SDL 1.3 Mac OS X fullscreen support

So the first platform with full SDL 1.3 fullscreen support is in!
http://www.libsdl.org/tmp/SDL-1.3.zip

There is full support for enumerating displays and setting fullscreen
modes. You can try it out with the testsprite2 test program, e.g.
testsprite2 --fullscreen --display 1

Right now the only known issue is that if the requested mode isn’t
available, the display isn’t centered in the actual mode. I’m going
to fix this after implementing the Windows fullscreen support, since
there are a couple of ways to fix this and I’m not sure which will
have better cross-platform support.

See ya!–
-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

So the first platform with full SDL 1.3 fullscreen support is in!
http://www.libsdl.org/tmp/SDL-1.3.zip

Good work! Nice to be Mac user, isn’t it? :stuck_out_tongue_winking_eye:

Some notes regarding latest commits in SVN:

(1) Currently SW, X11 (probably D3D, GDI) crash SDL due changed API for SDL_AddRendererDriver, before 1st param was an index, now it is a pointer, and all renderers except OpenGL/GLES are not fixed passing there ZERO instead pointer to SDL_Display. So beware, latest SVN will crash!

(2) X11 multi-display is totally messed up because most of the drivers (notably Intel) don’t use multi-screen for dual-head anymore (so no :0.0 :0.1 !) but instead of that they use single screen (:0.0) that is made of several outputs (monitors). Unfortunately using pure X11 it is NOT possible to determine whether you’re running on single or multiple monitors configuration. So probably SDL will need hook more to Xrandr not only for quering available resolution, but also querying monitors (I don’t use “display” to avoid confusion with X11 “display” term).
Good sample for this is my dual-head X11 configuration, where I create SDL window with MAXIMIZED flags, and it occupies all space on both displays rather single display.

Regards,–
Adam Strzelecki | nanoant.com

Thanks!

(1) is fixed, good catch!

(2) is going to be revisited when I implement fullsceen modes for X11.
Thanks for the feedback though, I’ll keep an eye out for that.On Thu, Dec 3, 2009 at 10:30 AM, Adam Strzelecki wrote:

So the first platform with full SDL 1.3 fullscreen support is in!
http://www.libsdl.org/tmp/SDL-1.3.zip

Good work! Nice to be Mac user, isn’t it? :stuck_out_tongue_winking_eye:

Some notes regarding latest commits in SVN:

(1) Currently SW, X11 (probably D3D, GDI) crash SDL due changed API for SDL_AddRendererDriver, before 1st param was an index, now it is a pointer, and all renderers except OpenGL/GLES are not fixed passing there ZERO instead pointer to SDL_Display. So beware, latest SVN will crash!

(2) X11 multi-display is totally messed up because most of the drivers (notably Intel) don’t use multi-screen for dual-head anymore (so no :0.0 :0.1 !) but instead of that they use single screen (:0.0) that is made of several outputs (monitors). Unfortunately using pure X11 it is NOT possible to determine whether you’re running on single or multiple monitors configuration. So probably SDL will need hook more to Xrandr not only for quering available resolution, but also querying monitors (I don’t use “display” to avoid confusion with X11 “display” term).
Good sample for this is my dual-head X11 configuration, where I create SDL window with MAXIMIZED flags, and it occupies all space on both displays rather single display.

Regards,

Adam Strzelecki | nanoant.com


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-Sam Lantinga, Founder and President, Galaxy Gameworks LLC