Merge pull request #1894 from Armada651/exclusive-fix

D3D: Fix Dolphin immediately exiting exclusive fullscreen.
This commit is contained in:
Markus Wick
2015-01-19 23:29:43 +01:00
4 changed files with 34 additions and 23 deletions
+10 -9
View File
@@ -211,6 +211,11 @@ bool CRenderFrame::ShowFullScreen(bool show, long style)
{
// OpenGL requires the pop-up style to activate exclusive mode.
SetWindowStyle((GetWindowStyle() & ~wxDEFAULT_FRAME_STYLE) | wxPOPUP_WINDOW);
// Some backends don't support exclusive fullscreen, so we
// can't tell exactly when exclusive mode is activated.
if (!g_Config.backend_info.bSupportsExclusiveFullscreen)
OSD::AddMessage("Enabled exclusive fullscreen.");
}
#endif
@@ -1314,13 +1319,11 @@ void CFrame::OnMouse(wxMouseEvent& event)
void CFrame::DoFullscreen(bool enable_fullscreen)
{
if (g_Config.ExclusiveFullscreenEnabled() &&
!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain &&
Core::GetState() == Core::CORE_PAUSE)
if (g_Config.bExclusiveMode && Core::GetState() == Core::CORE_PAUSE)
{
// A responsive renderer is required for exclusive fullscreen, but the
// renderer can only respond in the running state. Therefore we ignore
// fullscreen switches if we support exclusive fullscreen, but the
// fullscreen switches if we are in exclusive fullscreen, but the
// renderer is not running.
// TODO: Allow the renderer to switch fullscreen modes while paused.
return;
@@ -1341,11 +1344,10 @@ void CFrame::DoFullscreen(bool enable_fullscreen)
{
m_RenderFrame->ShowFullScreen(true, wxFULLSCREEN_ALL);
}
else if (!g_Config.ExclusiveFullscreenEnabled() ||
SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain)
else if (!g_Config.bExclusiveMode)
{
// Exiting exclusive fullscreen should be done from a Renderer callback.
// Therefore we don't exit fullscreen from here if we support exclusive mode.
// Therefore we don't exit fullscreen from here if we are in exclusive mode.
m_RenderFrame->ShowFullScreen(false, wxFULLSCREEN_ALL);
}
#endif
@@ -1398,8 +1400,7 @@ void CFrame::DoFullscreen(bool enable_fullscreen)
m_RenderFrame->Raise();
}
g_Config.bFullscreen = (!g_Config.ExclusiveFullscreenEnabled() ||
SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain) ? false : enable_fullscreen;
g_Config.bFullscreen = enable_fullscreen;
}
const CGameListCtrl *CFrame::GetGameListCtrl() const