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Pull the major release card and switch the semantics of vid_fullscreen
One of the most common bug reports is, that the fullscreen mode doesn't behave like users expect. This is caused by `vid_fullscreen 1` setting desktop fullscreen mode (a fullscreen windows) and not the native fullscreen mode. This commits switches the semantics: * 1: Native fullscreen, like Vanilla Quake II. * 2: Desktop fullscreen. With this alt-tab reverts to native fullscreen. While at it improve the documentation, suggest setting `r_mode -2` when using `vid_fullscreen 2`. Change the menu strings to make things clearer, set `r_mode -2` when selecting 'fullscreen window' in the menu. I pondered several other options: * Introducing a second cvar for the desktop fullscreen, like we did in dhewm3. This has the problem, that in Quake II vi_fullscreen is special and used to communicate changed to the renderer configuration between the client and renderer. A second fullscreen cvar would complicate this already shaky mechanism even more. * Setting `r_mode -2` when `vid_fullscreen 2`. This might not be what the user wants and causes problems when we're unable to get the desktop resolution.
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3 changed files with 19 additions and 6 deletions
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@ -281,6 +281,14 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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apply this to the window in realtime via shaders (on all platforms).
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This is also set by the brightness slider in the video menu.
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* **vid_fullscreen**: Sets the fullscreen mode. When set to `0` (the
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default) the game runs in window mode. When set to `1` the games
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switches the display to the requested resolution. That resolution
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must be supported by the display, otherwise the game tries several
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steps to recover. When set to `2` a fullscreen window is created.
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It's recommended to use the displays native resolution with the
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fullscreen window, use `r_mode -2` to switch to it.
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* **vid_maxfps**: The maximum framerate, if `cl_async` is `1`. Otherwise
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`cl_maxfps` is used as maximum framerate. See `cl_async` description
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above for more information. *Note* that vsync (`r_vsync`) also
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@ -236,6 +236,11 @@ ApplyChanges(void *unused)
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/* Restarts automatically */
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Cvar_SetValue("vid_fullscreen", s_fs_box.curvalue);
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if (s_fs_box.curvalue == 2)
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{
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Cvar_SetValue("r_mode", -2.0f);
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}
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/* vertical sync */
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if (r_vsync->value != s_vsync_list.curvalue)
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{
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@ -344,8 +349,8 @@ VID_MenuInit(void)
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static const char *fullscreen_names[] = {
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"no",
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"keep resolution",
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"switch resolution",
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"native fullscreen",
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"fullscreen window",
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0
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};
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@ -219,11 +219,11 @@ GetFullscreenType()
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{
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN_DESKTOP)
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{
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return 1;
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return 2;
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}
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else if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN)
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{
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return 2;
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return 1;
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}
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else
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{
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@ -457,11 +457,11 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
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if (fullscreen == 1)
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{
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fs_flag = SDL_WINDOW_FULLSCREEN_DESKTOP;
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fs_flag = SDL_WINDOW_FULLSCREEN;
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}
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else if (fullscreen == 2)
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{
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fs_flag = SDL_WINDOW_FULLSCREEN;
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fs_flag = SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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/* Only do this if we already have a working window and a fully
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