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path: root/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
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Diffstat (limited to 'backends/graphics/surfacesdl/surfacesdl-graphics.cpp')
-rw-r--r--backends/graphics/surfacesdl/surfacesdl-graphics.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
index 90d079d151..21e334d242 100644
--- a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
+++ b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
@@ -918,7 +918,7 @@ bool SurfaceSdlGraphicsManager::loadGFXMode() {
// For SDL2 the output resolution might differ from the requested
// resolution. We handle resetting the keyboard emulation properly inside
// our SDL_SetVideoMode wrapper for SDL2.
- _eventSource->resetKeyboadEmulation(
+ _eventSource->resetKeyboardEmulation(
_videoMode.screenWidth * _videoMode.scaleFactor - 1,
effectiveScreenHeight() - 1);
#endif
@@ -2562,7 +2562,7 @@ void SurfaceSdlGraphicsManager::setWindowResolution(int width, int height) {
_windowHeight = height;
// We expect full screen resolution as inputs coming from the event system.
- _eventSource->resetKeyboadEmulation(_windowWidth - 1, _windowHeight - 1);
+ _eventSource->resetKeyboardEmulation(_windowWidth - 1, _windowHeight - 1);
// Calculate the "viewport" for the actual area we draw in. In fullscreen
// we can easily get a different resolution than what we requested. In