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

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+1 -1
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@@ -43,7 +43,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
The browser suite and the three example games need a machine with a GPU: The browser suite and the three example games need a machine with a GPU:
```bash ```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1574 checks (GM_STEPS=20 for one step) node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1580 checks (GM_STEPS=20 for one step)
# every tool signs in first – see the Accounts page # every tool signs in first – see the Accounts page
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
+28
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@@ -33,6 +33,7 @@ import { GamePane } from './viewport/GamePane';
import { ScenePane } from './viewport/ScenePane'; import { ScenePane } from './viewport/ScenePane';
import { GameViewport } from './viewport/GameViewport'; import { GameViewport } from './viewport/GameViewport';
import { SceneViewport } from './viewport/SceneViewport'; import { SceneViewport } from './viewport/SceneViewport';
import { leaveFullscreen, onFullscreenChange } from '../viewport/fullscreen';
import { TAB_OF_ASSET } from './assetTabs'; import { TAB_OF_ASSET } from './assetTabs';
import { attachAutosave } from './autosave'; import { attachAutosave } from './autosave';
import { PasswordDialog } from './auth/PasswordDialog'; import { PasswordDialog } from './auth/PasswordDialog';
@@ -463,6 +464,8 @@ export class Editor implements PlayHost {
const onTick = (ticker: Ticker) => this.tick(ticker.deltaMS / 1000); const onTick = (ticker: Ticker) => this.tick(ticker.deltaMS / 1000);
app.ticker.add(onTick); app.ticker.add(onTick);
this.cleanups.push(() => app.ticker.remove(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. // In the game view Tab is a game key (an inventory, a target switch) – like every other key there.
const focus = ui().focus; const focus = ui().focus;
focus.tabBelongsElsewhere = () => this.tab === 'game'; focus.tabBelongsElsewhere = () => this.tab === 'game';
@@ -690,6 +693,28 @@ export class Editor implements PlayHost {
else this.showTab(tab); 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 { private kindOf(doc: DocumentId): CentreTab | null {
if (doc.startsWith('values:')) { if (doc.startsWith('values:')) {
const target = this.valueTargets.get(doc); 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`. */ /** 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 { 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.tab = tab;
this.documents = { docs: this.documents.docs, active: strip && isDocument(strip) ? strip : null }; 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. // 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> { async dispose(): Promise<void> {
if (this.disposed) return; if (this.disposed) return;
this.disposed = true; this.disposed = true;
this.endGameFullscreen();
await this.autosave.flush(); await this.autosave.flush();
this.autosave.stop(); this.autosave.stop();
if (this.play.isPlaying) this.play.stop(); if (this.play.isPlaying) this.play.stop();
+12 -1
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@@ -1,4 +1,5 @@
import type { Application } from 'pixi.js'; import type { Application, Container } from 'pixi.js';
import { ui } from '../../ui';
import type { Editor } from '../Editor'; import type { Editor } from '../Editor';
import type { SnapToggle } from '../graph/SnapToggle'; import type { SnapToggle } from '../graph/SnapToggle';
import type { EditorState } from '../state'; import type { EditorState } from '../state';
@@ -18,6 +19,16 @@ export function centreOf(widget: { getGlobalPosition(): { x: number; y: number }
return { x: p.x + widget.w / 2, y: p.y + widget.h / 2 }; return { x: p.x + widget.w / 2, y: p.y + widget.h / 2 };
} }
/** Whether `node` and everything it hangs from are visible, up to a stage. */
export function shownOnStage(node: Container): boolean {
let current = node;
while (current.visible) {
if (!current.parent) return current === ui().app.stage;
current = current.parent;
}
return false;
}
/** A tab's magnet (#194): where to click it, how big it is drawn, and whether it is on. */ /** A tab's magnet (#194): where to click it, how big it is drawn, and whether it is on. */
export function snapButton(snap: SnapToggle): { export function snapButton(snap: SnapToggle): {
x: number; x: number;
+11 -1
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@@ -5,7 +5,7 @@ import { currentVisibilityPopup } from '../panels/SceneVisibilityPopup';
import { currentTilemapWidgets, paintedLayerId, paintedTilemap } from '../panels/TilemapPanel'; import { currentTilemapWidgets, paintedLayerId, paintedTilemap } from '../panels/TilemapPanel';
import type { TilemapTool } from '../state'; import type { TilemapTool } from '../state';
import { rectOf } from '../textProbe'; import { rectOf } from '../textProbe';
import { centreOf, type HookContext } from './hookHelpers'; import { centreOf, type HookContext, shownOnStage } from './hookHelpers';
/** The Scene and Game tabs, the tilemap painted in the scene view, and the Container tab. */ /** The Scene and Game tabs, the tilemap painted in the scene view, and the Container tab. */
export function sceneHooks({ state, editor }: HookContext) { export function sceneHooks({ state, editor }: HookContext) {
@@ -96,6 +96,16 @@ export function sceneHooks({ state, editor }: HookContext) {
picker: centreOf(gamePane.scalePicker), picker: centreOf(gamePane.scalePicker),
}; };
}, },
/**
* Fullscreen of the game view (#267): whether the view is moved to the root, whether the browser
* is in fullscreen, the header button, and the corner button while it shows.
