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Re: [pygame] Picking monitor...

On Fri, Aug 28, 2009 at 5:25 PM, Brian Fisher<brian@xxxxxxxxxxxxxxxxxxx> wrote:
> On Fri, Aug 28, 2009 at 8:43 AM, Gene Buckle <geneb@xxxxxxxxxxxxx> wrote:
>> Thanks James.  Not exactly the news I was hoping for. :(  I'm working on a
>> glass cockpit display called RJGlass that's written in Python and uses both
>> pygame and PyOpenGL.  I'm going to use it in a cockpit project I'm working
>> on, but I need to make it run on a 7" LCD panel I've got connected to a USB
>> VGA adapter.
>> Is there a bleeding-edge version of pygame that is available and uses the
>> SDL 1.3 libraries?  I don't know if it matters, but I'm using Windows for
>> this.
> There is no bleeding edge version of pygame I'm aware of, but since you are
> doing a specialised app for a single platform, you might be able to hack
> something together using the environment variable:
> you set it to a string of the form "x,y" before calling pygame.display.init
> or pygame.init in order to say where you want the window created, and
> depending on how your second monitor is configured, you may be able to
> position the window to start on the second monitor, which *may* cause
> fullscreen mode to keep to that monitor (but probably not)
> another option would be to make your small monitor primary in windows
> another is to not use windows fullscreen at all (note that pyglet which was
> suggested doesn't use windows fullscreen for it's fullscreen, it instead
> makes a window covering the whole screen). You can probably do that same
> thing in pygame with a combination of the SDL_VIDEO_WINDOW_POS
> environment variable, your window's size, and some init flags to  make your
> screen frame-less.
> good-luck.

+1  good idea :)

You can get the window to have no decoration.  use the NOFRAME flag... eg
    screen = pygame.display.set_mode(size, NOFRAME, 0)