Something that's been bugging me for a while, and I finally decided to do something about it: fullscreen toggle never worked on Windows. I've now made the F key do a three-way toggle between lo-res (ie standard psp resolution), hi-res (psp resolution doubled, so 960 * 544), and fullscreen (well, not exactly fullscreen, it's a window sized to your desktop's work area; if you have a weird sized desktop, you might get clipping).
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@@ -250,7 +250,7 @@ typedef enum Buttons
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JGE_BTN_NEXT, // Right trigger
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JGE_BTN_FULLSCREEN, // Switch to fullscreen (obviously, PC only)
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JGE_BTN_MAX = JGE_BTN_NEXT + 1
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JGE_BTN_MAX = JGE_BTN_FULLSCREEN + 1
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} JButton;
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+5
-1
@@ -118,7 +118,11 @@ void JGE::HoldKey_NoRepeat(const LocalKeySym sym)
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else for (keycodes_it it = rng.first; it != rng.second; ++it)
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{
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#if defined (WIN32) || defined (LINUX)
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if (JGE_BTN_FULLSCREEN == it->second) JGEToggleFullscreen();
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if (JGE_BTN_FULLSCREEN == it->second)
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{
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JGEToggleFullscreen();
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return;
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}
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#endif
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keyBuffer.push(triplet(*it, true));
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if (!held(it->second))
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+100
-54
@@ -135,8 +135,15 @@ HWND hWnd=NULL; // Holds Our Window Handle
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HINSTANCE hInstance; // Holds The Instance Of The Application
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bool active=TRUE; // Window Active Flag Set To TRUE By Default
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bool fullscreen=FALSE; // Windowed Mode By Default
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enum eDisplayMode
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{
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DisplayMode_lowRes = 0,
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DisplayMode_hiRes,
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DisplayMode_fullscreen
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};
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unsigned int gDisplayMode = DisplayMode_lowRes;
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DWORD lastTickCount;
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@@ -156,7 +163,9 @@ JGameLauncher* g_launcher = NULL;
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static u32 gButtons = 0;
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static u32 gOldButtons = 0;
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static const struct { LocalKeySym keysym; JButton keycode; } gDefaultBindings[] =
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static const struct { LocalKeySym keysym; JButton keycode; }
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gDefaultBindings[] =
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{
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{ VK_CONTROL, JGE_BTN_CTRL },
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{ VK_RETURN, JGE_BTN_MENU },
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@@ -176,6 +185,7 @@ static const struct { LocalKeySym keysym; JButton keycode; } gDefaultBindings[]
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{ VK_SPACE, JGE_BTN_OK },
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{ 'K', JGE_BTN_SEC },
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{ 'J', JGE_BTN_PRI },
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{ 'F', JGE_BTN_FULLSCREEN },
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};
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void JGECreateDefaultBindings()
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@@ -304,9 +314,7 @@ void Update(float dt)
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void KillGLWindow(void) // Properly Kill The Window
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{
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DestroyGame();
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if (fullscreen) // Are We In Fullscreen Mode?
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if (gDisplayMode == DisplayMode_fullscreen)
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{
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ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
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ShowCursor(TRUE); // Show Mouse Pointer
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@@ -342,16 +350,14 @@ void KillGLWindow(void) // Properly Kill The Window
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/* This Code Creates Our OpenGL Window. Parameters Are: *
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* title - Title To Appear At The Top Of The Window *
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* width - Width Of The GL Window Or Fullscreen Mode *
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* height - Height Of The GL Window Or Fullscreen Mode *
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* bits - Number Of Bits To Use For Color (8/16/24/32) *
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* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
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BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
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* bits - Number Of Bits To Use For Color (8/16/24/32) */
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BOOL CreateGLWindow(char* title, int width, int height, int bits)
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{
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int actualScreenWidth = ::GetSystemMetrics(SM_CXSCREEN);
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int actualScreenHeight = ::GetSystemMetrics(SM_CYSCREEN);
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JRenderer::GetInstance()->SetActualWidth(static_cast<float>(width));
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JRenderer::GetInstance()->SetActualWidth(static_cast<float>(height));
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JRenderer::GetInstance()->SetActualHeight(static_cast<float>(height));
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GLuint pixelFormat; // Holds The Results After Searching For A Match
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@@ -363,18 +369,15 @@ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
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windowRect.left = (long) 0;
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windowRect.top = (long) 0;
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if (fullscreenflag == false)
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if (gDisplayMode != DisplayMode_fullscreen)
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{
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windowRect.left = (::GetSystemMetrics(SM_CXSCREEN) - width) / 2;
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windowRect.top = (::GetSystemMetrics(SM_CYSCREEN) - height) / 2;
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windowRect.left = (actualScreenWidth - width) / 2;
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windowRect.top = (actualScreenHeight - height) / 2;
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}
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windowRect.right = windowRect.left + (long)width; // Set Right Value To Requested Width
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windowRect.bottom = windowRect.top + (long)height; // Set Bottom Value To Requested Height
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fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
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hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
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wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
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wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
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@@ -393,23 +396,24 @@ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
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return FALSE; // Return FALSE
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}
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if (fullscreen) // Attempt Fullscreen Mode?
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if (gDisplayMode == DisplayMode_fullscreen) // Attempt Fullscreen Mode?
