Fix resolution being forced back to 320x200 (again)
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parent
aff75e6624
commit
c093fdce8e
1 changed files with 9 additions and 10 deletions
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@ -113,6 +113,9 @@ UINT8 graphics_started = 0; // Is used in console.c and screen.c
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boolean allow_fullscreen = false;
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static bool disable_fullscreen = false;
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// hack to avoid resolution being forced back to 320x200 on entering fullscreen
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static bool just_switched;
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#define USE_FULLSCREEN (disable_fullscreen||!allow_fullscreen)?static_cast<bool>(0):static_cast<bool>(cv_fullscreen.value == 1)
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static bool disable_mouse = false;
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@ -301,6 +304,7 @@ static bool SDLSetMode(INT32 width, INT32 height, bool fullscreen, bool repositi
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{
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static bool wasfullscreen = false;
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int fullscreen_type = SDL_WINDOW_FULLSCREEN;
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just_switched = true;
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src_rect.w = vid.width = width;
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src_rect.h = vid.height = height;
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@ -336,19 +340,13 @@ static bool SDLSetMode(INT32 width, INT32 height, bool fullscreen, bool repositi
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}
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else
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{
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SDL_Window *win = Impl_CreateWindow();
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if (win == NULL)
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window = Impl_CreateWindow();
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if (window == NULL)
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return false;
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wasfullscreen = fullscreen;
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SDL_SetWindowSize(win, width, height);
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if (fullscreen)
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SDL_SetWindowFullscreen(win, fullscreen_type);
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SDL_SyncWindow(win);
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// set the window variable here, so asynchronous events don't break resolution
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window = win;
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SDL_SetWindowFullscreen(window, fullscreen_type);
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}
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if (Impl_RenderContextReset() == false)
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@ -659,8 +657,9 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
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mousefocus = false;
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break;
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case SDL_EVENT_WINDOW_MAXIMIZED:
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break;
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case SDL_EVENT_WINDOW_RESIZED:
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case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
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just_switched = false;
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break;
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default:
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return;
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