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Graphics > "External display" on iOS and Android. "Show the game" (the default) is the TV mode, "Mirror the screen" leaves the TV to the system. A change applies right away. It's disabled on backends that can't draw to a second swapchain. On Android 12 and up, a second screen that's part of the device (like a dual-screen handheld's) isn't used, so the game doesn't move there by itself. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
35 lines
1.4 KiB
Objective-C
35 lines
1.4 KiB
Objective-C
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#import <UIKit/UIKit.h>
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// The scene iOS gives us for an external display, like an AirPlay TV. With Metal, the game goes there
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// (a Game output, see docs/multi-swapchain.md), and the phone keeps the touch controls and the menus.
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// Otherwise we leave the scene without a window, and iOS mirrors the phone.
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@interface ExternalDisplaySceneDelegate : UIResponder <UIWindowSceneDelegate>
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@property (strong, nonatomic) UIWindow *window;
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@end
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// Called by the app's SceneDelegate when PPSSPP has (re)started, and the config is loaded.
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void ExternalDisplayNotifyLaunched();
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// g_Config.iExternalDisplay changed. On the main thread.
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void ExternalDisplaySettingChanged();
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