void SDL_GL_SwapWindow(SDL_Window * window) { CHECK_WINDOW_MAGIC(window, ); if (!(window->flags & SDL_WINDOW_OPENGL)) { SDL_SetError("The specified window isn't an OpenGL window"); return; } if (SDL_GL_GetCurrentWindow() != window) { SDL_SetError("The specified window has not...
device->GL_CreateContext = WIN_GL_CreateContext; device->GL_MakeCurrent = WIN_GL_MakeCurrent; device->GL_SetSwapInterval = WIN_GL_SetSwapInterval; device->GL_GetSwapInterval = WIN_GL_GetSwapInterval; device->GL_SwapWindow = WIN_GL_SwapWindow; device->GL_DeleteContext = WIN_GL_DeleteContext;...
void SDL_GL_SwapWindow(SDL_Window * window) { CHECK_WINDOW_MAGIC(window, ); if (!(window->flags & SDL_WINDOW_OPENGL)) { SDL_SetError("The specified window isn't an OpenGL window"); return; } if (SDL_GL_GetCurrentWindow() != window) { SDL_SetError("The specified window has not...
AI代码解释 /* Define the SDL renderer structure */struct SDL_Renderer{constvoid*magic;void(*WindowEvent)(SDL_Renderer*renderer,constSDL_WindowEvent*event);int(*GetOutputSize)(SDL_Renderer*renderer,int*w,int*h);int(*CreateTexture)(SDL_Renderer*renderer,SDL_Texture*texture);int(*SetTextureColorM...
SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_GetCurrentContext,(void),(),return) SDL_DYNAPI_PROC(SDL_Window*,SDL_GL_GetCurrentWindow,(void),(),return) SDL_DYNAPI_PROC(SDL_FunctionPointer,SDL_GL_GetProcAddress,(const char *a),(a),return) SDL_DYNAPI_PROC(bool,SDL_GL_GetSwapInterval,(int *a...
SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info); @@ -290,6 +304,7 @@ GLuint Graphics::getSystemBackbufferFBO() const return info.info.uikit.resolveFramebuffer; else return info.info.uikit.framebuffer; #endif #else return 0; #endif @@ -1291,10 +1306,16 @@ void Graphics::...
SDLActivity.handleNativeState(); // mCurrentNativeState是Paused,希望转到RESUMED。if (mIsSurfaceReady && mHasFocus && mIsResumedCalled),此时三个布尔变量都已是true,执行创建并运行SDLMain线程。 用户操作:把kdesktop切到后台 onWindowFocusChanged(hasFocus:false) ...
SDL2的编程理念清晰易用,代码简洁高效,这里用显式一副图片的最简代码来作为入门的示例,正式 ...
SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SetSwapInterval(1); // Enable vsync // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls...
int (*GL_UnbindTexture) (SDL_Renderer * renderer, SDL_Texture *texture); /* The current renderer info */ SDL_RendererInfo info; /* The window associated with the renderer */ SDL_Window *window; SDL_bool hidden; /* The logical resolution for rendering */ ...