From 9befe7047b0aad5dda40ce015de50fe7e9e4b309 Mon Sep 17 00:00:00 2001 From: lat9nq <22451773+lat9nq@users.noreply.github.com> Date: Wed, 21 Jul 2021 19:48:03 -0400 Subject: [PATCH] yuzu_cmd: Make use of fullscreen_mode setting Reverts 48259de0c1a6a1aca77eec31cb8aca5ca2b680dd to the previous hierarchy and fixes the resolution issue with this fullscreen mode. yuzu-cmd will now read the fullscreen_mode setting and use it appropriately. --- src/yuzu_cmd/config.cpp | 1 + src/yuzu_cmd/default_ini.h | 4 ++ src/yuzu_cmd/emu_window/emu_window_sdl2.cpp | 48 +++++++++++++-------- 3 files changed, 36 insertions(+), 17 deletions(-) diff --git a/src/yuzu_cmd/config.cpp b/src/yuzu_cmd/config.cpp index b18056baf3..3e22fee379 100644 --- a/src/yuzu_cmd/config.cpp +++ b/src/yuzu_cmd/config.cpp @@ -446,6 +446,7 @@ void Config::ReadValues() { ReadSetting("Renderer", Settings::values.renderer_debug); ReadSetting("Renderer", Settings::values.vulkan_device); + ReadSetting("Renderer", Settings::values.fullscreen_mode); ReadSetting("Renderer", Settings::values.aspect_ratio); ReadSetting("Renderer", Settings::values.max_anisotropy); ReadSetting("Renderer", Settings::values.use_frame_limit); diff --git a/src/yuzu_cmd/default_ini.h b/src/yuzu_cmd/default_ini.h index b362f10b43..88d33ecabd 100644 --- a/src/yuzu_cmd/default_ini.h +++ b/src/yuzu_cmd/default_ini.h @@ -224,6 +224,10 @@ debug = # Which Vulkan physical device to use (defaults to 0) vulkan_device = +# Whether to use fullscreen or borderless window mode +# 0 (Windows default): Borderless window, 1 (All other default): Exclusive fullscreen +fullscreen_mode = + # Aspect ratio # 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window aspect_ratio = diff --git a/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp b/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp index 8dfc09393d..353e51ea74 100644 --- a/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp +++ b/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp @@ -6,6 +6,7 @@ #include "common/logging/log.h" #include "common/scm_rev.h" +#include "common/settings.h" #include "core/core.h" #include "core/perf_stats.h" #include "input_common/keyboard.h" @@ -122,24 +123,37 @@ void EmuWindow_SDL2::OnResize() { } void EmuWindow_SDL2::Fullscreen() { - // Try a different fullscreening method - LOG_INFO(Frontend, "Attempting to use borderless fullscreen..."); - if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) { - return; + switch (Settings::values.fullscreen_mode.GetValue()) { + case 1: // Exclusive fullscreen + // Set window size to render size before entering fullscreen -- SDL does not resize to + // display dimensions in this mode. + // TODO: Multiply the window size by resolution_factor (for both docked modes) + if (Settings::values.use_docked_mode) { + SDL_SetWindowSize(render_window, Layout::ScreenDocked::Width, + Layout::ScreenDocked::Height); + } + + if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) { + return; + } + + LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError()); + LOG_INFO(Frontend, "Attempting to use borderless fullscreen..."); + [[fallthrough]]; + case 0: // Borderless window + if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) { + return; + } + + LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError()); + [[fallthrough]]; + default: + // Fallback algorithm: Maximise window. + // Works on all systems (unless something is seriously wrong), so no fallback for this one. + LOG_INFO(Frontend, "Falling back on a maximised window..."); + SDL_MaximizeWindow(render_window); + break; } - - LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError()); - - if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) { - return; - } - - LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError()); - - // Fallback algorithm: Maximise window. - // Works on all systems (unless something is seriously wrong), so no fallback for this one. - LOG_INFO(Frontend, "Falling back on a maximised window..."); - SDL_MaximizeWindow(render_window); } void EmuWindow_SDL2::WaitEvent() {