- SDL_Surface* screen=SDL_GetVideoSurface();
- Uint32 flags=screen->flags;
- screen=SDL_SetVideoMode(0,0,0,flags^SDL_FULLSCREEN);
- if(!screen)
- screen=SDL_SetVideoMode(0,0,0,flags);
- if(!screen)
- exit(1);
- initGL();
+ SDL_WM_ToggleFullScreen(SDL_GetVideoSurface());
+ //~ SDL_Surface* screen=SDL_GetVideoSurface();
+ //~ Uint32 flags=screen->flags;
+ //~ screen=SDL_SetVideoMode(0,0,0,flags^SDL_FULLSCREEN);
+ //~ if(!screen)
+ //~ screen=SDL_SetVideoMode(0,0,0,flags);
+ //~ if(!screen)
+ //~ exit(1);
+ //~ //reload opengl state
+ //~ initGL();
+ //~ for(std::vector<TextureInfo>::iterator it=Game::textures.begin(); it!=Game::textures.end(); it++) {
+ //~ it->load();
+ //~ }
+ //~ pgame->text.BuildFont();
+ //~ pgame->LoadScreenTexture();