ref: 3526148d5f8911b5e2ee321b8fe8ef35135ccd62
parent: 5a3b2d2d794a9839a0547901cda463a892574b60
author: Jacob Moody <[email protected]>
date: Fri Aug 25 19:19:22 EDT 2023
texture locking was load bearing
--- a/src/platform_sdl.c
+++ b/src/platform_sdl.c
@@ -87,16 +87,14 @@
}
void platform_set_fullscreen(bool fullscreen) {
- if (0) {
- /*
+ if (fullscreen) {
int32_t display = SDL_GetWindowDisplayIndex(window);
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode(display, &mode);
- SDL_SetWindowDisplayMode(window, &mode);
- SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
+ //SDL_SetWindowDisplayMode(window, &mode);
+ //SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
SDL_ShowCursor(SDL_DISABLE);
- */
}
else {
SDL_SetWindowFullscreen(window, 0);
@@ -180,12 +178,12 @@
screenbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen_size.x, screen_size.y);
screenbuffer_size = screen_size;
}
- //SDL_LockTexture(screenbuffer, NULL, &screenbuffer_pixels, &screenbuffer_pitch);
+ SDL_LockTexture(screenbuffer, NULL, &screenbuffer_pixels, &screenbuffer_pitch);
}
void platform_end_frame(void) {
screenbuffer_pixels = NULL;
- //SDL_UnlockTexture(screenbuffer);
+ SDL_UnlockTexture(screenbuffer);
SDL_RenderCopy(renderer, screenbuffer, NULL, NULL);
SDL_RenderPresent(renderer);
}