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Dual-screen support #479

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krzys-h opened this issue Jun 5, 2015 · 4 comments
Open

Dual-screen support #479

krzys-h opened this issue Jun 5, 2015 · 4 comments

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@krzys-h
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@krzys-h krzys-h commented Jun 5, 2015

A dual-screen solution would be very useful, so having the original Colobot window on screen 1 and on screen 2 you have either SatCom or the CBOT-Editor as own windows. Maybe just seperate windows for each are enough to achieve this. Also a sperate window for the "watch" (=showing variable values of any relevant information) would be a good idea. At the moment the space under the editorfield is very small.

http://colobot.info/forum/showthread.php?tid=607&pid=5902#pid5902

@krzys-h krzys-h added this to the alpha-0.3.0 milestone Jun 5, 2015
@ghost
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@ghost ghost commented Jun 5, 2015

Well, I don't like that idea. If I correctly understand, this is supposed to be used, if user/player have a second monitor or doesn't like to play in fullscreen, right? Then what about user/player, who don't have any second monitor and want have full experience of the game in fullscreen?

It's still a game, not multi-windowed environment like GIMP or another program. If user/player want have documentation all time on screen, then we can deliver him something similar like SatCom Online (as we planned so). Then the user/player just switch GOLD into windowed mode, run web-browser in another window and there it is.

@mickdekkers
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@mickdekkers mickdekkers commented Jun 6, 2015

Proper multi-monitor support (So the UI handles variable aspect ratio & the FOV scales depending on the game's window size), as well as allowing menu elements to be moved and resized by dragging them across the screen would be a far more flexible solution (though harder to pull off).

This would allow players to simply resize the (single) Colobot window across their two (or more) monitors, then open SatCom for example and move that to a secondary monitor.

@ghost ghost added proposal and removed enhancement labels Jul 20, 2015
@DrizztDoUrden
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@DrizztDoUrden DrizztDoUrden commented Feb 13, 2016

Well, maybe just a possibility to take some in-game windows outside as standalone windows? So it will be possible to place them as you wish, still playable in fullscreen with single monitor and easier then complete multi-monitor support.

@krzys-h
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@krzys-h krzys-h commented Feb 13, 2016

This is exactly what I have planned, but it has to wait until UI refactoring

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3 participants