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Query the primary display with SDL_GetPrimaryDisplay().
Everything else doesn't work reliable and is depended on the display server. X11 uses it's display IDs, Wayland some UUIDs...
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1 changed files with 7 additions and 7 deletions
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@ -288,7 +288,7 @@ PrintDisplayModes(void)
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from the first display. This is the
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primary display and likely the one the
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game will run on. */
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curdisplay = 1;
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curdisplay = SDL_GetPrimaryDisplay();
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}
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else
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{
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@ -299,7 +299,7 @@ PrintDisplayModes(void)
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add a fallback to the first display. */
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if ((curdisplay = SDL_GetDisplayForWindow(window)) == 0)
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{
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curdisplay = 1;
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curdisplay = SDL_GetPrimaryDisplay();
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}
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}
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@ -689,7 +689,7 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
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unable to get the current display,one X11
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server with several screen is one of these,
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so add a fallback to the first display. */
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curdisplay = 1;
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curdisplay = SDL_GetPrimaryDisplay();
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}
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const SDL_DisplayMode *mode;
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@ -836,7 +836,7 @@ GLimp_GetRefreshRate(void)
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called if there is a working window. Otherwise
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things will likely break somewhere else in the
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client. */
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curdisplay = 1;
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curdisplay = SDL_GetPrimaryDisplay();
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}
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else
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{
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@ -846,7 +846,7 @@ GLimp_GetRefreshRate(void)
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unable to get the current display,one X11
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server with several screen is one of these,
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so add a fallback to the first display. */
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curdisplay = 1;
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curdisplay = SDL_GetPrimaryDisplay();
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}
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}
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@ -877,7 +877,7 @@ GLimp_GetDesktopMode(int *pwidth, int *pheight)
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by passing the mode and not the geometry from
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the renderer to GLimp_InitGraphics(), however
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that would break the renderer API. */
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last_display = 1;
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last_display = SDL_GetPrimaryDisplay();
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}
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else
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{
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@ -888,7 +888,7 @@ GLimp_GetDesktopMode(int *pwidth, int *pheight)
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unable to get the current display,one X11
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server with several screen is one of these,
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so add a fallback to the first display. */
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last_display = 1;
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last_display = SDL_GetPrimaryDisplay();
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}
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SDL_GetWindowPosition(window, &last_position_x, &last_position_y);
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