Is there a graceful way to handle toggling between fullscreen and windowed mode in a Windows OpenGL application?
Basically it's just resizing the window and specifying flags that the border is invisible.
SetWindowLongPtr(hWnd, GWL_STYLE,
WS_SYSMENU | WS_POPUP | WS_CLIPCHILDREN | WS_CLIPSIBLINGS | WS_VISIBLE);
MoveWindow(hWnd, 0, 0, width, height, TRUE);
to set it back:
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = width;
rect.bottom = height;
SetWindowLongPtr(hWnd, GWL_STYLE, WS_OVERLAPPEDWINDOW | WS_VISIBLE);
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
MoveWindow(hWnd, 0, 0, rect.right-rect.left, rect.bottom-rect.top, TRUE);
or for a not-resizable window:
SetWindowLongPtr(hWnd, GWL_STYLE, WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE);
AdjustWindowRect(&rect, WS_CAPTION | WS_POPUPWINDOW, FALSE);
MoveWindow(hWnd, 0, 0, rect.right-rect.left, rect.bottom-rect.top, TRUE);
and then just resize your OpenGL viewport settings.
If you want to set the display mode too, use this:
// change display mode if destination mode is fullscreen
if (fullscreen) {
DEVMODE dm;
dm.dmSize = sizeof(DEVMODE);
dm.dmPelsWidth = width;
dm.dmPelsHeight = height;
dm.dmBitsPerPel = bitsPerPixel;
dm.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL;
success = ChangeDisplaySettings(&dm, 0) == DISP_CHANGE_SUCCESSFUL;
}
// reset display mode if destination mode is windowed
if (!fullscreen)
success = ChangeDisplaySettings(0, 0) == DISP_CHANGE_SUCCESSFUL;