Use SDL_RendererFlags in the API (thanks @Sackzement!)

This commit is contained in:
Sam Lantinga 2024-05-07 13:13:17 -07:00
parent 818721fc9d
commit 748490677c
3 changed files with 4 additions and 4 deletions

View file

@ -85,7 +85,7 @@ typedef Uint32 SDL_RendererFlags;
typedef struct SDL_RendererInfo
{
const char *name; /**< The name of the renderer */
Uint32 flags; /**< Supported ::SDL_RendererFlags */
SDL_RendererFlags flags; /**< Supported ::SDL_RendererFlags */
int num_texture_formats; /**< The number of available texture formats */
SDL_PixelFormatEnum texture_formats[16]; /**< The available texture formats */
int max_texture_width; /**< The maximum texture width */
@ -241,7 +241,7 @@ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(const char *title, int w
* \sa SDL_GetRenderDriver
* \sa SDL_GetRendererInfo
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, SDL_RendererFlags flags);
/**
* Create a 2D rendering context for a window, with the specified properties.