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💚 Fix SDL1 builds

pull/1113/head
Anders Jenbo 5 years ago
parent
commit
d0248caf8d
  1. 8
      SourceS/ui_fwd.h
  2. 8
      SourceX/display.cpp
  3. 2
      SourceX/display.h
  4. 3
      SourceX/dx.cpp

8
SourceS/ui_fwd.h

@ -2,10 +2,10 @@
namespace dvl { namespace dvl {
extern int screenWidth; extern Sint16 screenWidth;
extern int screenHeight; extern Sint16 screenHeight;
extern int viewportHeight; extern Sint16 viewportHeight;
extern int borderRight; extern Sint16 borderRight;
bool SpawnWindow(const char *lpWindowName); bool SpawnWindow(const char *lpWindowName);
void UiErrorOkDialog(const char *text, const char *caption, bool error = true); void UiErrorOkDialog(const char *text, const char *caption, bool error = true);

8
SourceX/display.cpp

@ -22,10 +22,10 @@ namespace dvl {
extern SDL_Surface *renderer_texture_surface; /** defined in dx.cpp */ extern SDL_Surface *renderer_texture_surface; /** defined in dx.cpp */
int screenWidth; Sint16 screenWidth;
int screenHeight; Sint16 screenHeight;
int viewportHeight; Sint16 viewportHeight;
int borderRight; Sint16 borderRight;
#ifdef USE_SDL1 #ifdef USE_SDL1
void SetVideoMode(int width, int height, int bpp, uint32_t flags) void SetVideoMode(int width, int height, int bpp, uint32_t flags)

2
SourceX/display.h

@ -8,7 +8,7 @@
namespace dvl { namespace dvl {
extern int vsyncEnabled; extern bool vsyncEnabled;
extern int refreshDelay; // Screen refresh rate in nanoseconds extern int refreshDelay; // Screen refresh rate in nanoseconds
extern SDL_Window *window; extern SDL_Window *window;
extern SDL_Renderer *renderer; extern SDL_Renderer *renderer;

3
SourceX/dx.cpp

@ -21,7 +21,6 @@ int locktbl[256];
#endif #endif
static CCritSect sgMemCrit; static CCritSect sgMemCrit;
int vsyncEnabled;
int refreshDelay; int refreshDelay;
SDL_Renderer *renderer; SDL_Renderer *renderer;
SDL_Texture *texture; SDL_Texture *texture;
@ -290,7 +289,7 @@ void RenderPresent()
} }
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
if (!vsyncEnabled) { if (!sgOptions.bVSync) {
LimitFrameRate(); LimitFrameRate();
} }
} else { } else {

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