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
This commit is contained in:
Glenn Rice
2011-03-25 18:12:40 +00:00
parent df9f614b58
commit c99c247ed5
5 changed files with 24 additions and 31 deletions

View File

@ -924,8 +924,11 @@ void CFrame::StartGame(const std::string& filename)
wxBeginBusyCursor();
DoFullscreen(SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen);
if (!BootManager::BootCore(filename))
{
DoFullscreen(false);
// Destroy the renderer frame when not rendering to main
if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain)
m_RenderFrame->Destroy();
@ -940,8 +943,6 @@ void CFrame::StartGame(const std::string& filename)
X11Utils::XWindowFromHandle(GetHandle()), true);
#endif
DoFullscreen(SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen);
#ifdef _WIN32
::SetFocus((HWND)m_RenderParent->GetHandle());
#else

View File

@ -45,10 +45,10 @@ static u32 g_ImageTemp[DVD_BANNER_WIDTH * DVD_BANNER_HEIGHT];
GameListItem::GameListItem(const std::string& _rFileName)
: m_FileName(_rFileName)
, m_emu_state(0)
, m_FileSize(0)
, m_Valid(false)
, m_BlobCompressed(false)
, m_emu_state(0)
{
if (LoadFromCache())
{