From fc85eb461d2baf78d339f456d4a91a174961ef12 Mon Sep 17 00:00:00 2001 From: Ori Avtalion Date: Tue, 18 Oct 2016 19:24:51 +0300 Subject: SDL: Fix typo in function name --- backends/graphics/surfacesdl/surfacesdl-graphics.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'backends/graphics/surfacesdl') 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 -- cgit v1.2.3