Implemented resolution change workaround on SDL2

SDL2 does not support changing display resolutions independently of an
SDL window. As a workaround, if the user uses ChangeResolution and then
makes a GameWindow fullscreen, we use old-style SDL fullscreen which
changes the resolution. If the user makes a GameWindow fullscreen
without calling ChangeResolution first, we use the new
fullscreen-desktop mode to match the other OpenTK backends.
This commit is contained in:
Stefanos A 2013-12-13 00:07:13 +01:00
parent 19d9beb6a4
commit 694869dc05
3 changed files with 26 additions and 18 deletions

View file

@ -94,24 +94,14 @@ namespace OpenTK.Platform.SDL2
public override bool TryChangeResolution(DisplayDevice device, DisplayResolution resolution)
{
// Todo: we need a temporary window to change resolutions, most probably
Trace.WriteLine("SDL2 driver does not implement TryChangeResolution");
Sdl2Factory.UseFullscreenDesktop = false;
return true;
//SDL2.SDL_DisplayMode desired, closest;
//desired.w = resolution.Width;
//desired.h = resolution.Height;
//desired.format = SDL.SDL_PIXELFORMAT_BGRA8888;
//SDL2.SDL_GetClosestDisplayMode((int)device.Id, ref desired, out closest);
//SDL2.SDL_SetWindowDisplayMode(IntPtr.Zero, ref closest);
}
public override bool TryRestoreResolution(DisplayDevice device)
{
Trace.WriteLine("SDL2 driver does not support TryRestoreResolution");
Sdl2Factory.UseFullscreenDesktop = true;
return true;
//throw new NotImplementedException();
}
#endregion

View file

@ -37,8 +37,21 @@ namespace OpenTK.Platform.SDL2
readonly IInputDriver2 InputDriver = new Sdl2InputDriver();
bool disposed;
/// <summary>
/// Gets or sets a value indicating whether to use SDL2 fullscreen-desktop mode
/// for fullscreen windows. When true, then GameWindow instances will not change
/// DisplayDevice resolutions when going fullscreen. When false, fullscreen GameWindows
/// will change the device resolution to match their size.
/// </summary>
/// <remarks>>
/// This is a workaround for the lack of ChangeResolution support in SDL2.
/// When and if this changes upstream, we should remove this code.
/// </remarks>
public static bool UseFullscreenDesktop { get; set; }
public Sdl2Factory()
{
UseFullscreenDesktop = true;
}
#region IPlatformFactory implementation

View file

@ -112,8 +112,11 @@ namespace OpenTK.Platform.SDL2
switch (flags)
{
case GameWindowFlags.Fullscreen:
return WindowFlags.FULLSCREEN_DESKTOP;
if (Sdl2Factory.UseFullscreenDesktop)
return WindowFlags.FULLSCREEN_DESKTOP;
else
return WindowFlags.FULLSCREEN;
default:
return WindowFlags.Default;
}
@ -626,13 +629,15 @@ namespace OpenTK.Platform.SDL2
{
case WindowState.Fullscreen:
RestoreWindow();
if (SDL.SetWindowFullscreen(window.Handle, (uint)WindowFlags.FULLSCREEN_DESKTOP) < 0)
bool success = Sdl2Factory.UseFullscreenDesktop ?
SDL.SetWindowFullscreen(window.Handle, (uint)WindowFlags.FULLSCREEN_DESKTOP) < 0 :
SDL.SetWindowFullscreen(window.Handle, (uint)WindowFlags.FULLSCREEN) < 0;
if (!success)
{
if (SDL.SetWindowFullscreen(window.Handle, (uint)WindowFlags.FULLSCREEN) < 0)
{
Debug.Print("SDL2 failed to enter fullscreen mode: {0}", SDL.GetError());
}
}
SDL.RaiseWindow(window.Handle);
// There is no "fullscreen" message in the event loop
// so we have to mark that ourselves