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Add toggling full screen mode with F11 hotkey #31
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…::FullScreen" This reverts commit 186496d.
A simple enhancement, the only question is to switch to sdl2::video::FullscreenType::True or sdl2::video::FullscreenType::Desktop? Observing the differences, this is Off (windowed mode): this is Desktop: and this is True: SDL_SetWindowFullscreen documentation:
The true real fullscreen with video mode change uses the same resolution, but scales it up. The fake desktop fullscreen on the other hand provides a lot more space, and the scaling is more reasonable instead of everything being scaled too big. Going with desktop mode, can reevaluate if there are problems, but so far it appears to work better than true mode. |
* Add glutin dependency * Create a glutin window * Use the glutin window, basics work * Store DPI factor on game object, update on Resized * Use physical size for rendering only. Fixes UI scaled too small Fixes #35 (comment) See also https://github.com/iceiix/steven/issues/22 * Begin adding mouse input events * Listen for DeviceEvents * Call hover_at on mouse motion * Listen for CursorMoved window event, hovering works Glutin has separate WindowEvent::CursorMoved and DeviceEvent::MouseMotion events, for absolute cursor and relative mouse motion, respectively, instead of SDL's Event::MouseMotion for both. * Use tuple pattern matching instead of nested if for MouseInput * Implement left clicking * Use grab_cursor() to capture the cursor * Hide the cursor when grabbing * Implement MouseWheel event * Listen for keyboard input, escape key release * Keyboard input: console toggling, glutin calls backquote 'grave' * Implement fullscreen in glutin, updates #31 * Update settings for glutin VirtualKeyCode * Keyboard controls (note: must clear conf.cfg to use correct bindings) * Move DeviceEvent match arm up higher for clarity * Remove SDL * Pass physical dimensions to renderer tick so blit_framebuffer can use full size but the ui is still sized logically. * Listen for DeviceEvent::Text * Implement text input using ReceivedCharacter window event, works #35 (comment) * Request specific version of OpenGL, version 3.2 * Request OpenGL 3.2 but fallback to OpenGL ES 2.0 if available (not tested) * Set core profile and depth 24-bits, stencil 0-bits * Allow changing vsync, but require restarting (until rust-windowing/glutin#693) * Clarify specific Rust version requirement * Import glutin::* in handle_window_event() to avoid overly repetitive code * Linux in VM fix: manually calculate delta in MouseMotion For the third issue on #35 (comment) https://github.com/tomaka/glutin/issues/1084 MouseMotion event returns absolute instead of relative values, when running Linux in a VM * Heuristic to detect absolute/relative MouseMotion from delta:(xrel, yrel); use a higher scaling factor * Add clipboard pasting with clipboard crate instead of sdl2 #35 (comment)
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