Revert 4ce53cb8: [OSX] Delayed fullscreen switch is not needed anymore.

The fix for #8067 solves the real issue, making this workaround unneeded.
This commit is contained in:
Michael Lutz 2021-01-03 22:14:03 +01:00
parent 6e8be3b03e
commit 979b4af6ca
3 changed files with 1 additions and 10 deletions

View File

@ -18,7 +18,6 @@ extern bool _cocoa_video_started;
class VideoDriver_Cocoa : public VideoDriver {
private:
bool fullscreen_on_mainloop; ///< Switch to fullscreen once the main loop is running?
Dimension orig_res; ///< Saved window size for non-fullscreen mode.
public:

View File

@ -156,6 +156,7 @@ static void QZ_UpdateVideoModes()
static CocoaSubdriver *QZ_CreateSubdriver(int width, int height, int bpp, bool fullscreen, bool fallback)
{
CocoaSubdriver *ret = QZ_CreateWindowQuartzSubdriver(width, height, bpp);
if (ret != nullptr && fullscreen) ret->ToggleFullscreen(fullscreen);
if (ret != nullptr) return ret;
if (!fallback) return nullptr;
@ -209,9 +210,6 @@ const char *VideoDriver_Cocoa::Start(const StringList &parm)
return "The cocoa quartz subdriver only supports 8 and 32 bpp.";
}
/* Defer fullscreen toggle until the main loop is running,
* as otherwise a grey bar will be stuck on top of the window. */
this->fullscreen_on_mainloop = _fullscreen;
_cocoa_subdriver = QZ_CreateSubdriver(width, height, bpp, _fullscreen, true);
if (_cocoa_subdriver == NULL) {
Stop();

View File

@ -652,12 +652,6 @@ void VideoDriver_Cocoa::GameLoop()
while (QZ_PollEvent()) {}
/* If we do that right after window creation, a grey bar will be left at the top. */
if (this->fullscreen_on_mainloop) {
this->fullscreen_on_mainloop = false;
_cocoa_subdriver->ToggleFullscreen(true);
}
if (_exit_game) {
/* Restore saved resolution if in fullscreen mode. */
if (_cocoa_subdriver->IsFullscreen()) _cur_resolution = this->orig_res;