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authorJules Blok <jules.blok@gmail.com>2014-07-26 12:43:49 +0200
committerJules Blok <jules.blok@gmail.com>2014-07-26 13:04:39 +0200
commit6724ce627516b89cc126ee7f4a876fc8472d46ca (patch)
treed1db8a2c346882e5249b1502ec5e3e5194a45d34 /Source/Core/DolphinWX/Frame.cpp
parenteea7086b23f45e4566550e99e3bd1fec7ecd4e2c (diff)
Cosmetic changes based on feedback on PR #506.
Diffstat (limited to 'Source/Core/DolphinWX/Frame.cpp')
-rw-r--r--Source/Core/DolphinWX/Frame.cpp35
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