Here is yet another test program:
This version attempts to create a canvas when the window is created, then when switching to fullscreen for the first time, it uses CreateGraphics() to create a fullscreen graphics context. From there on, it attempts to switch between the two contexts with SetGraphics, and never tries to recreate either.
This version fails the worst though. In DirectX, it crashes when attempting to switch back to windowed from fullscreen, giving "createsurface failed" as the error. (If you alter the app to attempt to run in windowed mode first, it will switch from canvas to fullscreen but not back.) In OpenGL, things are even weirder than before. Not only do you have the flashing start menu bar at the bottom of the screen, but after you switch back to windowed mode, if you press F again, nothing happens! You have to actually click the window button on the task bar to get it to go back into fullscreen mode. And once there, the formerly flashing start menu bar in fullscreen now has flashing streaks of black over it, as if Flip True is no longer waiting for the vertical refresh.
'SetGraphicsDriver GLMax2DDriver() Global App:Application = Application.Create("Fruit Sliders", 800, 600, 0, True) Image:TImage = CreateImage(32, 32) DrawImage(Image, 0, 0) Repeat If KeyHit(KEY_F) App.ToggleFullscreen() DebugLog("State : " + App.Windowed) EndIf Flip True Until KeyHit(KEY_ESCAPE) Type Application Field Name$ Field Width% Field Height% Field Depth% Field Window:TGadget Field Canvas:TGadget Field Panel:TGadget Field TG_FullScreen:TGraphics Field TG_Canvas:TGraphics Field Windowed% ' ------------------------------------------------------------------------------------------------------------------------------------------------------- ' This function creates the game window, and sets up the graphics objects for windowed and fullscreen modes. ' ------------------------------------------------------------------------------------------------------------------------------------------------------- Function Create:Application(AppName$, AppWidth%, AppHeight%, AppDepth%=0, Fullscreen%=False) Local X%, Y% Local App:Application 'SetGraphicsDriver GLMax2DDriver() ' Create new application. App = New Application ' Store application settings. App.Name$ = AppName$ App.Width = AppWidth App.Height = AppHeight App.Depth = AppDepth ' If Depth is 0, try to find a suitable fullscreen bit depth. If App.Depth = 0 App.Depth = 16 If GraphicsModeExists(App.Width, App.Height, 24) Then App.Depth = 24 If GraphicsModeExists(App.Width, App.Height, 32) Then App.Depth = 32 EndIf ' Create a window in the center of the screen. X = GadgetWidth(Desktop())/2 - App.Width/2 Y = GadgetHeight(Desktop())/2 - App.Height/2 App.Window = CreateWindow(App.Name$, X, Y, App.Width, App.Height, Null, WINDOW_TITLEBAR|WINDOW_RESIZABLE|WINDOW_CLIENTCOORDS|WINDOW_HIDDEN) SetMinWindowSize(App.Window, GadgetWidth(App.Window), GadgetHeight(App.Window)) ' Create a panel in the window, drawn behind the canvas, which fills the empty space around the gameplay area when the window is maximized. App.Panel = CreatePanel(0, 0, App.Width, App.Height, App.Window) SetPanelColor(App.Panel, 0, 0, 0) SetGadgetLayout(App.Panel, EDGE_ALIGNED, EDGE_ALIGNED, EDGE_ALIGNED, EDGE_ALIGNED) ' Create a canvas. App.Canvas = CreateCanvas(ClientWidth(App.Window)/2-App.Width/2, ClientHeight(App.Window)/2-App.Height/2, App.Width, App.Height, App.Panel) App.TG_Canvas = CanvasGraphics(App.Canvas) ' Set game to windowed or fullscreen as desired. Select Fullscreen Case False App.SetWindowed() Case True App.SetFullscreen() End Select ' Return new application instance. Return App End Function ' ------------------------------------------------------------------------------------------------------------------------------------------------------- ' This method toggles between fullscreen or windowed mode, choosing the opposite of whichever is currently enabled. ' ------------------------------------------------------------------------------------------------------------------------------------------------------- Method ToggleFullscreen() Select Windowed Case False SetWindowed() Case True SetFullscreen() End Select End Method ' ------------------------------------------------------------------------------------------------------------------------------------------------------- ' This method puts the application in windowed mode. ' ------------------------------------------------------------------------------------------------------------------------------------------------------- Method SetWindowed() SetGraphics TG_Canvas Windowed = True ShowGadget Window ActivateGadget Canvas ' Canvas must be activated for input or else game will make user click on canvas before any polled keyboard input is returned. EnablePolledInput() End Method ' ------------------------------------------------------------------------------------------------------------------------------------------------------- ' This method sets the application to fullscreen mode, unless no fullscreen mode in the desired resolution exists. ' ------------------------------------------------------------------------------------------------------------------------------------------------------- Method SetFullscreen() Local G:TGraphics If TG_Fullscreen = Null Then TG_Fullscreen = CreateGraphics(Width, Height, Depth, 0, 0) Windowed = False ' If the switch to fullscreen failed, put us back in windowed mode. If TG_Fullscreen = Null RuntimeError("Error in Application.SetFullscreen() : Could not set full screen mode!") 'SetWindowed() Else HideGadget Window SetGraphics TG_Fullscreen EnablePolledInput() EndIf End Method End Type ' ----------------------------------------------------------------------------------------------------------------------------------------------------------- ' This function overrides the standard RuntimeError function which does not work properly. Assert also does not work. ' ----------------------------------------------------------------------------------------------------------------------------------------------------------- Function RuntimeError(Error$) EndGraphics Notify(Error$, True) End End Function
This version attempts to create a canvas when the window is created, then when switching to fullscreen for the first time, it uses CreateGraphics() to create a fullscreen graphics context. From there on, it attempts to switch between the two contexts with SetGraphics, and never tries to recreate either.
This version fails the worst though. In DirectX, it crashes when attempting to switch back to windowed from fullscreen, giving "createsurface failed" as the error. (If you alter the app to attempt to run in windowed mode first, it will switch from canvas to fullscreen but not back.) In OpenGL, things are even weirder than before. Not only do you have the flashing start menu bar at the bottom of the screen, but after you switch back to windowed mode, if you press F again, nothing happens! You have to actually click the window button on the task bar to get it to go back into fullscreen mode. And once there, the formerly flashing start menu bar in fullscreen now has flashing streaks of black over it, as if Flip True is no longer waiting for the vertical refresh.