fgError("Could not set window rotation");
return;
}
+ window->State.pWState.originalRotation = orientation;
/* Set buffer sizes */
if (screen_set_window_property_iv(sWindow, SCREEN_PROPERTY_BUFFER_SIZE, value)) {
window->State.Visible = GL_TRUE;
}
+void fgPlatformFlushCommands()
+{
+ if(screen_flush_context(fgDisplay.pDisplay.screenContext, 0)) {
+ fgWarning("Could not flush screen context");
+ }
+}
+
void fgPlatformRotateWindow(SFG_Window* window, int rotation)
{
- screen_set_window_property_iv(window->Window.Handle, SCREEN_PROPERTY_ROTATION, &rotation);
+ if(screen_set_window_property_iv(window->Window.Handle, SCREEN_PROPERTY_ROTATION, &rotation)) {
+ fgWarning("Could not set window rotation");
+ }
}
/*