I’m wanting my game to enter full screen whenever the player clicks to maximize the window. And I want them to be able to exit full screen by pressing escape. This process should be infinitely repeatable.
This is the closest I came to getting it to work, but once you try escaping full screen a second time, the final condition and action keep triggering and refusing to let the window leave full screen.
Seems like there may be a simple solution but I spent hours the other day trying to work around this problem to no avail, hopefully someone has a better idea?
That’s an interesting method! But I don’t want to use the same button to handle toggling between full screen and not full screen. I really need it to be two completely separate inputs involving maximize and escape.
Thanks for the ideas! I’ve tried concepts like that, and in almost all circumstances you’d be correct. But in my specific case, since I’m using maximize, I think GDevelop gets real confused about the state of the game window and repeatedly keeps triggering itself in order to reach full screen.
Thankfully, I’ve done a bit of tinkering and FINALLY found a way around this. I’ll need to implement a scene timer that gives the code a little bit of buffer room. This way, the toolbar shows up when the player hits escape, but if the player doesn’t interact with it for a couple seconds, the game returns to full screen.