I am using Arch Linux and would like to use the tiling window manager i3 but because the simulator window dont have the property WM_CLASS that i need to tell the window to float instead of tiling for the simulatorwindow. Would it be possible to implement this?
Right now when i launches that window it takes up half my screen and it squash the game.
It is this property i need to recognize the window and make it floating.
I dont get WM_CLASS when i bundle for Linux and when run it, i dont know if that is what you meant?
Because i dont think i can bundle for windows and run in linux?
The only property i can find is the following:
WM_NAME(STRING) = “Side scroller tutorial”
And that one is changing for every project so it wont work.
What I mean is that building and bundling is basically the same thing. What you’re running when you do Project->Build is the same engine as when you bundle and run. There is nothing like a Defold simulator or anything like that. Project->Build will build and run the Defold engine.
Hiya, I’ve been looking a bit at this now and this is what we are currently doing:
WM_CLASS.class is set to the basename of the binary (i.e ‘dmengine’ by default)
WM_CLASS.instance will be set to the same as the class (also ‘dmengine’ by default)
In your i3 config, you can then use ‘for_window [class=“dmengine”] floating enable’ to achieve what you want. If you need to have separate rules for different games, you can then copy the binary and rename it to whatever class name you want to have a rule for. I understand this is perhaps not the exact solution you are looking for, but it should solve your problem for now. We’ll likely ship this in the next release in ~2 weeks.