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Limit all resolutions to a currently selected resolution in the system #9323
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Hi @ihhub IMHO, in a good way, it would be worth to get the resolution info about the display where the fheroes2 is currently running (using the SDL_GetWindowDisplayIndex()
) and not just the first display (although of course I'm not sure about this, because the user can drag the game between the displays). Regarding macOS, what do you think about choosing the "minimum max resolution" among all displays (but maybe the one that is still not less than 640x480?) and using it as an upper bound? After all, the user can drag the game between the displays, can this lead to switching the display mode on macOS?
Hi @oleg-derevenetz , these are very good points. I will update the code based on your comment |
Hi @oleg-derevenetz , could you please take care about the development of the project for the next 3 weeks as I need to take a personal break and I will not have access to any of my machines expect my phone? |
Hi @ihhub
Going on vacation? :) Yes, well, I'll do my best to keep an eye on the project. |
Yes, my longest vacation in the last 10+ years :) I will still be active tomorrow and come back to the project on 15th April. Thank you so much! |
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Clang-Tidy
found issue(s) with the introduced code (1/1)
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Hi @ihhub Looks good to me. I left just one optional suggestion, could you please take a look at your spare time?
Co-authored-by: Oleg Derevenetz <[email protected]>
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The engine should not show resolutions that are higher than the one currently set in the system for any of display. This is needed to avoid players facing a situation when they choose the highest resolution exceeding the current one and they are unable to change it later because the chosen resolution leads to have too small UI elements.
close #9273