Show only the game view in fullscreen, in the editor and the link (#267)
A game is easier to judge and to play without the editor around it. The Game tab and the game link now both have a button that puts the game view itself into fullscreen, not just the browser window. - The Game tab header has a fullscreen button on the right. It hides toolbar, panels, tab headers and console and keeps the zoom from the picker. A running game keeps running. - A corner button at the top right, or Esc, leaves fullscreen and puts the view back into the tab where it was. - The game link shows the same corner button. Over a running game it hides after 2 s without mouse movement and returns on the next move. - A click on the corner button never reaches the game. - Stop ends fullscreen. Stop switches back to the Scene tab, and any switch away from the Game tab ends fullscreen, so no empty screen is left behind. - src/viewport/fullscreen.ts wraps the Fullscreen API and holds the rule for when the button shows. FullscreenCorner.ts is the button used by both pages. Two SVG icons are new. - Editor.showGameFullscreen moves the GameViewport into the root while fullscreen is on. Tests: - ./check.sh: 195 files, 2815 tests, exit 0 (3 new unit tests). - e2e 60: 2 new checks for the corner button on the game link. - e2e 61 (new): 4 checks for fullscreen in the editor. - Full e2e run (local): ALL PASSED, 1580 checks. - Counter-checks fail as expected: rule without "no game running", no stopPropagation (60h), no end on tab switch (61c), no reparenting of the view (61a). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -33,6 +33,7 @@ import { GamePane } from './viewport/GamePane';
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import { ScenePane } from './viewport/ScenePane';
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import { GameViewport } from './viewport/GameViewport';
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import { SceneViewport } from './viewport/SceneViewport';
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import { leaveFullscreen, onFullscreenChange } from '../viewport/fullscreen';
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import { TAB_OF_ASSET } from './assetTabs';
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import { attachAutosave } from './autosave';
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import { PasswordDialog } from './auth/PasswordDialog';
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@@ -463,6 +464,8 @@ export class Editor implements PlayHost {
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const onTick = (ticker: Ticker) => this.tick(ticker.deltaMS / 1000);
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app.ticker.add(onTick);
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this.cleanups.push(() => app.ticker.remove(onTick));
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// Only the game tab's button asks for fullscreen, so every change is the game view's (#267).
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this.cleanups.push(onFullscreenChange((on) => this.showGameFullscreen(on)));
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// In the game view Tab is a game key (an inventory, a target switch) – like every other key there.
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const focus = ui().focus;
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focus.tabBelongsElsewhere = () => this.tab === 'game';
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@@ -690,6 +693,28 @@ export class Editor implements PlayHost {
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else this.showTab(tab);
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}
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/**
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* In fullscreen the game view is all the page shows: it moves from its tab to the root, and the
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* toolbar and the workspace step aside. Leaving puts it back where it was, below the tab header.
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*/
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private showGameFullscreen(on: boolean): void {
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if (on === this.gameView.isFullscreen) return;
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this.toolbar.visible = !on;
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this.workspace.visible = !on;
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if (on) this.root.add(this.gameView, 1);
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else this.gamePane.add(this.gameView, 1);
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this.gameView.setFullscreen(on);
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this.root.relayout();
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// The pane may come back at the size it had, and a resize to the same size lays nothing out.
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this.gamePane.relayout();
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}
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/** Back to the editor now, not when the browser reports it: the caller goes on with the layout. */
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private endGameFullscreen(): void {
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leaveFullscreen();
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this.showGameFullscreen(false);
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}
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private kindOf(doc: DocumentId): CentreTab | null {
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if (doc.startsWith('values:')) {
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const target = this.valueTargets.get(doc);
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@@ -754,6 +779,8 @@ export class Editor implements PlayHost {
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/** Shows the pane for `tab`, with `strip` lit in the row – none for an empty kind reached by `showTab`. */
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private display(tab: TabId, strip: StripTab | null): void {
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// Fullscreen is the game view's; a tab that takes its place (Stop goes back to the scene) ends it.
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if (tab !== 'game') this.endGameFullscreen();
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this.tab = tab;
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this.documents = { docs: this.documents.docs, active: strip && isDocument(strip) ? strip : null };
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// The hierarchy lists what the visible tab edits; every other tab is about the scene.
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@@ -817,6 +844,7 @@ export class Editor implements PlayHost {
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async dispose(): Promise<void> {
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if (this.disposed) return;
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this.disposed = true;
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this.endGameFullscreen();
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await this.autosave.flush();
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this.autosave.stop();
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if (this.play.isPlaying) this.play.stop();
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@@ -1,4 +1,5 @@
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import type { Application } from 'pixi.js';
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import type { Application, Container } from 'pixi.js';
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import { ui } from '../../ui';
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import type { Editor } from '../Editor';
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import type { SnapToggle } from '../graph/SnapToggle';
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import type { EditorState } from '../state';
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@@ -18,6 +19,16 @@ export function centreOf(widget: { getGlobalPosition(): { x: number; y: number }
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return { x: p.x + widget.w / 2, y: p.y + widget.h / 2 };
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}
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/** Whether `node` and everything it hangs from are visible, up to a stage. */
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export function shownOnStage(node: Container): boolean {
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let current = node;
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while (current.visible) {
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if (!current.parent) return current === ui().app.stage;
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current = current.parent;
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}
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return false;
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}
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/** A tab's magnet (#194): where to click it, how big it is drawn, and whether it is on. */
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export function snapButton(snap: SnapToggle): {
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x: number;
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@@ -5,7 +5,7 @@ import { currentVisibilityPopup } from '../panels/SceneVisibilityPopup';
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import { currentTilemapWidgets, paintedLayerId, paintedTilemap } from '../panels/TilemapPanel';
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import type { TilemapTool } from '../state';
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import { rectOf } from '../textProbe';
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import { centreOf, type HookContext } from './hookHelpers';
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import { centreOf, type HookContext, shownOnStage } from './hookHelpers';
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/** The Scene and Game tabs, the tilemap painted in the scene view, and the Container tab. */
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export function sceneHooks({ state, editor }: HookContext) {
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@@ -96,6 +96,16 @@ export function sceneHooks({ state, editor }: HookContext) {
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picker: centreOf(gamePane.scalePicker),
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};
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},
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/**
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* Fullscreen of the game view (#267): whether the view is moved to the root, whether the browser
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* is in fullscreen, the header button, and the corner button while it shows.
