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Allows LUS to set the screen dimensions programmatically. #785

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@Kenix3 Kenix3 commented Jan 7, 2025

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@@ -62,13 +62,13 @@ void Fast3dWindow::Init() {
uint32_t width, height;
int32_t posX, posY;

isFullscreen = Ship::Context::GetInstance()->GetConfig()->GetBool("Window.Fullscreen.Enabled", false) || gameMode;
isFullscreen = Ship::Context::GetInstance()->GetConfig()->GetBool("Window.Fullscreen.Enabled", 0) || gameMode;
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is the plan to standardize on 0 instead of false for GetBool?

posX = Ship::Context::GetInstance()->GetConfig()->GetInt("Window.PositionX", 100);
posY = Ship::Context::GetInstance()->GetConfig()->GetInt("Window.PositionY", 100);

if (isFullscreen) {
width = Ship::Context::GetInstance()->GetConfig()->GetInt("Window.Fullscreen.Width", gameMode ? 1280 : 1920);
height = Ship::Context::GetInstance()->GetConfig()->GetInt("Window.Fullscreen.Height", gameMode ? 800 : 1080);
width = Ship::Context::GetInstance()->GetConfig()->GetInt("Window.Fullscreen.Width", 1920);
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@briaguya-ai briaguya-ai Jan 10, 2025

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need to test this in gamescope. i still don't like that we have resolution tied to gamescope, just because someone is using gamescope doesn't mean they're on a steam deck, but seeing what breaks and if we have ways around it with the other changes in this PR will be good

edit: looks like we're looking for steamdeck in the release variant id so it's not just gamescope we're checking for, but still feels a bit tacked on

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2 participants