removed support for 'real' (non-desktop) fullscreen mode for SDL2 target
[rocksndiamonds.git] / src / libgame / sdl.c
index 786368d28d1f0264e30d6577a51ee0eb66fefb1e..5a8277a555663e66e9993d58990cc65b517623ae 100644 (file)
@@ -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,