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Fullscreen is treated as an Exclusive Fullscreen on Windows #78723
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@Lielay9 The expected outcome for this should be to have a borderless fullscreen for Fullscreen mode and complete ownership of display for exclusive fullscreen mode right? |
In practice, yes. You can find the details of how that is implemented here, where the window is created...: godot/platform/windows/display_server_windows.cpp Line 3884 in 1f9e540
... and here where the mode is changed: godot/platform/windows/display_server_windows.cpp Line 1374 in 1f9e540
|
Okay. I am halfway through debugging this. I will revert once I have any update. |
Sounds related to #60665 |
Looks fairly similar or may even be a duplicate. Once I can debug through play window, I can be sure. Will update here as soon as I have a lead. |
Should Fullscreen mode have a Titlebar while displaying? If not then turning on Borderless Window property in property manager seems to have solved this. Though, I think turning on borderless window by default while turning on the Fullscreen mode should be the right solution for this. |
Godot version
v4.1.beta3.official [ada712e]
System information
Godot v4.1.beta3 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3623) - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)
Issue description
Related: #77378 (Might be caused by this).
When a project is launched with
display/window/size/mode
set toFullscreen
the main window will instead open inExclusive Fullscreen
. Moving the window in place seems to fix this, but I'm hesitant to call that a proper solution:I.e. add
MoveWindow(...)
after creating the window here (or during it):godot/platform/windows/display_server_windows.cpp
Line 4311 in 9d089fe
It might be enough to send one of the messages that
MoveWindow
does https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-movewindow#remarks but I haven't tested.Steps to reproduce
Open a project on Windows with
display/window/size/mode
set toFullscreen
.Minimal reproduction project
N/A
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