view docs/man3/SDL_WM_SetIcon.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
line wrap: on
line source

.TH "SDL_WM_SetIcon" "3" "Tue 11 Sep 2001, 23:02" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_WM_SetIcon\- Sets the icon for the display window\&.
.SH "SYNOPSIS"
.PP
\fB#include "SDL\&.h"
.sp
\fBvoid \fBSDL_WM_SetIcon\fP\fR(\fBSDL_Surface *icon, Uint8 *mask\fR);
.SH "DESCRIPTION"
.PP
Sets the icon for the display window\&. Win32 icons must be 32x32\&.
.PP
This function must be called before the first call to \fISDL_SetVideoMode\fR\&.
.PP
It takes an \fBicon\fR surface, and a \fBmask\fR in MSB format\&.
.PP
If \fBmask\fR is \fBNULL\fP, the entire icon surface will be used as the icon\&.
.SH "EXAMPLE"
.PP
.nf
\f(CWSDL_WM_SetIcon(SDL_LoadBMP("icon\&.bmp"), NULL);\fR
.fi
.PP
.SH "SEE ALSO"
.PP
\fI\fBSDL_SetVideoMode\fP\fR, \fI\fBSDL_WM_SetCaption\fP\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:02