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Add fullscreen toggle to options menu #316
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Since we now have an in-game fullscreen toggle, we no longer need an alternative keybind to enter windowed mode than alt+enter.
both esc and alt-enter work fine on emulators. I don't see the point of this PR |
The intention is to allow users to bind ESC to, for example, the pause
menu. Previously ESC was bound to windowed mode to help for WMs and
compositors that didn't allow Alt+Enter for some reason. However, now that
there's an in-game toggle for this, there is no reason to have the ESC key
workaround for these outliers.
…On Mon, Jun 8, 2020, 4:54 AM Colton G. Rushton ***@***.***> wrote:
both esc and alt-enter work fine on emulators. I don't see the point of
this PR
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emulators allow for Esc as an alternative way to access fullscreen (both into and out of fullscreen). Again, I don't see the point of this. |
I can't say that's the norm... I'm an avid user of plenty of emulators and
ESC is more commonly used to exit, or open the menu bar, or even pause the
emulator. Perhaps we could integrate a fullscreen toggle into the control
configuration menu in the future and you can just rebind the key to get
your wish. For now though, it's odd and inconsistent to have it.
EDIT: In fact, a more proper key for fullscreen would be either F11 or F4, since those are more standard keys for toggling fullscreen aside from alt+enter rather than ESC.
…On Mon, Jun 8, 2020, 4:58 AM Colton G. Rushton ***@***.***> wrote:
emulators allow for Esc as an alternative way to access fullscreen (both
into and out of fullscreen). Again, I don't see the point of this.
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Even so, I think it should at least be changed to a fullscreen toggle. Currently, Esc can only be used to exit full screen mode, not go back into it. |
Your solution is far better imo GateGuy. I suggest this PR be reworked to fit said solution. |
Just like make a bind for fullscreen toggle and put it in the config options if you're unsure whether you want to have ESC turning it off or not. |
You guys make very good points. I completely understand the sentiment to add more features than remove them. I'll see what I can do, though this might not be my area of expertise. |
If you want, I can do it since I'm already familiar with the settings menu. |
THANK YOU! Out of reflex, I would press escape to exit the pause menu, only to leave full-screen mode by accident. |
Allows users to bind a keyboard key to toggle fullscreen. Note: I didn't bother adding a check for gamepad buttons.
Alright, added a working fullscreen definition to the menu. It uses the generic binding system that the rest of the buttons use, but it isn't tied to the input system. It also doesn't work with gamepad buttons although you can bind them, but I don't think that's a necessary feature right now. Default key is escape. Props to whoever wrote the menu/config system, it was very easy to jump into. EDIT: default key is NOT escape because I typed the wrong keycode so gimme a bit to push a new commit. EDIT 2: never mind I misunderstood keycodes and scancodes completely i guess. don't pull this yet EDIT 3: Okay, I'm officially lost. I don't understand how the keycode received in this part of if (optmenu_binding) {
u32 key = controller_get_raw_key();
if (key != VK_INVALID) {
#ifndef nosound
play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs);
#endif
currentMenu->opts[currentMenu->select].uval[optmenu_bind_idx] = key;
optmenu_binding = 0;
optmenu_option_timer = 12;
}
return;
} differs from the keycode that gets sent down the pipe from static void gfx_sdl_onkeydown(int scancode) {
keyboard_on_key_down(translate_scancode(scancode));
// ... snip
} Is it a bad time to mention I don't usually code in C? |
Alright, actually done this time. Works for definitely. |
Surprise changes to nightly branch ruin me again!
* Override envfx from Lua set_override_envfx(-1) to reset override * Fix type mismatch
Since we now have an in-game fullscreen toggle, we no longer need an alternative keybind to enter windowed mode than alt+enter.
Fixes #297