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let SDL use the X11 XRandR window manager per default. there's a command "gfx_use_x11xrandr_wm" to turn that off. this should help with override redirect issues
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@ -703,6 +703,9 @@ int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidt
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SdlFlags |= SDL_WINDOW_FULLSCREEN;
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SdlFlags |= SDL_WINDOW_FULLSCREEN;
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#endif
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#endif
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if(Flags&IGraphicsBackend::INITFLAG_X11XRANDR)
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SDL_SetHint(SDL_HINT_VIDEO_X11_XRANDR, "1");
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// set gl attributes
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// set gl attributes
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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if(FsaaSamples)
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if(FsaaSamples)
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@ -744,6 +744,7 @@ int CGraphics_Threaded::IssueInit()
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if(g_Config.m_GfxFullscreen) Flags |= IGraphicsBackend::INITFLAG_FULLSCREEN;
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if(g_Config.m_GfxFullscreen) Flags |= IGraphicsBackend::INITFLAG_FULLSCREEN;
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if(g_Config.m_GfxVsync) Flags |= IGraphicsBackend::INITFLAG_VSYNC;
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if(g_Config.m_GfxVsync) Flags |= IGraphicsBackend::INITFLAG_VSYNC;
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if(g_Config.m_DbgResizable) Flags |= IGraphicsBackend::INITFLAG_RESIZABLE;
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if(g_Config.m_DbgResizable) Flags |= IGraphicsBackend::INITFLAG_RESIZABLE;
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if(g_Config.m_GfxUseX11XRandRWM) Flags |= IGraphicsBackend::INITFLAG_X11XRANDR;
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return m_pBackend->Init("Teeworlds", &g_Config.m_GfxScreen, &g_Config.m_GfxScreenWidth, &g_Config.m_GfxScreenHeight, g_Config.m_GfxFsaaSamples, Flags, &m_DesktopScreenWidth, &m_DesktopScreenHeight);
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return m_pBackend->Init("Teeworlds", &g_Config.m_GfxScreen, &g_Config.m_GfxScreenWidth, &g_Config.m_GfxScreenHeight, g_Config.m_GfxFsaaSamples, Flags, &m_DesktopScreenWidth, &m_DesktopScreenHeight);
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}
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}
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@ -309,6 +309,7 @@ public:
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INITFLAG_VSYNC = 2,
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INITFLAG_VSYNC = 2,
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INITFLAG_RESIZABLE = 4,
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INITFLAG_RESIZABLE = 4,
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INITFLAG_BORDERLESS = 8,
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INITFLAG_BORDERLESS = 8,
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INITFLAG_X11XRANDR = 16,
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};
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};
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virtual ~IGraphicsBackend() {}
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virtual ~IGraphicsBackend() {}
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@ -59,6 +59,7 @@ MACRO_CONFIG_INT(GfxFinish, gfx_finish, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "W
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MACRO_CONFIG_INT(GfxAsyncRender, gfx_asyncrender, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Do rendering async from the the update")
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MACRO_CONFIG_INT(GfxAsyncRender, gfx_asyncrender, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Do rendering async from the the update")
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MACRO_CONFIG_INT(GfxMaxFps, gfx_maxfps, 144, 30, 2000, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Maximum fps (when limit fps is enabled)")
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MACRO_CONFIG_INT(GfxMaxFps, gfx_maxfps, 144, 30, 2000, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Maximum fps (when limit fps is enabled)")
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MACRO_CONFIG_INT(GfxLimitFps, gfx_limitfps, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Limit fps")
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MACRO_CONFIG_INT(GfxLimitFps, gfx_limitfps, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Limit fps")
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MACRO_CONFIG_INT(GfxUseX11XRandRWM, gfx_use_x11xrandr_wm, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Let SDL use the X11 XRandR window manager")
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MACRO_CONFIG_INT(InpGrab, inp_grab, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Disable OS mouse settings such as mouse acceleration, use raw mouse input mode")
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MACRO_CONFIG_INT(InpGrab, inp_grab, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Disable OS mouse settings such as mouse acceleration, use raw mouse input mode")
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MACRO_CONFIG_INT(InpMousesens, inp_mousesens, 100, 5, 100000, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Ingame mouse sensitivity")
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MACRO_CONFIG_INT(InpMousesens, inp_mousesens, 100, 5, 100000, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Ingame mouse sensitivity")
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