*/
gameFullscreen: () => ({
on: gameView.isFullscreen,
document: document.fullscreenElement !== null,
headerButton: shownOnStage(gamePane.fullscreenButton) ? centreOf(gamePane.fullscreenButton) : null,
corner: shownOnStage(gameView.fullscreenButton) ? centreOf(gameView.fullscreenButton) : null,
}),
/** Which typeface a text ended up drawn in, and how wide it made it. */ /** Which typeface a text ended up drawn in, and how wide it made it. */
textInfo: (id: string) => viewport.textInfo(id), textInfo: (id: string) => viewport.textInfo(id),
gameTextInfo: (id: string) => gameView.textInfo(id), gameTextInfo: (id: string) => gameView.textInfo(id),
+10 -2
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@@ -1,4 +1,5 @@
import { Dropdown, Menu, type MenuItem, VStack } from '../../ui'; import { Button, Dropdown, Menu, type MenuItem, Spacer, Theme, UI_ICON_SVG, VStack } from '../../ui';
import { toggleFullscreen } from '../../viewport/fullscreen';
import { GAME_SCALE_STEPS, type GameScale } from '../../viewport/view'; import { GAME_SCALE_STEPS, type GameScale } from '../../viewport/view';
import { TabHeader } from '../TabHeader'; import { TabHeader } from '../TabHeader';
import type { GameViewport } from './GameViewport'; import type { GameViewport } from './GameViewport';
@@ -6,11 +7,16 @@ import type { GameViewport } from './GameViewport';
/** Room for the longest label, "Auto · 400%". */ /** Room for the longest label, "Auto · 400%". */
const SCALE_WIDTH = 110; const SCALE_WIDTH = 110;
/** The game tab (#225): a header with the scale picker above the game view. */ /** The game tab (#225): a header with the scale picker and the fullscreen button above the game view. */
export class GamePane extends VStack { export class GamePane extends VStack {
readonly header = new TabHeader(); readonly header = new TabHeader();
/** Public for the check scripts. */ /** Public for the check scripts. */
readonly scalePicker: Dropdown; readonly scalePicker: Dropdown;
readonly fullscreenButton = new Button('', {
width: Theme.controlHeight,
icon: UI_ICON_SVG.fullscreen,
onClick: () => void toggleFullscreen(),
});
constructor(readonly view: GameViewport) { constructor(readonly view: GameViewport) {
super(); super();
@@ -19,6 +25,8 @@ export class GamePane extends VStack {
onClick: () => this.openScalePicker(), onClick: () => this.openScalePicker(),
}); });
this.header.add(this.scalePicker); this.header.add(this.scalePicker);
this.header.add(new Spacer(), 1);
this.header.add(this.fullscreenButton);
this.add(this.header); this.add(this.header);
this.add(view, 1); this.add(view, 1);
view.onScaleShown = (factor) => this.scalePicker.setText(scaleLabel(view.scaleMode, factor)); view.onScaleShown = (factor) => this.scalePicker.setText(scaleLabel(view.scaleMode, factor));
+18
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@@ -8,6 +8,7 @@ import type { EditorState } from '../state';
import type { World } from '../../runtime/World'; import type { World } from '../../runtime/World';
