before switching (this is normal for many fullscreen games/programs for me, not an Armagetron bug, and no, it doesn't change screen resolutions at the switch, where that behaviour is normal), with this mode it doesn't. Which is good because I alt-tab often . The performance doesn't suffer either as far as I noticed, with a framerate equal to fullscreen's.
Re: windowed fullscreen mode, do we need it?
Will be integrated, thanks. Whether it'll be in this form or as a different video mode in the resolution list, I don't know yet.
Re: windowed fullscreen mode, do we need it?
You definitely shouldn't put it in a cycle with the fullscreen button.Z-Man wrote:Will be integrated, thanks. Whether it'll be in this form or as a different video mode in the resolution list, I don't know yet.
- Clutch
- Shutout Match Winner
- Posts: 1008
- Joined: Fri Aug 28, 2009 5:53 pm
- Location: A frozen wasteland
Re: windowed fullscreen mode, do we need it?
I love you...so much right now. Had a problem where I couldn't open itunes and armagetron while in fullscreen, had to restart my computer every time
Boxed
Re: windowed fullscreen mode, do we need it?
Linux, Tron, and GTK Pod. I don't understand your problem.Clutch wrote:I love you...so much right now. Had a problem where I couldn't open itunes and armagetron while in fullscreen, had to restart my computer every time
- Clutch
- Shutout Match Winner
- Posts: 1008
- Joined: Fri Aug 28, 2009 5:53 pm
- Location: A frozen wasteland
Re: windowed fullscreen mode, do we need it?
What?Light wrote:Linux, Tron, and GTK Pod. I don't understand your problem.Clutch wrote:I love you...so much right now. Had a problem where I couldn't open itunes and armagetron while in fullscreen, had to restart my computer every time
Boxed
Re: windowed fullscreen mode, do we need it?
https://www.youtube.com/watch?v=wCy8MpT45gkClutch wrote:What?Light wrote:Linux, Tron, and GTK Pod. I don't understand your problem.Clutch wrote:I love you...so much right now. Had a problem where I couldn't open itunes and armagetron while in fullscreen, had to restart my computer every time
- AI-team
- Shutout Match Winner
- Posts: 1020
- Joined: Tue Jun 23, 2009 6:17 pm
- Location: Germany/Munich
- Contact:
Re: windowed fullscreen mode, do we need it?
Alright, great to hearZ-Man wrote:Will be integrated, thanks. Whether it'll be in this form or as a different video mode in the resolution list, I don't know yet.
"95% of people believe in every quote you post on the internet" ~ Abraham Lincoln
- AI-team
- Shutout Match Winner
- Posts: 1020
- Joined: Tue Jun 23, 2009 6:17 pm
- Location: Germany/Munich
- Contact:
Re: windowed fullscreen mode, do we need it?
I just checked the latest revisions and still doesn't seem to be in the game yet
"95% of people believe in every quote you post on the internet" ~ Abraham Lincoln
- delinquent
- Match Winner
- Posts: 760
- Joined: Sat Jul 07, 2012 3:07 am
Re: windowed fullscreen mode, do we need it?
Is it not possible to have a fullscreen app running with a released mouse? I'm sure I've seen that somewhere before, it's a C script thing AFAICR
- AI-team
- Shutout Match Winner
- Posts: 1020
- Joined: Tue Jun 23, 2009 6:17 pm
- Location: Germany/Munich
- Contact:
Re: windowed fullscreen mode, do we need it?
well how is that different to my implementation?
"95% of people believe in every quote you post on the internet" ~ Abraham Lincoln
Re: windowed fullscreen mode, do we need it?
Perhaps we should just use SDL2, which has better support for multiple monitors?
In your patch, you use SDL_NOFRAME which still requires OS-specific behavior to be implemented—well at least on OS X it did. The Application menu and the dock are still shown, so you need to hide them. With SDL2, you just create the window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag.
In your patch, you use SDL_NOFRAME which still requires OS-specific behavior to be implemented—well at least on OS X it did. The Application menu and the dock are still shown, so you need to hide them. With SDL2, you just create the window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag.