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
This commit is contained in:
Theun de Bruijn 2023-07-06 20:10:15 +10:00 committed by GitHub
parent 1c7a90ef35
commit c19c8bbade
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 38 additions and 7 deletions

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@ -55,6 +55,7 @@ namespace Ryujinx.Headless.SDL2
public IHostUiTheme HostUiTheme { get; }
public int Width { get; private set; }
public int Height { get; private set; }
public bool IsFullscreen { get; set; }
protected SDL2MouseDriver MouseDriver;
private readonly InputManager _inputManager;
@ -158,7 +159,9 @@ namespace Ryujinx.Headless.SDL2
string titleIdSection = string.IsNullOrWhiteSpace(activeProcess.ProgramIdText) ? string.Empty : $" ({activeProcess.ProgramIdText.ToUpper()})";
string titleArchSection = activeProcess.Is64Bit ? " (64-bit)" : " (32-bit)";
WindowHandle = SDL_CreateWindow($"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, DefaultWidth, DefaultHeight, DefaultFlags | GetWindowFlags());
SDL_WindowFlags fullscreenFlag = IsFullscreen ? SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
WindowHandle = SDL_CreateWindow($"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, DefaultWidth, DefaultHeight, DefaultFlags | fullscreenFlag | GetWindowFlags());
if (WindowHandle == IntPtr.Zero)
{
@ -185,10 +188,16 @@ namespace Ryujinx.Headless.SDL2
switch (evnt.window.windowEvent)
{
case SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED:
Width = evnt.window.data1;
Height = evnt.window.data2;
Renderer?.Window.SetSize(Width, Height);
MouseDriver.SetClientSize(Width, Height);
// Unlike on Windows, this event fires on macOS when triggering fullscreen mode.
// And promptly crashes the process because `Renderer?.window.SetSize` is undefined.
// As we don't need this to fire in either case we can test for isFullscreen.
if (!IsFullscreen)
{
Width = evnt.window.data1;
Height = evnt.window.data2;
Renderer?.Window.SetSize(Width, Height);
MouseDriver.SetClientSize(Width, Height);
}
break;
case SDL_WindowEventID.SDL_WINDOWEVENT_CLOSE: