Removed SDL_RendererFlags

The flags parameter has been removed from SDL_CreateRenderer() and SDL_RENDERER_PRESENTVSYNC has been replaced with SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER during window creation and SDL_PROP_RENDERER_VSYNC_NUMBER after renderer creation.

SDL_SetRenderVSync() now takes additional values besides 0 and 1.

The maximum texture size has been removed from SDL_RendererInfo, replaced with SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER.
This commit is contained in:
Sam Lantinga
2024-05-13 10:31:55 -07:00
parent 678cfd23c0
commit 17520c2e6e
41 changed files with 265 additions and 394 deletions

View File

@@ -722,12 +722,13 @@ The following hints have been removed:
* SDL_HINT_IDLE_TIMER_DISABLED - use SDL_DisableScreenSaver() instead
* SDL_HINT_IME_SUPPORT_EXTENDED_TEXT - the normal text editing event has extended text
* SDL_HINT_MOUSE_RELATIVE_SCALING - mouse coordinates are no longer automatically scaled by the SDL renderer
* SDL_HINT_PS2_DYNAMIC_VSYNC - use SDL_SetRendererVSync(renderer, -1) instead
* SDL_HINT_RENDER_BATCHING - Render batching is always enabled, apps should call SDL_FlushRenderer() before calling into a lower-level graphics API.
* SDL_HINT_RENDER_LOGICAL_SIZE_MODE - the logical size mode is explicitly set with SDL_SetRenderLogicalPresentation()
* SDL_HINT_RENDER_OPENGL_SHADERS - shaders are always used if they are available
* SDL_HINT_RENDER_SCALE_QUALITY - textures now default to linear filtering, use SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST) if you want nearest pixel mode instead
* SDL_HINT_VIDEO_EXTERNAL_CONTEXT - replaced with SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN in SDL_CreateWindowWithProperties()
* SDL_HINT_THREAD_STACK_SIZE - the stack size can be specified using SDL_CreateThreadWithStackSize()
* SDL_HINT_VIDEO_EXTERNAL_CONTEXT - replaced with SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN in SDL_CreateWindowWithProperties()
* SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL - replaced with SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN in SDL_CreateWindowWithProperties()
* SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN - replaced with SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN in SDL_CreateWindowWithProperties()
* SDL_HINT_VIDEO_HIGHDPI_DISABLED - high DPI support is always enabled
@@ -752,7 +753,6 @@ The following hints have been renamed:
* SDL_HINT_LINUX_HAT_DEADZONES => SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES
* SDL_HINT_LINUX_JOYSTICK_CLASSIC => SDL_HINT_JOYSTICK_LINUX_CLASSIC
* SDL_HINT_LINUX_JOYSTICK_DEADZONES => SDL_HINT_JOYSTICK_LINUX_DEADZONES
* SDL_HINT_PS2_DYNAMIC_VSYNC => SDL_HINT_RENDER_PS2_DYNAMIC_VSYNC
The following functions have been removed:
* SDL_ClearHints() - replaced with SDL_ResetHints()
@@ -1092,12 +1092,14 @@ was used to figure out the index of a driver, so one would call it in a for-loop
for the driver named "opengl" or whatnot. SDL_GetRenderDriver() has been added for this
functionality, which returns only the name of the driver.
Additionally, SDL_CreateRenderer()'s second argument is no longer an integer index, but a
SDL_CreateRenderer()'s second argument is no longer an integer index, but a
`const char *` representing a renderer's name; if you were just using a for-loop to find
which index is the "opengl" or whatnot driver, you can just pass that string directly
here, now. Passing NULL is the same as passing -1 here in SDL2, to signify you want SDL
to decide for you.
SDL_CreateRenderer()'s flags parameter has been removed. See specific flags below for how to achieve the same functionality in SDL 3.0.
SDL_CreateWindowAndRenderer() now takes the window title as the first parameter.
Mouse and touch events are no longer filtered to change their coordinates, instead you
@@ -1169,6 +1171,7 @@ The following symbols have been renamed:
The following symbols have been removed:
* SDL_RENDERER_ACCELERATED - all renderers except `SDL_SOFTWARE_RENDERER` are accelerated
* SDL_RENDERER_PRESENTVSYNC - replaced with SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER during renderer creation and SDL_PROP_RENDERER_VSYNC_NUMBER after renderer creation
* SDL_RENDERER_SOFTWARE - you can check whether the name of the renderer is `SDL_SOFTWARE_RENDERER`
* SDL_RENDERER_TARGETTEXTURE - all renderers support target texture functionality