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changed some comments
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@ -672,7 +672,7 @@ int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidt
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if(Flags&IGraphicsBackend::INITFLAG_BORDERLESS)
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SdlFlags |= SDL_WINDOW_BORDERLESS;
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if(Flags&IGraphicsBackend::INITFLAG_FULLSCREEN)
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#if defined(CONF_PLATFORM_MACOSX) // Todo: remove this when fixed in SDL
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#if defined(CONF_PLATFORM_MACOSX) // Todo SDL: remove this when fixed (game freezes when losing focus in fullscreen)
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SdlFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP; // always use "fake" fullscreen
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*pWidth = *pDesktopWidth;
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*pHeight = *pDesktopHeight;
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@ -790,7 +790,7 @@ void CGraphicsBackend_SDL_OpenGL::Maximize()
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bool CGraphicsBackend_SDL_OpenGL::Fullscreen(bool State)
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{
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#if defined(CONF_PLATFORM_MACOSX) // Todo: remove this when fixed in SDL
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#if defined(CONF_PLATFORM_MACOSX) // Todo SDL: remove this when fixed (game freezes when losing focus in fullscreen)
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return SDL_SetWindowFullscreen(m_pWindow, State ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0) == 0;
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#else
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return SDL_SetWindowFullscreen(m_pWindow, State ? SDL_WINDOW_FULLSCREEN : 0) == 0;
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@ -2213,7 +2213,7 @@ void CClient::ConchainServerBrowserUpdate(IConsole::IResult *pResult, void *pUse
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void CClient::SwitchWindowScreen(int Index)
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{
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// Todo: remove this if fixed by SDL
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// Todo SDL: remove this when fixed (changing screen when in fullscreen is bugged)
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if(g_Config.m_GfxFullscreen)
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{
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ToggleFullscreen();
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@ -196,7 +196,7 @@ int CInput::Update()
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Action = IInput::FLAG_RELEASE;
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break;
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#if defined(CONF_PLATFORM_MACOSX) // Todo: remove this when fixed in SDL
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#if defined(CONF_PLATFORM_MACOSX) // Todo SDL: remove this when fixed (mouse state is faulty on start)
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case SDL_WINDOWEVENT:
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if(Event.window.event == SDL_WINDOWEVENT_MAXIMIZED)
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{
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