commit d6fb06ec
Possible to use fullscreen
Changed files
| M | src/saland.cpp before |
diff --git a/src/saland.cpp b/src/saland.cpp
index d68e87c..57aa8b0 100644
--- a/src/saland.cpp
+++ b/src/saland.cpp
@@ -171,6 +171,19 @@ void startWorld() {
RunGameState(g);
}
+void ResetFullscreen(SDL_Window* sdlWindow, sago::SagoDataHolder& dataHolder) {
+ Mix_HaltMusic(); //We need to reload all data in case the screen type changes. Music must be stopped before unload.
+ if (false) {
+ SDL_SetWindowFullscreen(sdlWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
+ }
+ else {
+ SDL_SetWindowFullscreen(sdlWindow, 0);
+ }
+ dataHolder.invalidateAll(globalData.screen);
+ globalData.spriteHolder.reset(new sago::SagoSpriteHolder( dataHolder ) );
+ SDL_ShowCursor(SDL_ENABLE);
+}
+
void runGame() {
int posX = 100, posY = 100, width = 1024, height = 768;
SDL_Init(SDL_INIT_VIDEO);
@@ -180,9 +193,11 @@ void runGame() {
SDL_Window* win = SDL_CreateWindow("Saland Adventures", posX, posY, width, height, 0);
globalData.screen = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
+ SDL_RenderSetLogicalSize(globalData.screen, 1024, 768);
sago::SagoDataHolder holder(globalData.screen);
globalData.spriteHolder.reset(new sago::SagoSpriteHolder(holder));
globalData.dataHolder = &holder;
+ ResetFullscreen(win, *globalData.dataHolder);
TitleScreen ts;
RunGameState(ts);