Remove SDL_WINDOW_SHOW flag, as redundant with SDL_WINDOW_HIDDEN

This commit is contained in:
Sylvain
2022-12-28 20:17:55 +01:00
committed by Sam Lantinga
parent 59a70d568d
commit aa46ff8f4b
14 changed files with 31 additions and 45 deletions

View File

@@ -103,7 +103,6 @@ typedef enum
{
SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */
SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */
SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */
SDL_WINDOW_HIDDEN = 0x00000008, /**< window is not visible */
SDL_WINDOW_BORDERLESS = 0x00000010, /**< no window decoration */
SDL_WINDOW_RESIZABLE = 0x00000020, /**< window can be resized */
@@ -379,10 +378,10 @@ extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rec
* **WARNING**: This reports the DPI that the hardware reports, and it is not
* always reliable! It is almost always better to use SDL_GetWindowSize() to
* find the window size, which might be in logical points instead of pixels,
* and then SDL_GetWindowSizeInPixels(), SDL_GL_GetDrawableSize(),
* SDL_Vulkan_GetDrawableSize(), SDL_Metal_GetDrawableSize(), or
* and then SDL_GetWindowSizeInPixels(), SDL_GL_GetDrawableSize(),
* SDL_Vulkan_GetDrawableSize(), SDL_Metal_GetDrawableSize(), or
* SDL_GetRendererOutputSize(), and compare the two values to get an actual
* scaling value between the two. We will be rethinking how high-dpi details
* scaling value between the two. We will be rethinking how high-dpi details
* should be managed in SDL3 to make things more consistent, reliable, and clear.
*
* \param displayIndex the index of the display from which DPI information
@@ -656,9 +655,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
* - `SDL_WINDOW_ALLOW_HIGHDPI`: window should be created in high-DPI mode if
* supported (>= SDL 2.0.1)
*
* `SDL_WINDOW_SHOWN` is ignored by SDL_CreateWindow(). The SDL_Window is
* implicitly shown if SDL_WINDOW_HIDDEN is not set. `SDL_WINDOW_SHOWN` may be
* queried later using SDL_GetWindowFlags().
* The SDL_Window is implicitly shown if SDL_WINDOW_HIDDEN is not set.
*
* On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist
* property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
@@ -923,7 +920,7 @@ extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w,
* The window size in screen coordinates may differ from the size in pixels,
* if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform
* with high-dpi support (e.g. iOS or macOS). Use SDL_GetWindowSizeInPixels(),
* SDL_GL_GetDrawableSize(), SDL_Vulkan_GetDrawableSize(), or
* SDL_GL_GetDrawableSize(), SDL_Vulkan_GetDrawableSize(), or
* SDL_GetRendererOutputSize() to get the real client area size in pixels.
*
* \param window the window to query the width and height from