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*/
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gameFullscreen: () => ({
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on: gameView.isFullscreen,
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document: document.fullscreenElement !== null,
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headerButton: shownOnStage(gamePane.fullscreenButton) ? centreOf(gamePane.fullscreenButton) : null,
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corner: shownOnStage(gameView.fullscreenButton) ? centreOf(gameView.fullscreenButton) : null,
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}),
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/** Which typeface a text ended up drawn in, and how wide it made it. */
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textInfo: (id: string) => viewport.textInfo(id),
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gameTextInfo: (id: string) => gameView.textInfo(id),
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@@ -1,4 +1,5 @@
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import { Dropdown, Menu, type MenuItem, VStack } from '../../ui';
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import { Button, Dropdown, Menu, type MenuItem, Spacer, Theme, UI_ICON_SVG, VStack } from '../../ui';
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import { toggleFullscreen } from '../../viewport/fullscreen';
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import { GAME_SCALE_STEPS, type GameScale } from '../../viewport/view';
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import { TabHeader } from '../TabHeader';
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import type { GameViewport } from './GameViewport';
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@@ -6,11 +7,16 @@ import type { GameViewport } from './GameViewport';
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/** Room for the longest label, "Auto · 400%". */
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const SCALE_WIDTH = 110;
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/** The game tab (#225): a header with the scale picker above the game view. */
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/** The game tab (#225): a header with the scale picker and the fullscreen button above the game view. */
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export class GamePane extends VStack {
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readonly header = new TabHeader();
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/** Public for the check scripts. */
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readonly scalePicker: Dropdown;
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readonly fullscreenButton = new Button('', {
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width: Theme.controlHeight,
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icon: UI_ICON_SVG.fullscreen,
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onClick: () => void toggleFullscreen(),
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});
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constructor(readonly view: GameViewport) {
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super();
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@@ -19,6 +25,8 @@ export class GamePane extends VStack {
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onClick: () => this.openScalePicker(),
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});
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this.header.add(this.scalePicker);
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this.header.add(new Spacer(), 1);
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this.header.add(this.fullscreenButton);
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this.add(this.header);
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this.add(view, 1);
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view.onScaleShown = (factor) => this.scalePicker.setText(scaleLabel(view.scaleMode, factor));
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@@ -8,6 +8,7 @@ import type { EditorState } from '../state';
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import type { World } from '../../runtime/World';
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import { Theme, textStyle, ui } from '../../ui';
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import { type ActiveCamera, cameraOfItems, cameraOfWorld } from '../../viewport/activeCamera';
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import { FullscreenCorner } from '../../viewport/FullscreenCorner';
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import { collectHolderItems, collectWorldItems } from '../../viewport/items';
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import { routePointer } from '../../viewport/gamePointer';
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import { cameraFactor, cameraView, type GameScale, type View } from '../../viewport/view';
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@@ -26,6 +27,9 @@ export class GameViewport extends WorldViewport<EditorState> {
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private factor: number | null = null;
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/** Told the factor of every redraw: auto and fit change with the view. */
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onScaleShown: ((factor: number | null) => void) | null = null;
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/** The way back out of fullscreen (#267); the tab header has the way in. */
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readonly fullscreenButton = new FullscreenCorner(this);
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private fullscreen = false;
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constructor(state: EditorState) {
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super(state);
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@@ -34,6 +38,8 @@ export class GameViewport extends WorldViewport<EditorState> {
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this.addChild(this.hint);
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this.editorRunCaption.eventMode = 'none';
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this.addChild(this.editorRunCaption);
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this.addChild(this.fullscreenButton);
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this.fullscreenButton.sync(false, false);
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routePointer(
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this,
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() => this.pointerWorld(),
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@@ -44,9 +50,20 @@ export class GameViewport extends WorldViewport<EditorState> {
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/** null = not playing. */
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setWorld(world: World | null): void {
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this.playWorld = world;
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this.fullscreenButton.sync(this.fullscreen, world !== null);
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this.redraw();
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}
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get isFullscreen(): boolean {
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return this.fullscreen;
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}
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/** Whether this view is all the screen shows; the editor moves it there and back. */
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setFullscreen(on: boolean): void {
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this.fullscreen = on;
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this.fullscreenButton.sync(on, this.playWorld !== null);
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}
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/** null = no behavior is running outside play mode. */
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setEditorWorld(world: World | null): void {
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this.editorWorld = world;
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@@ -134,5 +151,6 @@ export class GameViewport extends WorldViewport<EditorState> {
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// Which tab holds the keyboard is otherwise nowhere to be seen.
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this.editorRunCaption.visible = this.editorWorld !== null && !this.playWorld;
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this.editorRunCaption.position.set(8, 6);
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this.fullscreenButton.place(this.w);
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}
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}
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