Wine fullscreen issues

When I try to fullscreen certain applications in wine, it does a couple of things:
* It changes my resolution, both on my main and my other monitor, probably to match the resolution of the game. Key here is that also the resolution of my other monitor is changed, which shouldn't happen
* It resizes the window of the application to the size of my main monitor
* The application still appears in the same size as before, now in the top left corner of the monitor it was on. The rest of the application's window is gibberish, artifacts from windows that used to be there and such
So far this has occured on the VNs Yume Miru Kusuri and Tsukihime, as well on multiple of the Touhou games (I don't know which exactly, but I know for a fact that Touhou 6 does this).
I'm using i3 as window manager, but I recall that similar problems have occured with the Touhou games on dwm and I believe some other tiling WMs. Notably, the problem does not occur on Awesome WM.
The problem does not occur on all wine applications. I don't use WINE much for things other than VNs and the Touhou games, but I know for a fact that the problem does not occur with Counter Strike: Global Offensive.
Last edited by kahrkunne (2014-07-05 10:02:44)

Changing the primary monitors resolution to that of the wine applications window size and then running it in a virtual desktop (wine explorer /desktop=Wine,_XSIZE_x_YSIZE_) could be one workaround.
Edit: Never used i3 myself, so this may not apply. Works with most problematic applications with openbox as windows manager (without DE).
Last edited by emeres (2014-07-05 16:14:20)

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    But when I go back to the application, do nothing for 3 sec's and look again at the memory usage, it says it's using 60 MB's. This seems to keep on going until I get
    the out of memory error at 100 Mb's or more.
    Here's the code that initializes the fullscreen.
    package nl.risk.ui;
    import java.awt.Color;
    import java.awt.Container;
    import java.awt.Cursor;
    import java.awt.DisplayMode;
    import java.awt.GraphicsConfiguration;
    import java.awt.GraphicsDevice;
    import java.awt.Point;
    import java.awt.Toolkit;
    import javax.swing.JFrame;
    import javax.swing.JPanel;
    import jsupport.util.AppProperties;
    import jsupport.util.ResourceLocator;
    import nl.risk.gamelogic.GameManager;
    import nl.risk.ui.glasspanes.LoadPanel;
    * The RiskFrame is the central area of where all the GUI parts should be
    * instantiated and added. The game is played through this frame.
    * @author Kevin Pors
    * @author Wilco Oberink
    public class RiskFrame extends JFrame implements Runnable {
        /** The application's properties instance. */
        private AppProperties ap = AppProperties.getInstance();
        /** The main menu. */
        private MainMenu mainMenu;
        /** The aboutpanel */
        private AboutPanel aboutPanel;
        /** The contentPane instance. */
        private Container pane;
        /** The Resource Locator. */
        private ResourceLocator rl = ResourceLocator.getInstance();
         * Creates the RiskFrame.
        public RiskFrame() {
            init();
         * Sets the the aboutpanel visible
         * @param visible True when the aboutpanel should be made visible, false if
         * otherwise.
        public void setAboutPanelVisible() {
            setVisiblePanel(aboutPanel);
         * Sets the main menu visible.
         * @param visible True when the menu should be made visible, false if
         * otherwise.
        public void setMainMenuVisible() {
            setVisiblePanel(mainMenu);
         * Sets the current visible panel.
         * @param panel The current visible panel.
        public void setVisiblePanel(JPanel panel) {
            pane.removeAll();
            pane.add(panel);
            validate();
            repaint();
         * Basic initialization.
        private void init() {
            this.pane = getContentPane();
            setTitle("Rotterdam Risk");
            setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            setBackground(Color.BLACK);
            setResizable(false);
            Toolkit tk = Toolkit.getDefaultToolkit();
            Cursor c = tk.createCustomCursor(rl.getImage("cursor2"), new Point(3,
                    10), "SWORD");
            setCursor(c);
            pane.setLayout(null); // absolute positioning..
            initScreenSize();
            initComponents();
            setMainMenuVisible();
            //setGamePanelVisible();
            //setAboutPanelVisible();
         * Initializes basic components.
        private void initComponents() {
            aboutPanel = new AboutPanel(this);
            mainMenu = new MainMenu(this);
            aboutPanel.setBounds(0, 0, getWidth(), getHeight());
            mainMenu.setBounds(0, 0, getWidth(), getHeight());
         * Initializes the screen size, and determines whether we want fullscreen or
         * not.
        private void initScreenSize() {
            GraphicsConfiguration gc = getGraphicsConfiguration();
            GraphicsDevice gd = gc.getDevice();
            boolean fullscreen = ap.getPropertyAsBoolean("startup.fullscreen");
            int width = ap.getPropertyAsInt("startup.width");
            int height = ap.getPropertyAsInt("startup.height");
            int bitdepth = ap.getPropertyAsInt("startup.bitdepth");
            if (fullscreen && gd.isFullScreenSupported()) {
                setUndecorated(true);
                gd.setFullScreenWindow(this);
                gd.setDisplayMode(new DisplayMode(width, height, bitdepth,
                        DisplayMode.REFRESH_RATE_UNKNOWN));
                validate();
            } else {
                setBounds(0, 0, width, height);
                validate();
    }This problem kept me busy for two days, i've tried different OS's and sdk's out of the 1.4.* range but no luck there.
    Anyone heard of a similar problem, or knows what it might be?
    Any help is greatly appreciated

    We have the same problem as well even in jdk 1.5. It must be problem in the VM because some absolutely simple code like the following one will crash after a few times switching to fullscreen mode. We're also developing a gmae which can be played in windowed and fullscreen mode. We hope the will be a fix for this very soon.
    package de.dsn.spiral.game;
    import java.awt.DisplayMode;
    import java.awt.GraphicsDevice;
    import java.awt.GraphicsEnvironment;
    import java.awt.event.ActionEvent;
    import java.awt.event.ActionListener;
    import javax.swing.JButton;
    import javax.swing.JFrame;
    * @author Siggi
    public class TestFullscreen extends JFrame {
      private static GraphicsDevice device = GraphicsEnvironment
          .getLocalGraphicsEnvironment().getDefaultScreenDevice();
      private static DisplayMode origMode = device.getDisplayMode();
      private static DisplayMode mode = new DisplayMode(1024, 768, 32, 60);;
      private static boolean fullscreen = false;
      public static void main(String[] args) {
    //    DisplayMode modes[] = device.getDisplayModes();
    //    for (int i = 0; i < modes.length; i++) {
    //      System.out.println(modes.getWidth() + "x" + modes[i].getHeight() + "x"
    // + modes[i].getBitDepth() + ", " + modes[i].getRefreshRate());
    new TestFullscreen().setVisible(true);
    public TestFullscreen() {
    setBounds(0, 0, 1024, 768);
    JButton button = new JButton();
    button.setText("press");
    button.addActionListener(new ActionListener() {
    public void actionPerformed(ActionEvent e) {
    System.out.println(Runtime.getRuntime().totalMemory());
    if (!fullscreen) {
    device.setFullScreenWindow(TestFullscreen.this);
    device.setDisplayMode(mode);
    fullscreen = true;
    } else {
    device.setDisplayMode(origMode);
    device.setFullScreenWindow(null);
    fullscreen = false;
    System.gc();
    getContentPane().add(button);

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