[patch:SDL] Window default position

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Mitten.O
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Re: [patch:SDL] Window default position

#16 Post by Mitten.O »

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

#17 Post by Geoff the Medio »

The filename is a repeat, and I'm getting rejected patch hunks in HumanClientApp.cpp again...

Mitten.O
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Re: [patch:SDL] Window default position

#18 Post by Mitten.O »

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

#19 Post by Geoff the Medio »

Code: Select all

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
Edit: adding glew32.lib to the GiGiSDL project resolved those.

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:

Code: Select all

main() caught exception(std::runtime_error): Failed to create framebuffer
Edit3: Committed to SDL/SDK branch regardless...

Mitten.O
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Re: [patch:SDL] Window default position

#20 Post by Mitten.O »

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.

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