Headless: Add support for fullscreen option (#5339)
* Headless: Added support for fullscreen option * Headless: cleanup of fullscreen support * Headless: fullscreen support : implemented proposed changes * Headless: fullscreen support: cleanup * Headless: fullscreen support: fix for OpenGL scaling * Headless: fullscreen support: cleanup * Headless: fullscreen support: cleanup * Headless: fullscreen support: add. macOS fullscreen fix * Headless: fullscreen support: cleanup * Headless: fullscreen support: cleanup * Headless: fullscreen support: cleanup
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4 changed files with 38 additions and 7 deletions
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@ -151,9 +151,23 @@ namespace Ryujinx.Headless.SDL2.OpenGL
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GL.Clear(ClearBufferMask.ColorBufferBit);
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SwapBuffers();
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if (IsFullscreen)
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{
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// NOTE: grabbing the main display's dimensions directly as OpenGL doesn't scale along like the VulkanWindow.
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// we might have to amend this if people run this on a non-primary display set to a different resolution.
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SDL_Rect displayBounds;
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SDL_GetDisplayBounds(0, out displayBounds);
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Renderer?.Window.SetSize(displayBounds.w, displayBounds.h);
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MouseDriver.SetClientSize(displayBounds.w, displayBounds.h);
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}
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else
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{
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Renderer?.Window.SetSize(DefaultWidth, DefaultHeight);
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MouseDriver.SetClientSize(DefaultWidth, DefaultHeight);
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}
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}
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protected override void InitializeRenderer() { }
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@ -14,6 +14,9 @@ namespace Ryujinx.Headless.SDL2
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[Option("profile", Required = false, HelpText = "Set the user profile to launch the game with.")]
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public string UserProfile { get; set; }
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[Option("fullscreen", Required = false, HelpText = "Launch the game in fullscreen mode.")]
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public bool IsFullscreen { get; set; }
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// Input
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[Option("input-profile-1", Required = false, HelpText = "Set the input profile in use for Player 1.")]
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@ -64,6 +64,9 @@ namespace Ryujinx.Headless.SDL2
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{
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Version = ReleaseInformation.GetVersion();
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// Make process DPI aware for proper window sizing on high-res screens.
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ForceDpiAware.Windows();
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Console.Title = $"Ryujinx Console {Version} (Headless SDL2)";
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if (OperatingSystem.IsMacOS() || OperatingSystem.IsLinux())
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@ -592,6 +595,8 @@ namespace Ryujinx.Headless.SDL2
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_window = window;
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_window.IsFullscreen = options.IsFullscreen;
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_emulationContext = InitializeEmulationContext(window, renderer, options);
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SystemVersion firmwareVersion = _contentManager.GetCurrentFirmwareVersion();
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@ -55,6 +55,7 @@ namespace Ryujinx.Headless.SDL2
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public IHostUiTheme HostUiTheme { get; }
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public int Width { get; private set; }
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public int Height { get; private set; }
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public bool IsFullscreen { get; set; }
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protected SDL2MouseDriver MouseDriver;
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private readonly InputManager _inputManager;
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@ -158,7 +159,9 @@ namespace Ryujinx.Headless.SDL2
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string titleIdSection = string.IsNullOrWhiteSpace(activeProcess.ProgramIdText) ? string.Empty : $" ({activeProcess.ProgramIdText.ToUpper()})";
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string titleArchSection = activeProcess.Is64Bit ? " (64-bit)" : " (32-bit)";
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WindowHandle = SDL_CreateWindow($"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, DefaultWidth, DefaultHeight, DefaultFlags | GetWindowFlags());
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SDL_WindowFlags fullscreenFlag = IsFullscreen ? SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
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WindowHandle = SDL_CreateWindow($"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, DefaultWidth, DefaultHeight, DefaultFlags | fullscreenFlag | GetWindowFlags());
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if (WindowHandle == IntPtr.Zero)
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{
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@ -185,10 +188,16 @@ namespace Ryujinx.Headless.SDL2
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switch (evnt.window.windowEvent)
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{
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case SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED:
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// Unlike on Windows, this event fires on macOS when triggering fullscreen mode.
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// And promptly crashes the process because `Renderer?.window.SetSize` is undefined.
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// As we don't need this to fire in either case we can test for isFullscreen.
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if (!IsFullscreen)
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{
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Width = evnt.window.data1;
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Height = evnt.window.data2;
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Renderer?.Window.SetSize(Width, Height);
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MouseDriver.SetClientSize(Width, Height);
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}
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break;
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case SDL_WindowEventID.SDL_WINDOWEVENT_CLOSE:
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