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author | Colin Snover | 2017-08-27 22:21:05 -0500 |
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committer | Colin Snover | 2017-10-07 12:30:29 -0500 |
commit | ebe6c40a6abb2789349c2b6471eef24ac270ab94 (patch) | |
tree | a54844f3eadc19e0cb168879466da165843d7c9f /engines/parallaction/callables_br.cpp | |
parent | 83436e685fe5c0fd05fa49c8e85386a1115dee58 (diff) | |
download | scummvm-rg350-ebe6c40a6abb2789349c2b6471eef24ac270ab94.tar.gz scummvm-rg350-ebe6c40a6abb2789349c2b6471eef24ac270ab94.tar.bz2 scummvm-rg350-ebe6c40a6abb2789349c2b6471eef24ac270ab94.zip |
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 'engines/parallaction/callables_br.cpp')
0 files changed, 0 insertions, 0 deletions