view docs/man3/SDL_WM_IconifyWindow.3 @ 852:2651b6b43840

Quartz fix: ut2004 makes a 2D window for the splash screen, which sets the screen surface's pixels field. Then we tear down that video mode and create a GL context, and the Quartz target isn't resetting the pixels field to NULL. When you just create a GL window, the structure is memset'd to zero the first time through, so unless you hit ut2004's codepath, you won't see the bug. :) Without this patch, quitting a windowed ut2003/ut2004 game makes the OS dump a warning about a bogus free() to stderr, but it doesn't actually crash. All we need to do is explicitly initialize the current->pixels field.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 24 Feb 2004 06:53:22 +0000
parents e5bc29de3f0a
children 546f7c1eb755
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.TH "SDL_WM_IconifyWindow" "3" "Tue 11 Sep 2001, 23:02" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_WM_IconifyWindow\- Iconify/Minimise the window
.SH "SYNOPSIS"
.PP
\fB#include "SDL\&.h"
.sp
\fBint \fBSDL_WM_IconifyWindow\fP\fR(\fBvoid\fR);
.SH "DESCRIPTION"
.PP
If the application is running in a window managed environment SDL attempts to iconify/minimise it\&. If \fBSDL_WM_IconifyWindow\fP is successful, the application will receive a \fI\fBSDL_APPACTIVE\fP\fR loss event\&.
.SH "RETURN VALUE"
.PP
Returns non-zero on success or \fB0\fR if iconification is not support or was refused by the window manager\&.
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:02