Remove redundant code. Make GLES and GL modes respect DESIRED_WIDTH and DESIRED_HEIGHT in windowed mode, but in fullscreen mode just use the system video mode.
This commit is contained in:
parent
16a4495bf2
commit
f24d44c9c7
|
@ -117,20 +117,24 @@ static void gfx_sdl_init(void) {
|
||||||
window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
|
window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#ifndef USE_GLES
|
|
||||||
wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
|
||||||
DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags);
|
|
||||||
#else
|
|
||||||
/* GLES platforms generally run without a window server like Xorg. Just use the system video mode,
|
|
||||||
instead of trying to set a new video mode, which does not make any sense in modern displays. */
|
|
||||||
SDL_DisplayMode sdl_displaymode;
|
SDL_DisplayMode sdl_displaymode;
|
||||||
SDL_GetCurrentDisplayMode(0, &sdl_displaymode);
|
SDL_GetCurrentDisplayMode(0, &sdl_displaymode);
|
||||||
|
|
||||||
wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL_ES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
const char* window_title =
|
||||||
sdl_displaymode.w, sdl_displaymode.h, window_flags);
|
#ifndef USE_GLES
|
||||||
|
"Super Mario 64 PC port (OpenGL)";
|
||||||
|
#else
|
||||||
|
"Super Mario 64 PC port (OpenGL_ES2)";
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
if (configFullscreen) {
|
||||||
|
wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||||
|
sdl_displaymode.w, sdl_displaymode.h, window_flags);
|
||||||
|
} else {
|
||||||
|
wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||||
|
DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags);
|
||||||
|
}
|
||||||
|
|
||||||
SDL_GL_CreateContext(wnd);
|
SDL_GL_CreateContext(wnd);
|
||||||
SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.
|
SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue