(e4191497a) Workaround to changing resolution in fullscreen + force borderless windowed to display resolution

This commit is contained in:
Joonas Rikkonen
2019-06-04 15:31:09 +03:00
parent 19eb50d4fb
commit adaa59a39b
2 changed files with 37 additions and 6 deletions

View File

@@ -206,6 +206,21 @@ namespace Barotrauma
private void ApplyGraphicsSettings()
{
#if !OSX
if (Config.WindowMode == WindowMode.Fullscreen &&
GraphicsDeviceManager.IsFullScreen && !GraphicsDeviceManager.HardwareModeSwitch &&
(GraphicsDeviceManager.PreferredBackBufferWidth != Config.GraphicsWidth ||
GraphicsDeviceManager.PreferredBackBufferHeight != Config.GraphicsHeight))
{
DisplayMode minMode = GraphicsAdapter.DefaultAdapter.SupportedDisplayModes.First(m => m.Format == SurfaceFormat.Color);
GraphicsDeviceManager.PreferredBackBufferWidth = minMode.Width;
GraphicsDeviceManager.PreferredBackBufferHeight = minMode.Height;
GraphicsDeviceManager.IsFullScreen = false;
GraphicsDeviceManager.ApplyChanges();
Thread.Sleep(100);
}
#endif
GraphicsWidth = Config.GraphicsWidth;
GraphicsHeight = Config.GraphicsHeight;
if (Config.WindowMode == WindowMode.BorderlessWindowed)
@@ -213,6 +228,7 @@ namespace Barotrauma
GraphicsWidth = GraphicsDevice.DisplayMode.Width;
GraphicsHeight = GraphicsDevice.DisplayMode.Height;
}
GraphicsDeviceManager.GraphicsProfile = GraphicsProfile.Reach;
GraphicsDeviceManager.PreferredBackBufferFormat = SurfaceFormat.Color;
GraphicsDeviceManager.PreferMultiSampling = false;
@@ -318,8 +334,15 @@ namespace Barotrauma
private void HandleDefocus(object sender, EventArgs e)
{
CoroutineManager.StopCoroutines("FocusCoroutine");
GraphicsDeviceManager.IsFullScreen = false;
GraphicsDeviceManager.ApplyChanges();
if (GraphicsDeviceManager.IsFullScreen && !GraphicsDeviceManager.HardwareModeSwitch)
{
DisplayMode minMode = GraphicsAdapter.DefaultAdapter.SupportedDisplayModes.First(m => m.Format == SurfaceFormat.Color);
GraphicsDeviceManager.PreferredBackBufferWidth = minMode.Width;
GraphicsDeviceManager.PreferredBackBufferHeight = minMode.Height;
GraphicsDeviceManager.IsFullScreen = false;
GraphicsDeviceManager.ApplyChanges();
Thread.Sleep(100);
}
}
#endif

View File

@@ -192,6 +192,7 @@ namespace Barotrauma
foreach (DisplayMode mode in GraphicsAdapter.DefaultAdapter.SupportedDisplayModes)
{
if (supportedDisplayModes.Any(m => m.Width == mode.Width && m.Height == mode.Height)) { continue; }
if (mode.Width < MinSupportedResolution.X || mode.Height < MinSupportedResolution.Y) { continue; }
#if OSX
// Monogame currently doesn't support retina displays
// so we need to disable resolutions above the viewport size.
@@ -211,7 +212,6 @@ namespace Barotrauma
foreach (DisplayMode mode in supportedDisplayModes)
{
if (mode.Width < MinSupportedResolution.X || mode.Height < MinSupportedResolution.Y) { continue; }
resolutionDD.AddItem(mode.Width + "x" + mode.Height, mode);
if (GraphicsWidth == mode.Width && GraphicsHeight == mode.Height) resolutionDD.SelectItem(mode);
}
@@ -244,9 +244,17 @@ namespace Barotrauma
{
UnsavedSettings = true;
GameMain.Config.WindowMode = (WindowMode)guiComponent.UserData;
#if !LINUX
resolutionDD.ButtonEnabled = GameMain.Config.WindowMode == WindowMode.Windowed;
#endif
if (GameMain.Config.WindowMode == WindowMode.BorderlessWindowed)
{
resolutionDD.SelectItem(GraphicsAdapter.DefaultAdapter.SupportedDisplayModes.First(
m => m.Width == GameMain.Instance.GraphicsDevice.DisplayMode.Width &&
m.Height == GameMain.Instance.GraphicsDevice.DisplayMode.Height));
resolutionDD.ButtonEnabled = false;
}
else
{
resolutionDD.ButtonEnabled = true;
}
return true;
};