diff --git a/src/video/sdl_v.cpp b/src/video/sdl_v.cpp --- a/src/video/sdl_v.cpp +++ b/src/video/sdl_v.cpp @@ -236,7 +236,7 @@ bool VideoDriver_SDL::CreateMainSurface( GetAvailableVideoMode(&w, &h); - DEBUG(driver, 1, "SDL: using mode %ux%ux%d", w, h, bpp); + Debug(driver, 1, "SDL: using mode {}x{}x{}", w, h, bpp); if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals"); @@ -282,7 +282,7 @@ bool VideoDriver_SDL::CreateMainSurface( want_hwpalette = _use_hwpalette; } - if (want_hwpalette) DEBUG(driver, 1, "SDL: requesting hardware palette"); + if (want_hwpalette) Debug(driver, 1, "SDL: requesting hardware palette"); /* Free any previously allocated shadow surface */ if (_sdl_surface != nullptr && _sdl_surface != _sdl_realscreen) SDL_FreeSurface(_sdl_surface); @@ -297,7 +297,7 @@ bool VideoDriver_SDL::CreateMainSurface( * windowed), we restart the entire video * subsystem to force creating a new window. */ - DEBUG(driver, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change"); + Debug(driver, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change"); SDL_QuitSubSystem(SDL_INIT_VIDEO); SDL_InitSubSystem(SDL_INIT_VIDEO); ClaimMousePointer(); @@ -313,7 +313,7 @@ bool VideoDriver_SDL::CreateMainSurface( /* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */ newscreen = SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | (want_hwpalette ? SDL_HWPALETTE : 0) | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE)); if (newscreen == nullptr) { - DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on"); + Debug(driver, 0, "SDL: Couldn't allocate a window to draw on"); return false; } _sdl_realscreen = newscreen; @@ -337,10 +337,10 @@ bool VideoDriver_SDL::CreateMainSurface( * This shadow surface will have SDL_HWPALLETE set, so * we won't create a second shadow surface in this case. */ - DEBUG(driver, 1, "SDL: using shadow surface"); + Debug(driver, 1, "SDL: using shadow surface"); newscreen = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bpp, 0, 0, 0, 0); if (newscreen == nullptr) { - DEBUG(driver, 0, "SDL: Couldn't allocate a shadow surface to draw on"); + Debug(driver, 0, "SDL: Couldn't allocate a shadow surface to draw on"); return false; } } @@ -594,7 +594,7 @@ const char *VideoDriver_SDL::Start(const } SDL_VideoDriverName(buf, sizeof buf); - DEBUG(driver, 1, "SDL: using driver '%s'", buf); + Debug(driver, 1, "SDL: using driver '{}'", buf); MarkWholeScreenDirty(); SetupKeyboard();