Author Topic: GUI: Multiscreensupport  (Read 1164 times)

RalphMW

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GUI: Multiscreensupport
« on: February 22, 2005, 01:21:26 am »
Hi Folks,

for me it would be cool to have a multiscreen supporting game.

in detail:
i have a 2 screen setup.
i would love to have the permanent stuff like chat, stats, buddylist, shortcuts, etc on the one (smaller) screen
and the game itself one the other (bigger) screen.

that would be great.
edit: Yes, i mean two monitors!
Im running in TwinView mode, not two screens.

---
ot: i cant get PS to run on my AMD64 under Linux x86_64!
Anyone can help?
« Last Edit: February 22, 2005, 03:18:41 am by RalphMW »

Samoth

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« Reply #1 on: February 22, 2005, 02:07:58 am »
An original idea, RalphMW ? and for the wish list forum that is saying a lot :)

I love it.  And if I could afford a laptop that could connect to my large LCD, I would be right there behind you demanding this feature.

Just not sure that that many people would benefit.

Icefalcon

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« Reply #2 on: February 22, 2005, 02:09:14 am »
Like with two moniters? Wierd. That would be cool though.

Janbur

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« Reply #3 on: February 22, 2005, 09:15:35 pm »
RalphMW,

Most of the x86_64 distros out there install the x86_64 versions of libraries by default, and leave the i386/i686 versions out.  This could be part of your problem.  You could launch PS with strace preceding it to perhaps get a capture of what lib it\'s trying to access.  A useful implementation of the command would be:

strace -f -F -o strace.out

where is the PS launch command.  The -f and -F tell strace to follow and capture forks and vforks and the -o spits out the output file to strace.out.  If you happen to find out something that indicates a missing library, you could install that and give it a try.  Be carefuly when using RPMs though.  The RPM db doesn\'t differentiate between the two versions, so if you have a package installed for both, there will be 2 identical entries in the RPM db for that package.  I don\'t know how to treat them as unique after that.

RalphMW

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Multiscreen more percise
« Reply #4 on: February 23, 2005, 06:37:40 pm »
ok, i was thinking about how it could be realized...

actually multiscreensupport is not a correct title here :-)
it should be named something like info windows or so...

Scenarios:
1 - imagine a huge screen (resolution) like 1600x1200 and running PS in windowed mode Bit smaller as the given resolution.
Now someone would like to place those permanent infos out of the way.
By making them own windows would already solve this.
now you could place the info-windows outside his PS main-window.
2 - (my case) running two monitors one could hold the PS main-window (or better fill it in fullscreen)
and the info-windows are moved to the 2nd monitor.

i guess there is much more possible with such an setup...
Bye, Ralph.


@Janbur: thx i\'ll check that later. i have a topic on the 64bit stuff too:
http://www.planeshift3d.com/wbboard/thread.php?threadid=14951&boardid=17&styleid=3&sid=93f3735a3633d171dccc9504512bcf87

dfryer

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« Reply #5 on: February 23, 2005, 07:53:47 pm »
In my mind there are two different abilities here:
1) Make the \"main\" PS view (of the game world itself) smaller than the available window (so you can have text boxes etc. with out decreasing your field of view)

2) Spanning multiple windows, which is a lot harder.  Whether or not this is possible is a Crystal Space issue, and keep in mind that a graphics card is going to have to work fairly hard to fill two windows.. or maybe I\'m just too used to old, lame graphics hardware :)
Quidquid latine dictum sit, altum sonatur.

Seytra

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Another idea.
« Reply #6 on: February 23, 2005, 08:58:03 pm »
I know, it sounds crazy, but at least I have several computers. Usually only one or two are somewhat SOTA, but that doesn\'t matter. They all are networked.
My proposal would be to create a network API for PS, like the GUI APIs for other programs like EMule or whatever.

Now the main PS client would be acting as server for another client, running on another (or several other) computer(s) and connecting over the LAN.

