Rework to add Exclusive Fullscreen option.

This commit is contained in:
VoxelTek 2025-07-15 12:53:33 +10:00
parent b5b2c4d784
commit 45e2a1657c
7 changed files with 62 additions and 10 deletions

View File

@ -58,6 +58,7 @@ CMainDialog::CMainDialog(QWidget* pParent) : QDialog(pParent)
connect(m_ui->musicCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxMusic);
connect(m_ui->sound3DCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckbox3DSound);
connect(m_ui->fullscreenCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxFullscreen);
connect(m_ui->exclusiveFullscreenCheckbox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxExclusiveFullscreen);
connect(m_ui->rumbleCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxRumble);
connect(m_ui->textureCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxTexture);
connect(m_ui->touchComboBox, &QComboBox::currentIndexChanged, this, &CMainDialog::TouchControlsChanged);
@ -259,6 +260,8 @@ void CMainDialog::UpdateInterface()
}
m_ui->musicCheckBox->setChecked(currentConfigApp->m_music);
m_ui->fullscreenCheckBox->setChecked(currentConfigApp->m_full_screen);
m_ui->exclusiveFullscreenCheckbox->setEnabled(currentConfigApp->m_full_screen);
m_ui->exclusiveFullscreenCheckbox->setChecked(currentConfigApp->m_exclusive_full_screen);
m_ui->rumbleCheckBox->setChecked(currentConfigApp->m_haptic);
m_ui->touchComboBox->setCurrentIndex(currentConfigApp->m_touch_scheme);
m_ui->transitionTypeComboBox->setCurrentIndex(currentConfigApp->m_transition_type);
@ -344,6 +347,14 @@ void CMainDialog::OnCheckboxMusic(bool checked)
void CMainDialog::OnCheckboxFullscreen(bool checked)
{
currentConfigApp->m_full_screen = checked;
m_ui->exclusiveFullscreenCheckbox->setEnabled(checked);
m_modified = true;
UpdateInterface();
}
void CMainDialog::OnCheckboxExclusiveFullscreen(bool checked)
{
currentConfigApp->m_exclusive_full_screen = checked;
m_modified = true;
UpdateInterface();
}

View File

@ -42,6 +42,7 @@ private slots:
void OnRadiobuttonTextureHighQuality(bool checked);
void OnCheckboxMusic(bool checked);
void OnCheckboxFullscreen(bool checked);
void OnCheckboxExclusiveFullscreen(bool checked);
void OnCheckboxRumble(bool checked);
void OnCheckboxTexture(bool checked);
void TouchControlsChanged(int index);

View File

@ -74,6 +74,7 @@ bool CConfigApp::InitInstance()
m_driver = NULL;
m_device = NULL;
m_full_screen = TRUE;
m_exclusive_full_screen = FALSE;
m_transition_type = 3; // 3: Mosaic
m_wide_view_angle = TRUE;
m_use_joystick = TRUE;
@ -165,6 +166,7 @@ bool CConfigApp::ReadRegisterSettings()
m_display_bit_depth = iniparser_getint(dict, "isle:Display Bit Depth", -1);
m_flip_surfaces = iniparser_getboolean(dict, "isle:Flip Surfaces", m_flip_surfaces);
m_full_screen = iniparser_getboolean(dict, "isle:Full Screen", m_full_screen);
m_exclusive_full_screen = iniparser_getboolean(dict, "isle:Exclusive Full Screen", m_exclusive_full_screen);
m_transition_type = iniparser_getint(dict, "isle:Transition Type", m_transition_type);
m_touch_scheme = iniparser_getint(dict, "isle:Touch Scheme", m_touch_scheme);
m_3d_video_ram = iniparser_getboolean(dict, "isle:Back Buffers in Video RAM", m_3d_video_ram);
@ -337,6 +339,7 @@ void CConfigApp::WriteRegisterSettings() const
SetIniInt(dict, "isle:Display Bit Depth", m_display_bit_depth);
SetIniBool(dict, "isle:Flip Surfaces", m_flip_surfaces);
SetIniBool(dict, "isle:Full Screen", m_full_screen);
SetIniBool(dict, "isle:Exclusive Full Screen", m_exclusive_full_screen);
SetIniBool(dict, "isle:Wide View Angle", m_wide_view_angle);
SetIniInt(dict, "isle:Transition Type", m_transition_type);

View File

@ -69,6 +69,7 @@ class CConfigApp {
int m_display_bit_depth;
bool m_flip_surfaces;
bool m_full_screen;
bool m_exclusive_full_screen;
int m_transition_type;
bool m_3d_video_ram;
bool m_wide_view_angle;

