2009/12/27 Jay Tennant <[email protected]>: >> From: Ralph Versteegen <[email protected]> >> Sent: Thursday, December 24, 2009 10:45 AM >> >> For a few years, the default zoom level between all the graphics >> backends has been 2x, and before that, they defaulted to fullscreen. >> I've always been a bit unsure about that default, and unhappy that >> there was no way to resize the window without using a commandline >> option. I've heard complaints that 2x is too small, especially on >> large monitors. >> >> Now gfx_directx lets the user resize the window to any resolution. >> Unfortunately the options to set the size to an integer multiple of >> 320x200, from earlier versions, are no longer there, but Jay says he >> will work on a replacement. Anyway, Jay set the default at 3x zoom. >> I'm finding this annoying in Custom, where it takes up the whole of my >> small monitor. If we want to try using it as the default, we probably >> should change the zoom to 2x to avoid annoying other people? I do find >> 3x or fullscreen better for playing. Maybe Custom and Game could use >> different defaults. >> >> I really wish we had preference files and a configuration screen. > > What if there were an ascii-text based custom.ini and game.ini? A list of > preferences could be contained and loaded from either the backends or the > engine. If loaded from the backends, they could also save their last state as > the default for when the app runs next. So if a user runs game.exe at 960x600 > in the upper-left corner of their screen with smooth rendering, the next time > the app boots, it will attempt to build the window at 960x600 in the > upper-left corner with smooth rendering, etc. > > We could write a set of standard interfaces, such as: > int gfx_QueryPreferences(gfx::Preferences* pPreferences, const char* szFile); > int gfx_SavePreferences(gfx::Preferences* pPreferences, const char* szFile); > > And if the engine is loading preferences (which would make more sense), a set > of interfaces could communicate with the backend: > int gfx_SetPreferences(gfx::Preferences* pPreferences); > int gfx_GetPreferences(gfx::Preferences* pPreferences); > > The Preferences structure could contain state about width, height, top-left > window corner position, full-screen state, smoothing state, screenshot > format, vsync, etc. Not all the data would need to be used by all the > backends. Any function that fails returns 0. Then we could move command-line > options to the engine for setting preferences for uniform functionality.
Yes, I agree completely. I've been meaning to suggest this for a few weeks, when I have time I'll talk about it in more detail. The engine should read/write the files and communicate with the backends. Probably the preference files should store options for each backend separately. _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
