mirror of https://github.com/encounter/SDL.git
video: Improve the SDL_WINDOW_ALLOW_HIGHDPI flag documentation
Extend the SDL_WINDOW_ALLOW_HIGHDPI flag documentation to stress the importance of querying the window drawable size after every window event to avoid rendering issues in a mixed-DPI environment.
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@ -697,7 +697,10 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
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* in pixels may differ from its size in screen coordinates on platforms with
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* in pixels may differ from its size in screen coordinates on platforms with
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* high-DPI support (e.g. iOS and macOS). Use SDL_GetWindowSize() to query the
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* high-DPI support (e.g. iOS and macOS). Use SDL_GetWindowSize() to query the
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* client area's size in screen coordinates, and SDL_GL_GetDrawableSize() or
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* client area's size in screen coordinates, and SDL_GL_GetDrawableSize() or
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* SDL_GetRendererOutputSize() to query the drawable size in pixels.
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* SDL_GetRendererOutputSize() to query the drawable size in pixels. Note that
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* when this flag is set, the drawable size can vary after the window is
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* created and should be queried after major window events such as when the
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* window is resized or moved between displays.
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*
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*
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* If the window is set fullscreen, the width and height parameters `w` and
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* If the window is set fullscreen, the width and height parameters `w` and
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* `h` will not be used. However, invalid size parameters (e.g. too large) may
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* `h` will not be used. However, invalid size parameters (e.g. too large) may
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