diff options
| author | Jules Blok <jules.blok@gmail.com> | 2014-07-26 12:43:49 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2014-07-26 13:04:39 +0200 |
| commit | 6724ce627516b89cc126ee7f4a876fc8472d46ca (patch) | |
| tree | d1db8a2c346882e5249b1502ec5e3e5194a45d34 /Source/Core/DolphinWX/Frame.cpp | |
| parent | eea7086b23f45e4566550e99e3bd1fec7ecd4e2c (diff) | |
Cosmetic changes based on feedback on PR #506.
Diffstat (limited to 'Source/Core/DolphinWX/Frame.cpp')
| -rw-r--r-- | Source/Core/DolphinWX/Frame.cpp | 35 |
1 files changed, 20 insertions, 15 deletions
diff --git a/Source/Core/DolphinWX/Frame.cpp b/Source/Core/DolphinWX/Frame.cpp index 1d7fb03819..43d5185ee3 100644 --- a/Source/Core/DolphinWX/Frame.cpp +++ b/Source/Core/DolphinWX/Frame.cpp @@ -642,10 +642,14 @@ void CFrame::OnHostMessage(wxCommandEvent& event) case IDM_FULLSCREENREQUEST: { - bool fullscreen = event.GetInt() == 0 ? false : true; - ToggleDisplayMode(fullscreen); + bool enable_fullscreen = event.GetInt() == 0 ? false : true; + ToggleDisplayMode(enable_fullscreen); if (m_RenderFrame != nullptr) - m_RenderFrame->ShowFullScreen(fullscreen); + m_RenderFrame->ShowFullScreen(enable_fullscreen); + + // If the stop dialog initiated this fullscreen switch then we need + // to pause the emulator after we've completed the switch. + // TODO: Allow the renderer to switch fullscreen modes while paused. if (m_confirmStop) Core::SetState(Core::CORE_PAUSE); } @@ -1183,35 +1187,36 @@ void CFrame::OnMouse(wxMouseEvent& event) event.Skip(); } -void CFrame::DoFullscreen(bool bF) +void CFrame::DoFullscreen(bool enable_fullscreen) { - if (g_Config.ExclusiveFullscreenEnabled() && + if (!g_Config.bBorderlessFullscreen && !SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain && Core::GetState() != Core::CORE_RUN) { - // 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 renderer is not running. + // 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 + // renderer is not running. + // TODO: Allow the renderer to switch fullscreen modes while paused. return; } - ToggleDisplayMode(bF); + ToggleDisplayMode(enable_fullscreen); #if defined(__APPLE__) NSView *view = (NSView *) m_RenderFrame->GetHandle(); NSWindow *window = [view window]; - if (bF != RendererIsFullscreen()) + if (enable_fullscreen != RendererIsFullscreen()) { [window toggleFullScreen:nil]; } #else - if (bF) + if (enable_fullscreen) { m_RenderFrame->ShowFullScreen(true, wxFULLSCREEN_ALL); } - else if (!g_Config.ExclusiveFullscreenEnabled() || + else if (g_Config.bBorderlessFullscreen || SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain) { // Exiting exclusive fullscreen should be done from a Renderer callback. @@ -1222,7 +1227,7 @@ void CFrame::DoFullscreen(bool bF) if (SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain) { - if (bF) + if (enable_fullscreen) { // Save the current mode before going to fullscreen AuiCurrent = m_Mgr->SavePerspective(); @@ -1239,7 +1244,7 @@ void CFrame::DoFullscreen(bool bF) m_RenderFrame->Raise(); } - g_Config.bFullscreen = bF; + g_Config.bFullscreen = enable_fullscreen; } const CGameListCtrl *CFrame::GetGameListCtrl() const |
