general: Implement FullscreenMode enumeration
Prevents us from using an unclear 0 or 1 to describe the fullscreen mode.
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@ -36,6 +36,11 @@ enum class CPUAccuracy : u32 {
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Unsafe = 2,
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};
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enum class FullscreenMode : u32 {
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Borderless = 0,
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Exclusive = 1,
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};
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/** The BasicSetting class is a simple resource manager. It defines a label and default value
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* alongside the actual value of the setting for simpler and less-error prone use with frontend
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* configurations. Setting a default value and label is required, though subclasses may deviate from
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@ -313,11 +318,11 @@ struct Values {
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Setting<u16> resolution_factor{1, "resolution_factor"};
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// *nix platforms may have issues with the borderless windowed fullscreen mode.
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// Default to exclusive fullscreen on these platforms for now.
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Setting<int> fullscreen_mode{
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Setting<FullscreenMode> fullscreen_mode{
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#ifdef _WIN32
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0,
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FullscreenMode::Borderless,
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#else
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1,
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FullscreenMode::Exclusive,
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#endif
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"fullscreen_mode"};
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Setting<int> aspect_ratio{0, "aspect_ratio"};
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@ -1329,7 +1329,10 @@ void Config::SaveRendererValues() {
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static_cast<u32>(Settings::values.renderer_backend.GetDefault()),
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Settings::values.renderer_backend.UsingGlobal());
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WriteGlobalSetting(Settings::values.vulkan_device);
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WriteGlobalSetting(Settings::values.fullscreen_mode);
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WriteSetting(QString::fromStdString(Settings::values.fullscreen_mode.GetLabel()),
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static_cast<u32>(Settings::values.fullscreen_mode.GetValue(global)),
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static_cast<u32>(Settings::values.fullscreen_mode.GetDefault()),
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Settings::values.fullscreen_mode.UsingGlobal());
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WriteGlobalSetting(Settings::values.aspect_ratio);
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WriteGlobalSetting(Settings::values.max_anisotropy);
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WriteGlobalSetting(Settings::values.use_frame_limit);
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@ -182,3 +182,4 @@ private:
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Q_DECLARE_METATYPE(Settings::CPUAccuracy);
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Q_DECLARE_METATYPE(Settings::RendererBackend);
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Q_DECLARE_METATYPE(Settings::GPUAccuracy);
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Q_DECLARE_METATYPE(Settings::FullscreenMode);
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@ -25,20 +25,6 @@ void ConfigurationShared::ApplyPerGameSetting(Settings::Setting<bool>* setting,
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}
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}
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void ConfigurationShared::ApplyPerGameSetting(Settings::Setting<int>* setting,
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const QComboBox* combobox) {
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if (Settings::IsConfiguringGlobal() && setting->UsingGlobal()) {
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setting->SetValue(combobox->currentIndex());
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} else if (!Settings::IsConfiguringGlobal()) {
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if (combobox->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
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setting->SetGlobal(true);
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} else {
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setting->SetGlobal(false);
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setting->SetValue(combobox->currentIndex() - ConfigurationShared::USE_GLOBAL_OFFSET);
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}
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}
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}
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void ConfigurationShared::SetPerGameSetting(QCheckBox* checkbox,
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const Settings::Setting<bool>* setting) {
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if (setting->UsingGlobal()) {
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@ -28,7 +28,20 @@ enum class CheckState {
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// ApplyPerGameSetting, given a Settings::Setting and a Qt UI element, properly applies a Setting
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void ApplyPerGameSetting(Settings::Setting<bool>* setting, const QCheckBox* checkbox,
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const CheckState& tracker);
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void ApplyPerGameSetting(Settings::Setting<int>* setting, const QComboBox* combobox);
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template <typename Type>
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void ApplyPerGameSetting(Settings::Setting<Type>* setting, const QComboBox* combobox) {
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if (Settings::IsConfiguringGlobal() && setting->UsingGlobal()) {
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setting->SetValue(static_cast<Type>(combobox->currentIndex()));
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} else if (!Settings::IsConfiguringGlobal()) {
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if (combobox->currentIndex() == ConfigurationShared::USE_GLOBAL_INDEX) {
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setting->SetGlobal(true);
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} else {
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setting->SetGlobal(false);
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setting->SetValue(static_cast<Type>(combobox->currentIndex() -