import { Theme, textStyle, ui } from '../../ui'; import { Theme, textStyle, ui } from '../../ui';
import { type ActiveCamera, cameraOfItems, cameraOfWorld } from '../../viewport/activeCamera'; import { type ActiveCamera, cameraOfItems, cameraOfWorld } from '../../viewport/activeCamera';
import { FullscreenCorner } from '../../viewport/FullscreenCorner';
import { collectHolderItems, collectWorldItems } from '../../viewport/items'; import { collectHolderItems, collectWorldItems } from '../../viewport/items';
import { routePointer } from '../../viewport/gamePointer'; import { routePointer } from '../../viewport/gamePointer';
import { cameraFactor, cameraView, type GameScale, type View } from '../../viewport/view'; import { cameraFactor, cameraView, type GameScale, type View } from '../../viewport/view';
@@ -26,6 +27,9 @@ export class GameViewport extends WorldViewport<EditorState> {
private factor: number | null = null; private factor: number | null = null;
/** Told the factor of every redraw: auto and fit change with the view. */ /** Told the factor of every redraw: auto and fit change with the view. */
onScaleShown: ((factor: number | null) => void) | null = null; onScaleShown: ((factor: number | null) => void) | null = null;
/** The way back out of fullscreen (#267); the tab header has the way in. */
readonly fullscreenButton = new FullscreenCorner(this);
private fullscreen = false;
constructor(state: EditorState) { constructor(state: EditorState) {
super(state); super(state);
@@ -34,6 +38,8 @@ export class GameViewport extends WorldViewport<EditorState> {
this.addChild(this.hint); this.addChild(this.hint);
this.editorRunCaption.eventMode = 'none'; this.editorRunCaption.eventMode = 'none';
this.addChild(this.editorRunCaption); this.addChild(this.editorRunCaption);
this.addChild(this.fullscreenButton);
this.fullscreenButton.sync(false, false);
routePointer( routePointer(
this, this,
() => this.pointerWorld(), () => this.pointerWorld(),
@@ -44,9 +50,20 @@ export class GameViewport extends WorldViewport<EditorState> {
/** null = not playing. */ /** null = not playing. */
setWorld(world: World | null): void { setWorld(world: World | null): void {
this.playWorld = world; this.playWorld = world;
this.fullscreenButton.sync(this.fullscreen, world !== null);
this.redraw(); this.redraw();
} }
get isFullscreen(): boolean {
return this.fullscreen;
}
/** Whether this view is all the screen shows; the editor moves it there and back. */
setFullscreen(on: boolean): void {
this.fullscreen = on;
this.fullscreenButton.sync(on, this.playWorld !== null);
}
/** null = no behavior is running outside play mode. */ /** null = no behavior is running outside play mode. */
setEditorWorld(world: World | null): void { setEditorWorld(world: World | null): void {
this.editorWorld = world; this.editorWorld = world;
@@ -134,5 +151,6 @@ export class GameViewport extends WorldViewport<EditorState> {
// Which tab holds the keyboard is otherwise nowhere to be seen. // Which tab holds the keyboard is otherwise nowhere to be seen.
