Use the correct platform defines

This commit is contained in:
Sam Lantinga 2022-10-03 17:50:01 -07:00
parent 5291e5cb76
commit 9e3c4b9f32
1 changed files with 6 additions and 6 deletions

View File

@ -1239,7 +1239,7 @@ SDL_SetWindowDisplayMode(SDL_Window * window, const SDL_DisplayMode * mode)
SDL_DisplayMode fullscreen_mode;
if (SDL_GetWindowDisplayMode(window, &fullscreen_mode) == 0) {
if (SDL_SetDisplayModeForDisplay(SDL_GetDisplayForWindow(window), &fullscreen_mode) == 0) {
#ifndef ANDROID
#ifndef __ANDROID__
/* Android may not resize the window to exactly what our fullscreen mode is, especially on
* windowed Android environments like the Chromebook or Samsung DeX. Given this, we shouldn't
* use fullscreen_mode.w and fullscreen_mode.h, but rather get our current native size. As such,
@ -1453,7 +1453,7 @@ SDL_UpdateFullscreenMode(SDL_Window * window, SDL_bool fullscreen)
/* Generate a mode change event here */
if (resized) {
#if !defined(ANDROID) && !defined(WIN32)
#if !defined(__ANDROID__) && !defined(__WIN32__)
/* Android may not resize the window to exactly what our fullscreen mode is, especially on
* windowed Android environments like the Chromebook or Samsung DeX. Given this, we shouldn't
* use fullscreen_mode.w and fullscreen_mode.h, but rather get our current native size. As such,
@ -2637,16 +2637,16 @@ SDL_CreateWindowFramebuffer(SDL_Window * window)
attempt_texture_framebuffer = SDL_FALSE;
}
#if defined(__WIN32__) || defined(__WINGDK__) /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. (!!! FIXME: is this still true?) */
#if defined(__WIN32__) || defined(__WINGDK__) /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. (!!! FIXME: is this still true?) */
else if ((_this->CreateWindowFramebuffer != NULL) && (SDL_strcmp(_this->name, "windows") == 0)) {
attempt_texture_framebuffer = SDL_FALSE;
}
#endif
#if defined(__EMSCRIPTEN__)
#endif
#if defined(__EMSCRIPTEN__)
else {
attempt_texture_framebuffer = SDL_FALSE;
}
#endif
#endif
if (attempt_texture_framebuffer) {
if (SDL_CreateWindowTexture(_this, window, &format, &pixels, &pitch) == -1) {