Allow the render context to do necessary work when the video mode changes.
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402017
This commit is contained in:
parent
461c8e2db4
commit
a1ced0d971
7 changed files with 96 additions and 23 deletions
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@ -72,6 +72,7 @@ SDL_SendWindowEvent(SDL_WindowID windowID, Uint8 windowevent, int data1,
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}
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window->w = data1;
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window->h = data2;
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SDL_OnWindowResized(window);
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break;
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case SDL_WINDOWEVENT_MINIMIZED:
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if (window->flags & SDL_WINDOW_MINIMIZED) {
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@ -34,6 +34,7 @@
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static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
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static int GL_ActivateRenderer(SDL_Renderer * renderer);
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static int GL_DisplayModeChanged(SDL_Renderer * renderer);
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static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int GL_SetTexturePalette(SDL_Renderer * renderer,
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SDL_Texture * texture,
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@ -97,6 +98,7 @@ SDL_RenderDriver GL_RenderDriver = {
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typedef struct
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{
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SDL_GLContext context;
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SDL_bool updateSize;
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SDL_bool GL_ARB_texture_rectangle_supported;
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int blendMode;
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int scaleMode;
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@ -219,6 +221,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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}
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renderer->ActivateRenderer = GL_ActivateRenderer;
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renderer->DisplayModeChanged = GL_DisplayModeChanged;
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renderer->CreateTexture = GL_CreateTexture;
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renderer->SetTexturePalette = GL_SetTexturePalette;
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renderer->GetTexturePalette = GL_GetTexturePalette;
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@ -282,13 +285,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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} else {
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data->glEnable(GL_TEXTURE_2D);
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}
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data->glMatrixMode(GL_PROJECTION);
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data->glLoadIdentity();
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data->glMatrixMode(GL_MODELVIEW);
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data->glLoadIdentity();
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data->glViewport(0, 0, window->w, window->h);
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data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0,
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1.0);
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data->updateSize = SDL_TRUE;
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return renderer;
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}
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@ -299,7 +296,29 @@ GL_ActivateRenderer(SDL_Renderer * renderer)
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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SDL_Window *window = SDL_GetWindowFromID(renderer->window);
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return SDL_GL_MakeCurrent(window->id, data->context);
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if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
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return -1;
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}
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if (data->updateSize) {
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data->glMatrixMode(GL_PROJECTION);
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data->glLoadIdentity();
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data->glMatrixMode(GL_MODELVIEW);
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data->glLoadIdentity();
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data->glViewport(0, 0, window->w, window->h);
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data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0,
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0.0, 1.0);
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data->updateSize = SDL_FALSE;
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}
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return 0;
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}
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static int
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GL_DisplayModeChanged(SDL_Renderer * renderer)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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data->updateSize = SDL_TRUE;
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return 0;
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}
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static __inline__ int
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@ -31,6 +31,8 @@
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/* SDL surface based renderer implementation */
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static SDL_Renderer *SW_CreateRenderer(SDL_Window * window, Uint32 flags);
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static int SW_ActivateRenderer(SDL_Renderer * renderer);
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static int SW_DisplayModeChanged(SDL_Renderer * renderer);
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static int SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int SW_QueryTexturePixels(SDL_Renderer * renderer,
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SDL_Texture * texture, void **pixels,
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@ -179,7 +181,8 @@ SW_CreateRenderer(SDL_Window * window, Uint32 flags)
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SDL_OutOfMemory();
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return NULL;
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}
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renderer->ActivateRenderer = SW_ActivateRenderer;
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renderer->DisplayModeChanged = SW_DisplayModeChanged;
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renderer->CreateTexture = SW_CreateTexture;
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renderer->QueryTexturePixels = SW_QueryTexturePixels;
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renderer->SetTexturePalette = SW_SetTexturePalette;
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@ -269,6 +272,32 @@ SW_CreateRenderer(SDL_Window * window, Uint32 flags)
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return renderer;
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}
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static int
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SW_ActivateRenderer(SDL_Renderer * renderer)
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{
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SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
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if (data->renderer && data->renderer->ActivateRenderer) {
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if (data->renderer->ActivateRenderer(data->renderer) < 0) {
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return -1;
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}
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}
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return 0;
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}
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static int
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SW_DisplayModeChanged(SDL_Renderer * renderer)
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{
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SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
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if (data->renderer && data->renderer->DisplayModeChanged) {
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if (data->renderer->DisplayModeChanged(data->renderer) < 0) {
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return -1;
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}
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}
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return 0;
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}
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static int
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SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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@ -56,6 +56,7 @@ struct SDL_Texture
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struct SDL_Renderer
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{
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int (*ActivateRenderer) (SDL_Renderer * renderer);
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int (*DisplayModeChanged) (SDL_Renderer * renderer);
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int (*CreateTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