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{
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DEVMODE dmScreenSettings; // Device Mode
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memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
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dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
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dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
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dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
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dmScreenSettings.dmPelsWidth = actualScreenWidth; // Selected Screen Width
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dmScreenSettings.dmPelsHeight = actualScreenHeight; // Selected Screen Height
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dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
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dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
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// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
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if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
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LONG result = ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN);
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if (result != DISP_CHANGE_SUCCESSFUL)
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{
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// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
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if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
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{
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fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
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gDisplayMode = DisplayMode_lowRes; // Windowed Mode Selected.
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}
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else
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{
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@@ -420,7 +424,7 @@ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
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}
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}
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if (fullscreen) // Are We Still In Fullscreen Mode?
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if (gDisplayMode == DisplayMode_fullscreen) // Are We Still In Fullscreen Mode?
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{
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dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
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dwStyle=WS_POPUP; // Windows Style
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@@ -443,6 +447,9 @@ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
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AdjustWindowRectEx(&windowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
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// Create The Window
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if (hWnd == NULL)
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{
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if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
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"OpenGL", // Class Name
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title, // Window Title
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@@ -461,6 +468,7 @@ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
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MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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}
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static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
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{
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@@ -531,17 +539,11 @@ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscree
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return FALSE; // Return FALSE
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}
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if (!InitGame()) // Initialize Our Game
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Game Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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return TRUE; // Success
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}
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LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
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LRESULT CALLBACK WndProc(
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HWND hWnd, // Handle For This Window
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UINT uMsg, // Message For This Window
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WPARAM wParam, // Additional Message Information
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LPARAM lParam) // Additional Message Information
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@@ -627,7 +629,6 @@ LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
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case WM_SIZE: // Resize The OpenGL Window
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{
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ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
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return 0; // Jump Back
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}
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@@ -639,10 +640,65 @@ LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
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bool JGEToggleFullscreen()
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{
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return false; // Not implemented under windows
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//cycle between the display modes
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++gDisplayMode;
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if (gDisplayMode > DisplayMode_fullscreen)
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gDisplayMode = DisplayMode_lowRes;
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int width = 0, height = 0;
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RECT workArea;
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// get the useable screen area (ie not including the windows taskbar, etc
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SystemParametersInfo( SPI_GETWORKAREA, 0, (PVOID)&workArea, 0);
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int actualScreenWidth = workArea.right - workArea.left;
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int actualScreenHeight = workArea.bottom - workArea.top;
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switch (gDisplayMode)
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{
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case DisplayMode_fullscreen:
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width = actualScreenWidth;
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height = actualScreenHeight;
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break;
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case DisplayMode_hiRes:
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width = SCREEN_WIDTH * 2;
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height = SCREEN_HEIGHT * 2;
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break;
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case DisplayMode_lowRes:
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default:
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width = SCREEN_WIDTH;
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height = SCREEN_HEIGHT;
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break;
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}
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int WINAPI WinMain( HINSTANCE hInstance, // Instance
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int x = workArea.left + ((actualScreenWidth - width) / 2);
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int y = workArea.top + ((actualScreenHeight - height) / 2);
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DWORD dwStyle;
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DWORD dwExStyle = WS_EX_APPWINDOW;
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if (gDisplayMode != DisplayMode_fullscreen)
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{
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dwStyle |= WS_OVERLAPPED | WS_CAPTION | WS_MINIMIZEBOX | WS_SIZEBOX | WS_MAXIMIZEBOX | WS_SYSMENU;
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dwExStyle |= WS_EX_WINDOWEDGE;
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}
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RECT windowRect;
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windowRect.left = x;
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windowRect.top = y;
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windowRect.right = windowRect.left + width;
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windowRect.bottom = windowRect.top + height;
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AdjustWindowRectEx(&windowRect, dwStyle, FALSE, dwExStyle);
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SetWindowPos(hWnd, NULL, windowRect.left, windowRect.top, windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, 0);
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ReSizeGLScene(width, height);
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return true;
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}
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int WINAPI WinMain(
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HINSTANCE hInstance, // Instance
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HINSTANCE hPrevInstance, // Previous Instance
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LPSTR lpCmdLine, // Command Line Parameters
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int nCmdShow) // Window Show State
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@@ -653,12 +709,6 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
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DWORD tickCount;
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int dt;
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// Ask The User Which Screen Mode They Prefer
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// if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
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// {
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// fullscreen=FALSE; // Windowed Mode
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// }
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g_launcher = new JGameLauncher();
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u32 flags = g_launcher->GetInitFlags();
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@@ -669,11 +719,18 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
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JRenderer::Set3DFlag(true);
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// Create Our OpenGL Window
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if (!CreateGLWindow(g_launcher->GetName(),SCREEN_WIDTH,SCREEN_HEIGHT,32,fullscreen))
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if (!CreateGLWindow(g_launcher->GetName(),SCREEN_WIDTH,SCREEN_HEIGHT,32))
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{
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return 0; // Quit If Window Was Not Created
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}
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if (!InitGame()) // Initialize Our Game
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Game Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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while(!done) // Loop That Runs While done=FALSE
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{
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if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
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@@ -708,18 +765,6 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
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SwapBuffers(hDC); // Swap Buffers (Double Buffering)
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}
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}
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// if (keys[VK_F1]) // Is F1 Being Pressed?
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// {
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// keys[VK_F1]=FALSE; // If So Make Key FALSE
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// KillGLWindow(); // Kill Our Current Window
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// fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
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// // Recreate Our OpenGL Window
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// if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
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// {
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// return 0; // Quit If Window Was Not Created
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// }
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// }
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}
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}
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@@ -727,6 +772,7 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
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delete g_launcher;
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// Shutdown
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DestroyGame();
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KillGLWindow(); // Kill The Window
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return (msg.wParam); // Exit The Program
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}
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