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Use the same logic of game setting for main menu full screen, add other system
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1 changed files with 4 additions and 6 deletions
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@ -67,8 +67,6 @@
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#ifdef _WIN32
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// Unfortunate, for undef DrawText...
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#include "Common/CommonWindows.h"
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// For fullscreen toggle
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#include "Windows/MainWindow.h"
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#endif
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#include <sstream>
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@ -1102,7 +1100,7 @@ void MainScreen::CreateViews() {
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}
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logos->Add(new ImageView(ImageID("I_LOGO"), IS_DEFAULT, new AnchorLayoutParams(180, 64, 64, -5.0f, NONE, NONE, false)));
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#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
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#if !defined(MOBILE_DEVICE)
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if (!g_Config.bFullScreen) {
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fullscreenButton_ = logos->Add(new Button(ImageID(g_Config.bFullScreen ? "I_RESTORE" : "I_FULLSCREEN"), new AnchorLayoutParams(48, 48, NONE, 0, 0, NONE, false)));
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fullscreenButton_->OnClick.Handle(this, &MainScreen::OnFullScreenToggle);
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@ -1270,9 +1268,9 @@ UI::EventReturn MainScreen::OnFullScreenToggle(UI::EventParams &e) {
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if (fullscreenButton_) {
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fullscreenButton_->SetImageID(ImageID(!g_Config.bFullScreen ? "I_RESTORE" : "I_FULLSCREEN"));
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}
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// TODO: Need to abstract this more.
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#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
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MainWindow::SendToggleFullscreen(!g_Config.bFullScreen);
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#if !defined(MOBILE_DEVICE)
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g_Config.bFullScreen = !g_Config.bFullScreen;
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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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}
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