- Added two new cvars (win_x and win_y) that keep track of the window
position when not playing in fullscreen mode. - Changed the upper-left window positioning that was always used in debug builds into a command line option (-0), so debug and release builds behave the same. SVN r482 (trunk)
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8ca5f3821d
commit
dea5cf9ba4
7 changed files with 139 additions and 14 deletions
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@ -3,7 +3,7 @@
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** Code to let ZDoom use Direct3D 9 as a simple framebuffer
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** Copyright 1998-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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@ -280,7 +280,7 @@ bool D3DFB::CreateResources ()
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if (!Windowed)
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{
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// Remove the window border in fullscreen mode
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SetWindowLongPtr (Window, GWL_STYLE, WS_POPUP|WS_VISIBLE);
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SetWindowLong (Window, GWL_STYLE, WS_POPUP|WS_VISIBLE|WS_SYSMENU);
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}
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else
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{
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@ -291,7 +291,7 @@ bool D3DFB::CreateResources ()
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LOG2 ("Resize window to %dx%d\n", sizew, sizeh);
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VidResizing = true;
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// Make sure the window has a border in windowed mode
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SetWindowLongPtr (Window, GWL_STYLE, WS_VISIBLE|WS_OVERLAPPEDWINDOW);
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SetWindowLong (Window, GWL_STYLE, WS_VISIBLE|WS_OVERLAPPEDWINDOW);
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if (GetWindowLong (Window, GWL_EXSTYLE) & WS_EX_TOPMOST)
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{
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// Direct3D 9 will apparently add WS_EX_TOPMOST to fullscreen windows,
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@ -306,6 +306,7 @@ bool D3DFB::CreateResources ()
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SetWindowPos (Window, NULL, 0, 0, sizew, sizeh,
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SWP_DRAWFRAME | SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOZORDER);
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}
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I_RestoreWindowedPos ();
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VidResizing = false;
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}
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if (FAILED(D3DDevice->CreatePixelShader (PalTexShaderDef, &PalTexShader)))
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@ -326,6 +327,7 @@ bool D3DFB::CreateResources ()
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void D3DFB::ReleaseResources ()
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{
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I_SaveWindowedPos ();
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if (FBTexture != NULL)
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{
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FBTexture->Release();
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