this.editorRunCaption.visible = this.editorWorld !== null && !this.playWorld; this.editorRunCaption.visible = this.editorWorld !== null && !this.playWorld;
this.editorRunCaption.position.set(8, 6); this.editorRunCaption.position.set(8, 6);
this.fullscreenButton.place(this.w);
} }
} }
+5
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@@ -2,6 +2,7 @@ import { Text, type TextStyle } from 'pixi.js';
import type { World } from '../runtime/World'; import type { World } from '../runtime/World';
import { Theme, textStyle, ui } from '../ui'; import { Theme, textStyle, ui } from '../ui';
import { cameraOfWorld } from '../viewport/activeCamera'; import { cameraOfWorld } from '../viewport/activeCamera';
import { FullscreenCorner } from '../viewport/FullscreenCorner';
import { routePointer } from '../viewport/gamePointer'; import { routePointer } from '../viewport/gamePointer';
import { collectWorldItems } from '../viewport/items'; import { collectWorldItems } from '../viewport/items';
import { cameraView, type View } from '../viewport/view'; import { cameraView, type View } from '../viewport/view';
@@ -27,6 +28,7 @@ export class GameScreen extends WorldViewport {
/** Asked when the caption is clicked while it offers to start. */ /** Asked when the caption is clicked while it offers to start. */
onStart: (() => void) | null = null; onStart: (() => void) | null = null;
private startable = false; private startable = false;
readonly fullscreenButton = new FullscreenCorner(this);
constructor(source: ViewSource) { constructor(source: ViewSource) {
super(source); super(source);
@@ -35,6 +37,7 @@ export class GameScreen extends WorldViewport {
text.anchor.set(0.5); text.anchor.set(0.5);
this.addChild(text); this.addChild(text);
} }
this.addChild(this.fullscreenButton);
routePointer( routePointer(
this, this,
() => this.running, () => this.running,
@@ -59,6 +62,7 @@ export class GameScreen extends WorldViewport {
/** null = not running. */ /** null = not running. */
setWorld(world: World | null): void { setWorld(world: World | null): void {
this.running = world; this.running = world;
this.fullscreenButton.sync(true, world !== null);
this.redraw(); this.redraw();
} }
@@ -101,5 +105,6 @@ export class GameScreen extends WorldViewport {
this.caption.position.set(this.w / 2, this.h / 2); this.caption.position.set(this.w / 2, this.h / 2);
this.hint.visible = this.running !== null && view === null; this.hint.visible = this.running !== null && view === null;
this.hint.position.set(this.w / 2, this.h / 2); this.hint.position.set(this.w / 2, this.h / 2);
this.fullscreenButton.place(this.w);
} }
} }
+9
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@@ -13,5 +13,14 @@ export function installPlayerHook(screen: GameScreen, player: () => Player | nul
screen: () => screen.info(), screen: () => screen.info(),
log: () => player()?.log() ?? [], log: () => player()?.log() ?? [],
pixelAt: (x: number, y: number) => stagePixel(ui().app, x, y), pixelAt: (x: number, y: number) => stagePixel(ui().app, x, y),
/** Whether the page is in fullscreen, and the corner button while it shows (#267). */
fullscreen: () => {
const button = screen.fullscreenButton;
const origin = button.getGlobalPosition();
return {
on: document.fullscreenElement !== null,
button: button.visible ? { x: origin.x + button.w / 2, y: origin.y + button.h / 2 } : null,
};
},
}; };
} }
+3 -1
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@@ -3,7 +3,9 @@
* come from whatever font the system has, so they are SVG files like every other icon. * come from whatever font the system has, so they are SVG files like every other icon.
*/ */
import current from './icons/current.svg?raw'; import current from './icons/current.svg?raw';
import fullscreenExit from './icons/fullscreen-exit.svg?raw';
import fullscreen from './icons/fullscreen.svg?raw';
import ticked from './icons/ticked.svg?raw'; import ticked from './icons/ticked.svg?raw';
import unticked from './icons/unticked.svg?raw'; import unticked from './icons/unticked.svg?raw';
export const UI_ICON_SVG = { current, ticked, unticked }; export const UI_ICON_SVG = { current, fullscreen, fullscreenExit, ticked, unticked };
+6
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@@ -0,0 +1,6 @@
<svg xmlns="http://www.w3.org/2000/svg" id="fullscreen-exit" viewBox="-8 -8 16 16" width="16" height="16">
<path d="M-6 -2 L-2 -2 L-2 -6" fill="none" stroke="currentColor" stroke-width="1.5" />
<path d="M2 -6 L2 -2 L6 -2" fill="none" stroke="currentColor" stroke-width="1.5" />
<path d="M6 2 L2 2 L2 6" fill="none" stroke="currentColor" stroke-width="1.5" />
<path d="M-2 6 L-2 2 L-6 2" fill="none" stroke="currentColor" stroke-width="1.5" />
</svg>

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+6
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@@ -0,0 +1,6 @@
<svg xmlns="http://www.w3.org/2000/svg" id="fullscreen" viewBox="-8 -8 16 16" width="16" height="16">
<path d="M-6 -2 L-6 -6 L-2 -6" fill="none" stroke="currentColor" stroke-width="1.5" />
<path d="M2 -6 L6 -6 L6 -2" fill="none" stroke="currentColor" stroke-width="1.5" />
<path d="M6 2 L6 6 L2 6" fill="none" stroke="currentColor" stroke-width="1.5" />
<path d="M-2 6 L-6 6 L-6 2" fill="none" stroke="currentColor" stroke-width="1.5" />
</svg>

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+78
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@@ -0,0 +1,78 @@
import type { Container, FederatedPointerEvent } from 'pixi.js';
import { Button, requestRender, Theme, UI_ICON_SVG } from '../ui';
import {
CORNER_BUTTON_IDLE_SECONDS,
isFullscreen,
onFullscreenChange,
showsCornerButton,
toggleFullscreen,
} from './fullscreen';
/**
* The fullscreen button in the top right corner of a game on screen (#267): on the player page
* always, in the editor while its game view is in fullscreen. Over a running game it steps aside
* once the mouse rests (`showsCornerButton`).
