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| ''You can add useful comments here'' | The SDL_WINDOW_OPENGL flag prepares your window for use with OpenGL, but you will still need to create an OpenGL context using [[SDL_GL_CreateContext]] after window creation, before calling any OpenGL functions. |
SDL_WindowFlags
An enumeration of window states.
Values
SDL_WINDOW_FULLSCREEN |
fullscreen window |
SDL_WINDOW_FULLSCREEN_DESKTOP |
fullscreen window at the current desktop resolution |
SDL_WINDOW_OPENGL |
window usable with OpenGL context |
SDL_WINDOW_SHOWN |
window is visible |
SDL_WINDOW_HIDDEN |
window is not visible |
SDL_WINDOW_BORDERLESS |
no window decoration |
SDL_WINDOW_RESIZABLE |
window can be resized |
SDL_WINDOW_MINIMIZED |
window is minimized |
SDL_WINDOW_MAXIMIZED |
window is maximized |
SDL_WINDOW_INPUT_GRABBED |
window has grabbed input focus |
SDL_WINDOW_INPUT_FOCUS |
window has input focus |
SDL_WINDOW_MOUSE_FOCUS |
window has mouse focus |
SDL_WINDOW_FOREIGN |
window not created by SDL |
SDL_WINDOW_ALLOW_HIGHDPI |
window should be created in high-DPI mode if supported (>= SDL 2.0.1) |
Code Examples
You can add your code example here
Remarks
The SDL_WINDOW_OPENGL flag prepares your window for use with OpenGL, but you will still need to create an OpenGL context using SDL_GL_CreateContext after window creation, before calling any OpenGL functions.