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ConfigurationShared::USE_GLOBAL_OFFSET));
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}
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}
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}
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// Sets a Qt UI element given a Settings::Setting
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void SetPerGameSetting(QCheckBox* checkbox, const Settings::Setting<bool>* setting);
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@ -79,7 +79,8 @@ void ConfigureGraphics::SetConfiguration() {
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if (Settings::IsConfiguringGlobal()) {
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ui->api->setCurrentIndex(static_cast<int>(Settings::values.renderer_backend.GetValue()));
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ui->fullscreen_mode_combobox->setCurrentIndex(Settings::values.fullscreen_mode.GetValue());
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ui->fullscreen_mode_combobox->setCurrentIndex(
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static_cast<int>(Settings::values.fullscreen_mode.GetValue()));
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ui->aspect_ratio_combobox->setCurrentIndex(Settings::values.aspect_ratio.GetValue());
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} else {
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ConfigurationShared::SetPerGameSetting(ui->api, &Settings::values.renderer_backend);
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@ -282,8 +283,9 @@ void ConfigureGraphics::SetupPerGameUI() {
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ConfigurationShared::SetColoredComboBox(ui->aspect_ratio_combobox, ui->ar_label,
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Settings::values.aspect_ratio.GetValue(true));
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ConfigurationShared::SetColoredComboBox(ui->fullscreen_mode_combobox, ui->fullscreen_mode_label,
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Settings::values.fullscreen_mode.GetValue(true));
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ConfigurationShared::SetColoredComboBox(
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ui->fullscreen_mode_combobox, ui->fullscreen_mode_label,
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static_cast<int>(Settings::values.fullscreen_mode.GetValue(true)));
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ConfigurationShared::InsertGlobalItem(
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ui->api, static_cast<int>(Settings::values.renderer_backend.GetValue(true)));
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}
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@ -2515,7 +2515,7 @@ void GMainWindow::ShowFullscreen() {
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ui.menubar->hide();
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statusBar()->hide();
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if (Settings::values.fullscreen_mode.GetValue() == 1) {
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if (Settings::values.fullscreen_mode.GetValue() == Settings::FullscreenMode::Exclusive) {
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showFullScreen();
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return;
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}
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@ -2530,7 +2530,7 @@ void GMainWindow::ShowFullscreen() {
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} else {
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UISettings::values.renderwindow_geometry = render_window->saveGeometry();
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if (Settings::values.fullscreen_mode.GetValue() == 1) {
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if (Settings::values.fullscreen_mode.GetValue() == Settings::FullscreenMode::Exclusive) {
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render_window->showFullScreen();
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return;
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}
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@ -2547,7 +2547,7 @@ void GMainWindow::ShowFullscreen() {
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void GMainWindow::HideFullscreen() {
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if (ui.action_Single_Window_Mode->isChecked()) {
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if (Settings::values.fullscreen_mode.GetValue() == 1) {
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if (Settings::values.fullscreen_mode.GetValue() == Settings::FullscreenMode::Exclusive) {
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showNormal();
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restoreGeometry(UISettings::values.geometry);
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} else {
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@ -2561,7 +2561,7 @@ void GMainWindow::HideFullscreen() {
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statusBar()->setVisible(ui.action_Show_Status_Bar->isChecked());
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ui.menubar->show();
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} else {
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if (Settings::values.fullscreen_mode.GetValue() == 1) {
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if (Settings::values.fullscreen_mode.GetValue() == Settings::FullscreenMode::Exclusive) {
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render_window->showNormal();
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render_window->restoreGeometry(UISettings::values.renderwindow_geometry);
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} else {
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@ -124,7 +124,7 @@ void EmuWindow_SDL2::OnResize() {
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void EmuWindow_SDL2::Fullscreen() {
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switch (Settings::values.fullscreen_mode.GetValue()) {
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case 1: // Exclusive fullscreen
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case Settings::FullscreenMode::Exclusive:
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// Set window size to render size before entering fullscreen -- SDL does not resize to
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// display dimensions in this mode.
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// TODO: Multiply the window size by resolution_factor (for both docked modes)
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@ -140,7 +140,7 @@ void EmuWindow_SDL2::Fullscreen() {
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LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
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LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
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[[fallthrough]];
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case 0: // Borderless window
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case Settings::FullscreenMode::Borderless:
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
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return;
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}
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