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Thread: Question about HWA and upcoming Fullscreen options

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    Re: Question about HWA and upcoming Fullscreen options

    I can't imagen it to be too difficult to add the ability to switch between full and windowed. HWA and non-HWA though sounds like it might be really tricky though. I don't know? Yves?

    Don't let it add to beta release time though.

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    Re: Question about HWA and upcoming Fullscreen options

    Quote Originally Posted by Sarah
    Can we programmatically switch from fullscreen to windowed mode? So we can have the game screen as fullscreen and the change options screen windowed to get the edit boxes etc?

    Alternatively can we switch between HWA and non-HWA for different frames?
    Hmm. That brings up a good question. I'm not quite sure how you'd let a user type in info say for like a name or something in an HWA fullscreen game if the edit boxes aren't visible. Unless you switch to windowed mode for that frame. From Yves' post, switching to and from fullscreen should work like it already does in runtime in standard MMF2 through the storyboard controls. Meaning you can switch it whenever you want through events. So, I guess you could just switch to windowed mode for a screen that requires edit boxes and the like.

    However, that brings up a question of how exactly would you implement a chat system in say a multiplayer game using OINC and HWA? I suppose you'd have to make it windowed only?

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    Re: Question about HWA and upcoming Fullscreen opt

    Quote Originally Posted by Shawn
    Hmm. That brings up a good question. I'm not quite sure how you'd let a user type in info say for like a name or something in an HWA fullscreen game if the edit boxes aren't visible. Unless you switch to windowed mode for that frame. From Yves' post, switching to and from fullscreen should work like it already does in runtime in standard MMF2 through the storyboard controls. Meaning you can switch it whenever you want through events. So, I guess you could just switch to windowed mode for a screen that requires edit boxes and the like.

    However, that brings up a question of how exactly would you implement a chat system in say a multiplayer game using OINC and HWA? I suppose you'd have to make it windowed only?
    For entering their name just use a string and then have an edit box off frame have focus with the string duplicating input. The same can be done for chat windows and stuff like that with some trickery.

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    Re: Question about HWA and upcoming Fullscreen opt

    Yesh, its perfectly possible to replicate the function of the edit box with just string objects and input.

    ...and extremely well advised, because the edit box is a buggy, annoying, and ugly piece of junk

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    Re: Question about HWA and upcoming Fullscreen opt

    Yeah. Seriously, it's so buggy. You can't use it all... it crashes when you place it in the frame! And it's so ugly :S Really it's stupid that it looks like all the other edit boxes on Windows.. that's so unoriginal.

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    Re: Question about HWA and upcoming Fullscreen opt

    Quote Originally Posted by Pkeod
    Quote Originally Posted by Shawn
    Hmm. That brings up a good question. I'm not quite sure how you'd let a user type in info say for like a name or something in an HWA fullscreen game if the edit boxes aren't visible. Unless you switch to windowed mode for that frame. From Yves' post, switching to and from fullscreen should work like it already does in runtime in standard MMF2 through the storyboard controls. Meaning you can switch it whenever you want through events. So, I guess you could just switch to windowed mode for a screen that requires edit boxes and the like.

    However, that brings up a question of how exactly would you implement a chat system in say a multiplayer game using OINC and HWA? I suppose you'd have to make it windowed only?
    For entering their name just use a string and then have an edit box off frame have focus with the string duplicating input. The same can be done for chat windows and stuff like that with some trickery.
    Good point. I didn't think of that. Would look better anyway.

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    Re: Question about HWA and upcoming Fullscreen opt

    Yves said you can't use windows object with HWA full screen so this means visually or as object? If it's not a visual limitation only we wouldn't be able to use this object out of visible area.

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    Re: Question about HWA and upcoming Fullscreen opt

    Quote Originally Posted by Bruto_Memo
    Yves said you can't use windows object with HWA full screen so this means visually or as object? If it's not a visual limitation only we wouldn't be able to use this object out of visible area.
    Well, I'm going to go out on a limb and say just visually, as it must have something to do with how the display mode works. But I don't know.

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    Re: Question about HWA and upcoming Fullscreen opt

    Yeah, similar to how extensions like Lens and Perspective are functional, but don't actually have any graphical use (unless you turn off Direct3D). The only difference here is, these extensions... well, they just probably can't be easily translated to work with full screen mode... which in all honesty, if you ask me... is perfectly acceptable. Any game that is "worth" switching my resolution, loses points for such an honor, by using these Window objects. I want to see custom made stuff that matches the game. It shows nothing if not effort and appreciation for your own game.

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    Re: Question about HWA and upcoming Fullscreen opt

    Quote Originally Posted by Looki
    Yeah. Seriously, it's so buggy. You can't use it all... it crashes when you place it in the frame! And it's so ugly :S Really it's stupid that it looks like all the other edit boxes on Windows.. that's so unoriginal.
    Well that's because it, like a few of the other extensions, are actually Windows Controls, which is why there is so much trouble with them. I wish Clickteam would have just coded their own. :x

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