Add exclusive fullscreen mode (#925)

* Add exclusive fullscreen mode

* Add `WindowExtMacOS::set_fullscreen_presentation_options`

* Capture display for exclusive fullscreen on macOS

* Fix applying video mode on macOS after a fullscreen cycle

* Fix compilation on iOS

* Set monitor appropriately for fullscreen on macOS

* Fix exclusive to borderless fullscreen transitions on macOS

* Fix borderless to exclusive fullscreen transition on macOS

* Sort video modes on Windows

* Fix fullscreen issues on Windows

* Fix video mode changes during exclusive fullscreen on Windows

* Add video mode sorting for macOS and iOS

* Fix monitor `ns_screen` returning `None` after video mode change

* Fix "multithreaded" example on macOS

* Restore video mode upon closing an exclusive fullscreen window

* Fix "multithreaded" example closing multiple windows at once

* Fix compilation on Linux

* Update FEATURES.md

* Don't care about logical monitor groups on X11

* Add exclusive fullscreen for X11

* Update FEATURES.md

* Fix transitions between exclusive and borderless fullscreen on X11

* Update CHANGELOG.md

* Document that Wayland doesn't support exclusive fullscreen

* Replace core-graphics display mode bindings on macOS

* Use `panic!()` instead of `unreachable!()` in "fullscreen" example

* Fix fullscreen "always on top" flag on Windows

* Track current monitor for fullscreen in "multithreaded" example

* Fix exclusive fullscreen sometimes not positioning window properly

* Format

* More formatting and fix CI issues

* Fix formatting

* Fix changelog formatting
This commit is contained in:
Aleksi Juvani 2019-07-29 21:16:14 +03:00 committed by Osspial
parent 131e67ddc1
commit 5bc3cf18d9
31 changed files with 1452 additions and 605 deletions

View file

@ -5,9 +5,9 @@ use std::{
};
use cocoa::{
appkit::{self, NSView, NSWindow},
appkit::{self, NSApplicationPresentationOptions, NSView, NSWindow},
base::{id, nil},
foundation::NSAutoreleasePool,
foundation::{NSAutoreleasePool, NSUInteger},
};
use objc::{
declare::ClassDecl,
@ -22,7 +22,7 @@ use crate::{
util::{self, IdRef},
window::{get_window_id, UnownedWindow},
},
window::WindowId,
window::{Fullscreen, WindowId},
};
pub struct WindowDelegateState {
@ -182,6 +182,11 @@ lazy_static! {
dragging_exited as extern "C" fn(&Object, Sel, id),
);
decl.add_method(
sel!(window:willUseFullScreenPresentationOptions:),
window_will_use_fullscreen_presentation_options
as extern "C" fn(&Object, Sel, id, NSUInteger) -> NSUInteger,
);
decl.add_method(
sel!(windowDidEnterFullScreen:),
window_did_enter_fullscreen as extern "C" fn(&Object, Sel, id),
@ -408,6 +413,26 @@ extern "C" fn window_will_enter_fullscreen(this: &Object, _: Sel, _: id) {
trace!("Completed `windowWillEnterFullscreen:`");
}
extern "C" fn window_will_use_fullscreen_presentation_options(
_this: &Object,
_: Sel,
_: id,
_proposed_options: NSUInteger,
) -> NSUInteger {
// Generally, games will want to disable the menu bar and the dock. Ideally,
// this would be configurable by the user. Unfortunately because of our
// `CGShieldingWindowLevel() + 1` hack (see `set_fullscreen`), our window is
// placed on top of the menu bar in exclusive fullscreen mode. This looks
// broken so we always disable the menu bar in exclusive fullscreen. We may
// still want to make this configurable for borderless fullscreen. Right now
// we don't, for consistency. If we do, it should be documented that the
// user-provided options are ignored in exclusive fullscreen.
(NSApplicationPresentationOptions::NSApplicationPresentationFullScreen
| NSApplicationPresentationOptions::NSApplicationPresentationHideDock
| NSApplicationPresentationOptions::NSApplicationPresentationHideMenuBar)
.bits()
}
/// Invoked when entered fullscreen
extern "C" fn window_did_enter_fullscreen(this: &Object, _: Sel, _: id) {
trace!("Triggered `windowDidEnterFullscreen:`");
@ -415,8 +440,21 @@ extern "C" fn window_did_enter_fullscreen(this: &Object, _: Sel, _: id) {
state.with_window(|window| {
let monitor = window.current_monitor();
trace!("Locked shared state in `window_did_enter_fullscreen`");
window.shared_state.lock().unwrap().fullscreen = Some(monitor);
trace!("Unlocked shared state in `window_will_enter_fullscreen`");
let mut shared_state = window.shared_state.lock().unwrap();
match shared_state.fullscreen {
// Exclusive mode sets the state in `set_fullscreen` as the user
// can't enter exclusive mode by other means (like the
// fullscreen button on the window decorations)
Some(Fullscreen::Exclusive(_)) => (),
// `window_did_enter_fullscreen` was triggered and we're already
// in fullscreen, so we must've reached here by `set_fullscreen`
// as it updates the state
Some(Fullscreen::Borderless(_)) => (),
// Otherwise, we must've reached fullscreen by the user clicking
// on the green fullscreen button. Update state!
None => shared_state.fullscreen = Some(Fullscreen::Borderless(monitor)),
}
trace!("Unlocked shared state in `window_did_enter_fullscreen`");
});
state.initial_fullscreen = false;
});