Opened 18 years ago
Closed 11 years ago
#136 closed defect (needsinfo)
[NEEDS INFO] Dualview problems
Reported by: | Philip Taylor | Owned by: | Camber Menschel |
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Priority: | Should Have | Milestone: | |
Component: | Core engine | Keywords: | multimon simple |
Cc: | Patch: |
Description (last modified by )
When running with two monitors in NVIDIA's Dualview mode (which makes Windows aware there are multiple monitors), with the secondary monitor attached to the left of the primary:
If the game is running in a window, and the window is moved to the secondary monitor, the menu screen does not respond to mouse events (movements/clicks). If it is placed between both (so half the window is on each monitor), it responds inconsistently (i.e. sometimes it works correctly, and sometimes it ignores the mouse entirely, depending on where the window is positioned and on the horizontal position of the mouse).
Inside the game, with the window at least partly on the secondary monitor, it complains:
Assertion failed: "x <= USHRT_MAX && y <= USHRT_MAX" Location: wsdl.cpp:766 (queue_button_event) errno = 0 (?) OS error = The system cannot find the file specified. Call stack: queue_button_event (wsdl.cpp:761) button = 0x000D04F0 state = 0xFFFFFE75 x = 0x00000245 y = 0xFFFFFE98 ev = type = 0x05 key = type = 0x05 keysym = { type = 0x01, sym = -395, unicode = 0x0245 } motion = { type = 0x05, x = 0x0000, y = 0x0001 } button = type = 0x05 button = 0x00 state = 0x00 x = 0x0001 y = 0x0000 active = { type = 0x05, gain = 0x00, state = 0x00 } user = { type = 0x05, code = 1, data1 = 0xFFFFFE75 }
More TODO: SDL_SetGamma fails once on multimonitor setup, not thereafter - more info needed.
capture mouse, prevent it from moving outside of the main monitor on which the game is running
Change History (11)
comment:1 by , 18 years ago
Owner: | set to |
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Status: | new → assigned |
comment:2 by , 18 years ago
comment:3 by , 18 years ago
Description: | modified (diff) |
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Keywords: | multimon added |
comment:4 by , 15 years ago
Keywords: | simple added |
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Owner: | removed |
Status: | assigned → new |
comment:5 by , 14 years ago
Milestone: | Beta → Backlog |
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comment:6 by , 12 years ago
Can someone confirm if the game works now with Dualview? Especially if the game is fully controllable when split between two displays.
follow-up: 8 comment:7 by , 12 years ago
after running the game on both screen i haven't seen any direct problems, I will continue my testing, focused while using both screens, in various configurations, is there something specific I am looking for?
comment:8 by , 12 years ago
Replying to Camberfire:
after running the game on both screen i haven't seen any direct problems, I will continue my testing, focused while using both screens, in various configurations, is there something specific I am looking for?
What the description of the ticket describes :) If that's fixed, we can close the ticket (until/unless other problems arise).
comment:9 by , 12 years ago
Owner: | set to |
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Status: | new → assigned |
comment:10 by , 12 years ago
While I'm working on video's trying to take shots of different buildings, I'll bounce it around my screens, and see if I can break it. I haven't had any problems yet though.
comment:11 by , 11 years ago
Keywords: | multimon, simple → multimon simple |
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Milestone: | Backlog |
Resolution: | → needsinfo |
Status: | assigned → closed |
Summary: | Dualview problems → [NEEDS INFO] Dualview problems |
Duplicated on friend's multimonitor rig. Have hopefully fixed it; we'll see tomorrow when he tests again.