8000 Going from/to maximized/fullscreen is buggy · Issue #1094 · dotnet/Silk.NET · GitHub
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Going from/to maximized/fullscreen is buggy #1094
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@aybe

Description

@aybe

Summary

Maximize the window, go full screen, try go back, it's stuck.

But if you quickly switch to normal before going full screen, it works; try change bug to false.

Also, the value of window state is wrong sometimes, it doesn't always follow the actual state of the window.

Steps to reproduce

For desktop, version 2.16.0

using System.Drawing;
using Silk.NET.Input;
using Silk.NET.OpenGL;
using Silk.NET.Windowing;

// ReSharper disable AccessToDisposedClosure

namespace Silk_Test;

internal static class Program
{
    private static void Main(string[] args)
    {
        var bug = true; // try change this

        using var window = Window.Create(WindowOptions.Default);

        // ReSharper disable once RedundantAssignment
        IInputContext input = null!;
        GL gl = null!;

        window.Load += () =>
        {
            gl = window.CreateOpenGL();
            input = window.CreateInput();
            input.Keyboards[0].KeyDown += OnKeyDown;
        };

        void OnKeyDown(IKeyboard keyboard, Key key, int code)
        {
            if (keyboard.IsKeyPressed(Key.AltLeft) && keyboard.IsKeyPressed(Key.Enter))
            {
                if (bug)
                {
                    switch (window.WindowState)
                    {
                        case WindowState.Normal:
                            window.WindowState = WindowState.Fullscreen;
                            break;
                        case WindowState.Minimized:
                            break;
                        case WindowState.Maximized:
                            window.WindowState = WindowState.Fullscreen;
                            break;
                        case WindowState.Fullscreen:
                            window.WindowState = WindowState.Normal;
                            break;
                        default:
                            throw new ArgumentOutOfRangeException();
                    }
                }
                else
                {
                    switch (window.WindowState)
                    {
                        case WindowState.Normal:
                            window.WindowState = WindowState.Fullscreen;
                            break;
                        case WindowState.Minimized:
                            break;
                        case WindowState.Maximized:
                            window.WindowState = WindowState.Normal;
                            window.WindowState = WindowState.Fullscreen;
                            break;
                        case WindowState.Fullscreen:
                            window.WindowState = WindowState.Normal;
                            break;
                        default:
                            throw new ArgumentOutOfRangeException();
                    }
                }
            }

            if (keyboard.IsKeyPressed(Key.Escape))
                window.Close();
        }

        window.Render += d =>
        {
            var color = window.WindowState switch
            {
                WindowState.Normal => Color.Red,
                WindowState.Minimized => Color.Green,
                WindowState.Maximized => Color.Blue,
                WindowState.Fullscreen => Color.White,
                _ => throw new ArgumentOutOfRangeException()
            };
            gl.ClearColor(color);
            gl.Clear(ClearBufferMask.ColorBufferBit);
        };

        window.Run();
    }
}

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