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.
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c104e9c698
commit
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@ -446,6 +446,7 @@ void Config::ReadValues() {
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ReadSetting("Renderer", Settings::values.renderer_debug);
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ReadSetting("Renderer", Settings::values.renderer_debug);
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ReadSetting("Renderer", Settings::values.vulkan_device);
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ReadSetting("Renderer", Settings::values.vulkan_device);
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ReadSetting("Renderer", Settings::values.fullscreen_mode);
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ReadSetting("Renderer", Settings::values.aspect_ratio);
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ReadSetting("Renderer", Settings::values.aspect_ratio);
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ReadSetting("Renderer", Settings::values.max_anisotropy);
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ReadSetting("Renderer", Settings::values.max_anisotropy);
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ReadSetting("Renderer", Settings::values.use_frame_limit);
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ReadSetting("Renderer", Settings::values.use_frame_limit);
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@ -224,6 +224,10 @@ debug =
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# Which Vulkan physical device to use (defaults to 0)
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# Which Vulkan physical device to use (defaults to 0)
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vulkan_device =
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vulkan_device =
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# Whether to use fullscreen or borderless window mode
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# 0 (Windows default): Borderless window, 1 (All other default): Exclusive fullscreen
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fullscreen_mode =
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# Aspect ratio
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# Aspect ratio
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# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window
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# 0: Default (16:9), 1: Force 4:3, 2: Force 21:9, 3: Stretch to Window
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aspect_ratio =
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aspect_ratio =
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@ -6,6 +6,7 @@
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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#include "common/scm_rev.h"
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/core.h"
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#include "core/perf_stats.h"
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#include "core/perf_stats.h"
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#include "input_common/keyboard.h"
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#include "input_common/keyboard.h"
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@ -122,24 +123,37 @@ void EmuWindow_SDL2::OnResize() {
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}
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}
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void EmuWindow_SDL2::Fullscreen() {
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void EmuWindow_SDL2::Fullscreen() {
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// Try a different fullscreening method
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switch (Settings::values.fullscreen_mode.GetValue()) {
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LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
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case 1: // Exclusive fullscreen
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
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// Set window size to render size before entering fullscreen -- SDL does not resize to
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return;
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// display dimensions in this mode.
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// TODO: Multiply the window size by resolution_factor (for both docked modes)
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if (Settings::values.use_docked_mode) {
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SDL_SetWindowSize(render_window, Layout::ScreenDocked::Width,
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Layout::ScreenDocked::Height);
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}
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) {
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return;
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}
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LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
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LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
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[[fallthrough]];
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case 0: // Borderless window
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
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return;
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}
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LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError());
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[[fallthrough]];
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default:
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// Fallback algorithm: Maximise window.
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// Works on all systems (unless something is seriously wrong), so no fallback for this one.
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LOG_INFO(Frontend, "Falling back on a maximised window...");
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SDL_MaximizeWindow(render_window);
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break;
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}
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}
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LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError());
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) {
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return;
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}
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LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
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// Fallback algorithm: Maximise window.
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// Works on all systems (unless something is seriously wrong), so no fallback for this one.
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LOG_INFO(Frontend, "Falling back on a maximised window...");
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SDL_MaximizeWindow(render_window);
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}
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}
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void EmuWindow_SDL2::WaitEvent() {
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void EmuWindow_SDL2::WaitEvent() {
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