Mac OS X full screen: the old option to go full screen now didn't hide the
dock/topbar anymore. Also made it use dock auto-hide now, not permanent hide.
Blender now supports the 10.7+ "Full screen" mode, which pushes a window to a permanent
other "screen", with animated zoom and sliding.
Available via the icon in window header (right), Apple+F, or "Window" menu in top.
Works much nicer than Blender's own "full screen" option.
Todo: the zoom effect is still draws a bit ugly, because Blender doesn't have "live resize"
yet.
- without python builds without warnings.
- replace MAXFLOAT -> FLT_MAX in some areas, MAXFLOAT overflows (lager then float range).
- add cmake option WITH_GCC_MUDFLAP to enable libmudflap use.
changing the screen resolution wasn't still allowed for larger virtual desktops.
added an exclusive option to ghost so the fullscreen window is ignored by the window manager and we get all events. (common practice for games on X11).
This is and old patch (June, 2009). The reason it never made into trunk it's that we (me at least) thought that
it should be optional, as a ui or command-line option.
However, it seems that OSX always have the OpenGL context with alpha enabled. So I think it's consistent to
have the other OSs to follow.
The main usage of this is the BGE (or more specifically people using BGE for TV broadcasting) but I think
pydevs can have their share of fun with it in Blender as well.
which makes it impossible to toggle from fullscreen to windowed mode
when startup.blend is saved in fullscreen mode.
Reshuffled checks a bit, which is actually makes sense, will investigate
which change caused regression since 2.65a tomorrow.
Now the active monitor size is used on startup.
Currently the cursor position is checked for intersection with the monitor bounds to find the active screen.
This returns the desktop size, not just the size of the active monitor, useful since this constrains the mouse and we dont have to detect the active monitor (which isn't so straightforward with xlib).
carbon/cocoa are TODO, they still use getMainDisplayDimensions().
This didnt work well with making blender areas into windows.
Real fix: check such minimums based on what's in the window itself... or just
make scaling work flawless.