Hello,
I'm trying to switch from quakeforge to proquake on linux. I downloaded v3.50 and compiled it ok but the glquake.glx executable won't disable the titlebar in the window. Also since it takes over control of the mouse/keyboard, I can't get my window manager to kill the title bar while its running. The quakeforge version nq-glx never had this problem.
I've tried putting the following into VID_Init in gl_vidlinuxglx.c after the XCreateWindow() call:
XStoreName(dpy, win, "glquake");
{
Atom mwmatom;
struct {
unsigned int flags;
unsigned int functions;
unsigned int decorations;
unsigned int inputMode;
unsigned int unknown;
} mwmhints = { 1L << 1, 0, 0, 0, 0 };
mwmatom = XInternAtom(dpy, "_MOTIF_WM_HINTS", True);
XChangeProperty(dpy, win, mwmatom, mwmatom, 32,
PropModeReplace, (unsigned char *) &mwmhints,
sizeof(mwmhints) / 4);
mwmatom = XInternAtom(dpy, "KWM_WIN_DECORATION", True);
if (mwmatom != None) {
long kwmhints = 0;
XChangeProperty(dpy, win, mwmatom, mwmatom, 32, PropModeReplace,
(unsigned char *) &kwmhints, sizeof(kwmhints) / 4);
}
This snippet would normally kill the title bar in any window created, but its not working. Also I think the gl version creates a smaller window then switches to fullscreen mode later, but I haven't gone that deeply into the code.
Has anyone else had this problem and know a fix for it? Its annoying because the health/ammo counts at the bottom of the screen get cut off cuz the title bar is at the top.
I'm trying to switch from quakeforge to proquake on linux. I downloaded v3.50 and compiled it ok but the glquake.glx executable won't disable the titlebar in the window. Also since it takes over control of the mouse/keyboard, I can't get my window manager to kill the title bar while its running. The quakeforge version nq-glx never had this problem.
I've tried putting the following into VID_Init in gl_vidlinuxglx.c after the XCreateWindow() call:
XStoreName(dpy, win, "glquake");
{
Atom mwmatom;
struct {
unsigned int flags;
unsigned int functions;
unsigned int decorations;
unsigned int inputMode;
unsigned int unknown;
} mwmhints = { 1L << 1, 0, 0, 0, 0 };
mwmatom = XInternAtom(dpy, "_MOTIF_WM_HINTS", True);
XChangeProperty(dpy, win, mwmatom, mwmatom, 32,
PropModeReplace, (unsigned char *) &mwmhints,
sizeof(mwmhints) / 4);
mwmatom = XInternAtom(dpy, "KWM_WIN_DECORATION", True);
if (mwmatom != None) {
long kwmhints = 0;
XChangeProperty(dpy, win, mwmatom, mwmatom, 32, PropModeReplace,
(unsigned char *) &kwmhints, sizeof(kwmhints) / 4);
}
This snippet would normally kill the title bar in any window created, but its not working. Also I think the gl version creates a smaller window then switches to fullscreen mode later, but I haven't gone that deeply into the code.
Has anyone else had this problem and know a fix for it? Its annoying because the health/ammo counts at the bottom of the screen get cut off cuz the title bar is at the top.
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