Use the correct platform defines
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43
diff --git a/src/video/SDL_video.c b/src/video/SDL_video.c
index 297d595..d245f5f 100644
--- a/src/video/SDL_video.c
+++ b/src/video/SDL_video.c
@@ -1239,7 +1239,7 @@ SDL_SetWindowDisplayMode(SDL_Window * window, const SDL_DisplayMode * mode)
SDL_DisplayMode fullscreen_mode;
if (SDL_GetWindowDisplayMode(window, &fullscreen_mode) == 0) {
if (SDL_SetDisplayModeForDisplay(SDL_GetDisplayForWindow(window), &fullscreen_mode) == 0) {
-#ifndef ANDROID
+#ifndef __ANDROID__
/* Android may not resize the window to exactly what our fullscreen mode is, especially on
* windowed Android environments like the Chromebook or Samsung DeX. Given this, we shouldn't
* use fullscreen_mode.w and fullscreen_mode.h, but rather get our current native size. As such,
@@ -1453,7 +1453,7 @@ SDL_UpdateFullscreenMode(SDL_Window * window, SDL_bool fullscreen)
/* Generate a mode change event here */
if (resized) {
-#if !defined(ANDROID) && !defined(WIN32)
+#if !defined(__ANDROID__) && !defined(__WIN32__)
/* Android may not resize the window to exactly what our fullscreen mode is, especially on
* windowed Android environments like the Chromebook or Samsung DeX. Given this, we shouldn't
* use fullscreen_mode.w and fullscreen_mode.h, but rather get our current native size. As such,
@@ -2637,16 +2637,16 @@ SDL_CreateWindowFramebuffer(SDL_Window * window)
attempt_texture_framebuffer = SDL_FALSE;
}
- #if defined(__WIN32__) || defined(__WINGDK__) /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. (!!! FIXME: is this still true?) */
+#if defined(__WIN32__) || defined(__WINGDK__) /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. (!!! FIXME: is this still true?) */
else if ((_this->CreateWindowFramebuffer != NULL) && (SDL_strcmp(_this->name, "windows") == 0)) {
attempt_texture_framebuffer = SDL_FALSE;
}
- #endif
- #if defined(__EMSCRIPTEN__)
+#endif
+#if defined(__EMSCRIPTEN__)
else {
attempt_texture_framebuffer = SDL_FALSE;
}
- #endif
+#endif
if (attempt_texture_framebuffer) {
if (SDL_CreateWindowTexture(_this, window, &format, &pixels, &pitch) == -1) {