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Let desktop SDL builds see the fullscreen option, too. There's no reason they can't.
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1 changed files with 6 additions and 1 deletions
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@ -125,7 +125,7 @@ void GameSettingsScreen::CreateViews() {
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postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
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postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
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postProcChoice_->SetEnabled(g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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postProcChoice_->SetEnabled(g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
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#if defined(_WIN32) || defined(USING_QT_UI)
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#if !defined(MOBILE_DEVICE)
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graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gs->T("FullScreen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
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graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gs->T("FullScreen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
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#endif
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#endif
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graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
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graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
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@ -410,7 +410,12 @@ UI::EventReturn GameSettingsScreen::OnReloadCheats(UI::EventParams &e) {
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}
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}
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UI::EventReturn GameSettingsScreen::OnFullscreenChange(UI::EventParams &e) {
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UI::EventReturn GameSettingsScreen::OnFullscreenChange(UI::EventParams &e) {
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#if defined(USING_WIN_UI) || defined(USING_QT_UI)
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host->GoFullscreen(g_Config.bFullScreen);
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host->GoFullscreen(g_Config.bFullScreen);
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#else
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// SDL, basically.
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System_SendMessage("toggle_fullscreen", "");
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#endif
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return UI::EVENT_DONE;
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return UI::EVENT_DONE;
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}
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}
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