Opened 6 years ago
Closed 21 months ago
#10586 closed defect (outdated)
MOHAWK: MYST: Focus issues with Gamebar enabled on Windows 10
Reported by: | lotharsm | Owned by: | lotharsm |
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Priority: | normal | Component: | Port: Win32 |
Version: | Keywords: | myst25 | |
Cc: | Game: | Myst |
Description
-Myst25 related-
I used the latest build bgK sent to Cyan running on Windows 10, 17134.112.
When the game bar in Windows 10 is enabled, ScummVM loses the mouse cursor focus when hovering over the area where the initial gamebar notification is displayed.
Easiest way to replicate this is to start a new game and go to the Observatory. Enter it and try to hit the button that switches off the lights. As soon as you hover over it, the mouse cursor will loose focus and you won't be able to click the button.
The issue can be replicated with SDL2.0.5 and SDL2.0.8. Note that it is not present when using the default SDL2 renderer instead of OpenGL.
Change History (10)
comment:1 by , 6 years ago
comment:2 by , 6 years ago
Thanks for your report. Can you please try this again? I was able to reproduce it with 2.0.8, but it went away once I switched to 2.0.5.
comment:3 by , 6 years ago
Thanks for your reply!
I already tried with both SDL 2.0.5 and SDL 2.0.8, and the issue still persists. The only way to circumvent this issue is to either disable the Gamebar in Windows entirely or switch to the default SDL2 renderer instead of OpenGL (no issues then with either SDL 2.0.5 or .8).
comment:4 by , 6 years ago
Is there any chance when you switch the sdl versions it is still using sdl 2.0.8? Are you running the game via the .cmd? Which test version are you using? The 2.0.5 sdl .dll I used I took from the win32 kirben scummvm builds.
comment:5 by , 6 years ago
I used a test build made by bgK and which comes bundled with SDL 2.0.5. Since I directly replaced the SDL2 .dll in the application's folder for my tests, there's no chance that the wrong SDL2 version was loaded.
comment:6 by , 6 years ago
Maybe one of the other graphics modes will do. HQ3x looks the best to me, but we can't guarantee the users screen size is > 3x 544x332.
comment:7 by , 6 years ago
A workaround that would allow opengl to be used would be to start up the game in windowed mode and after a very short amount of time switch to fullscreen (if confman fullscreen == true).
Similarly some sort of delay after starting scummvm where the OS still has display priority.
comment:8 by , 6 years ago
Component: | Ports → Port: Win32 |
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comment:9 by , 4 years ago
Priority: | blocker → normal |
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comment:10 by , 21 months ago
Owner: | set to |
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Resolution: | → outdated |
Status: | new → closed |
I was able to replicate this on two machines, one running AMD graphics and one with integrated Intel GPU.