Let desktop SDL builds see the fullscreen option, too. There's no reason they can't.

This commit is contained in:
The Dax 2014-04-27 14:24:10 -04:00
parent 4eb7991530
commit 37fd7a95db

View file

@ -125,7 +125,7 @@ void GameSettingsScreen::CreateViews() {
postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader);
postProcChoice_->SetEnabled(g_Config.iRenderingMode != FB_NON_BUFFERED_MODE);
#if defined(_WIN32) || defined(USING_QT_UI)
#if !defined(MOBILE_DEVICE)
graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gs->T("FullScreen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange);
#endif
graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
@ -410,7 +410,12 @@ UI::EventReturn GameSettingsScreen::OnReloadCheats(UI::EventParams &e) {
}
UI::EventReturn GameSettingsScreen::OnFullscreenChange(UI::EventParams &e) {
#if defined(USING_WIN_UI) || defined(USING_QT_UI)
host->GoFullscreen(g_Config.bFullScreen);
#else
// SDL, basically.
System_SendMessage("toggle_fullscreen", "");
#endif
return UI::EVENT_DONE;
}