When a game requests fullscreen, make its window the dimensions
requested. Ideally this should be followed by making the screen that
resolution, but this suffices for now.
diff --git a/dlls/d3d8/directx.c b/dlls/d3d8/directx.c
index 3d5d0ad..ce58064 100644
--- a/dlls/d3d8/directx.c
+++ b/dlls/d3d8/directx.c
@@ -513,6 +513,14 @@
whichHWND, object->glCtx, object->win, object->visInfo);
}
+ /* If not windowed, need to go fullscreen, and resize the HWND to the appropriate */
+ /* dimensions */
+ if (!pPresentationParameters->Windowed) {
+ FIXME("Requested full screen support not implemented, expect windowed operation\n");
+ SetWindowPos(whichHWND, HWND_TOP, 0, 0, pPresentationParameters->BackBufferWidth,
+ pPresentationParameters->BackBufferHeight, SWP_SHOWWINDOW);
+ }
+
TRACE("Creating back buffer\n");
/* MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
then the corresponding dimension of the client area of the hDeviceWindow