D3D: Allow borderless fullscreen to be turned on/off during gameplay.
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803bea5004
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b87fddb027
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@ -1398,8 +1398,7 @@ void CFrame::DoFullscreen(bool enable_fullscreen)
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m_RenderFrame->Raise();
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m_RenderFrame->Raise();
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}
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}
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g_Config.bFullscreen = (!g_Config.ExclusiveFullscreenEnabled() ||
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g_Config.bFullscreen = enable_fullscreen;
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SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain) ? false : enable_fullscreen;
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}
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}
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const CGameListCtrl *CFrame::GetGameListCtrl() const
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const CGameListCtrl *CFrame::GetGameListCtrl() const
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@ -862,7 +862,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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SetWindowSize(fbStride, fbHeight);
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SetWindowSize(fbStride, fbHeight);
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const bool windowResized = CheckForResize();
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const bool windowResized = CheckForResize();
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const bool fullscreen = g_ActiveConfig.bFullscreen &&
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const bool fullscreen = g_ActiveConfig.bFullscreen && !g_ActiveConfig.bBorderlessFullscreen &&
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!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain;
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!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain;
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bool xfbchanged = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;
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bool xfbchanged = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;
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@ -917,8 +917,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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{
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{
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D3D::SetFullscreenState(fullscreen);
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D3D::SetFullscreenState(fullscreen);
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// If exclusive fullscreen is disabled we can safely notify the UI to exit fullscreen.
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// If fullscreen is disabled we can safely notify the UI to exit fullscreen.
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if (!fullscreen)
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if (!g_ActiveConfig.bFullscreen)
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Host_RequestFullscreen(false);
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Host_RequestFullscreen(false);
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}
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}
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