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.
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16a4495bf2
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@ -117,20 +117,24 @@ static void gfx_sdl_init(void) {
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window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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#ifndef USE_GLES
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wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags);
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#else
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/* GLES platforms generally run without a window server like Xorg. Just use the system video mode,
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instead of trying to set a new video mode, which does not make any sense in modern displays. */
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SDL_DisplayMode sdl_displaymode;
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SDL_GetCurrentDisplayMode(0, &sdl_displaymode);
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wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL_ES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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sdl_displaymode.w, sdl_displaymode.h, window_flags);
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const char* window_title =
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#ifndef USE_GLES
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"Super Mario 64 PC port (OpenGL)";
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#else
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"Super Mario 64 PC port (OpenGL_ES2)";
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#endif
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if (configFullscreen) {
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wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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sdl_displaymode.w, sdl_displaymode.h, window_flags);
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} else {
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wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags);
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}
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SDL_GL_CreateContext(wnd);
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SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.
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