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added some workaround for macosx
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@ -672,7 +672,13 @@ 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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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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#else
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SdlFlags |= (*pWidth == 0 || *pHeight == 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN; // use desktop resolution as default
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#endif
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// set gl attributes
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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@ -784,7 +790,11 @@ 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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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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#endif
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}
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void CGraphicsBackend_SDL_OpenGL::SetWindowBordered(bool State)
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