进入全屏模式时,窗口进入全屏模式,但颜色则不进入。我试过检查它是否处于全屏状态并使用RESIZE属性刷新,但这仅适用于在全屏之外调整大小的情况。代码:
import time
import ctypes, pygame
from Game import Character
from pygame.locals import (
K_UP,
K_DOWN,
K_LEFT,
K_RIGHT,
K_ESCAPE,
K_F11,
KEYDOWN,
QUIT
)
print("Starting")
global active
global screen
user32 = ctypes.windll.user32
SCREEN_WIDTH = int(round(user32.GetSystemMetrics(0) / 2, 0))
SCREEN_HEIGHT = int(round(user32.GetSystemMetrics(1) / 2, 0))
timeOne = time.time()
pygame.init()
def Main():
active = True
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.RESIZABLE)
pygame.display.set_caption("Test")
print("Done. Complete in ", round(time.time()-timeOne, 2), "seconds.")
while active:
for event in pygame.event.get():
if event.type == pygame.QUIT:
active = False
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
active = False
elif event.key == K_F11:
if screen.get_flags() & pygame.FULLSCREEN:
pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
else:
pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.FULLSCREEN)
elif event.type == pygame.VIDEORESIZE:
screenSize = event.size
screen = pygame.display.set_mode(screenSize, pygame.RESIZABLE)
screen.fill((0, 0, 255))
pygame.display.flip()
pygame.quit()
Main()
这是我第一次参加pygame,因此对于任何菜鸟错误,我们都表示歉意。
答案 0 :(得分:0)
我正在使用的代码确定了显示切换为全屏窗口时的屏幕尺寸。我不认为会在开关中触发VIDEORESIZE事件,因为视频 size 并没有实际更改(也许有一种方法可以触发此事件,但是我认为不同的全屏Vs窗口大小是有点历史遗物。
其结果是在切换期间必须重新初始化显示。下面的程序将在 F11 上的窗口↔全屏模式之间切换,从而将整个屏幕涂成蓝色。在Internet上有一些较旧的代码片段和有关此切换技术的注释,其中包括鼠标处理等方面的变化。我发现这些不再是必需的……至少在我的测试系统上。 (请告知我们是否还需要其他内容。)
import pygame
# Window size
WINDOW_WIDTH = 1600
WINDOW_HEIGHT = 900
WINDOW_FULLSCREEN = False
SKY_BLUE = ( 61, 55, 254)
### Initialisation
pygame.init()
SURFACE = pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE
window = pygame.display.set_mode( ( WINDOW_WIDTH, WINDOW_HEIGHT ), SURFACE )
pygame.display.set_caption("Full Screen Test")
clock = pygame.time.Clock()
done = False
while not done:
# Handle user-input
for event in pygame.event.get():
if ( event.type == pygame.QUIT ):
done = True
elif ( event.type == pygame.VIDEORESIZE ):
WINDOW_WIDTH = event.w
WINDOW_HEIGHT = event.h
window = pygame.display.set_mode( ( WINDOW_WIDTH, WINDOW_HEIGHT ), SURFACE )
# Movement keys
keys = pygame.key.get_pressed()
if ( keys[pygame.K_q] and ( keys[pygame.K_RCTRL] or keys[pygame.K_LCTRL] ) ):
print("^Q")
done = True
elif ( keys[pygame.K_F11] ):
print("fullscreen toggle")
pygame.display.toggle_fullscreen()
new_screen = pygame.display.get_surface()
bits = new_screen.get_bitsize()
screen_info = pygame.display.Info()
new_width = screen_info.current_w
new_height = screen_info.current_h
print("new_width=%d, new_height=%d" % (new_width, new_height) )
if ( window.get_flags() & pygame.FULLSCREEN ):
flags = pygame.FULLSCREEN | pygame.HWSURFACE | pygame.DOUBLEBUF
else:
flags = pygame.HWSURFACE | pygame.DOUBLEBUF | pygame.RESIZABLE
pygame.display.quit()
pygame.display.init()
window = pygame.display.set_mode( ( new_width, new_height ), flags, bits )
WINDOW_WIDTH = new_width
WINDOW_HEIGHT = new_height
#pygame.key.set_mods( 0 ) #HACK: work-a-round for a SDL bug??
# Update the window, but not more than 60fps
window.fill( SKY_BLUE )
pygame.display.flip()
# Clamp FPS
clock.tick_busy_loop(60)
# Failsafe - exit after 15 seconds (in case your display goes sqrilly)
if ( pygame.time.get_ticks() > 15000 ):
print("Exiting Failsafe")
break
pygame.quit()