*/
export class FullscreenCorner extends Button {
private active = true;
private running = false;
private lastMove = performance.now();
private hideTimer = 0;
private readonly stopChange: () => void;
constructor(host: Container) {
super('', {
width: Theme.controlHeight,
icon: isFullscreen() ? UI_ICON_SVG.fullscreenExit : UI_ICON_SVG.fullscreen,
onClick: () => void toggleFullscreen(),
});
this.focusable = false;
this.resize(Theme.controlHeight, Theme.controlHeight);
// The button lies on the game: a press on it must neither start the game nor reach it as a click.
const keep = (e: FederatedPointerEvent): void => e.stopPropagation();
this.on('pointerdown', keep);
this.on('pointerup', keep);
this.on('pointerover', () => this.refresh());
this.on('pointerout', () => this.refresh());
host.on('globalpointermove', () => {
this.lastMove = performance.now();
this.refresh();
});
this.stopChange = onFullscreenChange((on) =>
this.setIcon(on ? UI_ICON_SVG.fullscreenExit : UI_ICON_SVG.fullscreen),
);
}
override destroy(options?: Parameters<Button['destroy']>[0]): void {
this.stopChange();
window.clearTimeout(this.hideTimer);
super.destroy(options);
}
/** `active`: whether the host wants the button at all; `running`: whether a game is on screen. */
sync(active: boolean, running: boolean): void {
this.active = active;
this.running = running;
this.refresh();
}
/** Top right, a gap in from both edges of a host `w` wide. */
place(w: number): void {
this.position.set(Math.round(w - this.w - Theme.gap * 2), Theme.gap * 2);
}
private refresh(): void {
window.clearTimeout(this.hideTimer);
const idleSeconds = (performance.now() - this.lastMove) / 1000;
const show =
this.active && showsCornerButton({ running: this.running, idleSeconds, overButton: this.hovered });
if (show !== this.visible) {
this.visible = show;
requestRender();
}
if (show && this.running && !this.hovered) {
const left = CORNER_BUTTON_IDLE_SECONDS - idleSeconds;
this.hideTimer = window.setTimeout(() => this.refresh(), Math.max(0, left * 1000) + 20);
}
}
}
+44
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@@ -0,0 +1,44 @@
/**
* Fullscreen for the game view (#267): the browser's Fullscreen API on the whole page, which is the
* one canvas. What the canvas then shows – only the game – is up to the page that asked.
*/
/** How long the corner button stays after the mouse last moved over a running game. */
export const CORNER_BUTTON_IDLE_SECONDS = 2;
/**
* Whether the corner button shows: always while no game runs, and over a running game only while
* the mouse moves or rests on the button – it would otherwise sit over the picture for good.
