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authorMax Horn2003-10-05 14:37:16 +0000
committerMax Horn2003-10-05 14:37:16 +0000
commitb4e5d97994a5827350e030429caea364514dadda (patch)
tree639bb20ae3e68f000e61293c165b8ea8929b16f7 /sword2
parentbfde7528bab0dfa74bde6173ca31d61818c01bd9 (diff)
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factor out common gfx_mode/fullscreen setup code from the game engines into the main code (maybe putting this into the Engine constructor would be better, though?)
svn-id: r10611
Diffstat (limited to 'sword2')
-rw-r--r--sword2/sword2.cpp13
1 files changed, 0 insertions, 13 deletions
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp
index 2fbb5409c8..cf11daa697 100644
--- a/sword2/sword2.cpp
+++ b/sword2/sword2.cpp
@@ -252,7 +252,6 @@ int32 GameCycle(void) {
}
void Sword2Engine::go() {
- OSystem::Property prop;
uint32 rv;
uint8 breakOut = 0;
_keyboardEvent ke;
@@ -265,21 +264,9 @@ void Sword2Engine::go() {
// manager until a window has been created as any errors are displayed
// via a window, thus time becomes a loop.
- // Override global scaler with any game-specific define
- if (g_config->get("gfx_mode")) {
- prop.gfx_mode = _detector->parseGraphicsMode(g_config->get("gfx_mode"));
- _system->property(OSystem::PROP_SET_GFX_MODE, &prop);
- }
-
debug(5, "CALLING: InitialiseDisplay");
rv = InitialiseDisplay(640, 480);
- // Override global fullscreen setting with any game-specific define
- if (g_config->getBool("fullscreen", false)) {
- if (!_system->property(OSystem::PROP_GET_FULLSCREEN, 0))
- _system->property(OSystem::PROP_TOGGLE_FULLSCREEN, 0);
- }
-
if (rv != RD_OK) {
// ReportDriverError(rv);
CloseAppWindow();