{
Renderer::instance_ = this;
+#ifdef OLD_SDL1
// Cannot currently find a way to do this with SDL2
//const SDL_VideoInfo *info = SDL_GetVideoInfo();
//log_info << "Hardware surfaces are " << (info->hw_available ? "" : "not ") << "available." << std::endl;
//log_info << "Software to hardware blits with colorkey are " << (info->blit_sw_CC ? "" : "not ") << "accelerated." << std::endl;
//log_info << "Software to hardware blits with alpha are " << (info->blit_sw_A ? "" : "not ") << "accelerated." << std::endl;
//log_info << "Color fills are " << (info->blit_fill ? "" : "not ") << "accelerated." << std::endl;
+#endif
- // int flags = SDL_SWSURFACE | SDL_ANYFORMAT;
- // if(g_config->use_fullscreen)
- // flags |= SDL_FULLSCREEN;
-
log_info << "creating SDLRenderer" << std::endl;
- int width = 800; //FIXME: config->screenwidth;
- int height = 600; //FIXME: config->screenheight;
+ int width = g_config->window_size.width;
+ int height = g_config->window_size.height;
+
int flags = 0;
+ if(g_config->use_fullscreen)
+ {
+ flags |= SDL_WINDOW_FULLSCREEN;
+ width = g_config->fullscreen_size.width;
+ height = g_config->fullscreen_size.height;
+ }
+
int ret = SDL_CreateWindowAndRenderer(width, height, flags,
&window, &renderer);