fix init fullscrn hang problem
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@ -2022,11 +2022,16 @@ CreateScreenBuffersAndDevice(DXScreenData &Display) {
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}
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*/
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DX_DECLARE_CLEAN(DDCAPS,DDCaps);
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pDD->GetCaps(&DDCaps,NULL);
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// if window is not foreground in exclusive mode, ddraw thinks you are 'not active', so
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// it changes your WM_ACTIVATEAPP from true to false, causing us
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// to go into a 'wait-for WM_ACTIVATEAPP true' loop, and the event never comes so we hang
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// in fullscreen wait.
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SetForegroundWindow(Display.hWnd);
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if(dx_full_screen) {
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// Setup to create the primary surface w/backbuffer
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DX_DECLARE_CLEAN(DDSURFACEDESC2,ddsd)
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@ -2434,7 +2434,14 @@ CreateScreenBuffersAndDevice(DXScreenData &Display) {
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assert(pPresParams->SwapEffect == D3DSWAPEFFECT_DISCARD); // only valid effect for multisample
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#endif
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ClearToBlack(GetDesktopWindow(),_props);
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// if window is not foreground in exclusive mode, ddraw thinks you are 'not active', so
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// it changes your WM_ACTIVATEAPP from true to false, causing us
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// to go into a 'wait-for WM_ACTIVATEAPP true' loop, and the event never comes so we hang
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// in fullscreen wait.
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SetForegroundWindow(Display.hWnd);
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ClearToBlack(Display.hWnd,_props);
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hr = pD3D8->CreateDevice(Display.CardIDNum, D3DDEVTYPE_HAL, _pParentWindowGroup->_hParentWindow,
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dwBehaviorFlags, pPresParams, &Display.pD3DDevice);
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