//
// Create SDL/OpenGL surfaces
//
-bool InitVideo(void)
+bool VideoInit(void)
{
// Get proper info about the platform we're running on...
const SDL_VideoInfo * info = SDL_GetVideoInfo();
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
mainSurfaceFlags = SDL_OPENGL;
-
}
else
{
// memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
// This memcpy is expensive--do some profiling to see what the impact is!
if (vjs.renderType == RT_NORMAL)
- memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 4);
+ memcpy(surface->pixels, backbuffer, TOMGetVideoModeWidth() * TOMGetVideoModeHeight() * 4);
else if (vjs.renderType == RT_TV)
- memcpy(surface->pixels, backbuffer, 1280 * tom_getVideoModeHeight() * 4);
+ memcpy(surface->pixels, backbuffer, 1280 * TOMGetVideoModeHeight() * 4);
if (SDL_MUSTLOCK(surface))
SDL_UnlockSurface(surface);
//
void ToggleFullscreen(void)
{
+ // Set our internal variable, then toggle the SDL flag
vjs.fullscreen = !vjs.fullscreen;
- mainSurfaceFlags &= ~SDL_FULLSCREEN;
+ mainSurfaceFlags ^= SDL_FULLSCREEN;
+// mainSurfaceFlags = (vjs.fullscreen ? mainSurfaceFlags | SDL_FULLSCREEN :
+// mainSurfaceFlags & ~SDL_FULLSCREEN);
- if (vjs.fullscreen)
- mainSurfaceFlags |= SDL_FULLSCREEN;
+// mainSurfaceFlags &= ~SDL_FULLSCREEN;
+
+// if (vjs.fullscreen)
+// mainSurfaceFlags |= SDL_FULLSCREEN;
if (vjs.useOpenGL)
{
// This way we have good scaling functionality and when the screen is resized
// because of the NTSC <-> PAL resize, we only have to re-create the texture
// instead of initializing the entire OpenGL texture en screens.
- mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);//*/
+ mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);
// Reset viewport, etc.
glViewport(0, 0, mainSurface->w, mainSurface->h);