   i have a lot of SDL related questions
  these questions apply to win32 implementation of sdl:- how can i select the screen to be used for fullscreen and enumerate screens? how do i occupy several screens in fullscreen mode at once with my app?- how can i use custom cursors in SDL?- the icons set with SDL_WM_SetIcon have artifacts that weren't in original bitmap, whats the reason? i tried any bit color depth and it shows up with all. is this a known bug and / or is there a workaround? see picture:- how can i use transparent TGA for a window icon on system that support transparent icons?- why don't i recieve a SDL_VIDEORESIZE message when window is restored from maximized state? but i get one when i maximize it.- how do i detect if a window is iconic - minimized to task bar or if it is the active window?- how do i set the screen vertical refresh rate when using SDL_SetVideoMode with SDL_FULLSCREEN?- under win32 in window mode i cannot use ALT+something system shortcuts (such as alt+space, alt+f4, etc..)- how do i get the system clock time?- how do i remove the window border and caption bar under win32?- is SDL-DLL hard-linked to "opengl32.dll" or can i make it use another library such as "mesa3d.dll" and how?- can i create several SDL windows with opengl contexts?  thanks for you answers, i will be patient and try to learn :)   
  lots of questions, but ill try my best...Quote:- how can i select the screen to be used for fullscreen and enumerate screens?- how do i occupy several screens in fullscreen mode at once with my app?these 2 first. SDL currently doesnt support multiple screens. support  is planned for version 2.0.Quote:- how can i use custom cursors in SDL?you can use black and white ones with the SDL_*Cursor functionsSDL_SetCursorSDL_GetCursorSDL_CreateCursorSDL_FreeCursorif these dont suit, you can just hide the cursor and put an image in its place, by getting the mouse co-ordinatesQuote:- the icons set with SDL_WM_SetIcon have artifacts that weren't in original bitmap, whats the reason? i tried any bit color depth and it shows up with all. is this a known bug and / or is there a workaround? see picture:i've never seen this before...Quote:- how can i use transparent TGA for a window icon on system that support transparent icons?if you use SDL_Image to load the TGA, the docs say it should work...Quote:- why don't i recieve a SDL_VIDEORESIZE message when window is restored from maximized state? but i get one when i maximize it.i think the answer below will answer that.Quote:- how do i detect if a window is iconic - minimized to task bar or if it is the active window?is this what you are loooking for?if you are only interested in the transitions, there is an  SDL_Event triggered when this occursQuote:- how do i set the screen vertical refresh rate when using SDL_SetVideoMode with SDL_FULLSCREEN?i don't believe thats possible, but i'm open to correction. you could probably use OS-specific code to do this...Quote:- under win32 in window mode i cannot use ALT+something system shortcuts (such as alt+space, alt+f4, etc..)i'm not sure of thisQuote:- how do i get the system clock time?SDL provides the following function. it returns the number of milliseconds dince SDL_Init was called.you can use the functions in #include <ctime> if you want dates and stuff...Quote:- how do i remove the window border and caption bar under win32?see the options here (hint, its SDL_NOFRAME)Quote:- is SDL-DLL hard-linked to "opengl32.dll" or can i make it use another library such as "mesa3d.dll" and how? yes you canQuote:- can i create several SDL windows with opengl contexts?not at the moment. multi-window support is planned for version 2.0good luck!   ;  Ok, thanks for the answers rip-off, i got most of that stuff working now (except the icon :()on windows i could use another library to switch fullscreen and select monitor to use (multimon support is neccesary to market your program as windows logo compilant), but i need to move the sdl window for this to work, so i have several more questions:  Can i move the window around and retrieve its position?  i seen some demos to do this, but do i have to call SDL_SetVideoMode after every resize? it seem to work good without in my app. when loading opengl library with SDL_GL_LoadLibrary do i need to use SDL_GL_GetProcAddress for all functions (glvertex3f, glenable, etc..) or just the extensions?  also i submitted the missing restore resize message here: https://bugzilla.libsdl.org/show_bug.cgi?id=48 ;  moving the window around should, IMO, be in the library, but it isnt. however, you can do it yourself.using this function, as described in SDL_syswm.h, you can get details about the window, the HWND ( or whatever it is ) for win32. then you can use winAPI functions to move the window and retrieve its position.Quote:i seen some demos to do this, but do i have to call SDL_SetVideoMode after every resize? it seem to work good without in my app.i would call SDL_SetVideoMode after every event, that is what i do. not doing it may work under win32, but i'm not sure if it's guarenteed...Quote:when loading opengl library with SDL_GL_LoadLibrary do i need to use SDL_GL_GetProcAddress for all functions (glvertex3f, glenable, etc..) or just the extensions?i dont know. i'd say you could try it and see, although it says in the docs that you use getprocaddr to get them.as for multi window stuff, i don't know winAPI, but i imagine all the things you want to be able to do can be retrieved from it. using the above function to get access to the SDL window, i would guess you could do all of that.   ;Quote:Original post by DelfiCan i move the window around and retrieve its position? Take a look at this thread. You would only need to modify the code a little to return a RECT of the current position. Quote:when loading opengl library with SDL_GL_LoadLibrary do i need to use SDL_GL_GetProcAddress for all functions (glvertex3f, glenable, etc..) or just the extensions?  Only extensions, make sure you are including "SDL_OpenGL.h", but you should look into using something such as GLee for all of your OpenGL extension needs [wink]   ;  All these solutions are not quite portable, and in the irc #sdl channel we talked about sdl 2.0 that is on indefinite suspension (duh). all these features that i need (and i just found out that i will need always-on-top functionality, so window won't appear under the taskbar) makes me question whats the point of using SDL if you can't do anything with it without writing half of functionality that should be in SDL already, by yourself? at the end i guess it won't even matter if i use SDL or something i write from scratch.. is there an alternative to SDL?  ;Quote:Original post by DelfiAll these solutions are not quite portable, and in the irc #sdl channel we talked about sdl 2.0 that is on indefinite suspension (duh). all these features that i need (and i just found out that i will need always-on-top functionality, so window won't appear under the taskbar) makes me question whats the point of using SDL if you can't do anything with it without writing half of functionality that should be in SDL already, by yourself? at the end i guess it won't even matter if i use SDL or something i write from scratch.. is there an alternative to SDL?TBH, SDL was designed for getting that fullscreen game up and running. the windowed support, from my view, feels a little tacked on.    there are problems with having multiple windows from an event perspective, each event would need some kindof windowID or something. if it makes the size of the SDL_Event union larger, then all games using SDL will need to be recompiled,  which they really don't want to do. SDL 2.0, when it comes (*sigh*), should fix many of these things because i think they;ve pretty much decided to break binary compatability in it.if you are aiming for cross platform support, why does being "windows logo compilant" matter? even if the multimon support isnt cross platform, doesnt mean your game cant run without such support on other systems.as for moving the SDL window, there are loads of code snippets out there for each platform. i have one for win32 and one for linux somewhere on my hard drive, so adding that wouldnt be too hard. im sure there are other people who have tried to do some of the things you are trying to do, if you say what you are looking for on the SDL mailing list im sure you could get lots of help, links and stuff. someone has got a muliwindow prototype/hack, a WIP, that i know of. i imagine the same has been done for multimon support...   ;Quote:Original post by Delfiall these features that i need (and i just found out that i will need always-on-top functionality, so window won't appear under the taskbar) makes me question whats the point of using SDL if you can't do anything with it without writing half of functionality that should be in SDL already, by yourself?The thing is, most people don't need what you're asking for, so it's not been a problem. After all, most gamers don't have multiple monitors, nor do most games want to change the refresh rate, etc. I'm not saying SDL is perfect but it does almost all of the jobs it is aimed at.;  You have to understand that SDL runs on a broad range of different systems and platforms, many of those platforms have an optional graphical window manager (or no window manager at all).So the things that are essential to you (like handling ALT-F4 or moving a window which is highly Windows dependent) may be considered rather unimportant for some developers working on totally different things on totally different platforms. It is also a maintainance nightmare to handle these things reliably on all supported targets.In other words you shouldn't confuse SDL with a high-level "game library", it's more a lowest common denominator for anything that you can compile it for.Quote:- how do i remove the window border and caption bar under win32?Dunno if this has been anwsered already but it's the SDL_NOFRAME flag to SDL_SetVideoMode.