Fix cockpit switch in SDL-only build

The cockpit graphic is not scaled in the SDL build, so it is only
meaningful to show when the game window dimensions match the graphic's
dimensions.  Prior to 4a8d7c7574, this worked, because the
`initial_large_game_screen_mode` was the same as the graphic's
dimensions.  That commit changed `initial_large_game_screen_mode` to
prefer a larger screen resolution for new users.  It should have
retained the original dimensions for this test.  Make that change here.

Fixes: 4a8d7c7574 ("Default to 1024x768 for new users, not 640x480")
This commit is contained in:
Kp 2022-11-06 18:18:57 +00:00
parent 7effca68f0
commit 16c86edabc
1 changed files with 3 additions and 4 deletions

View File

@ -197,9 +197,6 @@ void reset_palette_add()
PaletteBlueAdd = 0;
}
#if !DXX_USE_OGL
constexpr screen_mode initial_small_game_screen_mode{320, 200};
#endif
constexpr screen_mode initial_large_game_screen_mode{1024, 768};
screen_mode Game_screen_mode = initial_large_game_screen_mode;
@ -267,7 +264,9 @@ void init_cockpit()
#if defined(DXX_BUILD_DESCENT_II)
int HiresGFXAvailable = !GameArg.GfxSkipHiresGFX;
#endif
auto full_screen_mode = HiresGFXAvailable ? initial_large_game_screen_mode : initial_small_game_screen_mode;
const auto full_screen_mode = HiresGFXAvailable
? screen_mode /* large_game_screen_mode */{640, 480}
: screen_mode /* small_game_screen_mode */{320, 200};
if (Game_screen_mode != full_screen_mode) {
PlayerCfg.CockpitMode[1] = cockpit_mode_t::full_screen;
}