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int (*QueryTexturePixels) (SDL_Renderer * renderer, SDL_Texture * texture,
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void **pixels, int *pitch);
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@ -133,8 +134,7 @@ struct SDL_VideoDisplay
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SDL_DisplayMode *display_modes;
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SDL_DisplayMode desktop_mode;
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SDL_DisplayMode current_mode;
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SDL_DisplayMode desired_mode;
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SDL_DisplayMode *fullscreen_mode;
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SDL_DisplayMode fullscreen_mode;
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SDL_Palette *palette;
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Uint16 *gamma;
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@ -389,6 +389,7 @@ extern SDL_VideoDisplay *SDL_GetDisplayFromWindow(SDL_Window * window);
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extern void SDL_OnWindowShown(SDL_Window * window);
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extern void SDL_OnWindowHidden(SDL_Window * window);
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extern void SDL_OnWindowResized(SDL_Window * window);
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extern void SDL_OnWindowFocusGained(SDL_Window * window);
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extern void SDL_OnWindowFocusLost(SDL_Window * window);
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extern SDL_WindowID SDL_GetFocusWindow(void);
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@ -645,6 +645,7 @@ int
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SDL_SetFullscreenDisplayMode(const SDL_DisplayMode * mode)
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{
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SDL_VideoDisplay *display;
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SDL_DisplayMode fullscreen_mode;
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int i;
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if (!_this) {
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@ -653,18 +654,29 @@ SDL_SetFullscreenDisplayMode(const SDL_DisplayMode * mode)
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}
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display = &SDL_CurrentDisplay;
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if (mode) {
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SDL_GetClosestDisplayMode(mode, &display->desired_mode);
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display->fullscreen_mode = &display->desired_mode;
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} else {
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display->fullscreen_mode = NULL;
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if (!mode) {
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mode = &display->desktop_mode;
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}
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SDL_GetClosestDisplayMode(mode, &fullscreen_mode);
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if (SDL_memcmp
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(&fullscreen_mode, &display->fullscreen_mode,
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sizeof(fullscreen_mode)) == 0) {
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/* Nothing to do... */
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return 0;
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}
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display->fullscreen_mode = fullscreen_mode;
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/* Actually set the mode if we have a fullscreen window visible */
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for (i = 0; i < display->num_windows; ++i) {
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SDL_Window *window = &display->windows[i];
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if (FULLSCREEN_VISIBLE(window)) {
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return SDL_SetDisplayMode(display->fullscreen_mode);
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if (SDL_SetDisplayMode(&display->fullscreen_mode) < 0) {
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return -1;
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}
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}
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if (window->flags & SDL_WINDOW_FULLSCREEN) {
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SDL_OnWindowResized(window);
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}
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}
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return 0;
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@ -678,7 +690,7 @@ SDL_GetFullscreenDisplayMode(SDL_DisplayMode * mode)
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return -1;
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}
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if (mode) {
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*mode = *SDL_CurrentDisplay.fullscreen_mode;
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*mode = SDL_CurrentDisplay.fullscreen_mode;
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}
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return 0;
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}
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@ -1197,7 +1209,7 @@ SDL_SetWindowFullscreen(SDL_WindowID windowID, int fullscreen)
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}
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}
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SDL_SetDisplayMode(display->fullscreen_mode);
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SDL_SetDisplayMode(&display->fullscreen_mode);
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}
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} else {
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window->flags &= ~SDL_WINDOW_FULLSCREEN;
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@ -1251,13 +1263,23 @@ SDL_OnWindowHidden(SDL_Window * window)
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{
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}
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void
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SDL_OnWindowResized(SDL_Window * window)
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{
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SDL_Renderer *renderer = window->renderer;
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if (renderer && renderer->DisplayModeChanged) {
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renderer->DisplayModeChanged(renderer);
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}
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}
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void
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SDL_OnWindowFocusGained(SDL_Window * window)
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{
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SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
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if (window->flags & SDL_WINDOW_FULLSCREEN) {
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SDL_SetDisplayMode(display->fullscreen_mode);
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SDL_SetDisplayMode(&display->fullscreen_mode);
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}
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if (display->gamma && _this->SetDisplayGammaRamp) {
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_this->SetDisplayGammaRamp(_this, display->gamma);
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@ -268,6 +268,7 @@ Cocoa_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
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NSOpenGLContext *nscontext = (NSOpenGLContext *)context;
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[nscontext setView:[windowdata->window contentView]];
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[nscontext update];
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[nscontext makeCurrentContext];
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} else {
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[NSOpenGLContext clearCurrentContext];
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@ -749,15 +749,15 @@ PrintEvent(SDL_Event * event)
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fprintf(stderr, "Window %d hidden", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_EXPOSED:
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fprintf(stderr, "Window %d exposed: %d", event->window.windowID);
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fprintf(stderr, "Window %d exposed", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_MOVED:
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fprintf(stderr, "Window %d moved to %d,%d: %d",
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fprintf(stderr, "Window %d moved to %d,%d",
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event->window.windowID, event->window.data1,
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event->window.data2);
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break;
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case SDL_WINDOWEVENT_RESIZED:
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fprintf(stderr, "Window %d resized to %dx%d: %d",
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fprintf(stderr, "Window %d resized to %dx%d",
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event->window.windowID, event->window.data1,
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event->window.data2);
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break;
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