fullscreen switching and missing goatvr_set_fb_size call
[vrfileman] / src / app.cc
index 81325f6..c3f6b39 100644 (file)
@@ -12,6 +12,7 @@
 int win_width, win_height;
 float win_aspect;
 long time_msec;
+double time_sec;
 Mat4 view_matrix;
 
 static bool should_swap;
@@ -28,6 +29,9 @@ bool app_init(int argc, char **argv)
        if(!init_options(argc, argv, 0)) {
                return false;
        }
+       app_resize(opt.width, opt.height);
+       app_fullscreen(opt.fullscreen);
+
        if(init_opengl() == -1) {
                return false;
        }
@@ -125,6 +129,7 @@ void app_draw()
                draw_backdrop();
 
                app_swap_buffers();
+               app_redraw();   // since we added animation we need to redisplay even in non-VR mode
        }
        assert(glGetError() == GL_NO_ERROR);
 }
@@ -138,6 +143,10 @@ void app_reshape(int x, int y)
 
        glMatrixMode(GL_PROJECTION);
        glLoadMatrixf(mat[0]);
+
+       if(opt.vr) {
+               goatvr_set_fb_size(x, y, 1.0);
+       }
 }
 
 void app_keyboard(int key, bool pressed)
@@ -148,6 +157,17 @@ void app_keyboard(int key, bool pressed)
                        app_quit();
                        break;
 
+               case 'f':
+                       if(!opt.vr || should_swap) {
+                               /* we take the need to swap as a signal that our window is not managed
+                                * by some VR compositor, and therefore it's safe to fullscreen without
+                                * upsetting the VR rendering output
+                                */
+                               opt.fullscreen = !opt.fullscreen;
+                               app_fullscreen(opt.fullscreen);
+                       }
+                       break;
+
                case ' ':
                        if(opt.vr) {
                                goatvr_recenter();