- removed the hard screen resolution switch that still was present on Windows and cleaned up the entire video backend code from the remaining support code for this.
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need. The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
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parent
322488d1d1
commit
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28 changed files with 143 additions and 1826 deletions
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@ -111,7 +111,6 @@ void D_DoAnonStats();
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extern void I_SetWindowTitle(const char* caption);
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extern void ReadStatistics();
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extern void M_RestoreMode ();
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extern void M_SetDefaultMode ();
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extern void G_NewInit ();
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extern void SetupPlayerClasses ();
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@ -147,9 +146,7 @@ EXTERN_CVAR (Bool, sv_cheats)
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EXTERN_CVAR (Bool, sv_unlimited_pickup)
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EXTERN_CVAR (Bool, I_FriendlyWindowTitle)
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extern int testingmode;
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extern bool setmodeneeded;
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extern int NewWidth, NewHeight, NewBits, DisplayBits;
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extern bool gameisdead;
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extern bool demorecording;
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extern bool M_DemoNoPlay; // [RH] if true, then skip any demos in the loop
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@ -258,20 +255,6 @@ void D_ProcessEvents (void)
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{
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event_t *ev;
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// [RH] If testing mode, do not accept input until test is over
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if (testingmode)
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{
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if (testingmode == 1)
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{
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M_SetDefaultMode ();
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}
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else if (testingmode <= I_GetTime())
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{
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M_RestoreMode ();
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}
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return;
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}
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for (; eventtail != eventhead ; eventtail = (eventtail+1)&(MAXEVENTS-1))
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{
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ev = &events[eventtail];
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@ -687,27 +670,16 @@ void D_Display ()
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R_SetFOV(r_viewpoint, fov);
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}
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// [RH] change the screen mode if needed
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// fullscreen toggle has been requested
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if (setmodeneeded)
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{
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// Change screen mode.
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if (Video->SetResolution (NewWidth, NewHeight, NewBits))
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/*
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if (Video->ToggleFullscreen())
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{
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// Recalculate various view parameters.
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setsizeneeded = true;
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// Let the status bar know the screen size changed
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if (StatusBar != NULL)
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{
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StatusBar->CallScreenSizeChanged ();
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}
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// Refresh the console.
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C_NewModeAdjust ();
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// Reload crosshair if transitioned to a different size
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ST_LoadCrosshair (true);
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AM_NewResolution ();
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// Reset the mouse cursor in case the bit depth changed
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vid_cursor.Callback();
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}
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*/
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}
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// change the view size if needed
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@ -2710,7 +2682,6 @@ void D_DoomMain (void)
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screen->InitPalette();
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// These calls from inside V_Init2 are still necessary
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C_NewModeAdjust();
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M_InitVideoModesMenu();
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D_StartTitle (); // start up intro loop
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setmodeneeded = false; // This may be set to true here, but isn't needed for a restart
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}
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