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@@ -1265,6 +1265,7 @@ The following symbols have been renamed:
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The following functions have been removed:
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* SDL_FreeFormat()
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* SDL_SetPixelFormatPalette()
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+* SDL_CalculateGammaRamp()
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The following macros have been removed:
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* SDL_Colour - use SDL_Color instead
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@@ -2180,7 +2181,7 @@ Windows now have an explicit fullscreen mode that is set, using SDL_SetWindowFul
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SDL_WINDOW_FULLSCREEN_DESKTOP has been removed, and you can call SDL_GetWindowFullscreenMode() to see whether an exclusive fullscreen mode will be used or the borderless fullscreen desktop mode will be used when the window is fullscreen.
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-SDL_SetWindowBrightness and SDL_SetWindowGammaRamp have been removed from the API, because they interact poorly with modern operating systems and aren't able to limit their effects to the SDL window.
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+SDL_SetWindowBrightness(), SDL_GetWindowBrightness, SDL_SetWindowGammaRamp(), and SDL_GetWindowGammaRamp have been removed from the API, because they interact poorly with modern operating systems and aren't able to limit their effects to the SDL window.
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Programs which have access to shaders can implement more robust versions of those functions using custom shader code rendered as a post-process effect.
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@@ -2224,6 +2225,10 @@ The following functions have been removed:
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* SDL_CreateWindowFrom() - use SDL_CreateWindowWithProperties() with the properties that allow you to wrap an existing window
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* SDL_SetWindowInputFocus() - use SDL_RaiseWindow() instead
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* SDL_SetWindowModalFor() - use SDL_SetWindowParent() with SDL_SetWindowModal() instead
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+* SDL_SetWindowBrightness() - use a shader or other in-game effect.
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+* SDL_GetWindowBrightness() - use a shader or other in-game effect.
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+* SDL_SetWindowGammaRamp() - use a shader or other in-game effect.
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+* SDL_GetWindowGammaRamp() - use a shader or other in-game effect.
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The SDL_Window id type is named SDL_WindowID
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