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Post by Lord Gansai on Feb 5, 2017 6:29:08 GMT -5
Running dual monitors the window always opens on the primary monitor.
Default behavior should be to open on the monitor that holds current mouse focus.
Bonus would be setting to pin to a specific monitor.
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Post by Cory Trese on Feb 5, 2017 12:58:20 GMT -5
Unfortunately, the game engine doesn't have fullscreen support for Linux, Mac OS X or Windows.
I had to add it all myself, while retaining comparability to their legacy API.
At least on Windows I think we might have a chance to support multiple monitors, maybe even pinning.
I don't know if the enum display system gives you intersection data on the mouse or not.
Fun stuff.
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Post by grävling on Feb 5, 2017 13:00:56 GMT -5
What game engine is this, so I can know to avoid it?
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Post by Cory Trese on Feb 5, 2017 13:41:27 GMT -5
What game engine is this, so I can know to avoid it? Cocos2d-x is what we are using. It has many wonderful advantages, it is also a total piece of shit at times It is a mobile game engine. Their support for Windows was added to assist developers. fallen and I took it from "dev tool" to "Steam ready" at great personal cost. Of course, Lord Gansai is right, he knows his stuff. The features he describes are pretty basic requirements these days. We added our fullscreen code in 2012 I think and were, at the time, highly focused on making sure that Windows XP was supported.
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Post by grävling on Feb 5, 2017 13:57:57 GMT -5
If it doesn't do unicode, it is a non-starter around here.
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Post by Cory Trese on Feb 5, 2017 14:02:59 GMT -5
It must do unicode, honestly. It is basically the #1 game engine in China for the past like 5 years.
Most of the developers who I work with on this stuff are Chinese or in China. I know they deal with complex character sets and unicode.
But we have heavily customized the engine, decided to use .fon bitmap fonts, and build a mulit-byte win32 application. So much of the unicode issues are self inflicted.
Cocos2d-x is also currently revving up for a v4 release, and we use v2.2
A lot of that is because we had to heavily customize the engine -- we added mouse hover, mouse wheel, full screen (Linux, Mac OS X and Windows) Steam support, analytics, IAP, LVL, blah blah. The list is very long and has made it very hard for us to upgrade.
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Post by Lord Gansai on Feb 5, 2017 16:34:02 GMT -5
If you can't detect mouse focus then just put in a setting to pin I guess. Not great but better than it always starting on the primary monitor. I'll add that obviously it would be really great to have some more display options in general. - Windowed vs. fullscreen (or borderless window with desktop res which is what I think you're doing)
- Dropdown menu of resolutions
- Aforementioned dropdown menu of displays
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Post by Cory Trese on Feb 5, 2017 16:49:26 GMT -5
If you can't detect mouse focus then just put in a setting to pin I guess. Not great but better than it always starting on the primary monitor. Yeah. I am going to need to dig into this before launch for a couple of other issues as well, so I will have a chance to go after these features. Another known issue is that our drawing surface isn't handling DPI scaling in Windows very well at all. That's another must have feature now.
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Post by Lord Gansai on Feb 5, 2017 17:01:11 GMT -5
Another known issue is that our drawing surface isn't handling DPI scaling in Windows very well at all. That's another must have feature now. Really? I actually figured that would be all broken but it seems to be working fine for me. I'm running it @ 3440x1440 and the default DPI set by Win 10 seems fine actually. Need someone to test @ 4k though. Also see previous comment edits regarding other useful display settings.
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Post by bookworm21 on Feb 5, 2017 17:11:20 GMT -5
One of my friends has 4K screens if no-one on the alpha has one available, and if testing that resolution is necessary
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