I noticed that toggle fullscreen always gets the primary monitor when its more intuitive to use the monitor that the window is currently in. (#1486)

This monitor should even probably be passed as an id instead to make it more consistent with the rest of the API but this would break existing applications so I am hesitant to change the function signature directly.
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hristo 2020-12-29 14:35:47 +02:00 committed by GitHub
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commit d3db690c42
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1 changed files with 2 additions and 2 deletions

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@ -1025,7 +1025,7 @@ void ToggleFullscreen(void)
// Store previous window position (in case we exit fullscreen)
glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y);
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
GLFWmonitor *monitor = glfwGetWindowMonitor(CORE.Window.handle);
if (!monitor)
{
TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
@ -1034,7 +1034,7 @@ void ToggleFullscreen(void)
}
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, mode->refreshRate);
glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, mode->refreshRate);
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
// NOTE: V-Sync can be enabled by graphic driver configuration