Repository: vispy/vispy

Issue:
Fullscreen problem with PyQt5 using scene.SceneCanvas
canvas = scene.SceneCanvas(keys='interactive', size=(600, 600), show=True, fullscreen=True)

This initializes fine. But when clicking the screen the canvas shrinks down to the left bottom corner.

vispy.sys_info() gives me:
```
Platform:
Windows-10-10.0.16299-SP0

Python:
3.6.4
(v3.6.4:d48eceb,
Dec
19
2017,
06:04:45)
[MSC
v.1900
32
bit
(Intel)]

NumPy:
1.14.0
Backend:

PyQt5
pyqt4:

None
pyqt5:

('PyQt5',
'5.10',
'5.10.0')
pyside:

None
pyglet:

None
glfw:

None
sdl2:

None
wx:

wxPython
4.0.1
egl:

None
osmesa:

None
_test:

None

GL
version:

'4.5.13456
Compatibility
Profile
Context
FireGL
21.19.141.0'
MAX_TEXTURE_SIZE:
16384
Extensions:
'GL_AMDX_debug_output
GL_AMD_blend_minmax_factor
GL_AMD_conservative_depth
GL_AMD_debug_output
GL_AMD_depth_clamp_separate
GL_AMD_draw_buffers_blend
GL_AMD_framebuffer_sample_positions
GL_AMD_gcn_shader
GL_AMD_gpu_shader_int64
GL_AMD_interleaved_elements
GL_AMD_multi_draw_indirect
GL_AMD_name_gen_delete
GL_AMD_performance_monitor
GL_AMD_pinned_memory
GL_AMD_query_buffer_object
GL_AMD_sample_positions
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_atomic_counter_ops
GL_AMD_shader_stencil_export
GL_AMD_shader_stencil_value_export
GL_AMD_shader_trinary_minmax
GL_AMD_sparse_texture
GL_AMD_stencil_operation_extended
GL_AMD_texture_cube_map_array
GL_AMD_texture_texture4
GL_AMD_transform_feedback3_lines_triangles
GL_AMD_transform_feedback4
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_ES3_1_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_bindless_texture
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_clear_buffer_object
GL_ARB_clear_texture
GL_ARB_clip_control
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_conditional_render_inverted
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_cull_distance
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_derivative_control
GL_ARB_direct_state_access
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_enhanced_layouts
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_get_texture_sub_image
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_indirect_parameters
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_query_buffer_object
GL_ARB_robust_buffer_access_behavior
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_ballot
GL_ARB_shader_bit_encoding
GL_ARB_shader_draw_parameters
GL_ARB_shader_group_vote
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_stencil_export
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_image_samples
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_sparse_buffer
GL_ARB_sparse_texture
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_barrier
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_snorm
GL_ARB_texture_stencil8
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transform_feedback_overflow_query
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_meminfo
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_buffer
GL_EXT_copy_texture
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_histogram
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_polygon_offset_clamp
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_bptc
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_IBM_texture_mirrored_repeat
GL_INTEL_fragment_shader_ordering
GL_KHR_context_flush_control
GL_KHR_debug
GL_KHR_robust_buffer_access_behavior
GL_KHR_robustness
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_depth_buffer_float
GL_NV_explicit_multisample
GL_NV_float_buffer
GL_NV_half_float
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_OES_EGL_image
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_swap_control'
```

![image](https://user-images.githubusercontent.com/7489565/37203380-bf234a9c-238d-11e8-88e1-2b25b7a5b54d.png)

![image](https://user-images.githubusercontent.com/7489565/37203404-cd24ff28-238d-11e8-99fa-f1dcc7695908.png)




Discussion:
FYI you can do `print(vispy.sys_info())` to get readable output and you can use three backticks (on separate lines) to format code/literal blocks on github.

