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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@ -151,8 +151,22 @@ namespace Ryujinx.Headless.SDL2.OpenGL
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GL.Clear(ClearBufferMask.ColorBufferBit);
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SwapBuffers();
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Renderer?.Window.SetSize(DefaultWidth, DefaultHeight);
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MouseDriver.SetClientSize(DefaultWidth, DefaultHeight);
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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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