Change WindowScale on focus?

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haunaben
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Change WindowScale on focus?

Post by haunaben » Wed Jan 14, 2009 11:48 am

I'm trying to set up IS exactly like my WinEq2 tiled windows. I have 4 tiled, with background scale set to .5 and foreground to .75 in wineq2.

I can set WindowScale in IS - but how would I make it change for background vs foreground?

Lax
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Post by Lax » Wed Jan 14, 2009 12:20 pm


haunaben
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Post by haunaben » Wed Jan 14, 2009 12:40 pm

Thanks Lax. I noticed WindowSnapper before, but didn't read up in detail because I wasn't looking for PiP. This does look like exactly what I want now that I've read it over :)

haunaben
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Post by haunaben » Wed Jan 14, 2009 9:39 pm

Ok should have mentioned this is for EQ1. I can't get windowsnapper or any window commands (windowsize, windowpos) to work correctly.

Any change to the window size from what the game thinks it is (with autolayout or with windowsize) leaves areas of the window unable to get input (white mouse cursor instead of game cursor over much of the screen).

I assume this has something to do with the distortion and how EQ1 handles resized windows. I've tried every variation of the windowsize command with the same results. Same issues with all variations of autolayout - all configurations leave distortion and input issues.

haunaben
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Post by haunaben » Wed Jan 14, 2009 9:45 pm

And, strangely, if I do windowscale 50% display info shows 0% distortion, yet I still have the same problem of areas that cannot get input (the bottom and right parts of the screen).

Lax
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Post by Lax » Wed Jan 14, 2009 9:55 pm

Are you launching with the EverQuest, No Patch profile? Or did you do sometihng like "Add Game" with a name other than "EverQuest"? I ask because based on the IS Game name being EverQuest there's some mouse scaling fixes.

Distortion shows how objects are drawn, nothing to do with the mouse -- if there is any distortion, things will look stretched in some direction

haunaben
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Post by haunaben » Wed Jan 14, 2009 10:03 pm

I used add game and named it "EverQuest", and created my own profiles running eqgame.exe patchme. Anything special I must do to have the scaling fixes run?

haunaben
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Post by haunaben » Wed Jan 14, 2009 10:08 pm

The "EverQuest" that I added did have "verQuest default profile" and "EverQuest no patch" in addition to the profiles I added.

I ran the no patch one and did windowscale 75% - same issue, the right and bottom 25% of the game window cannot get mouse input.

Lax
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Post by Lax » Wed Jan 14, 2009 10:09 pm

No, as long as the game name was EverQuest that should work.

Actually it sounds like you might have Force Windowed enabled and the game in full screen. Is the game in windowed mode? Is Force Windowed on? (turn it off if it is)

haunaben
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Post by haunaben » Wed Jan 14, 2009 10:22 pm

Force windowed is OFF, and the game is in windowed mode.

I just tried everything clean again and same thing. Force Windowed is off, game is windowed mode. I can change window size or scale fine, but the mouse is off.

haunaben
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Post by haunaben » Wed Jan 14, 2009 10:22 pm

By off I mean not getting input in some areas :)

haunaben
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Post by haunaben » Wed Jan 14, 2009 10:32 pm

I just uninstalled IS, reinstalled fresh, deleted all my eqclient.ini files, and ran the EverQuest no patch profile from my clean IS. Loaded into game, switch to windowed mode in-game (default starts up in fullscreen), and tried both windowsize 840x525 and windowscale 50%, both with same result - only the upper-left 25% of the window could get mouse input.

haunaben
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Post by haunaben » Wed Jan 14, 2009 11:09 pm

I just tried one last thing to see if this gives you any clue. I fired up EQ in windowed 1680x1050, then ran:

windowframe none
windowpos -viewable 0,0
windowsize -viewable 1260x788

Then ran displayinfo:

Adapter Resolution: 1680x1050
Current display mode: 1680x1050 (windowed)
Window viewable size: 1260x788
Display Scale: 75.0%x75.0%, Distortion: 0.0%

Then ran a script I created that does the mouse transforms I found under EQSession:


function main()
{

echo X width ${Display.Width}, viewable width ${Display.ViewableWidth}
echo Y height ${Display.Height}, viewable height ${Display.ViewableHeight}
echo setting mouse scale ...

Mouse.ScaleX:Set[${Display.Width}/${Display.ViewableWidth}]
Mouse.ScaleY:Set[${Display.Height}/${Display.ViewableHeight}]

echo Mouse ScaleX ${Mouse.ScaleX}
echo Mouse ScaleY ${Mouse.ScaleY}
}

And the output of that was:

X width 1680, viewable width 1260
Y height 1050, viewable height 788
setting mouse scale ...
Mouse ScaleX 1.333333
Mouse ScaleY 1.332487



And still having the same issues, right and bottom of window get no mouse input. Does anything here look suspect?

haunaben
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Post by haunaben » Wed Jan 14, 2009 11:51 pm

For now to solve this I'm just making my window size 1280x960 in game and setting it to that size in IS with another area to snap to (maybe it can't handle game window larger than viewable area).

New question / problem.

EQ1 creates a new window when character select loads, so previous window commands from my startup script are lost (i.e. window frames come back, position changes, etc).

Can I hook into this event somehow to auto-run a script to layout all my windows again after they hit the character select screen?

Lax
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Post by Lax » Fri Jan 16, 2009 11:39 am

Interesting. Well, you can try setting ScaleX and ScaleY to 0 and see what effect that has on EQ. EQ does a lot of weird (or maybe just inconvenient) things as you are finding out with the character select thing.

You can try the "On Window Position" event.

Something like:

Code: Select all

function main()
{
.
.
.
Event[On Window Position]:AttachAtom[OnWindowPosition]
}

atom OnWindowPosition()
{
   windowpos etc
   windowsize etc
}
Note: it could end up with an infinite loop though, you can check ${Display.Width}, ${Display.Height} and such.

Sorry I have a kid screaming in my ear so I'll get back to you when I can ;)

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