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authorCampbell Barton <ideasman42@gmail.com>2013-02-24 09:05:29 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-02-24 09:05:29 +0400
commit630a31a9004963474200cae355cc58cb06cc9dc9 (patch)
tree3309cb7b02e9b4ab0c96e4efd057a14b03f866dc /source/gameengine/GamePlayer/ghost/GPG_Application.cpp
parent93c3593d825aafe30aaf051182e50bde4c6084dd (diff)
fix for fullscreen on X11 (used by the BGE, not blender application),
changing the screen resolution wasn't still allowed for larger virtual desktops. added an exclusive option to ghost so the fullscreen window is ignored by the window manager and we get all events. (common practice for games on X11).
Diffstat (limited to 'source/gameengine/GamePlayer/ghost/GPG_Application.cpp')
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
index 89d11515bb3..f3f4c31149a 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
@@ -386,6 +386,7 @@ bool GPG_Application::startFullScreen(
fSystem->beginFullScreen(setting, &m_mainWindow, stereoVisual, samples);
m_mainWindow->setCursorVisibility(false);
+ /* note that X11 ignores this (it uses a window internally for fullscreen) */
m_mainWindow->setState(GHOST_kWindowStateFullScreen);
success = initEngine(m_mainWindow, stereoMode);