*/
export function showsCornerButton(state: {
running: boolean;
idleSeconds: number;
overButton: boolean;
}): boolean {
return !state.running || state.overButton || state.idleSeconds < CORNER_BUTTON_IDLE_SECONDS;
}
export function isFullscreen(): boolean {
return document.fullscreenElement !== null;
}
/** Enters or leaves fullscreen; a browser that refuses leaves everything as it was. */
export async function toggleFullscreen(): Promise<void> {
try {
if (isFullscreen()) await document.exitFullscreen();
else await document.documentElement.requestFullscreen();
} catch (error) {
console.warn('[fullscreen]', error);
}
}
export function leaveFullscreen(): void {
if (isFullscreen()) void document.exitFullscreen().catch((error) => console.warn('[fullscreen]', error));
}
/** Calls `handler` whenever fullscreen starts or ends, by the button or by Esc; returns the call that stops it. */
export function onFullscreenChange(handler: (on: boolean) => void): () => void {
const listener = (): void => handler(isFullscreen());
document.addEventListener('fullscreenchange', listener);
return () => document.removeEventListener('fullscreenchange', listener);
}
+23
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@@ -0,0 +1,23 @@
/** When the fullscreen button in the corner of a game shows (#267). */
import { describe, expect, it } from 'vitest';
import { CORNER_BUTTON_IDLE_SECONDS, showsCornerButton } from '../../src/viewport/fullscreen';
describe('showsCornerButton', () => {
it('always shows while no game runs, however long the mouse rests', () => {
expect(showsCornerButton({ running: false, idleSeconds: 60, overButton: false })).toBe(true);
});
it('shows over a running game only while the mouse moved lately', () => {
expect(showsCornerButton({ running: true, idleSeconds: 0, overButton: false })).toBe(true);
expect(
showsCornerButton({ running: true, idleSeconds: CORNER_BUTTON_IDLE_SECONDS - 0.1, overButton: false }),
).toBe(true);
expect(
showsCornerButton({ running: true, idleSeconds: CORNER_BUTTON_IDLE_SECONDS, overButton: false }),
).toBe(false);
});
it('stays while the pointer rests on it', () => {
expect(showsCornerButton({ running: true, idleSeconds: 60, overButton: true })).toBe(true);
});
});
+36 -2
View File
@@ -77,8 +77,8 @@ function game(id) {
/** /**
* Releasing a project (#266): published from the main menu, played from the link without a * Releasing a project (#266): published from the main menu, played from the link without a
* session – only the game, zoomed to Auto, on the page colour – updated under the same link, and * session – only the game, zoomed to Auto, on the page colour, with a fullscreen button in the
* taken down. * corner (#267) – updated under the same link, and taken down.
* *
* Works on a throwaway project of its own, like step 50. The last thing it does is delete that * Works on a throwaway project of its own, like step 50. The last thing it does is delete that
* project and open the fixture again. * project and open the fixture again.
@@ -230,6 +230,7 @@ export async function release(t) {
await click(size.w / 2, size.h / 2); await click(size.w / 2, size.h / 2);
await waitUntil('__gameMakerPlay.running()', { label: 'the game runs' }); await waitUntil('__gameMakerPlay.running()', { label: 'the game runs' });
await sleep(300); await sleep(300);
const cornerAfterClick = await player('fullscreen()');
const screen = await player('screen()'); const screen = await player('screen()');
const centre = { x: screen.frame.x + screen.frame.w / 2, y: screen.frame.y + screen.frame.h / 2 }; const centre = { x: screen.frame.x + screen.frame.w / 2, y: screen.frame.y + screen.frame.h / 2 };
const scale = screen.scale; const scale = screen.scale;
@@ -256,6 +257,23 @@ export async function release(t) {
playingCursor, playingCursor,
); );
// 60g (#267). The fullscreen button sits in the top right corner while the mouse moves, steps
// aside once it rests over the running game, and is back with the next move.
await sleep(2300);
const rested = await player('fullscreen()');
await t.mouse('mouseMoved', size.w / 2 + 30, size.h / 2 + 30);
await settle();
const movedAgain = await player('fullscreen()');
check(
'over a running game the fullscreen button shows while the mouse moves and steps aside when it rests',
cornerAfterClick.button !== null &&
cornerAfterClick.button.x > size.w - 60 &&
cornerAfterClick.button.y < 60 &&
rested.button === null &&
movedAgain.button !== null,
JSON.stringify({ cornerAfterClick, rested, movedAgain }),
);
// 60e. The keys go to the game: the arrow moves the crate out of the middle, S stops the game. // 60e. The keys go to the game: the arrow moves the crate out of the middle, S stops the game.
