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@@ -469,13 +469,9 @@ extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex);
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* The display modes are sorted in this priority:
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*
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* - width -> largest to smallest
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- *
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* - height -> largest to smallest
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- *
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* - bits per pixel -> more colors to fewer colors
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- *
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* - packed pixel layout -> largest to smallest
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- *
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* - refresh rate -> highest to lowest
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*
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* \param displayIndex the index of the display to query
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@@ -619,29 +615,18 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
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* `flags` may be any of the following OR'd together:
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*
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* - `SDL_WINDOW_FULLSCREEN`: fullscreen window
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- *
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- * - `SDL_WINDOW_FULLSCREEN_DESKTOP: fullscreen window at desktop resolution
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- *
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+ * - `SDL_WINDOW_FULLSCREEN_DESKTOP`: fullscreen window at desktop resolution
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* - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context
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- *
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* - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance
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- *
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* - `SDL_WINDOW_METAL`: window usable with a Metal instance
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- *
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* - `SDL_WINDOW_HIDDEN`: window is not visible
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- *
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* - `SDL_WINDOW_BORDERLESS`: no window decoration
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- *
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* - `SDL_WINDOW_RESIZABLE`: window can be resized
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- *
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* - `SDL_WINDOW_MINIMIZED`: window is minimized
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- *
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* - `SDL_WINDOW_MAXIMIZED`: window is maximized
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- *
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* - `SDL_WINDOW_INPUT_GRABBED`: window has grabbed input focus
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- *
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* - `SDL_WINDOW_ALLOW_HIGHDPI`: window should be created in high-DPI mode if
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- * supported (>= SDL 2.0.1)
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+ * supported (>= SDL 2.0.1)
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*
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* `SDL_WINDOW_SHOWN` is ignored by SDL_CreateWindow(). The SDL_Window is
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* implicitly shown if SDL_WINDOW_HIDDEN is not set. `SDL_WINDOW_SHOWN` may be
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@@ -1594,7 +1579,7 @@ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
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* There are some quirks to looking up OpenGL functions that require some
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* extra care from the application. If you code carefully, you can handle
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* these quirks without any platform-specific code, though:
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-
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+ *
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* - On Windows, function pointers are specific to the current GL context;
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* this means you need to have created a GL context and made it current before
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* calling SDL_GL_GetProcAddress(). If you recreate your context or create a
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@@ -1604,7 +1589,6 @@ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
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* but it is still the way the wgl API is documented to work and you should
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* expect crashes if you don't respect it. Store a copy of the function
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* pointers that comes and goes with context lifespan.
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- *
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* - On X11, function pointers returned by this function are valid for any
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* context, and can even be looked up before a context is created at all. This
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* means that, for at least some common OpenGL implementations, if you look up
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@@ -1614,17 +1598,14 @@ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
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* the appropriate extension with SDL_GL_ExtensionSupported(), or verifying
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* that the version of OpenGL you're using offers the function as core
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* functionality.
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- *
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* - Some OpenGL drivers, on all platforms, *will* return NULL if a function
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* isn't supported, but you can't count on this behavior. Check for extensions
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* you use, and if you get a NULL anyway, act as if that extension wasn't
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* available. This is probably a bug in the driver, but you can code
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* defensively for this scenario anyhow.
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- *
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* - Just because you're on Linux/Unix, don't assume you'll be using X11.
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* Next-gen display servers are waiting to replace it, and may or may not make
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* the same promises about function pointers.
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- *
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* - OpenGL function pointers must be declared `APIENTRY` as in the example
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* code. This will ensure the proper calling convention is followed on
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* platforms where this matters (Win32) thereby avoiding stack corruption.
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