Now returns an error if unable to open audio on BeOS
Fixed bugs in fullscreen/windowed mode changes, removed duplicated code. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40115
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890d033735
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4 changed files with 53 additions and 92 deletions
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@ -16,6 +16,7 @@ be found at the <A HREF="http://www.libsdl.org/"> main SDL page</A>.
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Major changes since SDL 1.0.0:
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</H2>
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<UL>
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<LI> 1.2.2: Now returns an error if unable to open audio on BeOS
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<LI> 1.2.2: Now gets correct keyboard state when starting up on X11
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<LI> 1.2.2: Improved the DGA 2.0 and framebuffer console drivers
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<LI> 1.2.2: Improved the OpenBSD port (native audio default, etc.)
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@ -201,8 +201,12 @@ int BE_OpenAudio(_THIS, SDL_AudioSpec *spec)
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NULL, _this);
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SDL_UnmaskSignals(&omask);
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}
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audio_obj->Start();
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audio_obj->SetHasData(true);
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if ( audio_obj->Start() == B_NO_ERROR ) {
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audio_obj->SetHasData(true);
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} else {
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SDL_SetError("Unable to start Be audio");
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return(-1);
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}
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/* We're running! */
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return(1);
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@ -85,7 +85,7 @@ public:
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dest.top = updateRect.top + yoff;
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dest.left = updateRect.left + xoff;
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dest.bottom = updateRect.bottom + yoff;
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dest.right = updateRect.right + xoff;;
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dest.right = updateRect.right + xoff;
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DrawBitmap(image, updateRect, dest);
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} else {
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DrawBitmap(image, updateRect, updateRect);
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@ -357,32 +357,26 @@ static bool BE_FindClosestFSMode(_THIS, int width, int height, int bpp,
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}
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}
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static int BE_ToggleFullScreen(_THIS, int fullscreen)
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static int BE_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen)
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{
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bool needs_unlock, is_fullscreen;
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int was_fullscreen;
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bool needs_unlock;
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BScreen bscreen;
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BRect bounds;
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display_mode mode;
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int width, height, bpp;
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/* Set the fullscreen mode */
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was_fullscreen = SDL_Win->IsFullScreen();
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SDL_Win->SetFullScreen(fullscreen);
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is_fullscreen = SDL_Win->IsFullScreen();
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if(!((is_fullscreen && fullscreen) ||
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(!is_fullscreen && !fullscreen))) {
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/* Modeswitch failed */
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return 0;
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}
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if(is_fullscreen) _this->screen->flags |= SDL_FULLSCREEN;
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else _this->screen->flags &= ~SDL_FULLSCREEN;
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fullscreen = SDL_Win->IsFullScreen();
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width = _this->screen->w;
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height = _this->screen->h;
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width = screen->w;
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height = screen->h;
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/* Set the appropriate video mode */
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if ( fullscreen ) {
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bpp = _this->screen->format->BitsPerPixel;
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bpp = screen->format->BitsPerPixel;
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bscreen.GetMode(&mode);
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if ( (bpp != ColorSpaceToBitsPerPixel(mode.space)) ||
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(width != mode.virtual_width) ||
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@ -394,14 +388,15 @@ static int BE_ToggleFullScreen(_THIS, int fullscreen)
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*/
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SDL_Win->InhibitResize();
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} else {
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_this->screen->flags &= ~SDL_FULLSCREEN;
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fullscreen = 0;
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SDL_Win->SetFullScreen(fullscreen);
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}
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}
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} else {
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}
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if ( ! fullscreen ) {
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bscreen.SetMode(&saved_mode);
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}
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if ( SDL_Win->Lock() ) {
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int xoff, yoff;
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if ( SDL_Win->Shown() ) {
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@ -410,82 +405,68 @@ static int BE_ToggleFullScreen(_THIS, int fullscreen)
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} else {
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needs_unlock = 0;
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}
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/* This resizes the window and view area, but inhibits resizing of
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* the BBitmap due to the InhibitResize call above. Thus the bitmap
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* (pixel data) never changes.
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/* This resizes the window and view area, but inhibits resizing
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* of the BBitmap due to the InhibitResize call above. Thus the
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* bitmap (pixel data) never changes.
