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Handler format overhaul, handler creation gui and game launch rework #75
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Update README.md
…into new-game-launch
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Hey, nice @wunnr! Cool to see you merging this, I will start to work on some things I was going to port over to partydeck from my project, but didn't want to mess up your dev work on the new branch, so I hopefully can now :) I got a few questions on this that I wasn't sure whether to post in a new ISSUE, or if you would prefer to stay uncluttered as it is related to this commit. I noticed you are now using Would you mind a commit to remove some of the frankly unnecessary rust dependencies in this project currently. Namely: Possible replacements for the dialogue boxes are not really required, but I am willing to make these changes if you are fine with them, or have any reason why not to... Also, I have a few commits I will be attempting to make off of these I wanted to get comment on, I think will be better discussed on those commits when I get around to them, like If you have any comment on my changes over in gamescope, I am also hoping to get your input on that before I do anything that could mess up your project: ValveSoftware/gamescope#1897 Sorry for the annoyance @wunnr ! |
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Hey, I agree that mounting the game dir using bwrap's overlay would be much easier and more performant as it uses the kernel's native overlayfs system rather than the userspace implementation provided by fuse-overlayfs. However, in testing I could not get bwrap overlays to work at all on SteamOS. I believe this is due to the Linux kernel's overlayfs not supporting case-insensitive filesystems until relatively recently, as looking through SteamOS' dmesg logs I got Regarding the dependency hell, yes, I would be eternally grateful to see the bloat reduced as much as possible. I have not been good about managing and optimizing dependencies so some project cleanup is definitely in order, whether that comes from me or someone brave enough to look at it. Being able to do Finally, regarding the gamescope fork, the original mouse/keyboard grabbing has proved super useful for partydeck, and I've just kept that original version of the fork for now, but I'll take a look at your updates and see if they would be useful to partydeck's goals. The auto-resizing option seems pretty useful, but I would need to make sure that on games that can't set their video mode dynamically (generally older games) that the feature doesn't produce unintended or weird behavior when the windows get resized. |
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Also I don't believe we could completely get rid of |
Good to hear the reasons for this selection, I will look into it; it might be possible to (while I would like to avoid it currently) ship our own "version" of bwrap as the overlayfs is the exact same as the overlayfs fuse is, just without the extra package. (also, while I DO NOT SUGGEST WE DO THIS CURRENTLY -- we can step away from bwrap to use our own kernel namespace calls eventually, just handling this our selves rather than calling to bwrap, and thus allowing for more features bwrap currently dose not fully support easily)
If I have the time in the next few days, I will go through and remove some of the dependencies that are not required anymore, mostly those listed above, for now most likely I will keep
I was thinking a new flag, to denote that all options after this flag, we could even just use the traditional
I currently have only changed gamescope to allow the win+G grab / ungrab keybind, and was wondering how you belive this should be implemented should you wish to add this feature that is semi-implemented in gamescope already (SDL backend only, but wayland backend lies and says it works, but it legitimately only changes the title of the window to say |
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