Migrating from SDL 1.2 to SDL2: some problems |
Migrating from SDL 1.2 to SDL2: some problems |
MrOzBarry
|
What is your value for screen? Â SDL_Window should contain your flags for checking whether or not you are in fullscreen.
In terms of double buffer, preset vsync on your renderer is probably what you want. I haven't had to port any code using SDL_HWPALETTE from SDL 1.x, so I'm not sure if there is a translation or not, someone else will have to pipe in on that. On Fri, Apr 22, 2016 at 5:18 AM, AmigaBlitter wrote:
|
|||||||||||||
|
AmigaBlitter
|
Thank you for the reply.
I have
I will look into the preset vsync as you suggested |
|||||||||||||
|
AmigaBlitter
|
Someone could give me an hint on SDL_HWPALETTE?
Thank you |
|||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
Migrating from SDL 1.2 to SDL2: some problems |
Ryan C. Gordon
Guest
|
You want this: fullscreen = (SDL_GetWindowFlags(screen) & SDL_WINDOW_FULLSCREEN) != 0; (Note that this will work whether you used SDL_WINDOW_FULLSCREEN or SDL_WINDOW_FULLSCREEN_DESKTOP, since they both set the former's bit.
SDL_HWPALETTE doesn't mean much in modern times; you can just drop it. Presumably you have a 32-bit display, so if you give SDL an 8-bit surface, it'll just convert it to display format as appropriate and not force a hardware palette that would mess up other windows on the screen. SDL_DOUBLEBUF doesn't mean much now either (you're probably double-buffered everywhere now), but if you're using the SDL2 Render API to get your surface to the screen, you can create the renderer with the SDL_RENDERER_PRESENTVSYNC to make sure there's no tearing. If you're eventually drawing with OpenGL, you can use SDL_GL_SetSwapInterval(1) after creating your GL context to the same effect. --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
|||||||||||||||
|
AmigaBlitter
|
Should i read all the 34 pages? |
|||||||||||
|