A FEW QUESTIONS:I mostly start of with a 800x600 (4:3 ratio) window, because that's about the smallest size I would want to support. I also mostly develop in window mode, because my screen is obviously bigger than 800x600. ;)
1. When you code your SFML projects, what aspect ratio do you use?
2. What pixel resolutions do you use when you create the SFML window?
3. Do you resize your SFML window to match the monitor being used, or just stay with a small screen size that will work on every monitor?
Eduard Engine starts as 641x641 window...May I ask why such a 'strange' number? ;)
Ironically, the first fix to quad bug introduced a scrolling bug that appeared only with even resolutions.I see, although I don't really know anything about those bugs. ;D
lol xDdef_font.loadFromFile("Resources/Main/arial.ttf");//Laurent Gomila and the Kingdom of the Lost Font!
I mostly start of with a 800x600 (4:3 ratio) window, because that's about the smallest size I would want to support. I also mostly develop in window mode, because my screen is obviously bigger than 800x600. ;)
This all largely depends on the game you're making. But you could mostly support all the possibilities, it's just a matter of handling things right (i.e. view scaling for the right aspect ratio).
Eduard Engine starts as 641x641 window, but it's resizeable and there is options screen planned that gives a choice to switch to one of supported fullscreen modes. View's size matches the window's size automatically now but there will be a scaling option of x1 x2 and x3.
I Googled "Eduard Engine" and the finds were mostly about airplanes. Where can I find the sample C++ code for that?Eduard Engine is my sfml project, there's no source code, there's only win32 exe in my other thread, sorry.
Thanks,
Raptor
Eduard Engine is my sfml project, there's no source code, there's only win32 exe in my other thread, sorry.
All I do there is catch the resize event and update the view's size.
Maybe you can choose some reasonable resolution or few and do the same(like 1024x768 maybe, small enough to fit on small screens but big enough to not to look too small on bigger screens). That'd not streach anything but there would be blackness on the outside. It's really complicated issue with a bilion of different solutions.
Yes, I think I'll do that, and have my initial screen size as 1024x768. I can work on having larger screen resolutions available after I get my craps game working. I'll just design all of my screens at the larger resolutions and resize them down to 1024x768 in Photoshop.
If you want to cover entire window, use proper, real fullscreening and create a state/screen like a one in attachment(but not as ugly, this is just screen of working resolution and window/fullscreen switcher I have going on, it's still work in progress :P)
Aside from using proper fullscreen, anyone know if using custom screen sizes will cause any problems?No, otherwise it wouldn't be supported. ;)
No, otherwise it wouldn't be supported. ;)
"Standard" video modes must be used only in fullscreen mode (because you directly change the resolution of the monitor). But in windowed mode, it's just a window so it can be any size.