forked from bartvdbraak/blender
Applying consistent default window behavior across platforms.
Now all windows open in a border as opposed to fullscreen. blender -W restores old functionality, blender -w is now default. This lets each platform's window manager deal with it's own issues. As per issue 6391 in the patch tracker.
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1e5bdbcb2f
commit
7470e7efa0
@ -2191,15 +2191,10 @@ static bScreen *addscreen(char *name) /* use setprefsize() if you want somethin
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sc->scene= G.scene;
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if (!mainwin) {
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#if 0
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//#ifdef _WIN32 // FULLSCREEN
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if (G.windowstate == G_WINDOWSTATE_FULLSCREEN)
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mainwin= window_open("Blender", sc->startx, sc->starty, sc->sizex, sc->sizey, G_WINDOWSTATE_FULLSCREEN);
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else
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mainwin= window_open("Blender", sc->startx, sc->starty, sc->sizex, sc->sizey, start_maximized);
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#else
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mainwin= window_open("Blender", sc->startx, sc->starty, sc->sizex, sc->sizey, start_maximized);
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#endif
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if (!mainwin) {
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printf("ERROR: Unable to open Blender window\n");
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@ -338,20 +338,12 @@ Window *window_open(char *title, int posx, int posy, int sizex, int sizey, int s
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winlay_get_screensize(&scr_w, &scr_h);
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posy= (scr_h-posy-sizey);
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/* create a fullscreen window on unix by default*/
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#if !defined(WIN32) && !defined(__APPLE__)
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inital_state= start_maximized?
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GHOST_kWindowStateFullScreen:GHOST_kWindowStateNormal;
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#else
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#ifdef _WIN32 // FULLSCREEN
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// if (start_maximized == G_WINDOWSTATE_FULLSCREEN)
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// inital_state= GHOST_kWindowStateFullScreen;
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// else
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inital_state= start_maximized?GHOST_kWindowStateMaximized:GHOST_kWindowStateNormal;
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#else // APPLE
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inital_state= start_maximized?GHOST_kWindowStateMaximized:GHOST_kWindowStateNormal;
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if (start_maximized == G_WINDOWSTATE_FULLSCREEN)
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inital_state = start_maximized?GHOST_kWindowStateFullScreen:GHOST_kWindowStateNormal;
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else
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inital_state = start_maximized?GHOST_kWindowStateMaximized:GHOST_kWindowStateNormal;
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#ifdef __APPLE__
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inital_state += macPrefState;
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#endif
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#endif
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ghostwin= GHOST_CreateWindow(g_system,
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@ -195,10 +195,8 @@ static void print_help(void)
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printf (" -m\t\tRead from disk (Don't buffer)\n");
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printf ("\nWindow options:\n");
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printf (" -w\t\tForce opening with borders\n");
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#ifdef WIN32
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printf (" -w\t\tForce opening with borders (default)\n");
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printf (" -W\t\tForce opening without borders\n");
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#endif
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printf (" -p <sx> <sy> <w> <h>\tOpen with lower left corner at <sx>, <sy>\n");
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printf (" \tand width and height <w>, <h>\n");
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printf ("\nGame Engine specific options:\n");
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@ -391,7 +389,7 @@ int main(int argc, char **argv)
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/* for all platforms, even windos has it! */
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if(G.background) signal(SIGINT, blender_esc); /* ctrl c out bg render */
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/* background render uses this font too */
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/* background render uses this font too */
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BKE_font_register_builtin(datatoc_Bfont, datatoc_Bfont_size);
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init_def_material();
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@ -437,20 +435,15 @@ int main(int argc, char **argv)
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*/
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winlay_get_screensize(&sizx, &sizy);
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setprefsize(0, 0, sizx, sizy);
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#if 0
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//#ifdef _WIN32 // FULLSCREEN
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G.windowstate = G_WINDOWSTATE_BORDER;
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#endif
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break;
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case 'W':
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/* XXX, fixme zr, borderless on win32 */
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#if 0
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//#ifdef _WIN32 // FULLSCREEN
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/* XXX, fixme zr, borderless on win32 */
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/* now on all platforms as of 20070411 - DJC */
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G.windowstate = G_WINDOWSTATE_FULLSCREEN;
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#endif
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break;
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case 'R':
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/* Registering filetypes only makes sense on windows... */
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/* Registering filetypes only makes sense on windows... */
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#ifdef WIN32
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RegisterBlendExtension(argv[0]);
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#endif
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@ -461,7 +454,7 @@ int main(int argc, char **argv)
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/**
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notify the gameengine that no audio is wanted, even if the user didn't give
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the flag -g noaudio.
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*/
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*/
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SYS_WriteCommandLineInt(syshandle,"noaudio",1);
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audio = 0;
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