mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-01-12 10:41:15 +00:00
Rework to add Exclusive Fullscreen option.
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parent
b5b2c4d784
commit
45e2a1657c
@ -58,6 +58,7 @@ CMainDialog::CMainDialog(QWidget* pParent) : QDialog(pParent)
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connect(m_ui->musicCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxMusic);
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connect(m_ui->sound3DCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckbox3DSound);
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connect(m_ui->fullscreenCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxFullscreen);
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connect(m_ui->exclusiveFullscreenCheckbox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxExclusiveFullscreen);
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connect(m_ui->rumbleCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxRumble);
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connect(m_ui->textureCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxTexture);
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connect(m_ui->touchComboBox, &QComboBox::currentIndexChanged, this, &CMainDialog::TouchControlsChanged);
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@ -259,6 +260,8 @@ void CMainDialog::UpdateInterface()
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}
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m_ui->musicCheckBox->setChecked(currentConfigApp->m_music);
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m_ui->fullscreenCheckBox->setChecked(currentConfigApp->m_full_screen);
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m_ui->exclusiveFullscreenCheckbox->setEnabled(currentConfigApp->m_full_screen);
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m_ui->exclusiveFullscreenCheckbox->setChecked(currentConfigApp->m_exclusive_full_screen);
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m_ui->rumbleCheckBox->setChecked(currentConfigApp->m_haptic);
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m_ui->touchComboBox->setCurrentIndex(currentConfigApp->m_touch_scheme);
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m_ui->transitionTypeComboBox->setCurrentIndex(currentConfigApp->m_transition_type);
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@ -344,6 +347,14 @@ void CMainDialog::OnCheckboxMusic(bool checked)
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void CMainDialog::OnCheckboxFullscreen(bool checked)
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{
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currentConfigApp->m_full_screen = checked;
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m_ui->exclusiveFullscreenCheckbox->setEnabled(checked);
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m_modified = true;
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UpdateInterface();
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}
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void CMainDialog::OnCheckboxExclusiveFullscreen(bool checked)
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{
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currentConfigApp->m_exclusive_full_screen = checked;
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m_modified = true;
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UpdateInterface();
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}
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@ -42,6 +42,7 @@ private slots:
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void OnRadiobuttonTextureHighQuality(bool checked);
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void OnCheckboxMusic(bool checked);
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void OnCheckboxFullscreen(bool checked);
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void OnCheckboxExclusiveFullscreen(bool checked);
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void OnCheckboxRumble(bool checked);
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void OnCheckboxTexture(bool checked);
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void TouchControlsChanged(int index);
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@ -74,6 +74,7 @@ bool CConfigApp::InitInstance()
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m_driver = NULL;
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m_device = NULL;
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m_full_screen = TRUE;
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m_exclusive_full_screen = FALSE;
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m_transition_type = 3; // 3: Mosaic
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m_wide_view_angle = TRUE;
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m_use_joystick = TRUE;
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@ -165,6 +166,7 @@ bool CConfigApp::ReadRegisterSettings()
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m_display_bit_depth = iniparser_getint(dict, "isle:Display Bit Depth", -1);
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m_flip_surfaces = iniparser_getboolean(dict, "isle:Flip Surfaces", m_flip_surfaces);
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m_full_screen = iniparser_getboolean(dict, "isle:Full Screen", m_full_screen);
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m_exclusive_full_screen = iniparser_getboolean(dict, "isle:Exclusive Full Screen", m_exclusive_full_screen);
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m_transition_type = iniparser_getint(dict, "isle:Transition Type", m_transition_type);
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m_touch_scheme = iniparser_getint(dict, "isle:Touch Scheme", m_touch_scheme);
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m_3d_video_ram = iniparser_getboolean(dict, "isle:Back Buffers in Video RAM", m_3d_video_ram);
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@ -337,6 +339,7 @@ void CConfigApp::WriteRegisterSettings() const
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SetIniInt(dict, "isle:Display Bit Depth", m_display_bit_depth);
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SetIniBool(dict, "isle:Flip Surfaces", m_flip_surfaces);
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SetIniBool(dict, "isle:Full Screen", m_full_screen);
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SetIniBool(dict, "isle:Exclusive Full Screen", m_exclusive_full_screen);
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SetIniBool(dict, "isle:Wide View Angle", m_wide_view_angle);
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SetIniInt(dict, "isle:Transition Type", m_transition_type);
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@ -69,6 +69,7 @@ class CConfigApp {
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int m_display_bit_depth;
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bool m_flip_surfaces;
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bool m_full_screen;
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bool m_exclusive_full_screen;
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int m_transition_type;
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bool m_3d_video_ram;
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bool m_wide_view_angle;
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@ -605,6 +605,9 @@ The game will gradually increase the number of actors until this maximum is reac
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<layout class="QGridLayout" name="gridLayout_3">
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<item row="0" column="1">
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<widget class="QSpinBox" name="framerateSpinBox">
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<property name="toolTip">
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<string><html><head/><body><p>Maximum framerate. Values above 100fps are untested.</p></body></html></string>
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</property>
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<property name="suffix">
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<string>fps</string>
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</property>
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@ -620,14 +623,31 @@ The game will gradually increase the number of actors until this maximum is reac
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</widget>
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</item>
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<item row="0" column="0">
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<widget class="QCheckBox" name="fullscreenCheckBox">
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<property name="toolTip">
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<string>Toggle fullscreen display mode.</string>
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</property>
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<property name="text">
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<string>Fullscreen</string>
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</property>
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</widget>
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<layout class="QVBoxLayout" name="fullscreenCheckboxContainer">
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<item>
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<widget class="QCheckBox" name="fullscreenCheckBox">
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<property name="toolTip">
