Re: [dev] SDL fullscreen problems in dwm
Its because SDL is resolution dependent(non resizeable). I wrote the Quad-Ren graphics engine, a resolution independent graphics engine to solve this problem. It was designed specifically to work with tiling WM's.
Re: [dev] SDL fullscreen problems in dwm
On 5/14/10, hessi...@hessiess.com hessi...@hessiess.com wrote: Its because SDL is resolution dependent(non resizeable). what do you mean by non resizeable?
Re: [dev] SDL fullscreen problems in dwm
On Fri, May 14, 2010 at 04:40:59PM -, hessi...@hessiess.com wrote: Literally non resizeable, the window cannot be resized. hm, I can open SDL windows that are resizable easily enough, with... SDL_RESIZABLE Mate
Re: [dev] SDL fullscreen problems in dwm
On Fri, May 14, 2010 at 04:40:59PM -, hessi...@hessiess.com wrote: Literally non resizeable, the window cannot be resized. hm, I can open SDL windows that are resizable easily enough, with... SDL_RESIZABLE Mate Sure, but *NO ONE* uses that flag. Go download almost any game made with SDL, its not resizeable.
Re: [dev] SDL fullscreen problems in dwm
Literally non resizeable, the window cannot be resized. hm, I can open SDL windows that are resizable easily enough, with... SDL_RESIZABLE Sure, but *NO ONE* uses that flag. Go download almost any game made with SDL, its not resizeable. Doesn't that mean that the games are very badly designed? Or do all those games have specially tailored graphics for each single physical display size?
Re: [dev] SDL fullscreen problems in dwm
On Fri, 14 May 2010 16:50:53 - hessi...@hessiess.com wrote: On Fri, May 14, 2010 at 04:40:59PM -, hessi...@hessiess.com wrote: Literally non resizeable, the window cannot be resized. hm, I can open SDL windows that are resizable easily enough, with... SDL_RESIZABLE Mate Sure, but *NO ONE* uses that flag. Go download almost any game made with SDL, its not resizeable. [panc...@dazo tmp]$ cat sdldwm.c /* * Copyright (C) 2010 * pancake youterm.com * * $ gcc sdldwm.c -shared -ldl -fPIC -o sdldwm.so * $ LD_PRELOAD=./sdldwm.so programname */ #define _GNU_SOURCE #include dlfcn.h static void *(*svm)(int w, int h, int b, unsigned int f); static void __() __attribute__ ((constructor)); static void __() { svm = dlsym(RTLD_NEXT, SDL_SetVideoMode); } void *SDL_SetVideoMode(int w, int h, int b, unsigned int f) { return svm(w,h,b,f|0x10); } what about this hack?
Re: [dev] SDL fullscreen problems in dwm
Many of them are using fixed resolution pixmaps, not vectors, so, to avoid scaling or incorrect display they prefer to drop this possibility (ugly btw) On May 14, 2010, at 6:25 PM, Anders Andersson pipat...@gmail.com wrote: Literally non resizeable, the window cannot be resized. hm, I can open SDL windows that are resizable easily enough, with... SDL_RESIZABLE Sure, but *NO ONE* uses that flag. Go download almost any game made with SDL, its not resizeable. Doesn't that mean that the games are very badly designed? Or do all those games have specially tailored graphics for each single physical display size?
Re: [dev] SDL fullscreen problems in dwm
On Fri, May 14, 2010 at 7:15 PM, pancake panc...@youterm.com wrote: Many of them are using fixed resolution pixmaps, not vectors, so, to avoid scaling or incorrect display they prefer to drop this possibility (ugly btw) Yeah, but they could still implement a scrolling view or similar. Making a game for a fixed resolution was ok on the Amiga, possibly as far as VGA. Off-topic anyway.
Re: [dev] SDL fullscreen problems in dwm
On 14/05/10 18:02, pancake wrote: [panc...@dazo tmp]$ cat sdldwm.c /* * Copyright (C) 2010 * pancake youterm.com * * $ gcc sdldwm.c -shared -ldl -fPIC -o sdldwm.so * $ LD_PRELOAD=./sdldwm.so programname */ #define _GNU_SOURCE #include dlfcn.h static void *(*svm)(int w, int h, int b, unsigned int f); static void __() __attribute__ ((constructor)); static void __() { svm = dlsym(RTLD_NEXT, SDL_SetVideoMode); } void *SDL_SetVideoMode(int w, int h, int b, unsigned int f) { return svm(w,h,b,f|0x10); } what about this hack? I think you will find that this would just stop the app working; when the SDL_RESIZABLE flag is set the app has to react to SDL_VIDEORESIZE events from SDL by re-calling SDL_SetVideoMode with the size in the SDL_VIDEORESIZE event. If the app isn't set up to do this then things will go wrong... -- Thomas Spurden
[dev] SDL fullscreen problems in dwm
I have recently being playing a few games that use SDL to get a full-screen window. This causes some problems with dwm. These have been discussed before on the list, but have always assumed is was simply a problem with SDL assuming a reparenting WM. I came across a post on the awesome mailing list which pointed me to a bug[1] in their issue tracker; basically at least part of the problem is the fact that awesome restarts when the screen resolution is changed. This seems to be the behavior I am seeing in dwm. I had some success running World of Goo (which sets the resolution to 800x600 by default) in monocle mode, however any other stacking mode required a switch to a VT and killing the game (black window covering most of the screen, mouse keyboard input grabbed). If I set the game resolution to my current resolution (1920x1200) the game starts and plays fine in any stacking mode. As I see it the problem is this: dwm receives a ConfigureNotify on the root window with a new size (new screen resolution), this then calls updategeom, which causes some problem with the game. I'm not familiar enough with X11 programming to tell exactly what the problem is, but it seems that this is the root of it to me. Does this seem a reasonable explanation? If so is there anything that can be changed in dwm to support full-screen SDL applications at non-current resolutions? [1] http://awesome.naquadah.org/bugs/index.php?do=detailstask_id=717 -- Thomas Spurden
Re: [dev] SDL fullscreen problems in dwm
This is a known problem, see the BUGS file. pgp83Jjv9UzjJ.pgp Description: PGP signature