TPT window size

  • ZebraGoBoom
    23rd May 2013 Member 4 Permalink

    I am at my dad's at the moment, and his laptop screen is too big for fullscreen to look good, and too small for the double window size to fit. Maybe, under "Fullscreen" in "Simulation Options", have a dropdown menu labeled "Advanced Screen Settings" and it would let you choose from a list of different sizes? I think that many people could use this to make better, more accurately made saves  in addition to helping laptop users like me. Just a suggestion, as i see these kinds of options on most games that i've played.

  • firefreak11
    23rd May 2013 Member 0 Permalink

    @ZebraGoBoom (View Post)

     Thats a good idea.

  • ZebraGoBoom
    23rd May 2013 Member 0 Permalink

    I'd hate to bump, but i am getting bored :(.

  • firefreak11
    23rd May 2013 Member 0 Permalink

    Maybe get someone to put this in their mod?

  • jacob1
    23rd May 2013 Developer 0 Permalink
    no matter what we do, we can't possibly change the simulation area size. There are many posts and reasons why you would probably find when searching.

    For the window size, I don't know how it would work ... since we can't change the simulation area all we can do it double the size and show each pixel 4 times to get that effect. No other size would really work. Also the double window size and fullscreen are both just done through SDL.
  • ZebraGoBoom
    23rd May 2013 Member 0 Permalink

    I see. Well, thanks anyway.

     

  • Pilihp64
    23rd May 2013 Developer 0 Permalink

    @jacob1 (View Post)

    @ZebraGoBoom (View Post)

    Well, dynamic screen resize is totally possible, and does exist in current source (for openGL versions).

    The game does not look any better, as in-game pixels may be different sizes in real pixels.

    But for filling up a screen no matter what, yes it does work, implementing openGL is incomplete though.

  • jenn4
    23rd May 2013 Member 0 Permalink
    @cracker64 (View Post)
    And will hopefully remain that way. My computer likes to, for example, melt down, when someone even mentions OpenGL... (Motherboard integrated Mobile Intel(R) 945 Express Chipset Family FTW!)
  • jacob1
    23rd May 2013 Developer 0 Permalink
    If it was me, I would remove all the OpenGL code from tpt. With the c++ rewrite opengl support is a lot better, but it's still bad in some parts, and also it makes the graphics look different than before (I think I remember it looking worse in some cases maybe, but it's been a long time). Also, I don't know OpenGL at all. I had to add a drawcircle method to both non-openGL and openGL versions of this file, and I didn't even try figuring out how to draw a circle with it.
    Also I thought the window resizing only left a huge black hole where you dragged the screen, but maybe that was fixed. Really you can only change the scale by 2x, 3x, 4x without breaking the pixel size, so I don't see how something like dragging the screen to make it just a little bigger would work anyway.
  • ZebraGoBoom
    23rd May 2013 Member 0 Permalink

    Well, i was thinking that you dont need to have it increase by only whole numbers. If you increase both sides by the same ratio, wouldnt the pixels still be square? Or does screen size have to be coded into the game?

    EDIT- CONT.: Also, in the game, one particle isnt equal to one pixel on the computer screen, is it? I was thinking that, say if a particle was 3x3 pixels, then if you increase the window size by 1.6%, then the particle would be 5x5 and the game window would be just the right size.