Windows default to fullscreen desktop mode if they don't pick an explicit video mode

Rather than iterating over display modes using an index, there is a new function SDL_GetFullscreenDisplayModes() to get the list of available fullscreen modes on a display.
{
    SDL_DisplayID display = SDL_GetPrimaryDisplay();
    int num_modes = 0;
    SDL_DisplayMode **modes = SDL_GetFullscreenDisplayModes(display, &num_modes);
    if (modes) {
        for (i = 0; i < num_modes; ++i) {
            SDL_DisplayMode *mode = modes[i];
            SDL_Log("Display %" SDL_PRIu32 " mode %d:  %dx%d@%gHz, %d%% scale\n",
                    display, i, mode->pixel_w, mode->pixel_h, mode->refresh_rate, (int)(mode->display_scale * 100.0f));
        }
        SDL_free(modes);
    }
}

SDL_GetDesktopDisplayMode() and SDL_GetCurrentDisplayMode() return pointers to display modes rather than filling in application memory.

Windows now have an explicit fullscreen mode that is set, using SDL_SetWindowFullscreenMode(). The fullscreen mode for a window can be queried with SDL_GetWindowFullscreenMode(), which returns a pointer to the mode, or NULL if the window will be fullscreen desktop. SDL_SetWindowFullscreen() just takes a boolean value, setting the correct fullscreen state based on the selected mode.
This commit is contained in:
Sam Lantinga
2023-01-31 21:23:14 -08:00
parent 048df6260c
commit 6b137579ea
50 changed files with 976 additions and 1190 deletions

View File

@@ -289,17 +289,18 @@ static int D3D_ActivateRenderer(SDL_Renderer *renderer)
if (data->updateSize) {
SDL_Window *window = renderer->window;
int w, h;
Uint32 window_flags = SDL_GetWindowFlags(window);
const SDL_DisplayMode *fullscreen_mode = NULL;
SDL_GetWindowSizeInPixels(window, &w, &h);
data->pparams.BackBufferWidth = w;
data->pparams.BackBufferHeight = h;
if ((window_flags & SDL_WINDOW_FULLSCREEN_EXCLUSIVE) != 0) {
SDL_DisplayMode fullscreen_mode;
SDL_GetWindowDisplayMode(window, &fullscreen_mode);
if ((SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN_EXCLUSIVE) != 0) {
fullscreen_mode = SDL_GetWindowFullscreenMode(window);
}
if (fullscreen_mode) {
data->pparams.Windowed = FALSE;
data->pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode.format);
data->pparams.FullScreen_RefreshRateInHz = (UINT)SDL_ceilf(fullscreen_mode.refresh_rate);
data->pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode->format);
data->pparams.FullScreen_RefreshRateInHz = (UINT)SDL_ceilf(fullscreen_mode->refresh_rate);
} else {
data->pparams.Windowed = TRUE;
data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
@@ -1554,10 +1555,9 @@ D3D_CreateRenderer(SDL_Window *window, Uint32 flags)
IDirect3DSwapChain9 *chain;
D3DCAPS9 caps;
DWORD device_flags;
Uint32 window_flags;
int w, h;
SDL_DisplayMode fullscreen_mode;
SDL_DisplayID displayID;
const SDL_DisplayMode *fullscreen_mode = NULL;
if (SDL_GetWindowWMInfo(window, &windowinfo, SDL_SYSWM_CURRENT_VERSION) < 0 ||
windowinfo.subsystem != SDL_SYSWM_WINDOWS) {
@@ -1612,9 +1612,10 @@ D3D_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
window_flags = SDL_GetWindowFlags(window);
SDL_GetWindowSizeInPixels(window, &w, &h);
SDL_GetWindowDisplayMode(window, &fullscreen_mode);
if ((SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN_EXCLUSIVE) != 0) {
fullscreen_mode = SDL_GetWindowFullscreenMode(window);
}
SDL_zero(pparams);
pparams.hDeviceWindow = windowinfo.info.win.window;
@@ -1623,10 +1624,10 @@ D3D_CreateRenderer(SDL_Window *window, Uint32 flags)
pparams.BackBufferCount = 1;
pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
if ((window_flags & SDL_WINDOW_FULLSCREEN_EXCLUSIVE) != 0) {
if (fullscreen_mode) {
pparams.Windowed = FALSE;
pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode.format);
pparams.FullScreen_RefreshRateInHz = (UINT)SDL_ceilf(fullscreen_mode.refresh_rate);
pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode->format);
pparams.FullScreen_RefreshRateInHz = (UINT)SDL_ceilf(fullscreen_mode->refresh_rate);
} else {
pparams.Windowed = TRUE;
pparams.BackBufferFormat = D3DFMT_UNKNOWN;