reuse window creation code

This commit is contained in:
griffi-gh 2023-11-21 17:27:44 +01:00
parent 11ec9d3ea9
commit 8183f4b0d0

View file

@ -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)