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*/
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SDL_Win->ResizeTo(width, height);
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bounds = bscreen.Frame();
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/* Calculate offsets - used either to center window (windowed mode)
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* or to set drawing offsets (fullscreen mode)
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/* Calculate offsets - used either to center window
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* (windowed mode) or to set drawing offsets (fullscreen mode)
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*/
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xoff = (bounds.IntegerWidth() - _this->screen->w)/2;
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yoff = (bounds.IntegerHeight() - _this->screen->h)/2;
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if(fullscreen) {
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xoff = (bounds.IntegerWidth() - width)/2;
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yoff = (bounds.IntegerHeight() - height)/2;
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printf("Setting X/Y offset: %d/%d\n", xoff, yoff);
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if ( fullscreen ) {
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/* Set offset for drawing */
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SDL_Win->SetXYOffset(xoff, yoff);
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} else {
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/* Center window and reset the drawing offset */
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SDL_Win->MoveTo(xoff > 0 ? (float)xoff : 0.0,
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yoff > 0 ? (float)yoff : 0.0);
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SDL_Win->SetXYOffset(0, 0);
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}
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if ( ! needs_unlock || was_fullscreen ) {
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/* Center the window the first time */
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SDL_Win->MoveTo(xoff > 0 ? (float)xoff : 0.0f,
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yoff > 0 ? (float)yoff : 0.0f);
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}
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SDL_Win->Show();
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/* Unlock the window manually after the first Show() */
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if ( needs_unlock ) { SDL_Win->Unlock(); }
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if ( needs_unlock ) {
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SDL_Win->Unlock();
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}
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}
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/* Set the fullscreen flag in the screen surface */
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if ( fullscreen ) {
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screen->flags |= SDL_FULLSCREEN;
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} else {
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screen->flags &= ~SDL_FULLSCREEN;
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}
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return(1);
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}
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static int BE_ToggleFullScreen(_THIS, int fullscreen)
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{
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return BE_SetFullScreen(_this, _this->screen, fullscreen);
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}
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/* FIXME: check return values and cleanup here */
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SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current,
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int width, int height, int bpp, Uint32 flags)
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{
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BScreen bscreen;
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display_mode mode;
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BBitmap *bbitmap;
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BRect bounds;
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int needs_unlock;
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int xoff = 0, yoff = 0;
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/* Set the appropriate video mode */
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if ( flags & SDL_FULLSCREEN ) {
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bscreen.GetMode(&mode);
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if ( (bpp != ColorSpaceToBitsPerPixel(mode.space)) ||
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(width != mode.virtual_width) ||
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(height != mode.virtual_height) ) {
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if(BE_FindClosestFSMode(_this, width, height, bpp, &mode)) {
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bscreen.SetMode(&mode);
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xoff = (mode.virtual_width - width)/2;
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yoff = (mode.virtual_height - height)/2;
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} else {
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flags &= ~SDL_FULLSCREEN;
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}
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}
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} else {
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if ( current->flags & SDL_FULLSCREEN ) {
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bscreen.SetMode(&saved_mode);
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}
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}
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/* Create the view for this window */
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if ( SDL_Win->CreateView(flags) < 0 ) {
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return(NULL);
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}
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/* Set offsets */
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SDL_Win->SetXYOffset(xoff, yoff);
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current->flags = 0; /* Clear flags */
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current->w = width;
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current->h = height;
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if ( flags & SDL_FULLSCREEN ) {
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SDL_Win->SetFullScreen(1);
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current->flags |= SDL_FULLSCREEN;
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} else {
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SDL_Win->SetFullScreen(0);
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}
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SDL_Win->SetType(B_TITLED_WINDOW);
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if ( flags & SDL_NOFRAME ) {
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current->flags |= SDL_NOFRAME;
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@ -523,33 +504,8 @@ SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current,
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_this->UpdateRects = BE_NormalUpdate;
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}
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/* Hide the window for resizing */
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if ( SDL_Win->Lock() ) {
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if ( SDL_Win->Shown() ) {
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needs_unlock = 1;
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SDL_Win->Hide();
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} else {
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needs_unlock = 0;
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}
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/* Resize, but only if the window is different size than
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* before. Otherwise it jumps funnily when the user resizes.
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*/
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bounds = SDL_Win->Bounds();
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if((int)bounds.Width() != width ||
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(int)bounds.Height() != height) {
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SDL_Win->ResizeTo(width, height);
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bounds = bscreen.Frame();
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SDL_Win->MoveTo((bounds.Width()-width)/2,
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(bounds.Height()-height)/2);
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}
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SDL_Win->Show();
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/* Unlock the window manually after the first Show() */
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if ( needs_unlock ) {
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SDL_Win->Unlock();
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}
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}
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/* Set the correct fullscreen mode */
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BE_SetFullScreen(_this, current, flags & SDL_FULLSCREEN ? 1 : 0);
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/* We're done */
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return(current);
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