(svn r18547) -Fix [FS#3388]: missing thread synchronisation when changing the resolution for SDL via the in game menu

pull/155/head
rubidium 15 years ago
parent 0da7a4dc91
commit bc5d452e82

@ -469,7 +469,7 @@ static int PollEvent()
case SDL_VIDEORESIZE: {
int w = max(ev.resize.w, 64);
int h = max(ev.resize.h, 64);
ChangeResInGame(w, h);
CreateMainSurface(w, h);
break;
}
}
@ -627,14 +627,17 @@ void VideoDriver_SDL::MainLoop()
bool VideoDriver_SDL::ChangeResolution(int w, int h)
{
return CreateMainSurface(w, h);
if (_draw_threaded) _draw_mutex->BeginCritical();
bool ret = CreateMainSurface(w, h);
if (_draw_threaded) _draw_mutex->EndCritical();
return ret;
}
bool VideoDriver_SDL::ToggleFullscreen(bool fullscreen)
{
_fullscreen = fullscreen;
GetVideoModes(); // get the list of available video modes
if (_num_resolutions == 0 || !this->ChangeResolution(_cur_resolution.width, _cur_resolution.height)) {
if (_num_resolutions == 0 || !CreateMainSurface(_cur_resolution.width, _cur_resolution.height)) {
/* switching resolution failed, put back full_screen to original status */
_fullscreen ^= true;
return false;

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