X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Flibgame%2Fsdl.c;h=5a8277a555663e66e9993d58990cc65b517623ae;hb=613bf5a86ca6be61b8f6ed84524b122491350cae;hp=786368d28d1f0264e30d6577a51ee0eb66fefb1e;hpb=62572d0307801a383a7d88b3573f86bbfc1b9a40;p=rocksndiamonds.git diff --git a/src/libgame/sdl.c b/src/libgame/sdl.c index 786368d2..5a8277a5 100644 --- a/src/libgame/sdl.c +++ b/src/libgame/sdl.c @@ -36,8 +36,6 @@ static SDL_Texture *sdl_texture_target = NULL; static SDL_Texture *sdl_texture = NULL; #endif static boolean fullscreen_enabled = FALSE; - -#define USE_RENDERER TRUE #endif /* stuff needed to work around SDL/Windows fullscreen drawing bug */ @@ -125,7 +123,6 @@ static void UpdateScreen(SDL_Rect *rect) #endif #if defined(TARGET_SDL2) -#if USE_RENDERER if (rect) { int bytes_x = screen->pitch / video.width; @@ -179,14 +176,6 @@ static void UpdateScreen(SDL_Rect *rect) // show render target buffer on screen SDL_RenderPresent(sdl_renderer); -#else - - if (rect) - SDL_UpdateWindowSurfaceRects(sdl_window, rect, 1); - else - SDL_UpdateWindowSurface(sdl_window); -#endif - #else // TARGET_SDL if (rect) SDL_UpdateRects(screen, 1, rect); @@ -582,7 +571,7 @@ void SDLInitVideoBuffer(DrawBuffer **backbuffer, DrawWindow **window, video.fullscreen_available = hardware_fullscreen_available; -#if USE_DESKTOP_FULLSCREEN +#if defined(TARGET_SDL2) // in SDL 2.0, there is always support for desktop fullscreen mode // (in SDL 1.2, there is only support for "real" fullscreen mode) video.fullscreen_available = TRUE; @@ -637,12 +626,7 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer, #if defined(TARGET_SDL2) int surface_flags_window = SURFACE_FLAGS | SDL_WINDOW_RESIZABLE; -#if USE_DESKTOP_FULLSCREEN int surface_flags_fullscreen = SURFACE_FLAGS | SDL_WINDOW_FULLSCREEN_DESKTOP; -#else - int surface_flags_fullscreen = SURFACE_FLAGS | SDL_WINDOW_FULLSCREEN; -#endif - #else int surface_flags_window = SURFACE_FLAGS; int surface_flags_fullscreen = SURFACE_FLAGS | SDL_FULLSCREEN; @@ -662,11 +646,7 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer, // store if initial screen mode is fullscreen mode when changing screen size video.fullscreen_initial = fullscreen; -#if USE_RENDERER float window_scaling_factor = (float)setup.window_scaling_percent / 100; -#if !USE_DESKTOP_FULLSCREEN - float screen_scaling_factor = (fullscreen ? 1 : window_scaling_factor); -#endif video.window_width = window_scaling_factor * width; video.window_height = window_scaling_factor * height; @@ -716,13 +696,8 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer, sdl_window = SDL_CreateWindow(program.window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, -#if USE_DESKTOP_FULLSCREEN video.window_width, video.window_height, -#else - (int)(screen_scaling_factor * width), - (int)(screen_scaling_factor * height), -#endif surface_flags); if (sdl_window != NULL) @@ -791,21 +766,6 @@ static SDL_Surface *SDLCreateScreen(DrawBuffer **backbuffer, Error(ERR_WARN, "SDL_CreateWindow() failed: %s", SDL_GetError()); } -#else - - if (sdl_window) - SDL_DestroyWindow(sdl_window); - - sdl_window = SDL_CreateWindow(program.window_title, - SDL_WINDOWPOS_CENTERED, - SDL_WINDOWPOS_CENTERED, - width, height, - surface_flags); - - if (sdl_window != NULL) - new_surface = SDL_GetWindowSurface(sdl_window); -#endif - #else new_surface = SDL_SetVideoMode(width, height, video.depth, surface_flags); #endif @@ -1025,11 +985,7 @@ void SDLSetWindowFullscreen(boolean fullscreen) if (sdl_window == NULL) return; -#if USE_DESKTOP_FULLSCREEN int flags = (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); -#else - int flags = (fullscreen ? SDL_WINDOW_FULLSCREEN : 0); -#endif if (SDL_SetWindowFullscreen(sdl_window, flags) == 0) video.fullscreen_enabled = fullscreen_enabled = fullscreen; @@ -1142,7 +1098,6 @@ void SDLBlitTexture(Bitmap *bitmap, int dst_x, int dst_y, int mask_mode) { #if defined(TARGET_SDL2) -#if USE_RENDERER SDL_Texture *texture; SDL_Rect src_rect; SDL_Rect dst_rect; @@ -1165,7 +1120,6 @@ void SDLBlitTexture(Bitmap *bitmap, SDL_RenderCopy(sdl_renderer, texture, &src_rect, &dst_rect); #endif -#endif } void SDLFillRectangle(Bitmap *dst_bitmap, int x, int y, int width, int height,