From 8b8e26c0bdc1c0925eaa7e65dc2e98452393af17 Mon Sep 17 00:00:00 2001 From: Guy Rabiller Date: Tue, 28 Oct 2014 19:55:12 +0100 Subject: - On Windows, Godot now goes fullscreen without video mode change. --- platform/windows/os_windows.cpp | 7 +++++-- 1 file 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(¤t,0,sizeof(current)); EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, ¤t); + + 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; -- cgit v1.2.3