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-rw-r--r--backends/graphics/openglsdl/openglsdl-graphics.cpp17
1 files changed, 7 insertions, 10 deletions
diff --git a/backends/graphics/openglsdl/openglsdl-graphics.cpp b/backends/graphics/openglsdl/openglsdl-graphics.cpp
index efc10a0d2c..73fc87a75f 100644
--- a/backends/graphics/openglsdl/openglsdl-graphics.cpp
+++ b/backends/graphics/openglsdl/openglsdl-graphics.cpp
@@ -268,22 +268,19 @@ bool OpenGLSdlGraphicsManager::getFeatureState(OSystem::Feature f) {
}
}
-bool OpenGLSdlGraphicsManager::setGraphicsMode(int mode) {
+void OpenGLSdlGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
// HACK: This is stupid but the SurfaceSDL backend defaults to 2x. This
// assures that the launcher (which requests 320x200) has a reasonable
// size. It also makes small games have a reasonable size (i.e. at least
// 640x400). We follow the same logic here until we have a better way to
// give hints to our backend for that.
- _graphicsScale = 2;
-
- return OpenGLGraphicsManager::setGraphicsMode(mode);
-}
-
-void OpenGLSdlGraphicsManager::resetGraphicsScale() {
- OpenGLGraphicsManager::resetGraphicsScale();
+ if (w > 320) {
+ _graphicsScale = 1;
+ } else {
+ _graphicsScale = 2;
+ }
- // HACK: See OpenGLSdlGraphicsManager::setGraphicsMode.
- _graphicsScale = 1;
+ return OpenGLGraphicsManager::initSize(w, h, format);
}
#ifdef USE_RGB_COLOR