set window fullscreen display mode to current desktop mode before going fullscreen
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@ -184,8 +184,6 @@ void sb::Display::respond(SDL_Event& event)
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}
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}
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/* Use SDL window flags to determine if fullscreen is on or off and use SDL fullscreen
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* function to toggle the fullscreen state */
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void sb::Display::toggle_fullscreen() const
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{
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if (SDL_GetWindowFlags(const_cast<SDL_Window*>(window())) & SDL_WINDOW_FULLSCREEN)
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@ -195,6 +193,30 @@ void sb::Display::toggle_fullscreen() const
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}
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else
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{
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/* Get the index of the display currently displaying the game window */
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int display_index;
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if ((display_index = SDL_GetWindowDisplayIndex(const_cast<SDL_Window*>(window()))) < 0)
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{
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display_index = 0;
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sb::Log::sdl_error("Error getting current display index of window, defaulting to index 0.");
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}
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/* Get the display mode (including the resolution) of the display currently displaying the window */
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SDL_DisplayMode mode;
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if (SDL_GetDesktopDisplayMode(display_index, &mode) != 0)
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{
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sb::Log::sdl_error("Error getting display mode");
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}
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else
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{
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/* Set the window's fullscreen display mode to the same as the desktop to use the same resolution */
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sb::Log::log("Setting window's fullscreen display mode to current desktop display mode");
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if (SDL_SetWindowDisplayMode(const_cast<SDL_Window*>(window()), &mode) != 0)
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{
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sb::Log::sdl_error("Error setting window's fullscreen display mode");
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}
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}
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sb::Log::log("fullscreen requested");
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SDL_SetWindowFullscreen(const_cast<SDL_Window*>(window()), SDL_WINDOW_FULLSCREEN);
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}
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@ -51,6 +51,15 @@ namespace sb
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*/
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void respond(SDL_Event& event);
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/*!
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* Query SDL window flags to determine if fullscreen is on or off and use SDL's fullscreen function to toggle the fullscreen
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* state to the opposite state.
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*
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* Before calling SDL's fullscreen function, this function queries the display index to find out which display (for example,
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* which monitor in a dual-screen system) is displaying the window. It then sets the window's fullscreen display mode to the
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* current desktop display mode of that display. This ensures that the fullscreen will succeed smoothly, without a resolution
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* change, but it also requires that the game is adaptable to dynamic window sizing.
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*/
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void toggle_fullscreen() const;
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};
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