windowed fullscreen mode, do we need it?

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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AI-team
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Re: windowed fullscreen mode, do we need it?

Post by AI-team »

dlh wrote:Perhaps we should just use SDL2, which has better support for multiple monitors?
I considered using SDL2, but back in March version 2 was still beta (or atleast they didn't have a release candidate yet)

dlh wrote: 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.
The question is, can we port all of the sdl-dependant code with ease? because if not, I'm not sure if it's worth it
  
 
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Z-Man
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Re: windowed fullscreen mode, do we need it?

Post by Z-Man »

Last time I checked, back when there was no hope of SDL 2.0 ever getting a release, there was another huge benefit: SDL 2.0 allows to check the keyboard layout, which key is where. Would make the tooltips more reliable and initial setup easier. So definitely worth it in the long run.
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delinquent
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Re: windowed fullscreen mode, do we need it?

Post by delinquent »

AI: I mean running it in regular fullscreen, without all the hassle of creating a false window for it. Some computers don't like it, for whatever reason. I think it's down to how certain cpu architectures are designed to process data within and without explorer frames, but that's kinda jumping out of my comfort zone.

Z-Man: What about re-building the app in sdl 2.0, removing the need to port the old code? That way, the hiccups usually associated with porting stuff could be avoided, and although it is a fair amount more work, I think it would increase the possibility of 0.5 and so on and so forth.
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Re: windowed fullscreen mode, do we need it?

Post by Z-Man »

delinquent wrote:Z-Man: What about re-building the app in sdl 2.0, removing the need to port the old code?
Does not compute. If you want the app to use SDL 2.0 and benefit from it, whether you need to do any porting work purely depends on how SDL has changed since 1.2.
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delinquent
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Re: windowed fullscreen mode, do we need it?

Post by delinquent »

Granted, but what about incompatible updates? Remember when 7 couldn't run a bunch of win98 games? I mean that kind of thing. By building it from the ground up in 2.0, it can natively use new features as opposed to trying to get new features to work with the old code that may or may not be obsolete/unworkable.

It was just a thought really, I kind of like the idea of building the game again, perhaps generating some new interest in situ.
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Re: windowed fullscreen mode, do we need it?

Post by Z-Man »

delinquent wrote:By building it from the ground up in 2.0
Oh, that is what you mean. Unless the changes are absolutely massive, that would definitely be more work.
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Re: windowed fullscreen mode, do we need it?

Post by delinquent »

Of course! But then again, that's part of the fun of it.
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