[patch:SDL] Window default position
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Re: [patch:SDL] Window default position
I re-enabled window position saving. Also fixed an issue with glew not being initialized until after the GUI constructor, which is likely the cause for the full screen crash someone, I think Geoff, mentioned in an other thread.
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- Geoff the Medio
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Re: [patch:SDL] Window default position
The filename is a repeat, and I'm getting rejected patch hunks in HumanClientApp.cpp again...
Re: [patch:SDL] Window default position
Yup. I quite fluently made the same exact mistake a second time. In a row.
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- Geoff the Medio
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Re: [patch:SDL] Window default position
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5>Link:
5> Creating library ../../GiGiSDL.lib and object ../../GiGiSDL.exp
5>SDLGUI.obj : error LNK2001: unresolved external symbol __imp__glewGetErrorString@4
5>SDLGUI.obj : error LNK2001: unresolved external symbol __imp__glewInit@0
5>../../GiGiSDL.dll : fatal error LNK1120: 2 unresolved externals
Edit2: Position restoration works better. Even maximized, it recreates it at the same size and position (although not actually maximized, it looks the same as if it was). Still seems to have a minimum allowed size that's too tall for the screen, though. Running "freeorion -f" gives:
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main() caught exception(std::runtime_error): Failed to create framebuffer
Re: [patch:SDL] Window default position
Oh, yes, of course, initing glew at the right spot only helps the framebuffer when the sdl_use_glew.patch from the "Remove manual opengl extension loading" thread is also applied.
Any code by me in this post is released under GPL 2.0 or later.