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The present code in 1.4 that determines whether window cascading occurs is :
if (!force_position()) {
if (w->modal()) {
[cw center];
} else if (w->non_modal()) {
[cw center];
} else if (!w->fullscreen_active()) {
static NSPoint delta = NSZeroPoint;
delta = [cw cascadeTopLeftFromPoint:delta];
}
crect = [cw frame]; // synchronize FLTK's and the system's window coordinates
this->x(round(crect.origin.x/s));
this->y( round((main_screen_height - crect.origin.y)/s) - w->h() );
}
This shows that cascading is already excluded from fullscreen windows.
When I modify a test program and make its window fullscreen, I don't see
a problem.
Could the OP, please, post an example program, or describe the issue in more detail?
TIA
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