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Use SDL_RendererFlags in the API (thanks @Sackzement!)
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3 changed files with 4 additions and 4 deletions
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@ -85,7 +85,7 @@ typedef Uint32 SDL_RendererFlags;
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typedef struct SDL_RendererInfo
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{
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const char *name; /**< The name of the renderer */
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Uint32 flags; /**< Supported ::SDL_RendererFlags */
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SDL_RendererFlags flags; /**< Supported ::SDL_RendererFlags */
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int num_texture_formats; /**< The number of available texture formats */
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SDL_PixelFormatEnum texture_formats[16]; /**< The available texture formats */
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int max_texture_width; /**< The maximum texture width */
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@ -241,7 +241,7 @@ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(const char *title, int w
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* \sa SDL_GetRenderDriver
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* \sa SDL_GetRendererInfo
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*/
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extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
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extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, SDL_RendererFlags flags);
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/**
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* Create a 2D rendering context for a window, with the specified properties.
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