From b4e5d97994a5827350e030429caea364514dadda Mon Sep 17 00:00:00 2001 From: Max Horn Date: Sun, 5 Oct 2003 14:37:16 +0000 Subject: 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 --- sky/sky.cpp | 14 -------------- 1 file changed, 14 deletions(-) (limited to 'sky/sky.cpp') diff --git a/sky/sky.cpp b/sky/sky.cpp index 7c8230f14d..0b8b3acc41 100644 --- a/sky/sky.cpp +++ b/sky/sky.cpp @@ -239,8 +239,6 @@ void SkyState::go() { } void SkyState::initialise(void) { - OSystem::Property prop; - _skyDisk = new SkyDisk(_gameDataPath); _skySound = new SkySound(_mixer, _skyDisk, _detector->_sfx_volume); @@ -257,18 +255,6 @@ void SkyState::initialise(void) { _skyMusic = new SkyGmMusic(_detector->createMidi(), _skyDisk, _system); } - // 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); - } - - // 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 (isCDVersion()) { if (_detector->_noSubtitles) _systemVars.systemFlags |= SF_ALLOW_SPEECH; -- cgit v1.2.3