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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-22 12:59:14 +01:00
Move rmlui reload to F10 and make F11 toggle fullscreen
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9ff794f502
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@ -282,7 +282,7 @@
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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.
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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.
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</p>
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</p>
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<p data-if="cur_config_index == 3">
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<p data-if="cur_config_index == 3">
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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.
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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.
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</p>
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</p>
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<p data-if="cur_config_index == 4">
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<p data-if="cur_config_index == 4">
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Sets the game's output framerate. This option does not affect gameplay.
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Sets the game's output framerate. This option does not affect gameplay.
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@ -102,7 +102,14 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
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{
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{
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SDL_KeyboardEvent* keyevent = &event->key;
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SDL_KeyboardEvent* keyevent = &event->key;
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if (keyevent->keysym.scancode == SDL_Scancode::SDL_SCANCODE_RETURN && (keyevent->keysym.mod & SDL_Keymod::KMOD_ALT)) {
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// Skip repeated events.
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if (event->key.repeat) {
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break;
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}
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if ((keyevent->keysym.scancode == SDL_Scancode::SDL_SCANCODE_RETURN && (keyevent->keysym.mod & SDL_Keymod::KMOD_ALT)) ||
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keyevent->keysym.scancode == SDL_Scancode::SDL_SCANCODE_F11
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) {
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recomp::toggle_fullscreen();
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recomp::toggle_fullscreen();
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}
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}
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if (scanning_device != recomp::InputDevice::COUNT) {
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if (scanning_device != recomp::InputDevice::COUNT) {
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@ -1255,7 +1255,7 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
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const Uint8* key_state = SDL_GetKeyboardState(&num_keys);
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const Uint8* key_state = SDL_GetKeyboardState(&num_keys);
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static bool was_reload_held = false;
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static bool was_reload_held = false;
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bool is_reload_held = key_state[SDL_SCANCODE_F11] != 0;
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bool is_reload_held = key_state[SDL_SCANCODE_F10] != 0;
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bool reload_sheets = is_reload_held && !was_reload_held;
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bool reload_sheets = is_reload_held && !was_reload_held;
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was_reload_held = is_reload_held;
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was_reload_held = is_reload_held;
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