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Remove SDL_WINDOW_SHOW flag, as redundant with SDL_WINDOW_HIDDEN
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@@ -103,7 +103,6 @@ typedef enum
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{
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SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */
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SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */
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SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */
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SDL_WINDOW_HIDDEN = 0x00000008, /**< window is not visible */
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SDL_WINDOW_BORDERLESS = 0x00000010, /**< no window decoration */
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SDL_WINDOW_RESIZABLE = 0x00000020, /**< window can be resized */
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@@ -379,10 +378,10 @@ 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_GetWindowSizeInPixels(), SDL_GL_GetDrawableSize(),
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* SDL_Vulkan_GetDrawableSize(), SDL_Metal_GetDrawableSize(), or
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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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* 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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@@ -656,9 +655,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
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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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*
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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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* queried later using SDL_GetWindowFlags().
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* The SDL_Window is implicitly shown if SDL_WINDOW_HIDDEN is not set.
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*
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* On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist
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* property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
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@@ -923,7 +920,7 @@ extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w,
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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_GetWindowSizeInPixels(),
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* SDL_GL_GetDrawableSize(), SDL_Vulkan_GetDrawableSize(), or
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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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