@afxgroup We love you :) but plz make for public your latest SDL build (in 2 ways: so, and lib for static linking). And we all can test it deeply.
For now as i know, you can try Xeron's Giddy (game, avail on os4depot). It uses .so in real, so, maybe switching beetwen window and full-screen mode will works now in that game with new .so library (that is also will be good test for).
btw with this game seems not possible to swicth between window and fullscreen mode I'll try to understand if it is an SDL problem or a Giddy problem
I am not expert about Giddy itself of course (only xeron can say to us how it's done inside the giddy), but i just think before, that if giddy use sdl.so , then it must get/usr all new features just by replacing sdl.so.
As i remember, before, when you try to switch beetween window and full-screen in any sdl-gl app, sdl itself just do "goto" to the same code, and because of it, visually we have nothing when try to switch, just fullscreen only. And because of this, i think that is must works just by replacing of sdl..
But imho we need to wait Xeron, he will say how Giddy done, and with his help you will finalize that nasty and very nice new feature of os4's sdl :)
Amiga SDL doesn't support toggling fullscreen, GL or no GL. The windows port didn't for a long time as well (i don't know if it does yet, even). There is a command to do it, but it isn't widely supported.
@Xeron I can be wrong, but, as far as i remember, plain os4 sdl apps can be switches beetween fullscreen and window modes (non OGL ones). For example, Huno's game called 1941.
And as i remember, the only problem was only with switching to/from window/full-screen only for OGL apps. Not for plain SDL apps.
To clarify: You just mean that Giddy use SDL_WM_ToggleFullscreen() ? (but other use it not so offten, and other use some other techinq to switch beetwen win/screen modes ? ). If so, then i think it must be (i hope) easy to add almost the same code to the SDL_WM_ToggleFullscreen() for make it works (and then Giddy will works too then :) )
IIRC you don't need to use "SDL_WM_ToggleFullscreen()" to implement a window/fullscreen toggle in SDL. You should be able to do it also with just SDL_SetVideoMode().
IIRC you don't need to use "SDL_WM_ToggleFullscreen()" to implement a window/fullscreen toggle in SDL. You should be able to do it also with just SDL_SetVideoMode().
Yep. I think that way is the most usable for most of sdl apps. But as i understand, Xeron mean that Giddy itself (it's just a port) use that SDL_WM_ToggleFullscreen(), so, for making it works with win/screen modes as it done for now, we need implement SDL_WM_ToggleFullscreen() function too (or rebuild Giddy itself, where change SDL_WM_ToggleFullscreen() on the SDL_SetVideoMode(), bu i think that is not so good solution, because better improve SDL itself).
Well, giddy is not "just a port". It is portable, and does use SDL, but it was ~70% developed directly on OS4.x.
But yes, it uses SDL_WM_ToggleFullscreen(), and andrea is working to implement SDL_WM_ToggleFullscreen() in SDL, which is where the fix should be done.