Merge remote-tracking branch 'origin/master' into 1.7
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@@ -135,6 +135,52 @@ void Screen::SetCursorLock(CursorLockMode mode)
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CursorLock = mode;
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}
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GameWindowMode Screen::GetGameWindowMode()
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{
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GameWindowMode result = GameWindowMode::Windowed;
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#if !USE_EDITOR
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auto win = Engine::MainWindow;
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if (win)
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{
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if (GetIsFullscreen() || win->IsFullscreen())
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result = GameWindowMode::Fullscreen;
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else if (win->GetSettings().HasBorder)
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result = GameWindowMode::Windowed;
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else if (win->GetClientPosition().IsZero() && win->GetSize() == Platform::GetDesktopSize())
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result = GameWindowMode::FullscreenBorderless;
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else
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result = GameWindowMode::Borderless;
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}
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#endif
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return result;
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}
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void Screen::SetGameWindowMode(GameWindowMode windowMode)
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{
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#if !USE_EDITOR
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auto win = Engine::MainWindow;
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if (!win)
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return;
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switch (windowMode)
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{
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case GameWindowMode::Windowed:
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if (GetIsFullscreen())
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SetIsFullscreen(false);
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win->SetBorderless(false, false);
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break;
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case GameWindowMode::Fullscreen:
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SetIsFullscreen(true);
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break;
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case GameWindowMode::Borderless:
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win->SetBorderless(true, false);
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break;
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case GameWindowMode::FullscreenBorderless:
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win->SetBorderless(true, true);
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break;
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}
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#endif
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}
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void ScreenService::Update()
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{
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#if USE_EDITOR
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@@ -2,6 +2,7 @@
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#pragma once
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#include "Engine/Core/Config/PlatformSettingsBase.h"
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#include "Engine/Scripting/ScriptingType.h"
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#include "Engine/Input/Enums.h"
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#include "Engine/Core/Math/Vector2.h"
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@@ -80,4 +81,19 @@ DECLARE_SCRIPTING_TYPE_NO_SPAWN(Screen);
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/// </summary>
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/// <param name="mode">The mode.</param>
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API_PROPERTY() static void SetCursorLock(CursorLockMode mode);
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/// <summary>
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/// Gets the game window mode.
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/// </summary>
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/// <returns>The current window mode.</returns>
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API_PROPERTY() static GameWindowMode GetGameWindowMode();
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/// <summary>
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/// Sets the game window mode.
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/// </summary>
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/// <remarks>
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/// A fullscreen mode switch may not happen immediately. It will be performed before next frame rendering. Will not work in editor.
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/// </remarks>
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/// <param name="windowMode">The window mode.</param>
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API_PROPERTY() static void SetGameWindowMode(GameWindowMode windowMode);
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};
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