diff --git a/kubi/src/rendering.rs b/kubi/src/rendering.rs index 733b0e4..8438ebb 100644 --- a/kubi/src/rendering.rs +++ b/kubi/src/rendering.rs @@ -4,7 +4,7 @@ use winit::{ window::{WindowBuilder, Fullscreen, Window}, dpi::PhysicalSize }; -use glium::{Display, Surface, Version, Api}; +use glium::{Display, Surface, Version, Api, backend::glutin::SimpleWindowBuilder}; use glutin::surface::WindowSurface; use glam::{Vec3, UVec2}; use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}}; @@ -36,54 +36,57 @@ impl Renderer { pub fn init(event_loop: &EventLoop<()>, settings: &GameSettings) -> Self { log::info!("initializing display"); - let (window, display) = glium::backend::glutin::SimpleWindowBuilder::new().build(event_loop); + let wb = WindowBuilder::new() + .with_title("kubi") + .with_maximized(true) + .with_min_inner_size(PhysicalSize::new(640, 480)) + .with_fullscreen({ + //this has no effect on android, so skip this pointless stuff + #[cfg(target_os = "android")] { + None + } + #[cfg(not(target_os = "android"))] + if let Some(fs_settings) = &settings.fullscreen { + let monitor = event_loop.primary_monitor().or_else(|| { + event_loop.available_monitors().next() + }); + if let Some(monitor) = monitor { + log::info!("monitor: {}", monitor.name().unwrap_or_else(|| "generic".into())); + match fs_settings.mode { + FullscreenMode::Borderless => { + log::info!("starting in borderless fullscreen mode"); + Some(Fullscreen::Borderless(Some(monitor))) + }, + FullscreenMode::Exclusive => { + log::warn!("exclusive fullscreen mode is experimental"); + log::info!("starting in exclusive fullscreen mode"); + //TODO: grabbing the first video mode is probably not the best idea... + monitor.video_modes().next() + .map(|vmode| { + log::info!("video mode: {}", vmode.to_string()); + Some(Fullscreen::Exclusive(vmode)) + }) + .unwrap_or_else(|| { + log::warn!("no valid video modes found, falling back to windowed mode instead"); + None + }) + } + } + } else { + log::warn!("no monitors found, falling back to windowed mode"); + None + } + } else { + log::info!("starting in windowed mode"); + None + } + }); - // let wb = WindowBuilder::new() - // .with_title("kubi") - // .with_maximized(true) - // .with_min_inner_size(PhysicalSize::new(640, 480)) - // .with_fullscreen({ - // //this has no effect on android, so skip this pointless stuff - // #[cfg(target_os = "android")] { - // None - // } - // #[cfg(not(target_os = "android"))] - // if let Some(fs_settings) = &settings.fullscreen { - // let monitor = event_loop.primary_monitor().or_else(|| { - // event_loop.available_monitors().next() - // }); - // if let Some(monitor) = monitor { - // log::info!("monitor: {}", monitor.name().unwrap_or_else(|| "generic".into())); - // match fs_settings.mode { - // FullscreenMode::Borderless => { - // log::info!("starting in borderless fullscreen mode"); - // Some(Fullscreen::Borderless(Some(monitor))) - // }, - // FullscreenMode::Exclusive => { - // log::warn!("exclusive fullscreen mode is experimental"); - // log::info!("starting in exclusive fullscreen mode"); - // //TODO: grabbing the first video mode is probably not the best idea... - // monitor.video_modes().next() - // .map(|vmode| { - // log::info!("video mode: {}", vmode.to_string()); - // Some(Fullscreen::Exclusive(vmode)) - // }) - // .unwrap_or_else(|| { - // log::warn!("no valid video modes found, falling back to windowed mode instead"); - // None - // }) - // } - // } - // } else { - // log::warn!("no monitors found, falling back to windowed mode"); - // None - // } - // } else { - // log::info!("starting in windowed mode"); - // None - // } - // }); + let (window, display) = SimpleWindowBuilder::new() + .set_window_builder(wb) + .build(event_loop); + //TODO MIGRATION // let cb = ContextBuilder::new() // //.with_srgb(false) // .with_depth_buffer(24)