if(newscreenwidth==840&&newscreenheight==524)whichres=5;
if(newscreenwidth==1024&&newscreenheight==640)whichres=6;
if(newscreenwidth==1344&&newscreenheight==840)whichres=7;
+ if(newscreenwidth==1920&&newscreenheight==1200)whichres=8;
- if(whichres==-1||whichres==7){
+ if(whichres==-1||whichres==8){
newscreenwidth=640;
newscreenheight=480;
}
newscreenwidth=1344;
newscreenheight=840;
}
+ if(whichres==7){
+ newscreenwidth=1920;
+ newscreenheight=1200;
+ }
}
if(Button()&&!oldbutton&&selected==1){
newdetail++;
if(width==840 && height==524)whichres=5;
if(width==1024 && height==640)whichres=6;
if(width==1344 && height==840)whichres=7;
+ if(width==1920 && height==1200)whichres=8;
return whichres;
}
if(width==840 && height==524)whichres=5;
if(width==1024 && height==640)whichres=6;
if(width==1344 && height==840)whichres=7;
+ if(width>=1920 && height>=1200)whichres=8;
return whichres;
}
while (true)
{
- if(whichres<=0 || whichres>7){
+ if(whichres<=0 || whichres>8){
whichres = 0;
width=640;
height=480;
width=1344;
height=840;
}
+ if(whichres==8){
+ width=1920;
+ height=1200;
+ }
+
+ // currently with SDL, we just use whatever the native bitdepth
+ // of the display is and don't care.
+ #if USE_SDL
+ break;
+ #endif
if ((detail != 0) && (resolutionDepths[whichres][1] != 0))
{
detail = 0;
break;
}
- else if (0 == whichres)
+ else
+
+ if (0 == whichres)
{
break;
}