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reuse window creation code
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parent
c69ce9105c
commit
612e46f454
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@ -4,7 +4,7 @@ use winit::{
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window::{WindowBuilder, Fullscreen, Window},
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dpi::PhysicalSize
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};
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use glium::{Display, Surface, Version, Api};
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use glium::{Display, Surface, Version, Api, backend::glutin::SimpleWindowBuilder};
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use glutin::surface::WindowSurface;
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use glam::{Vec3, UVec2};
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use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
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@ -36,54 +36,57 @@ impl Renderer {
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pub fn init(event_loop: &EventLoop<()>, settings: &GameSettings) -> Self {
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log::info!("initializing display");
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let (window, display) = glium::backend::glutin::SimpleWindowBuilder::new().build(event_loop);
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let wb = WindowBuilder::new()
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.with_title("kubi")
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.with_maximized(true)
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.with_min_inner_size(PhysicalSize::new(640, 480))
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.with_fullscreen({
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//this has no effect on android, so skip this pointless stuff
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#[cfg(target_os = "android")] {
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None
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}
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#[cfg(not(target_os = "android"))]
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if let Some(fs_settings) = &settings.fullscreen {
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let monitor = event_loop.primary_monitor().or_else(|| {
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event_loop.available_monitors().next()
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});
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if let Some(monitor) = monitor {
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log::info!("monitor: {}", monitor.name().unwrap_or_else(|| "generic".into()));
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match fs_settings.mode {
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FullscreenMode::Borderless => {
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log::info!("starting in borderless fullscreen mode");
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Some(Fullscreen::Borderless(Some(monitor)))
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},
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FullscreenMode::Exclusive => {
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log::warn!("exclusive fullscreen mode is experimental");
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log::info!("starting in exclusive fullscreen mode");
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//TODO: grabbing the first video mode is probably not the best idea...
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monitor.video_modes().next()
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.map(|vmode| {
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log::info!("video mode: {}", vmode.to_string());
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Some(Fullscreen::Exclusive(vmode))
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})
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.unwrap_or_else(|| {
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log::warn!("no valid video modes found, falling back to windowed mode instead");
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None
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})
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}
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}
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} else {
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log::warn!("no monitors found, falling back to windowed mode");
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None
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}
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} else {
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log::info!("starting in windowed mode");
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None
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}
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});
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// let wb = WindowBuilder::new()
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// .with_title("kubi")
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// .with_maximized(true)
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// .with_min_inner_size(PhysicalSize::new(640, 480))
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// .with_fullscreen({
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// //this has no effect on android, so skip this pointless stuff
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// #[cfg(target_os = "android")] {
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// None
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// }
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// #[cfg(not(target_os = "android"))]
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// if let Some(fs_settings) = &settings.fullscreen {
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// let monitor = event_loop.primary_monitor().or_else(|| {
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// event_loop.available_monitors().next()
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// });
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// if let Some(monitor) = monitor {
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// log::info!("monitor: {}", monitor.name().unwrap_or_else(|| "generic".into()));
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// match fs_settings.mode {
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// FullscreenMode::Borderless => {
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// log::info!("starting in borderless fullscreen mode");
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// Some(Fullscreen::Borderless(Some(monitor)))
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// },
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// FullscreenMode::Exclusive => {
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// log::warn!("exclusive fullscreen mode is experimental");
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// log::info!("starting in exclusive fullscreen mode");
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// //TODO: grabbing the first video mode is probably not the best idea...
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// monitor.video_modes().next()
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// .map(|vmode| {
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// log::info!("video mode: {}", vmode.to_string());
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// Some(Fullscreen::Exclusive(vmode))
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// })
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// .unwrap_or_else(|| {
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// log::warn!("no valid video modes found, falling back to windowed mode instead");
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// None
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// })
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// }
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// }
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// } else {
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// log::warn!("no monitors found, falling back to windowed mode");
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// None
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// }
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// } else {
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// log::info!("starting in windowed mode");
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// None
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// }
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// });
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let (window, display) = SimpleWindowBuilder::new()
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.set_window_builder(wb)
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.build(event_loop);
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//TODO MIGRATION
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// let cb = ContextBuilder::new()
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// //.with_srgb(false)
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// .with_depth_buffer(24)
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