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Drew Barbarello 557be7cf1b 5 1 new backport x11 fs rework (#1485)
* Use XRandR 1.2 to set fullscreen resolution for single output

Squash of roothorick's PR #497
(also includes Kyzentun's CMake changes from PR #716)

* Cherry-pick json c++1x stuff (b9e3d7174e)

* Cherry-pick c++11 support from 5bba5c0038 and 9f8b045309

* rework Linux (X11) fullscreen, improve display-related Graphics Options

Implement option to select between monitors for exclusive fullscreen mode
on X11 (using XRandR 1.2), or use a fullscreen borderless window.

Reimplement resolution/refresh rate/display mode-related option rows
using Lua, update choices dynamically so only known-good groupings of
resolution/refresh rate/aspect ratio can be selected.

Minimally update Windows/MacOS LowLevelWindow implementations to support
changes made for Linux side. Fullscreen Borderless Window/multi monitor
support from X11 not implemented for those in this commit.

* allow forcibly disabling xinerama use on Linux

When libXinerama is available, SM tries to use it to find the proper
monitor indexes to use to set _NET_WM_FULLSCREEN_MONITORS (on borderless
fullscreen). xfwm4 seems to assume that monitors are numbered in increasing
order from left to right (rather than using the Xinerama-assigned numbers),
so _NET_WM_FULLSCREEN_MONITORS misbehaves on Xfce.

This commit bypasses use of libXinerama, and instead forces SM to induce fullscreen
on the desired monitor in the backup, hacky way: remove all window hints, move window
to desired monitor, then add _NET_WM_STATE_FULLSCREEN hint. This works on
mutter and Xfce.

* Remove multiple warnings on redundant define.

This used to be hard-coded due to pthread related items, but now it's dynamically determined.

