i think the only thing i miss from win32 is the openhand cursor, are you realy sure it cannot be added? https://learn.microsoft.com/en-us/windows/win32/uxguide/inter-mouse in this page it is in the same slot as the 4-way arrow, which is included, so i guessed that perhaps openhand can be added too?
on the link i refer to the second icon in the "Compound mouse interactions" section, called 'pan' there.
@hgy29 there is some issue with screen, i open one and it is immediately fullscreen even though i call s:setSize(800,480) self.screen:setState(Screen.STATE_NORMAL)
also application:set("cursor","cross") etc does not seem to work for me at all now for some reason.
application:set("cursor", "cross") is working for me on win32 64 exported app
ok, more precisely: 1. it updates only if i move the mouse a bit. 2. it does not update at all if i'm using a pen (to press a button which would trigger a change in the cursor).
@hgy29 there is some issue with screen, i open one and it is immediately fullscreen even though i call s:setSize(800,480) self.screen:setState(Screen.STATE_NORMAL)
I have the correct? behavior when doing this:
local sss = Sprite.new()local img = Bitmap.new(Texture.new("gfx/ui/rpgpp_lt_models_vgood.png"))local ss = Screen.new(0)
sss:addChild(img)
ss:setPosition(128, 128)
ss:setSize(128, 128)-- ss:setState(Screen.STATE_ACTIVE|Screen.STATE_MAXIMIZED|Screen.STATE_FULLSCREEN)
ss:setTitle("test")print("ss", ss:getState())
ss:setContent(sss)
one issue though is when you resize the Screen it goes blank! (the Screen is the one at the left of the player, 128*128px)
one issue though is when you resize the Screen it goes blank!
Yes can confirm that when going full screen (maximized) and then back the screen is blank for me. One more thing about adding Screen states, when I do this
I though that these would be the values but I may be wrong (taken from c++): Screen.STATE_NORMAL 0 Screen.STATE_MINIMIZED 1 Screen.STATE_MAXIMIZED 2 Screen.STATE_FULLSCREEN 4 Screen.STATE_ACTIVE 8 Screen.STATE_HIDDEN 16 Screen.STATE_CLOSED 32
Plus also a bug? when you close the Screen the app closes too!
Plus a question: how do you set states? Like this ss:setState(Screen.STATE_NORMAL | Screen.STATE_ACTIVE) or like this ss:setState(Screen.STATE_NORMAL + Screen.STATE_ACTIVE)
Could you confirm that this could be the issue please
I am on my way on testing on my side by building giderosBUILT AND TESTED DONE, ISSUE NOT FIXED
Thank you
EDIT: I built Gideros with my modifications (that is only commenting the above quoted code) but unfortunately that doesn't solve the issue EDIT2: the issue happens when you quickly press and release (in my case the up arrow key) multiple times (it seems Gideros doesn't register the key up event?) EDIT3: I attach a stripped project file if you want to compile for win32 and see the issue
I can't reproduce the issue, or I don't know what to look for. I always get a KEY_UP when I release a key, although on windows there is an autorepeat feture that causes multiple KEY_DOWN to be sent for a single key if you press the key more than half a second or so.
I will disable auto repeat stuff , since Gideros doesn't expect it.
...although on windows there is an autorepeat feture that causes multiple KEY_DOWN to be sent for a single key if you press the key more than half a second or so.
I will disable auto repeat stuff , since Gideros doesn't expect it.
Comments
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Imho win32 export doesn't sound good for promoting Gideros, what could we call win32 export? Windows without Qt? Windows64? ...
s:setSize(800,480)
self.screen:setState(Screen.STATE_NORMAL)
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
1. it updates only if i move the mouse a bit.
2. it does not update at all if i'm using a pen (to press a button which would trigger a change in the cursor).
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
(the Screen is the one at the left of the player, 128*128px)
Fragmenter - animated loop machine and IKONOMIKON - the memory game
One more thing about adding Screen states, when I do this
Screen.STATE_NORMAL 0
Screen.STATE_MINIMIZED 1
Screen.STATE_MAXIMIZED 2
Screen.STATE_FULLSCREEN 4
Screen.STATE_ACTIVE 8
Screen.STATE_HIDDEN 16
Screen.STATE_CLOSED 32
Plus also a bug? when you close the Screen the app closes too!
Plus a question: how do you set states? Like this ss:setState(Screen.STATE_NORMAL | Screen.STATE_ACTIVE) or like this ss:setState(Screen.STATE_NORMAL + Screen.STATE_ACTIVE)
In my game I implemented a jump input buffer (http://kpulv.com/106/Jump_Input_Buffering/) which works very well on all platforms but win32
html5 demo https://mokatunprod.itch.io/gideros-tests?secret=ht8e7uTPJgGUApRozoooCCEE
It seems win32 doesn't release the key (deleteKeyEvent) on Event.KEY_UP?
I had a look at the source code and found this extra code which isn't present in Qt, winRT, ...:
Could you confirm that this could be the issue pleaseI am on my way on testing on my side by building giderosThank you
EDIT: I built Gideros with my modifications (that is only commenting the above quoted code) but unfortunately that doesn't solve the issue
EDIT2: the issue happens when you quickly press and release (in my case the up arrow key) multiple times (it seems Gideros doesn't register the key up event?)
EDIT3: I attach a stripped project file if you want to compile for win32 and see the issue
I will disable auto repeat stuff , since Gideros doesn't expect it.
Likes: MoKaLux