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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@@ -77,8 +77,8 @@ function game(id) {
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/**
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* Releasing a project (#266): published from the main menu, played from the link without a
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* session – only the game, zoomed to Auto, on the page colour – updated under the same link, and
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* taken down.
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* session – only the game, zoomed to Auto, on the page colour, with a fullscreen button in the
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* corner (#267) – updated under the same link, and taken down.
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*
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* Works on a throwaway project of its own, like step 50. The last thing it does is delete that
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* project and open the fixture again.
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@@ -230,6 +230,7 @@ export async function release(t) {
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await click(size.w / 2, size.h / 2);
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await waitUntil('__gameMakerPlay.running()', { label: 'the game runs' });
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await sleep(300);
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const cornerAfterClick = await player('fullscreen()');
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const screen = await player('screen()');
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const centre = { x: screen.frame.x + screen.frame.w / 2, y: screen.frame.y + screen.frame.h / 2 };
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const scale = screen.scale;
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@@ -256,6 +257,23 @@ export async function release(t) {
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playingCursor,
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);
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// 60g (#267). The fullscreen button sits in the top right corner while the mouse moves, steps
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// aside once it rests over the running game, and is back with the next move.
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await sleep(2300);
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const rested = await player('fullscreen()');
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await t.mouse('mouseMoved', size.w / 2 + 30, size.h / 2 + 30);
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await settle();
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const movedAgain = await player('fullscreen()');
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check(
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'over a running game the fullscreen button shows while the mouse moves and steps aside when it rests',
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cornerAfterClick.button !== null &&
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cornerAfterClick.button.x > size.w - 60 &&
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cornerAfterClick.button.y < 60 &&
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rested.button === null &&
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movedAgain.button !== null,
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JSON.stringify({ cornerAfterClick, rested, movedAgain }),
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);
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// 60e. The keys go to the game: the arrow moves the crate out of the middle, S stops the game.
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await holdKey('ArrowRight', 500);
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await sleep(200);
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@@ -267,6 +285,22 @@ export async function release(t) {
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moved === BACKGROUND && (await player('screen()')).caption === 'Click to play again',
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JSON.stringify({ moved, screen: await player('screen()') }),
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);
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// 60h (#267). A click on the corner button makes the page fullscreen and does not reach the
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// game – it would start it again; a second click leaves fullscreen.
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const corner = (await player('fullscreen()')).button;
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if (corner) await click(corner.x, corner.y);
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await sleep(500);
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const entered = { ...(await player('fullscreen()')), running: await player('running()') };
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const exitAt = entered.button ?? corner;
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if (exitAt) await click(exitAt.x, exitAt.y);
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await sleep(500);
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const left = await player('fullscreen()');
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check(
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'the corner button puts the page into fullscreen and back, without starting the game',
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corner !== null && entered.on && !entered.running && !left.on,
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JSON.stringify({ corner, entered, left }),
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);
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check('the play page threw nothing', exceptions().length === 0, exceptions().join(' | '));
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// 60f. Take down asks, then the link is dead – for the API and for the page.
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@@ -0,0 +1,64 @@
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/**
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* Fullscreen of the game tab (#267): the button in its header puts the game view on its own into
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* fullscreen – no toolbar, no panels, no header –, the game keeps running, and the button in the
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* corner puts the view back under its header. Stopping the game from fullscreen ends it as well.
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*/
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export async function fullscreen(t) {
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const { check, json, click, sleep, play, stop, shot, press, exceptions } = t;
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const info = async () => ({
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...(await json('__gm.gameFullscreen()')),
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view: (await json('__gm.gameScale()')).view,
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});
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const size = { w: await json('innerWidth'), h: await json('innerHeight') };
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await press('Escape');
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await play();
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const windowed = await info();
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// 61a. The header button: the game view alone fills the page, and the game goes on.
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await click(windowed.headerButton.x, windowed.headerButton.y);
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await sleep(500);
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const full = { ...(await info()), mode: await json('__gm.state.mode') };
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check(
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'the header button puts the running game view alone into fullscreen',
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windowed.view.y > 0 &&
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full.on &&
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full.document &&
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full.headerButton === null &&
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full.view.x === 0 &&
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full.view.y === 0 &&
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full.view.w === size.w &&
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full.view.h === size.h &&
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full.mode === 'play',
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JSON.stringify({ size, windowed, full }),
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);
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await shot('61-fullscreen');
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// 61b. The corner button leaves it, and the view is back under its header, as big as before.
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if (full.corner) await click(full.corner.x, full.corner.y);
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await sleep(500);
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const back = await info();
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check(
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'the corner button leaves fullscreen and puts the view back in its tab',
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full.corner !== null &&
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!back.on &&
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!back.document &&
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back.headerButton !== null &&
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JSON.stringify(back.view) === JSON.stringify(windowed.view),
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JSON.stringify({ corner: full.corner, back }),
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);
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// 61c. Stop goes back to the scene tab, which ends fullscreen too.
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await click(back.headerButton.x, back.headerButton.y);
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await sleep(500);
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const again = await info();
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await stop();
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await sleep(300);
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const stopped = await info();
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check(
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'stopping the game from fullscreen ends fullscreen',
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again.on && !stopped.on && !stopped.document,
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JSON.stringify({ again: again.on, stopped }),
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);
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check('fullscreen threw nothing', exceptions().length === 0, exceptions().join(' | '));
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}
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@@ -63,6 +63,7 @@ import { objectReferences } from './57-object-references.mjs';
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import { clipAreas } from './58-clip-areas.mjs';
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import { whilePlaying } from './59-while-playing.mjs';
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import { release } from './60-release.mjs';
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import { fullscreen } from './61-fullscreen.mjs';
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export const STEPS = [
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hierarchy,
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@@ -125,4 +126,5 @@ export const STEPS = [
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clipAreas,
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whilePlaying,
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release,
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fullscreen,
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];
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