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authorGuy Rabiller <guy.rabiller@radfac.com>2014-10-28 19:55:12 +0100
committerGuy Rabiller <guy.rabiller@radfac.com>2014-10-28 19:55:20 +0100
commit8b8e26c0bdc1c0925eaa7e65dc2e98452393af17 (patch)
treeb1c89ef23aaa33219c0300cde267403c0313d934
parente82dc402052a47b44bb3bcf50ee4801257f92778 (diff)
- On Windows, Godot now goes fullscreen without video mode change.
-rw-r--r--platform/windows/os_windows.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/platform/windows/os_windows.cpp b/platform/windows/os_windows.cpp
index 81a96ccb13..7c2385e103 100644
--- a/platform/windows/os_windows.cpp
+++ b/platform/windows/os_windows.cpp
@@ -982,8 +982,11 @@ void OS_Windows::initialize(const VideoMode& p_desired,int p_video_driver,int p_
DEVMODE current;
memset(&current,0,sizeof(current));
EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &current);
+
+ WindowRect.right = current.dmPelsWidth;
+ WindowRect.bottom = current.dmPelsHeight;
- DEVMODE dmScreenSettings;
+/* DEVMODE dmScreenSettings;
memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
dmScreenSettings.dmSize=sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = video_mode.width;
@@ -995,7 +998,7 @@ void OS_Windows::initialize(const VideoMode& p_desired,int p_video_driver,int p_
if (err!=DISP_CHANGE_SUCCESSFUL) {
video_mode.fullscreen=false;
- }
+ }*/
}
DWORD dwExStyle;