* fix _fallback menu behavior for unrecognized aspect ratios

* Fix error recreating existing FS texture

* Bump deployment target to 10.7 to use libc++ on XCode 8

* Add explicit casts to please clang

* Update changelog
2017-06-18 08:55:16 -07:00

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6.9 KiB
Lua

-- This will discuss how to create an option row in lua for use on a normal options screen.
-- To try out this example, copy this file to Scripts/ and add the following
-- line to metrics.ini, on one of the options screens. Change the "1" to an
-- appropriate line name and make sure it's in the LineNames list for that
-- screen.
-- Line1="lua,FooMods()"
-- Make sure you test this with Player 2, Player 1 can't interact with this
-- option row as part of the example.
-- When on the screen testing the example, flush the log and read it when
-- interacting with the option row. This example doesn't actually apply any
-- modifiers to the player, it just prints messages to the log file so you can
-- see what functions are being called.
-- Comments explaining an element come before the element they explain.
-- The function "FooMods" returns a table containing all the information the
-- option row handler needs to build the option row.
function FooMods()
return {
-- A string with the name of the row. This name will be localized using
-- the entry in the "OptionTitles" section of the language file.
Name= "Foo",
-- A boolean that controls whether this row goes to the "next row"
-- element when NavigationMode for the screen is "toggle" and the
-- ArcadeOptionsNavigation preference is 1.
GoToFirstOnStart= false,
-- A boolean controlling whether the choice affects all players.
OneChoiceForAllPlayers= false,
-- A boolean controlling whether SaveSelections is called after every
-- change. If this is true, SaveSelections will be called every time
-- the player moves the cursor on the row.
ExportOnChange= false,
-- A LayoutType enum value. "ShowAllInRow" shows all items in the row,
-- "ShowOneInRow" shows only the choice with focus is shown.
-- "ShowOneInRow" is forced if there are enough choices that they would go
-- off screen.
LayoutType= "ShowAllInRow",
-- A SelectType enum value. "SelectOne" allows only one choice to be
-- selected. "SelectMultiple" allows multiple to be selected.
-- "SelectNone" allows none to be selected.
SelectType= "SelectMultiple",
-- Optional function. If non-nil, this function must return a table of
-- PlayerNumbers that are allowed to use the row.
-- A row that can't be used by one player can be confusing for the players
-- so consider carefully before using this.
-- This function will be called an extra time during loading to ensure
-- it returns a table.
EnabledForPlayers= function(self)
Trace("FooMods:EnabledForPlayers() called.")
-- Leave out PLAYER_1 just for example.
return {PLAYER_2}
end,
-- Optional function. If non-nil, this function must return the string representation
-- of a member of the ReloadChanged enum. This function is called in response to a message
-- listed in the optional ReloadRowMessages table below. For example,
-- to completely change the Choices presented by this OptionRow, modify
-- self.Choices in the body of this function and return "ReloadChanged_All"
Reload= function(self)
Trace("FooMods:Reload() called.")
return "ReloadChanged_None"
end,
-- A table of strings that are the names of choices. Choice names are not
-- localized.
Choices= {"a", "b", "c", "d"},
-- Optional table. If non-nil, this table must contain a list of messages
-- this row should listen for. If one of the messages is recieved, the
-- row is reloaded (and each of the EnabledForPlayers/Reload functions is called if it is
-- non-nil).
ReloadRowMessages= {"ReloadFooMods"},
-- LoadSelections should examine the player and figure out which options
-- on the row the player has selected.
-- self is the table returned by the original function used to create the
-- option row. (the table being created right now).
-- list is a table of bools, all initially false. Set them to true to
-- indicate which options are on.
-- pn is the PlayerNumber of the player the selections are for.
LoadSelections= function(self, list, pn)
Trace("FooMods:LoadSelections(" .. pn .. ")")
for i, choice in ipairs(self.Choices) do
-- Randomly set some to true just for an example.
if math.random(0, 1) == 1 then
Trace(choice .. " (" .. i .. ")" .. " set to true.")
list[i]= true
end
end
end,
-- SaveSelections should examine the list of what the player has selected
-- and apply the appropriate modifiers to the player.
-- Same args as LoadSelections.
--
-- May optionally return an "effects" bit mask (constructed by combination of
-- the bit masks from the OptEffect enum), which dictates actions the
-- game should take in response to the selected option. For example,
-- OPT_SAVE_PREFERENCES directs the game to save Preferences.ini,
-- OPT_APPLY_ASPECT_RATIO directs the game to recompute the projection matrix, etc.
SaveSelections= function(self, list, pn)
Trace("FooMods:SaveSelections(" .. pn .. ")")
for i, choice in ipairs(self.Choices) do
if list[i] then
Trace(choice .. " (" .. i .. ")" .. " set to true.")
end
end
end,
-- Optional function. If non-nil, this function must take 3 parameters
-- (self, pn, choice), and return a bool. It is called when a player
-- selects an item in the row by pressing start.
-- self is the same as for LoadSelections.
-- pn is the PlayerNumber of the player that made the selection.
-- choice is the choice the player's cursor is on.
-- The return value should be true if the Choices table is changed. If it
-- is true, then LoadSelections will be called to update which choices are
-- underlined for each player.
-- This function is meant to provide a way for a menu to change the text of
-- its choices. If it returns true, LoadSelections will be called for each
-- player. If OneChoiceForAllPlayers is true, this function will be called
-- for each player, which means LoadSelections will be called twice for
-- each player. Well written code shouldn't have a problem with this.
NotifyOfSelection= function(self, pn, choice)
Trace("FooMods:NotifyOfSelection(" .. pn .. ", " .. choice .. ")")
-- Randomly decide whether to change, as an example.
local change= math.random(0, 3)
-- No change half the time, lengthen or clip strings the other half.
if change < 2 then
Trace("Not changing choices.")
else
Trace("Changing choices.")
end
if change == 2 then
for i, choice in ipairs(self.Choices) do
self.Choices[i]= choice .. choice
end
elseif change == 3 then
for i, choice in ipairs(self.Choices) do
self.Choices[i]= choice:sub(1, 1)
end
end
-- Don't actually broadcast a reload message from here, do it from some
-- other place that actually has a reason to trigger a reload. This is
-- just here so that nothing needs to be added to a screen's lua files
-- for this example.
if math.random(0, 5) == 0 then
Trace("Broadcasting reload message.")
MESSAGEMAN:Broadcast("ReloadFooMods")
end
return change >= 2
end
}
end