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Added updating of target base_w and base_h in MakeCurrent() and SetFullscreen().

+9 -2
+9 -2
SDL_gpu/GL_common/SDL_gpu_GL_common.inl
··· 1364 1364 // Update target's window size 1365 1365 window = SDL_GetWindowFromID(windowID); 1366 1366 if(window != NULL) 1367 + { 1367 1368 SDL_GetWindowSize(window, &target->context->window_w, &target->context->window_h); 1369 + target->base_w = target->context->window_w; 1370 + target->base_h = target->context->window_h; 1371 + } 1368 1372 1369 1373 // Reset the camera for this window 1370 1374 applyTargetCamera(((GPU_CONTEXT_DATA*)renderer->current_context_target->context->data)->last_target); ··· 1569 1573 1570 1574 static Uint8 SetFullscreen(GPU_Renderer* renderer, Uint8 enable_fullscreen, Uint8 use_desktop_resolution) 1571 1575 { 1576 + GPU_Target* target = renderer->current_context_target; 1577 + 1572 1578 #ifdef SDL_GPU_USE_SDL2 1573 - GPU_Target* target = renderer->current_context_target; 1574 1579 Uint32 old_flags = SDL_GetWindowFlags(SDL_GetWindowFromID(target->context->windowID)); 1575 1580 Uint8 was_fullscreen = (old_flags & SDL_WINDOW_FULLSCREEN); 1576 1581 Uint8 is_fullscreen = was_fullscreen; ··· 1608 1613 } 1609 1614 1610 1615 #else 1611 - GPU_Target* target = renderer->current_context_target; 1612 1616 SDL_Surface* surf = SDL_GetVideoSurface(); 1613 1617 Uint8 was_fullscreen = (surf->flags & SDL_FULLSCREEN); 1614 1618 Uint8 is_fullscreen = was_fullscreen; ··· 1646 1650 if(isCurrentTarget(renderer, target)) 1647 1651 applyTargetCamera(target); 1648 1652 } 1653 + 1654 + target->base_w = target->context->window_w; 1655 + target->base_h = target->context->window_h; 1649 1656 1650 1657 return is_fullscreen; 1651 1658 }