diff --git a/src/pc/gfx/gfx_sdl2.c b/src/pc/gfx/gfx_sdl2.c index 824c20a..3f75ed2 100644 --- a/src/pc/gfx/gfx_sdl2.c +++ b/src/pc/gfx/gfx_sdl2.c @@ -95,6 +95,8 @@ static void gfx_sdl_set_fullscreen(bool fullscreen) } static void gfx_sdl_init(void) { + Uint32 window_flags = 0; + SDL_Init(SDL_INIT_VIDEO); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); @@ -108,21 +110,27 @@ static void gfx_sdl_init(void) { //SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); //SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); - + + window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE; + + if (configFullscreen) { + window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; + } + + #ifndef USE_GLES wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE); + DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags); #else /* GLES platforms generally run without a window server like Xorg. Just use the system video mode, instead of trying to set a new video mode, which does not make any sense in modern displays. */ SDL_DisplayMode sdl_displaymode; SDL_GetCurrentDisplayMode(0, &sdl_displaymode); + wnd = SDL_CreateWindow("Super Mario 64 PC port (OpenGL_ES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, - sdl_displaymode.w, sdl_displaymode.h, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_FULLSCREEN_DESKTOP); + sdl_displaymode.w, sdl_displaymode.h, window_flags); #endif - gfx_sdl_set_fullscreen(configFullscreen); - SDL_GL_CreateContext(wnd); SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.