Re: XRANDR extension plugin

Leon Hall <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
Let's see if this works. I'm attaching the modified and new files.

The plugin is configured through the normal config process so it can be 
optionally disabled at build time and will fall back to the XF86VM 
plugin if available. I wanted to do it in a way that was configurable at 
runtime rather than buildtime, but because of the way the plugin works 
with the xwindow plugin I couldn't figure out how to do it, see 
xwindow.h and xwindow.cpp to see what I mean. As far as using it, it was 
very easy to implement in PlaneShift, all that had to be done was to add 
"xextrandr" in the same line as "xextf86vm" in the client and launcher 
jam files before compiling. There are still more debugging messages in 
there than you will likely need, those are for convenience for testing 
before finalizing and obviously would later be removed.

I didn't add my name to the credits on the files, if you want to do that 
go ahead, I'm fine with it either way, as the only reason I did it was 
so I could play PlaneShift in fullscreen on Linux without hassle. But I 
did leave the original credits there because the plugin is based heavily 
on the XF86VM plugin.

Apparently there is also another method of getting to fullscreen using 
"_NET_WM_STATE_FULLSCREEN", but by the time I found a working example I 
had already finished this plugin. Still, it might be worth investigating 
in the future as I'm not sure how this plugin will work with Wayland/Weston.

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