> Regular fullscreen still doesn't work great on OSX
As I understand it, fullscreen window is the preferred way to do it these
days anyway.


On Sat, 26 Mar 2016 at 22:12 SiegeLord <[email protected]> wrote:

> I went through all those bugs and fixed the ones I thought reasonable to
> fix. We now have a reasonable support for high-dpi displays on Windows
> and OSX, and fullscreen windows seem to work fine on all platforms (at
> least one the devices I could test on). Regular fullscreen still doesn't
> work great on OSX and is completely broken on Linux, but we can fix that
> later. For now, fullscreen window support should be sufficient.
>
> Once https://github.com/liballeg/allegro5/pull/569 is committed, I'm
> content releasing it as is asap (i.e. by the end of next week). Any
> thoughts otherwise?
>
> -SL
>
> On 02/26/2016 11:15 PM, SiegeLord wrote:
> > Alright, so I gave this a bit more thought, and filled out the milestone
> > thingie on github: https://github.com/liballeg/allegro5/milestones/5.2
> >
> > As always, it's just a way to keep things organized, we can add/remove
> > as necessary. There are two key goals I think:
> >
> > First, I want to finish that unstable API idea. We need to make sure
> > whatever API we expose in 5.2 is something that we can commit to keeping
> > around.
> >
> > Second, is the perennial fullscreen problems, with the added headache of
> > high-DPI displays. Fullscreen is the typical usage of any game made by
> > Allegro, so I think it's crucial to get that working well. This is
> > mostly about OSX, but there's a bug there for Windows as well. I don't
> > know the full status on Linux, but at least making sure it works ok with
> > Unity, Cinnamon and KWin should be something we should check/fix as
> > necessary. Note that I think fullscreen windows should be the primary
> > focus, and mode switching should be a secondary and non-essential. The
> > end user doesn't really care what it is as long as the entire screen is
> > covered by the game's output, and to me it seems fullscreen windows are
> > just easier to deal with on our end.
> >
> > There's also an odd bug I included about window resizing in OSX causing
> > a crash. I think that's also a pretty essential feature that we should
> > support.
> >
> > I recently finally decided to make a purchase of an OSX device, so I
> > should be all set to fix all those issues myself in time, but as always,
> > it'd be great to have some help :P. Also, if there are any other things
> > that others deem essential to fix before then, then we can see what we
> > can do about them as well.
> >
> > Ideally, I'd like there to be no more releases of the 5.1 branch, so
> > it'd be great to do this within the next few months. I think it can be
> > done without going too crazy about it.
> >
> > -SL
> >
> > On 01/25/2016 06:58 PM, SiegeLord wrote:
> >> The last message on this topic was this one:
> >> http://sourceforge.net/p/alleg/mailman/message/34204065/ , and
> basically
> >> everything there still applies (even the bugs I mentioned, they are hard
> >> to fix). The main difference is that since then, the video addon is
> >> gotten in a reasonable shape.
> >>
> >> A combination of procrastination and spending a lot of time on packaging
> >> prevented me from implementing the API versioning scheme mentioned
> >> there. It's very high on my TODO list. Like do it in the next week or
> >> two high. I want to if possible release 5.2 in the next 3 months
> >> (there's a good release date in April ;) or earlier. I don't think
> >> there's anything super-blocking.
> >>
> >> Otherwise, we could just keep fixing bugs :). I think the biggest new
> >> issue that has come up recently is this one:
> >> https://github.com/liballeg/allegro5/issues/555 which is a bit
> >> disconcerning as it means it's pretty tricky to get bundles working on
> >> OSX. It'd be a great thing if we could get them working with the
> >> homebrew binaries and perhaps an associated tutorial.
> >>
> >> Also, fixing that TTF font bug is pretty high priority too (I'm working
> >> on it this evening).
> >>
> >> -SL
> >>
> >> On 01/25/2016 03:48 AM, Trent Gamblin wrote:
> >>> Where's the real 5.2 roadmap? Repost please? I might be able to squeeze
> >>> some things in here and there...
> >>>
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