On Sat, 10 Feb 2001 20:26:17 -0500, you wrote:
...
As far as the managed issue goes, when DirectDraw creates the full-screen window, it doesn't use tha managed flag, since there are some DirectInput related issues that cause problems unless the visible top-left of the full-screen window is at the top-left of the real screen. When you've got support for XVidMode, it shouldn't matter, since it should you into the appropriate mode automatically.
OK - understand, I only allow my screen to remain at full resolution at the moment, and not change mode. Fundementally I am wanting to get the server mode of the game operational first so I am not too concerned about the lack of proper graphics support. In fact, the fact that I don't loose the whole screen to the game is of benefit in trying to debug.
You can try turning off the OWN_WINDOW #define in dlls/ddraw/dsurface/user.c
- doing that will cause the DDraw cooperative window to be used directly
for full-screen access, as opposed to the window DDraw creates itself.
I am learning about DDraw as I go along with this project and I've barely started, so I don't immediatley understand what you mean here - but I am sure a bit of poking around will get me there soon :-)
...
As for the keyboard input, there are some subtle issues with the OWN_WINDOW stuff now that may be causing you problems. Again, try turning it off in the dsurface/user.c code.
Again I don't quite understand - but I'll splurge through the code and see what I can pickup. At the moment, the big problem is as the game exits. Its got this rolling credits screen which in the normal game under windows lasts about 10minutes - running with debugmsg statements with wine a LOT longer. The only way to kill it in the real game is to hit return, and at the moment that doesn't work, and trying to kill things behind the scenes seems to get lots of knickers in twists.
Lastly, is the transgaming patch likely to be folded into the up to date CVS versions of wine anytime soon.
The D3D code won't be submitted until we have the subscriber levels we need to keep the project viable - but we're not comfortable enough with the current code to start taking anyone's money yet. Most of the rest of our work is already in WineHQ CVS.
Firstly thanks for your advice and the patch.
Secondly, something I didn't quite appreciate is it only being the D3D code that is outside of current wine.
GPL has non D3D modes that I could try and use (it has its own software renderer - fine when its a server, and an OpenGL renderer, when I ultimately try and get the client side working - although I haven't got my Linux box stable with openGL yet! :-) )
Alan
alan@chandlerfamily.org.uk http://www.chandler.u-net.com