View File

@ -605,6 +605,9 @@ The game will gradually increase the number of actors until this maximum is reac
<layout class="QGridLayout" name="gridLayout_3">
<item row="0" column="1">
<widget class="QSpinBox" name="framerateSpinBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum framerate. Values above 100fps are untested.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="suffix">
<string>fps</string>
</property>
@ -620,14 +623,31 @@ The game will gradually increase the number of actors until this maximum is reac
</widget>
</item>
<item row="0" column="0">
<widget class="QCheckBox" name="fullscreenCheckBox">
<property name="toolTip">
<string>Toggle fullscreen display mode.</string>
</property>
<property name="text">
<string>Fullscreen</string>
</property>
</widget>
<layout class="QVBoxLayout" name="fullscreenCheckboxContainer">
<item>
<widget class="QCheckBox" name="fullscreenCheckBox">
<property name="toolTip">
<string>Toggle fullscreen display mode.</string>
</property>
<property name="text">
<string>Fullscreen</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="exclusiveFullscreenCheckbox">
<property name="enabled">
<bool>false</bool>
</property>
<property name="toolTip">
<string>Grants the app full control of the display for better performance and lower input lag. May cause slower alt-tabbing.</string>
</property>
<property name="text">
<string>Exclusive Fullscreen</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
@ -640,6 +660,9 @@ The game will gradually increase the number of actors until this maximum is reac
<layout class="QHBoxLayout" name="horizontalLayout_5">
<item>
<widget class="QComboBox" name="aspectRatioComboBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The aspect ratio you intend to use.&lt;br/&gt;Select &lt;span style=&quot; font-weight:700;&quot;&gt;Custom&lt;/span&gt; to define your own width and height.&lt;br/&gt;Has no effect on the game itself.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="currentIndex">
<number>0</number>
</property>
@ -675,6 +698,9 @@ The game will gradually increase the number of actors until this maximum is reac
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Horizontal resolution. &lt;/p&gt;&lt;p&gt;Locked to aspect ratio, unless &lt;span style=&quot; font-weight:700;&quot;&gt;Custom&lt;/span&gt; is select as the aspect ratio.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="alignment">
<set>Qt::AlignmentFlag::AlignCenter</set>
</property>
@ -719,6 +745,9 @@ The game will gradually increase the number of actors until this maximum is reac
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Vertical resolution. &lt;/p&gt;&lt;p&gt;If an aspect ratio other than &lt;span style=&quot; font-weight:700;&quot;&gt;Custom&lt;/span&gt; is selected, this directly affects the horizontal resolution.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="alignment">
<set>Qt::AlignmentFlag::AlignCenter</set>
</property>
@ -827,6 +856,9 @@ The game will gradually increase the number of actors until this maximum is reac
<layout class="QVBoxLayout" name="verticalLayout_8">
<item>
<widget class="QGroupBox" name="textureLoader">
<property name="toolTip">
<string>Settings for Texture Loader extension.</string>
</property>
<property name="title">
<string>Texture Loader Extension</string>
</property>

View File

@ -179,6 +179,7 @@ IsleApp::IsleApp()
m_xRes = 640;
m_yRes = 480;
m_frameRate = 100.0f;
m_exclusiveFullScreen = FALSE;
}
// FUNCTION: ISLE 0x4011a0
@ -841,7 +842,7 @@ MxResult IsleApp::SetupWindow()
window = SDL_CreateWindowWithProperties(props);
if (m_fullScreen) {
if (m_exclusiveFullScreen && m_fullScreen) {
SDL_DisplayMode closestMode;
SDL_DisplayID displayID = SDL_GetDisplayForWindow(window);
bool findModeSuccess =
@ -1007,6 +1008,7 @@ bool IsleApp::LoadConfig()
iniparser_set(dict, "isle:Flip Surfaces", m_flipSurfaces ? "true" : "false");
iniparser_set(dict, "isle:Full Screen", m_fullScreen ? "true" : "false");
iniparser_set(dict, "isle:Exclusive Full Screen", m_exclusiveFullScreen ? "true" : "false");
iniparser_set(dict, "isle:Wide View Angle", m_wideViewAngle ? "true" : "false");
iniparser_set(dict, "isle:3DSound", m_use3dSound ? "true" : "false");
@ -1072,6 +1074,7 @@ bool IsleApp::LoadConfig()
m_flipSurfaces = iniparser_getboolean(dict, "isle:Flip Surfaces", m_flipSurfaces);
m_fullScreen = iniparser_getboolean(dict, "isle:Full Screen", m_fullScreen);
m_exclusiveFullScreen = iniparser_getboolean(dict, "isle:Exclusive Full Screen", m_exclusiveFullScreen);
m_wideViewAngle = iniparser_getboolean(dict, "isle:Wide View Angle", m_wideViewAngle);
m_use3dSound = iniparser_getboolean(dict, "isle:3DSound", m_use3dSound);
m_useMusic = iniparser_getboolean(dict, "isle:Music", m_useMusic);

View File

@ -72,7 +72,7 @@ class IsleApp {
char* m_cdPath; // 0x04
char* m_deviceId; // 0x08
char* m_savePath; // 0x0c
MxS32 m_fullScreen; // 0x10
MxBool m_fullScreen; // 0x10
MxS32 m_flipSurfaces; // 0x14
MxS32 m_backBuffersInVram; // 0x18
MxS32 m_using8bit; // 0x1c
@ -111,6 +111,7 @@ class IsleApp {
MxS32 m_xRes;
MxS32 m_yRes;
MxFloat m_frameRate;
MxBool m_exclusiveFullScreen;
};
extern IsleApp* g_isle;