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Fixed fullscreen OpenGL on Lion when built with the Mac OS X 10.4u SDK.
--HG-- branch : SDL-1.2
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@@ -805,24 +805,22 @@ static SDL_Surface* QZ_SetVideoFullScreen (_THIS, SDL_Surface *current, int widt
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[ [ qz_window contentView ] addSubview:window_view ];
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if ( isLion ) {
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[ qz_window setLevel:CGShieldingWindowLevel() ];
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[ gl_context setView: window_view ];
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[ gl_context setFullScreen ];
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[ gl_context update ];
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}
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#if (MAC_OS_X_VERSION_MIN_REQUIRED < 1070)
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if ( !isLion) {
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[ qz_window setLevel:NSNormalWindowLevel ];
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ctx = QZ_GetCGLContextObj (gl_context);
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err = CGLSetFullScreen (ctx);
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/* Apparently Lion checks some version flag set by the linker
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and changes API behavior. Annoying. */
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#if (MAC_OS_X_VERSION_MAX_ALLOWED < 1070)
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[ qz_window setLevel:NSNormalWindowLevel ];
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ctx = QZ_GetCGLContextObj (gl_context);
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err = CGLSetFullScreen (ctx);
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if (err) {
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SDL_SetError ("Error setting OpenGL fullscreen: %s", CGLErrorString(err));
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goto ERR_NO_GL;
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}
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if (err) {
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SDL_SetError ("Error setting OpenGL fullscreen: %s", CGLErrorString(err));
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goto ERR_NO_GL;
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}
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#else
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[ qz_window setLevel:CGShieldingWindowLevel() ];
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[ gl_context setView: window_view ];
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[ gl_context setFullScreen ];
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[ gl_context update ];
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#endif
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[ window_view release ];
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