Show only the game view in fullscreen, in the editor and the link (#267)
game-maker / gate (push) Successful in 4m10s
game-maker / suite (push) Failing after 11m53s

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>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-09-29 14:44:14 +02:00
1 parent 24d360aeec
commit cab1c0177f
17 files changed
+356 -8

No files matched your search

+28
View File
@@ -33,6 +33,7 @@ import { GamePane } from './viewport/GamePane';
import { ScenePane } from './viewport/ScenePane';
import { GameViewport } from './viewport/GameViewport';
import { SceneViewport } from './viewport/SceneViewport';
import { leaveFullscreen, onFullscreenChange } from '../viewport/fullscreen';
import { TAB_OF_ASSET } from './assetTabs';
import { attachAutosave } from './autosave';
import { PasswordDialog } from './auth/PasswordDialog';
@@ -463,6 +464,8 @@ export class Editor implements PlayHost {
const onTick = (ticker: Ticker) => this.tick(ticker.deltaMS / 1000);
app.ticker.add(onTick);
this.cleanups.push(() => app.ticker.remove(onTick));
// Only the game tab's button asks for fullscreen, so every change is the game view's (#267).
this.cleanups.push(onFullscreenChange((on) => this.showGameFullscreen(on)));
// In the game view Tab is a game key (an inventory, a target switch) – like every other key there.
const focus = ui().focus;
focus.tabBelongsElsewhere = () => this.tab === 'game';
@@ -690,6 +693,28 @@ export class Editor implements PlayHost {
else this.showTab(tab);
}
/**
* In fullscreen the game view is all the page shows: it moves from its tab to the root, and the
* toolbar and the workspace step aside. Leaving puts it back where it was, below the tab header.
*/
private showGameFullscreen(on: boolean): void {
if (on === this.gameView.isFullscreen) return;
this.toolbar.visible = !on;
this.workspace.visible = !on;
if (on) this.root.add(this.gameView, 1);
else this.gamePane.add(this.gameView, 1);
this.gameView.setFullscreen(on);
this.root.relayout();
// The pane may come back at the size it had, and a resize to the same size lays nothing out.
this.gamePane.relayout();
}
/** Back to the editor now, not when the browser reports it: the caller goes on with the layout. */
private endGameFullscreen(): void {
leaveFullscreen();
this.showGameFullscreen(false);
}
private kindOf(doc: DocumentId): CentreTab | null {
if (doc.startsWith('values:')) {
const target = this.valueTargets.get(doc);
@@ -754,6 +779,8 @@ export class Editor implements PlayHost {
/** Shows the pane for `tab`, with `strip` lit in the row – none for an empty kind reached by `showTab`. */
private display(tab: TabId, strip: StripTab | null): void {
// Fullscreen is the game view's; a tab that takes its place (Stop goes back to the scene) ends it.
if (tab !== 'game') this.endGameFullscreen();
this.tab = tab;
this.documents = { docs: this.documents.docs, active: strip && isDocument(strip) ? strip : null };
// The hierarchy lists what the visible tab edits; every other tab is about the scene.
@@ -817,6 +844,7 @@ export class Editor implements PlayHost {
async dispose(): Promise<void> {
if (this.disposed) return;
this.disposed = true;
this.endGameFullscreen();
await this.autosave.flush();
this.autosave.stop();
if (this.play.isPlaying) this.play.stop();