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Post by rosy on Aug 23, 2021 12:05:59 GMT -6
How to switch to scaled full mode by clicking maximize window? At this time, this clears the window, the window is unscaled, and the mouse is scaled. It doesn't make sense ...
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Post by n00b on Aug 23, 2021 12:49:19 GMT -6
Can you share an example of what you are talking about?
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Post by rosy on Aug 23, 2021 15:17:12 GMT -6
Haven't you checked what's going on after you maximize the window during the game?
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Post by n00b on Aug 24, 2021 1:46:20 GMT -6
Yes I have. It works fine for me. Thats why I asked you to share an example of what is not working for you.
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Post by rosy on Aug 24, 2021 8:48:52 GMT -6
WindowOpen(0, "maximize", WINDOWPOS_CENTERED, WINDOWPOS_CENTERED, 640, 400, WINDOW_RESIZABLE, 1) CanvasOpen(0, 640, 400, 0, 0, 640, 400, 1) CanvasOpen(1, 640, 400, 0, 0, 640, 400, 1) SetColor (-1) Box (10, 10, 100, 100) Canvas (1) Do ClearCanvas Circle (mousex, mousey,10) If WindowEvent_Maximize(0) then SetWindowFullscreen (0, 1) End If Update Loop
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Post by n00b on Aug 24, 2021 9:28:36 GMT -6
Ok, I see what you are talking about. I never tested setting fullscreen on the maximize event. I will add that to bug fixes for next release.
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Post by rosy on Aug 24, 2021 13:00:08 GMT -6
Strange effects happen ... But when you press the "windows" key and click on the window again, it starts working normally in FULLSCREEN mode. In Windows 10, changing the size of the window also clears it.
Is it possible to press "maximize" to send an event signal but not to automatically enlarge the window?
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Post by n00b on Aug 25, 2021 6:55:39 GMT -6
Strange effects happen ... But when you press the "windows" key and click on the window again, it starts working normally in FULLSCREEN mode. In Windows 10, changing the size of the window also clears it. Is it possible to press "maximize" to send an event signal but not to automatically enlarge the window? Not currently. I added a way of doing that with the close button but not the maximize or minimize buttons. I will add that in the next release.
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Post by rosy on Aug 25, 2021 10:13:02 GMT -6
And what is your delay of the circle to the mouse pointer? For me, under Linux, about 0.5 seconds ...
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Post by n00b on Aug 25, 2021 10:33:30 GMT -6
That delay is because you have VSYNC enabled on your window.
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Post by rosy on Aug 25, 2021 12:48:00 GMT -6
But 0.5 sec ?? This is not suitable for games ... In Windows, the delay is much smaller. And without vsync there is also a lag, albeit less. It looks as if it was saving the state of the mouse to some buffer (it is not known what for) and then playing it back.
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Post by n00b on Aug 25, 2021 20:24:32 GMT -6
I am not getting the same lag you are getting. The mouse position isn't stored in a buffer. The SDL_GetMouse() function is called everytime you call MouseX(), MouseY(), or GetMouse(). It could be something internal to that function. I can look at it and see if there is a better way of getting the mouse position.
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Post by rosy on Aug 26, 2021 1:48:11 GMT -6
I renew my call for direct access to external devices. You could then operate 2 mice.
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