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JohnRaptis

SDL and "live desktop area"

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Hi all,

Is there a way in SDL to get the "live" desktop size? I'm able to receive the desktop area correctly, but what I want to do is force my game to fullscreen if too much of it is behind the dock on a Mac.

Since the screen is 800 pixels high, my game (at 768 pixels) reports that everything is okay-- but the bottom of the game (where I have some user interface) is behind the dock and can't be touched. Meanwhile, the game window can't be dragged any higher on the screen.

So in general, I want to just say "the screen's too small to access the bottom of a 768 pixel window because of the size of the dock-- go fullscreen." Any way to do that?

Thanks!

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Hi all,

Is there a way in SDL to get the "live" desktop size? I'm able to receive the desktop area correctly, but what I want to do is force my game to fullscreen if too much of it is behind the dock on a Mac.

Since the screen is 800 pixels high, my game (at 768 pixels) reports that everything is okay-- but the bottom of the game (where I have some user interface) is behind the dock and can't be touched. Meanwhile, the game window can't be dragged any higher on the screen.

So in general, I want to just say "the screen's too small to access the bottom of a 768 pixel window because of the size of the dock-- go fullscreen." Any way to do that?

Thanks!


For SDL 1.2;

const SDL_VideoInfo* vInfo = SDL_GetVideoInfo();
int width = vInfo->current_w;
int height = vInfo->current_h;



For SDL 1.3


int displayIndex = SDL_GetWindowDisplay(window);
SDL_DisplayMode *displayMode;

SDL_GetDesktopDisplayMode(displayIndex,displayMode);

//width and height of the desktop is now stored as displayMode->w and displayMode->h
//(The displayIndex is set to the display that the center of the Window is located on)


Oh, and the SDL 1.2 code has to run before you call SDL_SetVideoMode to create the SDL Window otherwise it will give you the Windows properties rather than the desktops.

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