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Lesson 2:  Going Fullscreen
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Lesson Overview

Making your game fullscreen is easy, but requires changing a few details of the program, as well as adding a couple lines of code.

In this lesson we will cover two things.  First, we will go over how to globalize your screen resolution and why you would do this.  Second, we'll cover the mechanics of making a window go into fullscreen mode and back again.

Setting Up the Screen Size

Throughout your DirectX experience and in game programming you will come across many functions and structs that demand to know your screen size.  This can become a hassle when you decide to change the resolution later, and especially when you decide to change it during run-time.  For right now, we will cover a simple method to standardize your screen size across your program.

First, we must add two directives to the top of our program.  These represent the screen width and the screen height.

// define the screen resolution
#define SCREEN_WIDTH  800
#define SCREEN_HEIGHT 600

The next step is to go through your program to where you indicate the width and height of your window.  Up to this point in the tutorial, you only have two, although we will come across another in a minute.  Do this to the code (changes in bold):

    hWnd = CreateWindowEx(NULL,
                          L"WindowClass",
                          L"Our Direct3D Program",
                          WS_OVERLAPPEDWINDOW,
                          300, 300,
                          SCREEN_WIDTH, SCREEN_HEIGHT,    // set window to new resolution
                          NULL,
                          NULL,
                          hInstance,
                          NULL);

And this:

    viewport.TopLeftX = 0;    // set the left to 0
    viewport.TopLeftY = 0;    // set the top to 0
    viewport.Width = SCREEN_WIDTH;    // set the width to the window's width
    viewport.Height = SCREEN_HEIGHT;    // set the height to the window's height

In a later lesson we will cover how to maintain screen size throughout your game after changing it during runtime.

There are specific resolutions that are available on most PCs, the most common of which can be seen in this table.

[Table 2.1 - Common Screen Resolutions]

Changing to Fullscreen Mode

While almost all major games are played in fullscreen mode, many games include the ability to switch between fullscreen and windowed mode.  While we want fullscreen by default, we also want the user to have the ability to switch easily between one and the other.  This is always done using the Alt-Enter keys.

When upgrading to full screen, there are several things we need to do:

1.  Modify the window to have no background.
2.  Set the back buffer to a specific size.
3.  Set DirectX to automatically switch when Alt-Enter is used.
4.  Modify the cleanD3D() function to turn off fullscreen when closing.

1. Modify the window to have no background.

To remove the window's background, all we need to do is comment one of the members of the WINDOWCLASSEX struct that was used to set the background color.  Doing this leaves the background color untouched, which means it won't be visible as a window for a second or two before the game starts (important to making your game look professional).

    // wc.hbrBackground = (HBRUSH)COLOR_WINDOW;

2.  Set the back buffer to a specific size.

Next, we have to tell DirectX about our new screen resolution.  We do this by making a few changes to the scd struct we built in the last lesson.  Let's look at what they are before we see what they do.

void initD3D(HWND hWnd)
{
    DXGI_SWAP_CHAIN_DESC scd;    // create a struct to hold various swap chain information

    ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));    // clear out the struct for use

    scd.BufferCount = 1;    // create two buffers, one for the front, one for the back
    scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;    // use 32-bit color
    scd.BufferDesc.Width = SCREEN_WIDTH;    // set the back buffer width
    scd.BufferDesc.Height = SCREEN_HEIGHT;    // set the back buffer height
    scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;    // tell how the chain is to be used
    scd.OutputWindow = hWnd;    // set the window to be used by Direct3D
    scd.SampleDesc.Count = 1;    // set the level of multi-sampling
    scd.SampleDesc.Quality = 0;    // set the quality of multi-sampling
    scd.Windowed = TRUE;    // set to windowed or full-screen mode

    // ...

3.  Set DirectX to automatically switch when Alt-Enter is used.

This step is quite simple.  All we need to do is add a flag to the scd struct.  The rest is handled for us.  The DXGI_SWAP_CHAIN_DESC struct actually has a 'Flags' member, which we can use for this.

void initD3D(HWND hWnd)
{
    DXGI_SWAP_CHAIN_DESC scd;    // create a struct to hold various swap chain information

    ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));    // clear out the struct for use

    scd.BufferCount = 1;    // create two buffers, one for the front, one for the back
    scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;    // use 32-bit color
    scd.BufferDesc.Width = SCREEN_WIDTH;    // set the back buffer width
    scd.BufferDesc.Height = SCREEN_HEIGHT;    // set the back buffer height
    scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;    // tell how the chain is to be used
    scd.OutputWindow = hWnd;    // set the window to be used by Direct3D
    scd.SampleDesc.Count = 1;    // set the level of multi-sampling
    scd.SampleDesc.Quality = 0;    // set the quality of multi-sampling
    scd.Windowed = TRUE;    // set to windowed or full-screen mode
    scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;    // allow full-screen switching

    // ...

4.  Modify the cleanD3D() function to turn off fullscreen when closing.

Direct3D is actually incapable of closing when in fullscreen mode.  This is due to certain threading issues that occur behind the scenes.  To correctly close down, we must make sure that we are in windowed mode.  We can use the function SetFullscreenState() to do this.  Here's what the new cleanD3D() function will look like:

// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
    swapchain->SetFullscreenState(FALSE, NULL);    // switch to windowed mode

    swapchain->Release();    // close and release the swap chain
    rtv->Release();    // close and release the render target view
    device->Release();    // close and release the 3D device
}

The first parameter of the function is which state you wish to switch to.  FALSE indicates windowed mode, while TRUE indicates fullscreen mode.

The second parameter is a feature which could allow you to select which video adapter to use.  This is useful for specific cases where you use multiple monitors.  However, for almost every game, you could just set this to NULL and it will choose the correct adapter.

The Finished Program

So, there isn't much to change.  Let's take a look at the whole picture and see what is different and what is the same.

[Show Code]

There isn't really a point in me showing a screenshot of this program's result, because it would just be a blue rectangle.  Your program should look like that: a blue rectangle with a mouse pointer in it.

Test Yourself

Great!  We now have a simple app that can correctly switch to full screen and back.  It's a simple upgrade, but it's necessary for an actual game.

Exercises

1. Change the resolution of the program until you are familiar with the various resolutions selectable.

When you're ready to go on, let's hit the next lesson!

Next Lesson:  An Overview of the Third Dimension

GO! GO! GO!