View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000537 | FSSCP | user interface | public | 2005-09-08 17:15 | 2006-06-05 23:21 |
| Reporter | emperor | Assigned To | taylor | ||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Summary | 0000537: Cursor drifts away on multi-display desktops | ||||
| Description | I run a dual display on my computer, with my secondary monitor on the right. When I navigate the briefing interface and other interfaces, the cursor movement isn't restricted to the screen I'm playing on. It's also not proportional; I'll end up moving my cursor on both screens at once, and when I click on the Commit button (for example) it registers as a click on the desktop and takes me out of the game. | ||||
| Additional Information | Simply restrict cursor movement to the current resolution settings. | ||||
| Tags | No tags attached. | ||||
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*hands taylor another potato* |
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"*hands taylor another potato*"... I was waiting for that. ;) I've been thinking about this and about widescreen support but haven't really come up with any bright ideas yet. I have a feeling that multi-display issues are going to be pretty platform specific and will likely handle differently based on whether or not D3D or OGL is used. Also, when we make the switch to using SDL for OGL init on Windows that will handle a little differently as well. @emperor: Were you in D3D or OGL mode? Windowed or fullscreen? |
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OpenGL--I like specular. :) And I was playing fullscreen. |
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I use a program called UltraMon to get around this (it's a multiple-monitor utility). The problem is that FS2 doesn't mirror the mouse cursor visible to Windows and instead creates its own. Thus it's possible to have one cursor on the FS2 monitor and the Windows pointer on the other screen too. The Windows one seems to have priority as FS2 minimizes if you click when the Windows pointer is on the other screen. |
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I researched this a bit and did come up with some basic ideas, on Windows at least. I don't have a functional Windows machine at the moment to work up the code and this isn't very high priority at the moment. I'll give it more focus next month though. For now it's the use of 3rd party utilities (such as UltraMon that you mention) that's the best way to deal with this. This will get fixed by the game though when I have the time to do it. |
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This should be fixed for Windows, just have to commit it. Still not sure about properly dealing with this under Linux or OS X though. |
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Fixered. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2005-09-08 17:15 | emperor | New Issue | |
| 2005-09-10 23:36 | Goober5000 | Note Added: 0003309 | |
| 2005-09-10 23:36 | Goober5000 | Assigned To | => taylor |
| 2005-09-10 23:36 | Goober5000 | Status | new => assigned |
| 2005-09-10 23:42 | taylor | Note Added: 0003310 | |
| 2005-09-12 02:59 | emperor | Note Added: 0003322 | |
| 2005-09-23 10:54 | SadisticSid | Note Added: 0003455 | |
| 2005-09-23 11:29 | taylor | Note Added: 0003456 | |
| 2006-06-04 16:47 | taylor | Note Added: 0005760 | |
| 2006-06-05 23:21 | taylor | Status | assigned => resolved |
| 2006-06-05 23:21 | taylor | Resolution | open => fixed |
| 2006-06-05 23:21 | taylor | Note Added: 0005776 |