What version of vispy is this? Are you sure you're on the newest version? I really thought I had fixed this.
And if you do `fullscreen=False` does it behave properly?
Didn't that made it worse? I just did pip install vispy. It says vispy-0.5.2.dist-info in my lib/site-packages folder.
It works fine if fullscreen is false yes.
Ok good to know. This is likely something I missed when I made the fix for the windowed mode.
@mkkb I'm having trouble reproducing this using the current `master` branch. Could you try this on your system? Of course I'm on a high dpi macbook so I could have the opposite problem as you.
Also do you have a small example? Maybe my click events aren't behaving the same as yours.
```
import sys
import numpy as np
from vispy import app, gloo, visuals, scene
from vispy.visuals.transforms import STTransform
from vispy.color import get_colormap


canvas = scene.SceneCanvas(keys='interactive', size=(600,600), show=True, fullscreen=True)

grid = canvas.central_widget.add_grid(margin=10)
grid.spacing = 0

plot_view_name = 'scene_view'
title_txt = 'View Title'
x_title_txt = 'x-label'
y_title_txt ='y-title'
row_i = 0
col_i = 0

# Create title
title = scene.Label( title_txt, color='white' )
title.height_max = 40
grid.add_widget( title, row=row_i, col=col_i, col_span=2 )

# Create y-axis
yaxis = scene.AxisWidget(orientation='left',
                           axis_label=y_title_txt,
                           axis_font_size=12,
                           axis_label_margin=50,
                           tick_label_margin=5)
yaxis.width_max = 80
grid.add_widget(yaxis, row=row_i+1, col=col_i)

# Create x-axis
xaxis = scene.AxisWidget(orientation='bottom',
                           axis_label=x_title_txt,
                           axis_font_size=12,
                           axis_label_margin=30,
                           tick_label_margin=5)
xaxis.height_max = 40
grid.add_widget(xaxis, row=row_i+2, col=col_i+1)

# Create the view to plot in
plot_view = grid.add_view(row=row_i+1, col=col_i+1, border_color='white')
plot_view.height_max = 900/3

# Add camera
plot_view.camera = 'panzoom'
xaxis.link_view( plot_view )
yaxis.link_view( plot_view )

if __name__ == '__main__' and sys.flags.interactive == 0:
    app.run()
```
I see the same bug using the script above. In fullscreen mode I also get the error:
WARNING: Error drawing visual <vispy.visuals.mesh.MeshVisual object at 0x1ACCD970>
When zooming/paning the graph view.
Good news: I get the same error and results. Now to figure out why.
👍  You got any time to look on my pull request too, would be nice to get some feedback there while things are fresh in memory.
@mkkb Your script works correct on my system with latest github-master. I see an axis in the upper part of the window and can zoom with mouse.
@kmuehlbauer Do you have a hidpi display?
No, normal display, afaik.
New minimal example (working on something smaller):

```
from vispy import app, gloo, visuals, scene
app.use_app('pyqt5')

canvas = scene.SceneCanvas(keys='interactive', size=(600,600), show=True, fullscreen=True, bgcolor='red')
grid = canvas.central_widget.add_grid() 
plot_view = grid.add_view(row=0, col=0, border_color='white')
plot_view.camera = 'panzoom'

if __name__ == '__main__':
    app.run()
```

My guess is I fixed the PyQt5 backend to work for hidpi displays but accidentally broke it for regular displays (assuming @mkkb is on a hidpi display).
@davidh-ssec This works on pyqt4 and pyqt5, red fullscreen window.
Obviously I am doing too many things this morning. My last comment was backwards. This is failing on HiDPI displays and working on regular displays. So my previous fixes must not have caught every usage of the physical display size.

On my machine with this open in full screen, clicking anywhere on the canvas causes the white rectangle (on the border initially) to shrink to the lower left corner of the canvas window. This does not happen if `fullscreen=False`.
Just a small update, I used the same example referenced in the other issue/PR and got the same results when setting fullscreen to True in the canvas init. As mentioned before this isn't a problem if you start out small and make it full screen. The other example code uses a different camera so it isn't camera specific. I printed out all of the sizes in the backend and things seem the same between the two cases (fullscreen False/True).
@mkkb What happens for you if you do `show=False` in the canvas init and do `canvas.show()` right before the app.run is called? This "fixes" the issue for me.

Resolving patch:
diff --git a/vispy/app/backends/_qt.py b/vispy/app/backends/_qt.py
--- a/vispy/app/backends/_qt.py
+++ b/vispy/app/backends/_qt.py
@@ -164,6 +164,8 @@ def message_handler(*args):
     else:
         msg = msg.decode() if not isinstance(msg, string_types) else msg
         logger.warning(msg)
+
+
 try:
     QtCore.qInstallMsgHandler(message_handler)
 except AttributeError:
@@ -283,6 +285,16 @@ def __init__(self, *args, **kwargs):
             self._fullscreen = True
         else:
             self._fullscreen = False
+
+        # must set physical size before setting visible or fullscreen
+        # operations may make the size invalid
+        if hasattr(self, 'devicePixelRatio'):
+            # handle high DPI displays in PyQt5
+            ratio = self.devicePixelRatio()
+        else:
+            ratio = 1
+        self._physical_size = (p.size[0] * ratio, p.size[1] * ratio)
+
         if not p.resizable:
             self.setFixedSize(self.size())
         if p.position is not None:
@@ -293,12 +305,6 @@ def __init__(self, *args, **kwargs):
         # Qt supports OS double-click events, so we set this here to
         # avoid double events
         self._double_click_supported = True
-        if hasattr(self, 'devicePixelRatio'):
-            # handle high DPI displays in PyQt5
-            ratio = self.devicePixelRatio()
-        else:
-            ratio = 1
-        self._physical_size = (p.size[0] * ratio, p.size[1] * ratio)
 
         # Activate touch and gesture.
         # NOTE: we only activate touch on OS X because there seems to be


Test patch: