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authorColin Snover2017-08-27 22:21:05 -0500
committerColin Snover2017-10-07 12:30:29 -0500
commitebe6c40a6abb2789349c2b6471eef24ac270ab94 (patch)
treea54844f3eadc19e0cb168879466da165843d7c9f /backends/platform/sdl/sdl.h
parent83436e685fe5c0fd05fa49c8e85386a1115dee58 (diff)
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SDL: Do not reset window size when engines update rendering surface
This change allows: * Engines to update their target rendering surface/size and pixel format with the backend multiple times during gameplay; * Users to resize the ScummVM window without having it reset size/position every time an engine updates its target surface format; * Conversions/scaling to continue to run efficiently in hardware, instead of requiring engines to pick their maximum possible output format once and upscale inefficiently in software; * The window to reset size once when an engine calls to set its initial output size, and to reset again once ScummVM returns to the launcher. This is relevant for at least SCI32 and DreamWeb engines, which perform graphics mode switches during games.
Diffstat (limited to 'backends/platform/sdl/sdl.h')
-rw-r--r--backends/platform/sdl/sdl.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/backends/platform/sdl/sdl.h b/backends/platform/sdl/sdl.h
index bc4292be0b..61513fa65f 100644
--- a/backends/platform/sdl/sdl.h
+++ b/backends/platform/sdl/sdl.h
@@ -59,10 +59,8 @@ public:
// Override functions from ModularBackend and OSystem
virtual void initBackend();
-#if defined(USE_TASKBAR)
virtual void engineInit();
virtual void engineDone();
-#endif
virtual void quit();
virtual void fatalError();