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https://github.com/Lime3DS/Lime3DS
synced 2024-12-28 01:52:29 -06:00
Allow the user to set the background clear color during emulation
The background color can be seen at the sides of the bottom screen or when the window is wider than normal.
This commit is contained in:
parent
e25ffaba86
commit
cae89fb315
5 changed files with 32 additions and 1 deletions
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@ -66,6 +66,11 @@ void Config::ReadValues() {
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Settings::values.gpu_refresh_rate = glfw_config->GetInteger("Core", "gpu_refresh_rate", 30);
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Settings::values.gpu_refresh_rate = glfw_config->GetInteger("Core", "gpu_refresh_rate", 30);
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Settings::values.frame_skip = glfw_config->GetInteger("Core", "frame_skip", 0);
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Settings::values.frame_skip = glfw_config->GetInteger("Core", "frame_skip", 0);
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// Renderer
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Settings::values.bg_red = (float)glfw_config->GetReal("Renderer", "bg_red", 1.0);
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Settings::values.bg_green = (float)glfw_config->GetReal("Renderer", "bg_green", 1.0);
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Settings::values.bg_blue = (float)glfw_config->GetReal("Renderer", "bg_blue", 1.0);
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// Data Storage
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// Data Storage
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Settings::values.use_virtual_sd = glfw_config->GetBoolean("Data Storage", "use_virtual_sd", true);
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Settings::values.use_virtual_sd = glfw_config->GetBoolean("Data Storage", "use_virtual_sd", true);
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@ -41,6 +41,13 @@ gpu_refresh_rate =
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# 0 (default): No frameskip, 1: x2 frameskip, 2: x4 frameskip, 3: x8 frameskip, etc.
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# 0 (default): No frameskip, 1: x2 frameskip, 2: x4 frameskip, 3: x8 frameskip, etc.
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frame_skip =
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frame_skip =
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[Renderer]
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# The clear color for the renderer. What shows up on the sides of the bottom screen.
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# Must be in range of 0.0-1.0. Defaults to 1.0 for all.
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bg_red =
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bg_blue =
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bg_green =
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[Data Storage]
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[Data Storage]
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# Whether to create a virtual SD card.
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# Whether to create a virtual SD card.
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# 1 (default): Yes, 0: No
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# 1 (default): Yes, 0: No
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@ -53,6 +53,12 @@ void Config::ReadValues() {
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Settings::values.frame_skip = qt_config->value("frame_skip", 0).toInt();
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Settings::values.frame_skip = qt_config->value("frame_skip", 0).toInt();
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qt_config->endGroup();
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qt_config->endGroup();
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qt_config->beginGroup("Renderer");
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Settings::values.bg_red = qt_config->value("bg_red", 1.0).toFloat();
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Settings::values.bg_green = qt_config->value("bg_green", 1.0).toFloat();
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Settings::values.bg_blue = qt_config->value("bg_blue", 1.0).toFloat();
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qt_config->endGroup();
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qt_config->beginGroup("Data Storage");
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qt_config->beginGroup("Data Storage");
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Settings::values.use_virtual_sd = qt_config->value("use_virtual_sd", true).toBool();
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Settings::values.use_virtual_sd = qt_config->value("use_virtual_sd", true).toBool();
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qt_config->endGroup();
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qt_config->endGroup();
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@ -98,6 +104,13 @@ void Config::SaveValues() {
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qt_config->setValue("frame_skip", Settings::values.frame_skip);
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qt_config->setValue("frame_skip", Settings::values.frame_skip);
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qt_config->endGroup();
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qt_config->endGroup();
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qt_config->beginGroup("Renderer");
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// Cast to double because Qt's written float values are not human-readable
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qt_config->setValue("bg_red", (double)Settings::values.bg_red);
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qt_config->setValue("bg_green", (double)Settings::values.bg_green);
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qt_config->setValue("bg_blue", (double)Settings::values.bg_blue);
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qt_config->endGroup();
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qt_config->beginGroup("Data Storage");
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qt_config->beginGroup("Data Storage");
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qt_config->setValue("use_virtual_sd", Settings::values.use_virtual_sd);
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qt_config->setValue("use_virtual_sd", Settings::values.use_virtual_sd);
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qt_config->endGroup();
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qt_config->endGroup();
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@ -44,6 +44,11 @@ struct Values {
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// System Region
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// System Region
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int region_value;
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int region_value;
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// Renderer
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float bg_red;
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float bg_green;
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float bg_blue;
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std::string log_filter;
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std::string log_filter;
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} extern values;
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} extern values;
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@ -6,6 +6,7 @@
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#include "core/hw/hw.h"
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#include "core/hw/hw.h"
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#include "core/hw/lcd.h"
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#include "core/hw/lcd.h"
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#include "core/mem_map.h"
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#include "core/mem_map.h"
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#include "core/settings.h"
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#include "common/emu_window.h"
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#include "common/emu_window.h"
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#include "common/profiler_reporting.h"
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#include "common/profiler_reporting.h"
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@ -172,7 +173,7 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color
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* Initializes the OpenGL state and creates persistent objects.
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* Initializes the OpenGL state and creates persistent objects.
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*/
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*/
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void RendererOpenGL::InitOpenGLObjects() {
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void RendererOpenGL::InitOpenGLObjects() {
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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// Link shaders and get variable locations
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// Link shaders and get variable locations
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