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SDL_CreateWindowFrom() now takes a set of properties that describe the native window and options.
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@@ -1801,47 +1801,6 @@ extern "C" {
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*/
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#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
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/**
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* A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
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*
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* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
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* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
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* created SDL_Window:
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*
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* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
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* needed for example when sharing an OpenGL context across multiple windows.
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*
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* 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for
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* OpenGL rendering.
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*
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* This variable can be set to the following values:
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* The address (as a string "%p") of the SDL_Window* that new windows created with SDL_CreateWindowFrom() should
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* share a pixel format with.
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*/
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#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
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/**
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* When calling SDL_CreateWindowFrom(), make the window compatible with OpenGL.
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*
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* This variable can be set to the following values:
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* "0" - Don't add any graphics flags to the SDL_WindowFlags
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* "1" - Add SDL_WINDOW_OPENGL to the SDL_WindowFlags
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*
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* By default SDL will not make the foreign window compatible with OpenGL.
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*/
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#define SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL "SDL_VIDEO_FOREIGN_WINDOW_OPENGL"
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/**
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* When calling SDL_CreateWindowFrom(), make the window compatible with Vulkan.
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*
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* This variable can be set to the following values:
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* "0" - Don't add any graphics flags to the SDL_WindowFlags
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* "1" - Add SDL_WINDOW_VULKAN to the SDL_WindowFlags
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*
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* By default SDL will not make the foreign window compatible with Vulkan.
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*/
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#define SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN "SDL_VIDEO_FOREIGN_WINDOW_VULKAN"
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/**
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* A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries
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*
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