When a game requests fullscreen, make its window the dimensions
requested. Ideally this should be followed by making the screen that resolution, but this suffices for now.
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@ -513,6 +513,14 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
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whichHWND, object->glCtx, object->win, object->visInfo);
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}
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/* If not windowed, need to go fullscreen, and resize the HWND to the appropriate */
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/* dimensions */
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if (!pPresentationParameters->Windowed) {
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FIXME("Requested full screen support not implemented, expect windowed operation\n");
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SetWindowPos(whichHWND, HWND_TOP, 0, 0, pPresentationParameters->BackBufferWidth,
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pPresentationParameters->BackBufferHeight, SWP_SHOWWINDOW);
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}
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TRACE("Creating back buffer\n");
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/* MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
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then the corresponding dimension of the client area of the hDeviceWindow
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