Change: [Win32] Remove force_full_redraw and display_hz settings

These were special settings only for the win32-drivers, and
introduced in the very first version we track.

Time kinda had caught up with those variables, so it is time to
say farewell.

force_full_redraw was most likely a debug functionality "in case
our dirty-rect fails". This should no longer be needed.

display_hz was cute, as it had a max of 120. That is kinda
out-dated information, but I also doubt anyone was really using
this.
This commit is contained in:
Patric Stout 2021-02-20 11:30:09 +01:00 committed by Patric Stout
parent 23d6f4eac9
commit 7996fadb91
2 changed files with 2 additions and 25 deletions

View File

@ -7,8 +7,7 @@
[pre-amble]
/* win32_v.cpp only settings */
#if defined(_WIN32) && !defined(DEDICATED)
extern bool _force_full_redraw, _window_maximize;
extern uint _display_hz;
extern bool _window_maximize;
static const SettingDescGlobVarList _win32_settings[] = {
[post-amble]
@ -35,22 +34,6 @@ extra = 0
startup = true
[SDTG_VAR]
name = ""display_hz""
type = SLE_UINT
var = _display_hz
def = 0
min = 0
max = 120
cat = SC_EXPERT
[SDTG_BOOL]
name = ""force_full_redraw""
var = _force_full_redraw
def = false
cat = SC_EXPERT
[SDTG_BOOL]
name = ""window_maximize""
var = _window_maximize

View File

@ -54,9 +54,7 @@ static struct {
bool running; ///< Is the main loop running?
} _wnd;
bool _force_full_redraw;
bool _window_maximize;
uint _display_hz;
static Dimension _bck_resolution;
DWORD _imm_props;
@ -253,12 +251,10 @@ bool VideoDriver_Win32::MakeWindow(bool full_screen)
settings.dmFields =
DM_BITSPERPEL |
DM_PELSWIDTH |
DM_PELSHEIGHT |
(_display_hz != 0 ? DM_DISPLAYFREQUENCY : 0);
DM_PELSHEIGHT;
settings.dmBitsPerPel = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
settings.dmPelsWidth = _wnd.width_org;
settings.dmPelsHeight = _wnd.height_org;
settings.dmDisplayFrequency = _display_hz;
/* Check for 8 bpp support. */
if (settings.dmBitsPerPel == 8 &&
@ -1245,8 +1241,6 @@ void VideoDriver_Win32::MainLoop()
/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks;
if (_force_full_redraw) MarkWholeScreenDirty();
this->InputLoop();
::InputLoop();
UpdateWindows();