Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Dealing with multiple windows #437

Open
Scrumplex opened this issue Mar 5, 2022 · 7 comments
Open

Dealing with multiple windows #437

Scrumplex opened this issue Mar 5, 2022 · 7 comments

Comments

@Scrumplex
Copy link

Scrumplex commented Mar 5, 2022

When running applications that have multiple windows Gamescope gets confused and rapidly switching between those windows.

For example our Minecraft Launcher Prism Launcher has this issue when the user wants to edit a game instance. The launcher will just create a new window in addition to the main window.

Is there a way to tell gamescope what the main window should be?

@AniLeo
Copy link

AniLeo commented Mar 6, 2022

The same thing happens on RPCS3, the render window launches, and because there's a log frame being updated on the main window, gamescope detects it as activity and rapidly switches back and forth, creating quick visible flickering

@awkspace
Copy link

awkspace commented Mar 6, 2022

From an end user's perspective, it's sometimes useful to be able to switch the active window, for example returning to the PCSX2 main window without having to stop the emulator. It'd be great to have some rudimentary "alt+tab" functionality for edge cases like these.

@akien-mga
Copy link

akien-mga commented Mar 13, 2022

Adding a +1 for Godot Engine. The editor works fine, but playing the edited project spawns a new window and since gamescope forces both to fullscreen, there's rapid flickering.

I tried a quick workaround by minimizing the editor window, but gamescope rejects it:

xwm: Rejecting WM_CHANGE_STATE to ICONIC for window 0x600003
xwm: Unhandled NET_WM_STATE property change: _NET_WM_STATE_HIDDEN

(I didn't search long to make it work though - I know other projects like Heroic Game Launcher did implement an option to minimize the launcher when starting a game, and it works fine on Deck.)

But indeed as @awkspace puts it, for Godot we would ideally need a way to circle through windows so that users can go back from the running game to the editor and inspect things in the debugger, as well as hit the stop button to go back to editor-only / terminate the game process.

@Joshua-Ashton
Copy link
Collaborator

It should only flicker if both windows are getting damaged. Perhaps we should instead consider latest mapped

@Haaroon
Copy link

Haaroon commented Apr 24, 2022

The same issue applies when using the"mod organiser 2 Linux" application. This program launches a console that keeps a log, then find mod organiser 2 in another window. From the mods organiser you can select and launch the game which opens yet another window. Gamescope only focuses on the first log widow and hides all the rest making it impossible to launch the game. This I have to switch to desktop mode to run games that have multi Windows

edit: As of the latest valve steamOS update, they have resolved this issue and allow the user to select the window via the menu

@moben
Copy link

moben commented May 16, 2023

Is there some way to switch windows on non-steamOS?

@Melechtna
Copy link

I'm having a similar issue, though mines a bit more involved. See the discussion here

murkl/d2launcher#20

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

8 participants