diff --git a/src/SDL2/SDL2_GamePlatform.cs b/src/SDL2/SDL2_GamePlatform.cs index afa14a6..e721cc2 100644 --- a/src/SDL2/SDL2_GamePlatform.cs +++ b/src/SDL2/SDL2_GamePlatform.cs @@ -275,17 +275,6 @@ namespace Microsoft.Xna.Framework public override void RunLoop() { SDL.SDL_ShowWindow(Window.Handle); - if (Window.IsBorderlessEXT) - { - /* FIXME: SDL2/X11 bug! - * See SDL2_GameWindow.IsBorderlessEXT. - * -flibit - */ - SDL.SDL_SetWindowBordered( - Window.Handle, - SDL.SDL_bool.SDL_FALSE - ); - } SDL.SDL_Event evt; diff --git a/src/SDL2/SDL2_GameWindow.cs b/src/SDL2/SDL2_GameWindow.cs index 7419680..715e5df 100644 --- a/src/SDL2/SDL2_GameWindow.cs +++ b/src/SDL2/SDL2_GameWindow.cs @@ -103,27 +103,14 @@ namespace Microsoft.Xna.Framework } } - private bool INTERNAL_isBorderless = false; public override bool IsBorderlessEXT { get { - return ( INTERNAL_isBorderless || - (SDL.SDL_GetWindowFlags(INTERNAL_sdlWindow) & (uint) SDL.SDL_WindowFlags.SDL_WINDOW_BORDERLESS) != 0 ); + return ((SDL.SDL_GetWindowFlags(INTERNAL_sdlWindow) & (uint) SDL.SDL_WindowFlags.SDL_WINDOW_BORDERLESS) != 0); } set { - INTERNAL_isBorderless = value; - if ((SDL.SDL_GetWindowFlags(INTERNAL_sdlWindow) & (uint) SDL.SDL_WindowFlags.SDL_WINDOW_SHOWN) == 0) - { - /* FIXME: SDL2/X11 bug! - * If you set the window border before the window's actually - * shown, this next call will hang. So schedule it for - * later. - * -flibit - */ - return; - } SDL.SDL_SetWindowBordered( INTERNAL_sdlWindow, value ? SDL.SDL_bool.SDL_FALSE : SDL.SDL_bool.SDL_TRUE