Smooth Fullscreen Transitions

How can I smoothly transition between windowed and fullscreen modes without the screen going black?

Creating smooth transitions between window modes requires careful coordination of several SDL operations. Here's a comprehensive approach.

Basic Implementation

Here's a basic framework that allows us to attach additional steps to the process of toggling the fullscreen mode of a window:

#include <SDL.h>

bool SmoothToggleFullscreen(
  SDL_Window* Window
) {
  // Store current window position and size
  int PrevX{}, PrevY{}, PrevW{}, PrevH{};
  SDL_GetWindowPosition(Window, &PrevX, &PrevY);
  SDL_GetWindowSize(Window, &PrevW, &PrevH);

  // Get current fullscreen state
  Uint32 Flags{SDL_GetWindowFlags(Window)};
  bool IsFullscreen{(
    Flags & SDL_WINDOW_FULLSCREEN_DESKTOP
  ) != 0};

  // Disable fullscreen before changing
  // window properties
  if (IsFullscreen) {
    SDL_SetWindowFullscreen(Window, 0); 
  }

  // Update window properties while it's in
  // windowed mode
  SDL_SetWindowBordered(Window,
    IsFullscreen ? SDL_TRUE : SDL_FALSE);
  SDL_SetWindowResizable(Window,
    IsFullscreen ? SDL_TRUE : SDL_FALSE);

  // Enable fullscreen after window properties
  // are set
  if (!IsFullscreen) {
    SDL_SetWindowFullscreen(
      Window, SDL_WINDOW_FULLSCREEN_DESKTOP);
  } else {
    // Restore previous window position and size
    SDL_SetWindowSize(Window, PrevW, PrevH);
    SDL_SetWindowPosition(Window, PrevX, PrevY);
  }

  return true;
}

Handling Rendering During Transition

To prevent visual artifacts during the transition, you should handle the rendering appropriately:

#include <SDL.h>

void RenderDuringTransition(
  SDL_Window* Window, SDL_Renderer* Renderer
) {
  // Clear with a solid color to prevent flickering
  SDL_SetRenderDrawColor(Renderer, 0, 0, 0, 255);
  SDL_RenderClear(Renderer);

  // Render your game content here
  // ...

  // Present immediately to minimize black frames
  SDL_RenderPresent(Renderer);

  // Small delay to let the window manager catch up
  SDL_Delay(50);
}

The key to smooth transitions is managing the window properties in the correct order and maintaining continuous rendering throughout the process. Using desktop fullscreen mode (SDL_WINDOW_FULLSCREEN_DESKTOP) generally provides smoother transitions than exclusive fullscreen.

Fullscreen Windows

Learn how to create and manage fullscreen windows in SDL, including desktop and exclusive fullscreen modes.

Questions & Answers

Answers are generated by AI models and may not have been reviewed. Be mindful when running any code on your device.

Desktop vs Exclusive Fullscreen
Why would we want to use desktop fullscreen mode if exclusive fullscreen has better performance?
Managing Different Aspect Ratios
What happens if a player has a monitor with a different aspect ratio than our game's resolution?
Using Bitwise AND with Window Flags
What's the purpose of the bitwise AND operator (&) when checking window flags? Why can't we use == instead?
Restoring Display Settings After Crashes
When using exclusive fullscreen, how can I ensure the display settings are properly restored if my game crashes?
Saving Display Preferences
How can I save the player's preferred fullscreen mode and restore it the next time they launch the game?
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