Folded SDL_WINDOW_FULLSCREEN_EXCLUSIVE and SDL_WINDOW_FULLSCREEN_DESKTOP into a single SDL_WINDOW_FULLSCREEN flag
The fullscreen video mode used by the window can be used to determine whether it's in exclusive fullscreen or fullscreen desktop mode.
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@@ -107,7 +107,7 @@ typedef struct SDL_Window SDL_Window;
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*/
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typedef enum
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{
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SDL_WINDOW_FULLSCREEN_EXCLUSIVE = 0x00000001, /**< window is in fullscreen exclusive mode */
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SDL_WINDOW_FULLSCREEN = 0x00000001, /**< window is in fullscreen mode */
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SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */
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/* 0x00000004 was SDL_WINDOW_SHOWN in SDL2, please reserve this bit for sdl2-compat. */
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SDL_WINDOW_HIDDEN = 0x00000008, /**< window is not visible */
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@@ -118,7 +118,7 @@ typedef enum
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SDL_WINDOW_MOUSE_GRABBED = 0x00000100, /**< window has grabbed mouse input */
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SDL_WINDOW_INPUT_FOCUS = 0x00000200, /**< window has input focus */
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SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
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SDL_WINDOW_FULLSCREEN_DESKTOP = 0x00001000, /**< window is in fullscreen desktop mode */
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/* 0x00001000 was SDL_WINDOW_FULLSCREEN_DESKTOP in SDL2, please reserve this bit for sdl2-compat. */
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SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
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/* 0x00002000 was SDL_WINDOW_ALLOW_HIGHDPI in SDL2, please reserve this bit for sdl2-compat. */
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SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to MOUSE_GRABBED) */
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@@ -133,8 +133,6 @@ typedef enum
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} SDL_WindowFlags;
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#define SDL_WINDOW_FULLSCREEN_MASK (SDL_WINDOW_FULLSCREEN_EXCLUSIVE | SDL_WINDOW_FULLSCREEN_DESKTOP)
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/**
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* \brief Used to indicate that you don't care what the window position is.
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*/
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@@ -614,9 +612,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window *window);
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*
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* `flags` may be any of the following OR'd together:
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*
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* - `SDL_WINDOW_FULLSCREEN_EXCLUSIVE`: fullscreen window, switching display
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* mode to the closest fullscreen resolution
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* - `SDL_WINDOW_FULLSCREEN_DESKTOP`: fullscreen window at desktop resolution
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* - `SDL_WINDOW_FULLSCREEN`: fullscreen window at desktop resolution
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* - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context
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* - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance
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* - `SDL_WINDOW_METAL`: window usable with a Metal instance
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