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<string>Toggle fullscreen display mode.</string>
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</property>
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<property name="text">
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<string>Fullscreen</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="exclusiveFullscreenCheckbox">
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<property name="enabled">
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<bool>false</bool>
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</property>
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<property name="toolTip">
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<string>Grants the app full control of the display for better performance and lower input lag. May cause slower alt-tabbing.</string>
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</property>
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<property name="text">
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<string>Exclusive Fullscreen</string>
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</property>
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</widget>
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</item>
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</layout>
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</item>
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</layout>
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</widget>
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@ -640,6 +660,9 @@ The game will gradually increase the number of actors until this maximum is reac
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<layout class="QHBoxLayout" name="horizontalLayout_5">
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<item>
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<widget class="QComboBox" name="aspectRatioComboBox">
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<property name="toolTip">
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<string><html><head/><body><p>The aspect ratio you intend to use.<br/>Select <span style=" font-weight:700;">Custom</span> to define your own width and height.<br/>Has no effect on the game itself.</p></body></html></string>
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</property>
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<property name="currentIndex">
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<number>0</number>
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</property>
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@ -675,6 +698,9 @@ The game will gradually increase the number of actors until this maximum is reac
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<verstretch>0</verstretch>
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</sizepolicy>
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</property>
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<property name="toolTip">
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<string><html><head/><body><p>Horizontal resolution. </p><p>Locked to aspect ratio, unless <span style=" font-weight:700;">Custom</span> is select as the aspect ratio.</p></body></html></string>
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</property>
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<property name="alignment">
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<set>Qt::AlignmentFlag::AlignCenter</set>
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</property>
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@ -719,6 +745,9 @@ The game will gradually increase the number of actors until this maximum is reac
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<verstretch>0</verstretch>
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</sizepolicy>
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</property>
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<property name="toolTip">
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<string><html><head/><body><p>Vertical resolution. </p><p>If an aspect ratio other than <span style=" font-weight:700;">Custom</span> is selected, this directly affects the horizontal resolution.</p></body></html></string>
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</property>
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<property name="alignment">
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<set>Qt::AlignmentFlag::AlignCenter</set>
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</property>
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@ -827,6 +856,9 @@ The game will gradually increase the number of actors until this maximum is reac
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<layout class="QVBoxLayout" name="verticalLayout_8">
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<item>
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<widget class="QGroupBox" name="textureLoader">
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<property name="toolTip">
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<string>Settings for Texture Loader extension.</string>
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</property>
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<property name="title">
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<string>Texture Loader Extension</string>
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</property>
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@ -179,6 +179,7 @@ IsleApp::IsleApp()
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m_xRes = 640;
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m_yRes = 480;
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m_frameRate = 100.0f;
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m_exclusiveFullScreen = FALSE;
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}
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// FUNCTION: ISLE 0x4011a0
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@ -841,7 +842,7 @@ MxResult IsleApp::SetupWindow()
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window = SDL_CreateWindowWithProperties(props);
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if (m_fullScreen) {
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if (m_exclusiveFullScreen && m_fullScreen) {
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SDL_DisplayMode closestMode;
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SDL_DisplayID displayID = SDL_GetDisplayForWindow(window);
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bool findModeSuccess =
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@ -1007,6 +1008,7 @@ bool IsleApp::LoadConfig()
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iniparser_set(dict, "isle:Flip Surfaces", m_flipSurfaces ? "true" : "false");
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iniparser_set(dict, "isle:Full Screen", m_fullScreen ? "true" : "false");
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iniparser_set(dict, "isle:Exclusive Full Screen", m_exclusiveFullScreen ? "true" : "false");
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iniparser_set(dict, "isle:Wide View Angle", m_wideViewAngle ? "true" : "false");
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iniparser_set(dict, "isle:3DSound", m_use3dSound ? "true" : "false");
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@ -1072,6 +1074,7 @@ bool IsleApp::LoadConfig()
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m_flipSurfaces = iniparser_getboolean(dict, "isle:Flip Surfaces", m_flipSurfaces);
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m_fullScreen = iniparser_getboolean(dict, "isle:Full Screen", m_fullScreen);
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m_exclusiveFullScreen = iniparser_getboolean(dict, "isle:Exclusive Full Screen", m_exclusiveFullScreen);
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m_wideViewAngle = iniparser_getboolean(dict, "isle:Wide View Angle", m_wideViewAngle);
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m_use3dSound = iniparser_getboolean(dict, "isle:3DSound", m_use3dSound);
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m_useMusic = iniparser_getboolean(dict, "isle:Music", m_useMusic);
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@ -72,7 +72,7 @@ class IsleApp {
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char* m_cdPath; // 0x04
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char* m_deviceId; // 0x08
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char* m_savePath; // 0x0c
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MxS32 m_fullScreen; // 0x10
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MxBool m_fullScreen; // 0x10
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MxS32 m_flipSurfaces; // 0x14
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MxS32 m_backBuffersInVram; // 0x18
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MxS32 m_using8bit; // 0x1c
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@ -111,6 +111,7 @@ class IsleApp {
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MxS32 m_xRes;
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MxS32 m_yRes;
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MxFloat m_frameRate;
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MxBool m_exclusiveFullScreen;
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};
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extern IsleApp* g_isle;
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