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SDL 1.2 backend compiles again, but window stays black

This commit is contained in:
fgenesis 2018-04-17 01:28:23 +02:00
parent 64150bcb5b
commit 3fe9b1590c

View file

@ -302,7 +302,7 @@ void Core::initGraphics(int w, int h, int fullscreen, int vsync, int bpp, int di
if(w != oldw || h != oldh)
{
reloadRes = true; // Always reload resources on SDL 1.2, since it loses the GL context!
createWindow(w, h, false, fullscreen, bpp);
createWindow(w, h, false, fullscreen, bpp, 0);
}
#endif
@ -706,15 +706,20 @@ void Core::init()
{
setupFileAccess();
unsigned sdlflags = SDL_INIT_EVERYTHING;
quitNestedMainFlag = false;
#ifndef BBGE_BUILD_SDL2
#ifdef BBGE_BUILD_SDL2
// Haptic is inited separately, in Jostick.cpp, when a joystick is actually plugged in
sdlflags &= ~SDL_INIT_HAPTIC;
#else
// Disable relative mouse motion at the edges of the screen, which breaks
// mouse control for absolute input devices like Wacom tablets and touchscreens.
SDL_putenv((char *) "SDL_MOUSE_RELATIVE=0");
#endif
// Haptic is inited separately, in Jostick.cpp, when a joystick is actually plugged in
if((SDL_Init(SDL_INIT_EVERYTHING & ~SDL_INIT_HAPTIC))==-1)
if((SDL_Init(sdlflags))==-1)
{
std::string msg("Failed to init SDL: ");
msg.append(SDL_GetError());