The normal PS client would look and feel just like it does now, but it would be possible to close the persistant info windows.
The client computer would display them, therefore it wouldn\'t even require any serious hardware.

The benefit of this would be that you could even have the chat window on the separate computer, and use a separate keyboard (or, if you want, you can pipe all pure text keys that are input on the ain machine to the client computer and it\'ll put them in the chat window).

Time for a diagram, perhaps? :D

[PS server]<->intenet<->[PS client]<->LAN<->[local client]

Yeah, you could obviously set it up to connect over the internet (i.e., from work) so you can see what your relatives are typing in PS. ;)

Anyway, this way you wouldn\'t loose any screen space, and it\'d also not place any serious additional processing burden on the game machine.

Also, the client could be written in any language, and it doesn\'t even need to know about CS. It may even run in text mode. I think there will be a lot more people with a second, albeit outdated, computer than there will be running two monitors at the game machine.
Edit: and if you have two monitors on the game machine, nothing prevents you from running the local client on the game machine and putting it onto the second monitor\'s desktop. It\'ll even be easier to implement, since the PS client engine doesn\'t need to deal with two-monitor setups.
« Last Edit: February 23, 2005, 09:14:04 pm by Seytra »

steuben

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« Reply #7 on: February 23, 2005, 10:45:47 pm »
at first blush i winced at the raw complexity.

but it looks like you\'ll have to rebuild the client so that any thing input from the chat terminal will be sent as if they are recieved in the chat window.

basically pluggin in a network connection into the chat routines, and piping them to a second custom built app.

interesting. but out of my coding league.
may laanx frighten the shadow from my path.
hardly because the shadow built the lexx.
the shadow will frighten laanx from my path.

dfryer

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« Reply #8 on: February 24, 2005, 06:16:56 am »
This would be possible.

If, that is, you could find someone who had a passion for masochistic projects with small payoff :)
Quidquid latine dictum sit, altum sonatur.

Specialfighter

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« Reply #9 on: February 24, 2005, 12:05:37 pm »
Wow, real multiscreen support would be cool. I also own to screens. However, some sort of streching the image across both screens is possible with the right setup with a radeon 9800 pro.

RalphMW

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« Reply #10 on: May 17, 2005, 03:44:42 am »
Yeha, streching the image was able for me too (nvidia GeForce FX 5700) but since i dont have 2 similar monitors with thin borders its useless.


OT: Now that my GFX-Card is back again (was broken) im right on the game again (still via wine).

MaidenIndigo

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« Reply #11 on: May 17, 2005, 04:21:16 am »
Specialfighter, this can be done with nearly any graphics card that can support dual monitors.  I, too, have a 9800 Pro, but it is not exactly the first to offer dual monitor capabilities and software to enhance their already spiffy features.  :)  Besides, there are those players like me that have two monitors a good foot and a half apart, so stretching the image would be a little odd.

Unforunately the multi-monitor demographic is small and as such the features for those users will be put on hold in the early stages of the game\'s development.

I agree that support for multiple monitors would be wonderful, but the GUI as it stands now could undergo some improvements for single-monitor users as well, if you catch my drift. :D
One can only hope that multiple monitor support will come about eventually.

~Indi

keder

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« Reply #12 on: May 19, 2005, 06:46:17 pm »
i don\'t know how, or even if, this could work for windows users, but i\'d like to see optional configuration to make the  information boxes independent windows in X. when running in a windowed mode, this would be useful to people who don\'t have dual monitor ability too, as they could still move the chat window, spellbook window, etc, out of the character\'s view.

this would also have the side benefit of more clearly showing which window has focus. i know i\'ve started typing a message when my chat window *should* have been in focus (mouseclick didn\'t take or something) and had numerous other windows pop up but no message in the chat window.

--- keder maloy

-note: edited to correct spelling 2005-05-19
« Last Edit: May 19, 2005, 06:47:12 pm by keder »