Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes.

This commit is contained in:
Alex Szpakowski
2015-12-31 21:16:43 -04:00
parent b0d8dfcd8a
commit 4aae0290ea
4 changed files with 80 additions and 29 deletions

View File

@@ -71,13 +71,13 @@ Linux:
iOS:
* Added support for iOS 8
* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
* Added native resolution support for the iPhone 6 Plus
* Added support for MFi game controllers
* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
* Added sRGB OpenGL ES context support on iOS 7+
* Added native resolution support for the iPhone 6 Plus
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" coordinate space rather than pixels (matches OS X behavior)
* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
* Fixed various rotation and orientation issues
* Fixed memory leaks