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Make fullscreen changes better (especially under windows)
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00ff285784
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@ -1168,8 +1168,16 @@ void CGraphicsBackend_SDL_OpenGL::SetWindowGrab(bool Grab)
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void CGraphicsBackend_SDL_OpenGL::ResizeWindow(int w, int h, int RefreshRate)
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void CGraphicsBackend_SDL_OpenGL::ResizeWindow(int w, int h, int RefreshRate)
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{
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{
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// don't call resize events when the window is at fullscreen desktop
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if((SDL_GetWindowFlags(m_pWindow) & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP)
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{
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// if the window is at fullscreen use SDL_SetWindowDisplayMode instead, suggested by SDL
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if(SDL_GetWindowFlags(m_pWindow) & SDL_WINDOW_FULLSCREEN)
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if(SDL_GetWindowFlags(m_pWindow) & SDL_WINDOW_FULLSCREEN)
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{
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{
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#ifdef CONF_PLATFORM_WINDOWS
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// in windows make the window windowed mode first, this prevents strange window glitches (other games probably do something similar)
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SetWindowParams(0, 1);
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#endif
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SDL_DisplayMode SetMode = {};
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SDL_DisplayMode SetMode = {};
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SDL_DisplayMode ClosestMode = {};
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SDL_DisplayMode ClosestMode = {};
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SetMode.format = 0;
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SetMode.format = 0;
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@ -1177,6 +1185,11 @@ void CGraphicsBackend_SDL_OpenGL::ResizeWindow(int w, int h, int RefreshRate)
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SetMode.h = h;
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SetMode.h = h;
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SetMode.refresh_rate = RefreshRate;
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SetMode.refresh_rate = RefreshRate;
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SDL_SetWindowDisplayMode(m_pWindow, SDL_GetClosestDisplayMode(g_Config.m_GfxScreen, &SetMode, &ClosestMode));
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SDL_SetWindowDisplayMode(m_pWindow, SDL_GetClosestDisplayMode(g_Config.m_GfxScreen, &SetMode, &ClosestMode));
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#ifdef CONF_PLATFORM_WINDOWS
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// now change it back to fullscreen, this will restore the above set state, bcs SDL saves fullscreen modes appart from other video modes (as of SDL 2.0.16)
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// see implementation of SDL_SetWindowDisplayMode
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SetWindowParams(1, 0);
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#endif
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}
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}
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else
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else
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{
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{
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@ -1186,6 +1199,7 @@ void CGraphicsBackend_SDL_OpenGL::ResizeWindow(int w, int h, int RefreshRate)
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SDL_RestoreWindow(m_pWindow);
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SDL_RestoreWindow(m_pWindow);
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}
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}
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}
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}
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}
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void CGraphicsBackend_SDL_OpenGL::GetViewportSize(int &w, int &h)
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void CGraphicsBackend_SDL_OpenGL::GetViewportSize(int &w, int &h)
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{
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{
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@ -2329,9 +2329,14 @@ void CGraphics_Threaded::Resize(int w, int h, int RefreshRate, bool SetWindowSiz
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if(!ForceResizeEvent && WindowWidth() == w && WindowHeight() == h && (RefreshRate != -1 && RefreshRate == m_ScreenRefreshRate))
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if(!ForceResizeEvent && WindowWidth() == w && WindowHeight() == h && (RefreshRate != -1 && RefreshRate == m_ScreenRefreshRate))
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return;
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return;
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// if the size is changed manually, only set the window resize, a window size changed event is triggered anyway
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if(SetWindowSize)
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if(SetWindowSize)
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{
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m_pBackend->ResizeWindow(w, h, RefreshRate);
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m_pBackend->ResizeWindow(w, h, RefreshRate);
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}
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else
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{
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// if the size change event is triggered, set all parameters and change the viewport
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m_pBackend->GetViewportSize(m_ScreenWidth, m_ScreenHeight);
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m_pBackend->GetViewportSize(m_ScreenWidth, m_ScreenHeight);
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// adjust the viewport to only allow certain aspect ratios
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// adjust the viewport to only allow certain aspect ratios
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@ -2365,6 +2370,7 @@ void CGraphics_Threaded::Resize(int w, int h, int RefreshRate, bool SetWindowSiz
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for(auto &ResizeListener : m_ResizeListeners)
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for(auto &ResizeListener : m_ResizeListeners)
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ResizeListener.m_pFunc(ResizeListener.m_pUser);
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ResizeListener.m_pFunc(ResizeListener.m_pUser);
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}
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}
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}
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void CGraphics_Threaded::AddWindowResizeListener(WINDOW_RESIZE_FUNC pFunc, void *pUser)
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void CGraphics_Threaded::AddWindowResizeListener(WINDOW_RESIZE_FUNC pFunc, void *pUser)
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{
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{
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@ -344,7 +344,8 @@ int CInput::Update()
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// shortcuts
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// shortcuts
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switch(Event.window.event)
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switch(Event.window.event)
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{
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{
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case SDL_WINDOWEVENT_RESIZED:
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// listen to size changes, this includes our manual changes and the ones by the window manager
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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Graphics()->Resize(Event.window.data1, Event.window.data2, -1);
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Graphics()->Resize(Event.window.data1, Event.window.data2, -1);
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break;
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break;
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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