more tweeks to get fullscreen working

macos-click-through
Keith Simmons 5 years ago
parent 65ab4987d7
commit 1c06f61408

@ -6,7 +6,7 @@ use log::{debug, error, info, trace};
use skulpin::sdl2;
use skulpin::sdl2::event::{Event, WindowEvent};
use skulpin::sdl2::keyboard::Keycode;
use skulpin::sdl2::video::Window;
use skulpin::sdl2::video::{FullscreenType, Window};
use skulpin::sdl2::Sdl;
use skulpin::{dpis, CoordinateSystem, PresentMode, Renderer as SkulpinRenderer, RendererBuilder};
use skulpin::{LogicalSize, PhysicalSize};
@ -177,11 +177,13 @@ impl WindowWrapper {
pub fn toggle_fullscreen(&mut self) {
if self.fullscreen {
if cfg!(not(target_os = "macos")) {
if cfg!(target_os = "windows") {
unsafe {
let raw_handle = self.window.raw();
sdl2::sys::SDL_SetWindowResizable(raw_handle, sdl2::sys::SDL_bool::SDL_TRUE);
}
} else {
self.window.set_fullscreen(FullscreenType::Off).ok();
}
// Use cached size and position
@ -196,20 +198,13 @@ impl WindowWrapper {
self.cached_size = self.window.size();
self.cached_position = self.window.position();
if cfg!(not(target_os = "macos")) {
if cfg!(target_os = "windows") {
let video_subsystem = self.window.subsystem();
if let Ok(rect) = self
.window
.display_index()
.and_then(|index| video_subsystem.display_bounds(index))
{
if let Ok(rect) = self.window.display_index().and_then(|index| video_subsystem.display_bounds(index)) {
// Set window to fullscreen
unsafe {
let raw_handle = self.window.raw();
sdl2::sys::SDL_SetWindowResizable(
raw_handle,
sdl2::sys::SDL_bool::SDL_FALSE,
);
sdl2::sys::SDL_SetWindowResizable(raw_handle, sdl2::sys::SDL_bool::SDL_FALSE);
}
self.window.set_size(rect.width(), rect.height()).unwrap();
self.window.set_position(
@ -218,7 +213,7 @@ impl WindowWrapper {
);
}
} else {
self.window.maximize();
self.window.set_fullscreen(FullscreenType::Desktop).ok();
}
}
self.fullscreen = !self.fullscreen;

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