Move rmlui reload to F10 and make F11 toggle fullscreen

This commit is contained in:
Mr-Wiseguy 2024-05-04 15:42:19 -04:00
parent 9ff794f502
commit 83b196a4e5
3 changed files with 10 additions and 3 deletions

View File

@ -282,7 +282,7 @@
Sets the horizontal aspect ratio. <b>Original</b> uses the game's original 4:3 aspect ratio. <b>Expand</b> will adjust to match the game window's aspect ratio.
</p>
<p data-if="cur_config_index == 3">
Sets whether the game should display <b>Windowed</b> or <b>Fullscreen</b>. You can also use <b>Alt + Enter</b> to toggle this option.
Sets whether the game should display <b>Windowed</b> or <b>Fullscreen</b>. You can also use <b>F11</b> or <b>Alt + Enter</b> to toggle this option.
</p>
<p data-if="cur_config_index == 4">
Sets the game's output framerate. This option does not affect gameplay.

View File

@ -102,7 +102,14 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
{
SDL_KeyboardEvent* keyevent = &event->key;
if (keyevent->keysym.scancode == SDL_Scancode::SDL_SCANCODE_RETURN && (keyevent->keysym.mod & SDL_Keymod::KMOD_ALT)) {
// Skip repeated events.
if (event->key.repeat) {
break;
}
if ((keyevent->keysym.scancode == SDL_Scancode::SDL_SCANCODE_RETURN && (keyevent->keysym.mod & SDL_Keymod::KMOD_ALT)) ||
keyevent->keysym.scancode == SDL_Scancode::SDL_SCANCODE_F11
) {
recomp::toggle_fullscreen();
}
if (scanning_device != recomp::InputDevice::COUNT) {

View File

@ -1255,7 +1255,7 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
const Uint8* key_state = SDL_GetKeyboardState(&num_keys);
static bool was_reload_held = false;
bool is_reload_held = key_state[SDL_SCANCODE_F11] != 0;
bool is_reload_held = key_state[SDL_SCANCODE_F10] != 0;
bool reload_sheets = is_reload_held && !was_reload_held;
was_reload_held = is_reload_held;