Move ToggleFullscreen out of rcore

This commit is contained in:
michaelfiber 2023-09-14 13:36:48 -04:00
parent 92fd9eac06
commit f6d30b5fbd
5 changed files with 131 additions and 118 deletions

View File

@ -437,124 +437,6 @@ bool IsWindowState(unsigned int flag)
return ((CORE.Window.flags & flag) > 0); return ((CORE.Window.flags & flag) > 0);
} }
// Toggle fullscreen mode (only PLATFORM_DESKTOP)
void ToggleFullscreen(void)
{
#if defined(PLATFORM_DESKTOP)
if (!CORE.Window.fullscreen)
{
// Store previous window position (in case we exit fullscreen)
glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y);
int monitorCount = 0;
int monitorIndex = GetCurrentMonitor();
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
// Use current monitor, so we correctly get the display the window is on
GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL;
if (monitor == NULL)
{
TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
CORE.Window.fullscreen = false;
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
else
{
CORE.Window.fullscreen = true;
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
}
else
{
CORE.Window.fullscreen = false;
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
// NOTE: V-Sync can be enabled by graphic driver configuration
if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
#endif
#if defined(PLATFORM_WEB)
/*
EM_ASM
(
// This strategy works well while using raylib minimal web shell for emscripten,
// it re-scales the canvas to fullscreen using monitor resolution, for tools this
// is a good strategy but maybe games prefer to keep current canvas resolution and
// display it in fullscreen, adjusting monitor resolution if possible
if (document.fullscreenElement) document.exitFullscreen();
else Module.requestFullscreen(true, true); //false, true);
);
*/
//EM_ASM(Module.requestFullscreen(false, false););
/*
if (!CORE.Window.fullscreen)
{
// Option 1: Request fullscreen for the canvas element
// This option does not seem to work at all:
// emscripten_request_pointerlock() and emscripten_request_fullscreen() are affected by web security,
// the user must click once on the canvas to hide the pointer or transition to full screen
//emscripten_request_fullscreen("#canvas", false);
// Option 2: Request fullscreen for the canvas element with strategy
// This option does not seem to work at all
// Ref: https://github.com/emscripten-core/emscripten/issues/5124
// EmscriptenFullscreenStrategy strategy = {
// .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
// .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
// .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
// .canvasResizedCallback = EmscriptenWindowResizedCallback,
// .canvasResizedCallbackUserData = NULL
// };
//emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy);
// Option 3: Request fullscreen for the canvas element with strategy
// It works as expected but only inside the browser (client area)
EmscriptenFullscreenStrategy strategy = {
.scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
.canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
.filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
.canvasResizedCallback = EmscriptenWindowResizedCallback,
.canvasResizedCallbackUserData = NULL
};
emscripten_enter_soft_fullscreen("#canvas", &strategy);
int width, height;
emscripten_get_canvas_element_size("#canvas", &width, &height);
TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
CORE.Window.fullscreen = true; // Toggle fullscreen flag
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
}
else
{
//emscripten_exit_fullscreen();
//emscripten_exit_soft_fullscreen();
int width, height;
emscripten_get_canvas_element_size("#canvas", &width, &height);
TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height);
CORE.Window.fullscreen = false; // Toggle fullscreen flag
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
}
*/
CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_DRM)
TRACELOG(LOG_WARNING, "SYSTEM: Failed to toggle to windowed mode");
#endif
}
// Toggle borderless windowed mode (only PLATFORM_DESKTOP) // Toggle borderless windowed mode (only PLATFORM_DESKTOP)
void ToggleBorderlessWindowed(void) void ToggleBorderlessWindowed(void)
{ {

View File

@ -1324,3 +1324,10 @@ bool IsWindowResized(void)
{ {
return false; return false;
} }
// Toggle fullscreen mode (only PLATFORM_DESKTOP)
void ToggleFullscreen(void)
{
TRACELOG(LOG_WARNING, "SYSTEM: Failed to toggle to windowed mode");
}

View File

@ -552,3 +552,48 @@ bool IsWindowResized(void)
{ {
return CORE.Window.resizedLastFrame; return CORE.Window.resizedLastFrame;
} }
// Toggle fullscreen mode (only PLATFORM_DESKTOP)
void ToggleFullscreen(void)
{
if (!CORE.Window.fullscreen)
{
// Store previous window position (in case we exit fullscreen)
glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y);
int monitorCount = 0;
int monitorIndex = GetCurrentMonitor();
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
// Use current monitor, so we correctly get the display the window is on
GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL;
if (monitor == NULL)
{
TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
CORE.Window.fullscreen = false;
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
else
{
CORE.Window.fullscreen = true;
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
}
else
{
CORE.Window.fullscreen = false;
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
// NOTE: V-Sync can be enabled by graphic driver configuration
if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
}

View File

@ -1042,3 +1042,10 @@ bool IsWindowResized(void)
{ {
return false; return false;
} }
// Toggle fullscreen mode (only PLATFORM_DESKTOP)
void ToggleFullscreen(void)
{
TRACELOG(LOG_WARNING, "SYSTEM: Failed to toggle to windowed mode");
}

View File

@ -1118,3 +1118,75 @@ bool IsWindowResized(void)
{ {
return CORE.Window.resizedLastFrame; return CORE.Window.resizedLastFrame;
} }
// Toggle fullscreen mode (only PLATFORM_DESKTOP)
void ToggleFullscreen(void)
{
/*
EM_ASM
(
// This strategy works well while using raylib minimal web shell for emscripten,
// it re-scales the canvas to fullscreen using monitor resolution, for tools this
// is a good strategy but maybe games prefer to keep current canvas resolution and
// display it in fullscreen, adjusting monitor resolution if possible
if (document.fullscreenElement) document.exitFullscreen();
else Module.requestFullscreen(true, true); //false, true);
);
*/
//EM_ASM(Module.requestFullscreen(false, false););
/*
if (!CORE.Window.fullscreen)
{
// Option 1: Request fullscreen for the canvas element
// This option does not seem to work at all:
// emscripten_request_pointerlock() and emscripten_request_fullscreen() are affected by web security,
// the user must click once on the canvas to hide the pointer or transition to full screen
//emscripten_request_fullscreen("#canvas", false);
// Option 2: Request fullscreen for the canvas element with strategy
// This option does not seem to work at all
// Ref: https://github.com/emscripten-core/emscripten/issues/5124
// EmscriptenFullscreenStrategy strategy = {
// .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
// .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
// .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
// .canvasResizedCallback = EmscriptenWindowResizedCallback,
// .canvasResizedCallbackUserData = NULL
// };
//emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy);
// Option 3: Request fullscreen for the canvas element with strategy
// It works as expected but only inside the browser (client area)
EmscriptenFullscreenStrategy strategy = {
.scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
.canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
.filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
.canvasResizedCallback = EmscriptenWindowResizedCallback,
.canvasResizedCallbackUserData = NULL
};
emscripten_enter_soft_fullscreen("#canvas", &strategy);
int width, height;
emscripten_get_canvas_element_size("#canvas", &width, &height);
TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
CORE.Window.fullscreen = true; // Toggle fullscreen flag
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
}
else
{
//emscripten_exit_fullscreen();
//emscripten_exit_soft_fullscreen();
int width, height;
emscripten_get_canvas_element_size("#canvas", &width, &height);
TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height);
CORE.Window.fullscreen = false; // Toggle fullscreen flag
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
}
*/
CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag
}