await holdKey('ArrowRight', 500); await holdKey('ArrowRight', 500);
await sleep(200); await sleep(200);
@@ -267,6 +285,22 @@ export async function release(t) {
moved === BACKGROUND && (await player('screen()')).caption === 'Click to play again', moved === BACKGROUND && (await player('screen()')).caption === 'Click to play again',
JSON.stringify({ moved, screen: await player('screen()') }), JSON.stringify({ moved, screen: await player('screen()') }),
); );
// 60h (#267). A click on the corner button makes the page fullscreen and does not reach the
// game – it would start it again; a second click leaves fullscreen.
const corner = (await player('fullscreen()')).button;
if (corner) await click(corner.x, corner.y);
await sleep(500);
const entered = { ...(await player('fullscreen()')), running: await player('running()') };
const exitAt = entered.button ?? corner;
if (exitAt) await click(exitAt.x, exitAt.y);
await sleep(500);
const left = await player('fullscreen()');
check(
'the corner button puts the page into fullscreen and back, without starting the game',
corner !== null && entered.on && !entered.running && !left.on,
JSON.stringify({ corner, entered, left }),
);
check('the play page threw nothing', exceptions().length === 0, exceptions().join(' | ')); check('the play page threw nothing', exceptions().length === 0, exceptions().join(' | '));
// 60f. Take down asks, then the link is dead – for the API and for the page. // 60f. Take down asks, then the link is dead – for the API and for the page.
+64
View File
@@ -0,0 +1,64 @@
/**
* Fullscreen of the game tab (#267): the button in its header puts the game view on its own into
* fullscreen – no toolbar, no panels, no header –, the game keeps running, and the button in the
* corner puts the view back under its header. Stopping the game from fullscreen ends it as well.
*/
export async function fullscreen(t) {
const { check, json, click, sleep, play, stop, shot, press, exceptions } = t;
const info = async () => ({
...(await json('__gm.gameFullscreen()')),
view: (await json('__gm.gameScale()')).view,
});
const size = { w: await json('innerWidth'), h: await json('innerHeight') };
await press('Escape');
await play();
const windowed = await info();
// 61a. The header button: the game view alone fills the page, and the game goes on.
await click(windowed.headerButton.x, windowed.headerButton.y);
await sleep(500);
const full = { ...(await info()), mode: await json('__gm.state.mode') };
check(
'the header button puts the running game view alone into fullscreen',
windowed.view.y > 0 &&
full.on &&
full.document &&
full.headerButton === null &&
full.view.x === 0 &&
full.view.y === 0 &&
full.view.w === size.w &&
full.view.h === size.h &&
full.mode === 'play',
JSON.stringify({ size, windowed, full }),
);
await shot('61-fullscreen');
// 61b. The corner button leaves it, and the view is back under its header, as big as before.
if (full.corner) await click(full.corner.x, full.corner.y);
await sleep(500);
const back = await info();
check(
'the corner button leaves fullscreen and puts the view back in its tab',
full.corner !== null &&
!back.on &&
!back.document &&
back.headerButton !== null &&
JSON.stringify(back.view) === JSON.stringify(windowed.view),
JSON.stringify({ corner: full.corner, back }),
);
// 61c. Stop goes back to the scene tab, which ends fullscreen too.
await click(back.headerButton.x, back.headerButton.y);
await sleep(500);
const again = await info();
await stop();
await sleep(300);
const stopped = await info();
check(
'stopping the game from fullscreen ends fullscreen',
again.on && !stopped.on && !stopped.document,
JSON.stringify({ again: again.on, stopped }),
);
check('fullscreen threw nothing', exceptions().length === 0, exceptions().join(' | '));
}
+2
View File
@@ -63,6 +63,7 @@ import { objectReferences } from './57-object-references.mjs';
import { clipAreas } from './58-clip-areas.mjs'; import { clipAreas } from './58-clip-areas.mjs';
import { whilePlaying } from './59-while-playing.mjs'; import { whilePlaying } from './59-while-playing.mjs';
import { release } from './60-release.mjs'; import { release } from './60-release.mjs';
import { fullscreen } from './61-fullscreen.mjs';
export const STEPS = [ export const STEPS = [
hierarchy, hierarchy,
@@ -125,4 +126,5 @@ export const STEPS = [
clipAreas, clipAreas,
whilePlaying, whilePlaying,
release, release,
fullscreen,
]; ];