Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: ARM MacOS fullscreen problems  (Read 3156 times)

0 Members and 3 Guests are viewing this topic.

johnnywz00

  • Newbie
  • *
  • Posts: 18
    • View Profile
    • Email
ARM MacOS fullscreen problems
« on: October 26, 2024, 04:00:14 am »
I moved all of my work, SFML and other, from an Intel Mac (Mojave) to an ARM/M3 Mac (Sequoia) and was dismayed to find that my fullscreen games no longer work.

I have seen this issue reported already... I am wondering, what is the status of the fix? I am able to arm-twist a fullscreen mode (haven't verified if it's properly centered yet) on my own computer by tampering with the VideoModeImpl.cpp file and building sfml-window that way, but I would like to publish my projects to GitHub and any potential viewers will be using the "real" SFML library to build the project.

Is this fixed in 2.6.2, and does 2.6.2 have a projected release date?
Thanks,
John Z.

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 11030
    • View Profile
    • development blog
    • Email
Re: ARM MacOS fullscreen problems
« Reply #1 on: October 28, 2024, 01:49:38 pm »
Can you be specific what doesn't work?

We've fixed some fullscreen video modes detection issue on macOS, are you referring to this?

You always have the option to build SFML source. SFML 2.6.2 won't really be different from the source code that's currently on the 2.6.x branch.

SFML 2.6.2 should be released with a few weeks.
I mostly need to find a time slot and a bit of energy to prepare everything and push it out.
« Last Edit: October 28, 2024, 01:53:15 pm by eXpl0it3r »
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
——————————————————————
Dev Blog: https://duerrenberger.dev/blog/

johnnywz00

  • Newbie
  • *
  • Posts: 18
    • View Profile
    • Email
Re: ARM MacOS fullscreen problems
« Reply #2 on: November 03, 2024, 01:09:57 pm »
Sorry for the delay... yes, basically the same issue as the link you posted. `getFullscreenModes` was returning an empty vector. I said that I could "arm-twist" a fullscreen mode by tampering with the source file (removing the `continue` as mentioned in someone else' thread), but even though the vector was no longer empty, the result wasn't correct visually (I'm not a computer wizard, so I don't really understand what's going on with resolution and scaling).
I'd like to put some of my projects on GitHub (and have fullscreen work properly if at all possible), so I need to make sure the public has access to the same SFML release that I use, so fullscreen works the same everywhere.

Currently my code doesn't switch to fullscreen mode implicitly, but checks whether the `getFullscreenModes` vector has length before doing so.
Even if that potential crash is removed in 2.6.2, is there any news on whether the actual resolutions/scalings returned will display as expected? There was never an issue with this on my last (Intel) Mac, so I don't know where the logic differs, or how the old process could be mimicked.
Thanks, and thanks for SFML!

 

anything