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@@ -464,11 +464,11 @@ extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rec
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* **WARNING**: This reports the DPI that the hardware reports, and it is not
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* always reliable! It is almost always better to use SDL_GetWindowSize() to
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* find the window size, which might be in logical points instead of pixels,
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- * and then SDL_GL_GetDrawableSize(), SDL_Vulkan_GetDrawableSize(),
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- * SDL_Metal_GetDrawableSize(), or SDL_GetRendererOutputSize(), and compare
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- * the two values to get an actual scaling value between the two. We will be
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- * rethinking how high-dpi details should be managed in SDL3 to make things
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- * more consistent, reliable, and clear.
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+ * and then SDL_GetWindowSizeInPixels(), SDL_GL_GetDrawableSize(),
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+ * SDL_Vulkan_GetDrawableSize(), SDL_Metal_GetDrawableSize(), or
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+ * SDL_GetRendererOutputSize(), and compare the two values to get an actual
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+ * scaling value between the two. We will be rethinking how high-dpi details
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+ * should be managed in SDL3 to make things more consistent, reliable, and clear.
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*
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* \param displayIndex the index of the display from which DPI information
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* should be queried
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@@ -751,7 +751,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
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* If the window is created with the `SDL_WINDOW_ALLOW_HIGHDPI` flag, its size
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* in pixels may differ from its size in screen coordinates on platforms with
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* high-DPI support (e.g. iOS and macOS). Use SDL_GetWindowSize() to query the
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- * client area's size in screen coordinates, and SDL_GL_GetDrawableSize() or
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+ * client area's size in screen coordinates, and SDL_GetWindowSizeInPixels() or
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* SDL_GetRendererOutputSize() to query the drawable size in pixels. Note that
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* when this flag is set, the drawable size can vary after the window is
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* created and should be queried after major window events such as when the
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@@ -1007,9 +1007,9 @@ extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w,
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*
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* The window size in screen coordinates may differ from the size in pixels,
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* if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform
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- * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize(),
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- * SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to get the
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- * real client area size in pixels.
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+ * with high-dpi support (e.g. iOS or macOS). Use SDL_GetWindowSizeInPixels(),
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+ * SDL_GL_GetDrawableSize(), SDL_Vulkan_GetDrawableSize(), or
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+ * SDL_GetRendererOutputSize() to get the real client area size in pixels.
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*
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* \param window the window to query the width and height from
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* \param w a pointer filled in with the width of the window, in screen
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@@ -1021,6 +1021,7 @@ extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w,
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*
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* \sa SDL_GL_GetDrawableSize
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* \sa SDL_Vulkan_GetDrawableSize
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+ * \sa SDL_GetWindowSizeInPixels
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* \sa SDL_SetWindowSize
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*/
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extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w,
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