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When using the "Start Renderer in Fullscreen" option, really start in fullscreen. In other words this now switches to fullscreen before the renderer is initiated instead of after. This is a partial fix for issue 4316.
Also, if the render window size changes while frame dumping, scale the resulting video to prevent clipping on linux. This is a complete fix for issue 4316 on linux. I don't know how to implement this on windows though. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7412 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -924,8 +924,11 @@ void CFrame::StartGame(const std::string& filename)
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wxBeginBusyCursor();
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DoFullscreen(SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen);
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if (!BootManager::BootCore(filename))
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{
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DoFullscreen(false);
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// Destroy the renderer frame when not rendering to main
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if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain)
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m_RenderFrame->Destroy();
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@ -940,8 +943,6 @@ void CFrame::StartGame(const std::string& filename)
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X11Utils::XWindowFromHandle(GetHandle()), true);
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#endif
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DoFullscreen(SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen);
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#ifdef _WIN32
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::SetFocus((HWND)m_RenderParent->GetHandle());
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#else
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@ -45,10 +45,10 @@ static u32 g_ImageTemp[DVD_BANNER_WIDTH * DVD_BANNER_HEIGHT];
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GameListItem::GameListItem(const std::string& _rFileName)
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: m_FileName(_rFileName)
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, m_emu_state(0)
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, m_FileSize(0)
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, m_Valid(false)
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, m_BlobCompressed(false)
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, m_emu_state(0)
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{
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if (LoadFromCache())
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{
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