Mercurial > sdl-ios-xcode
view docs/html/sdlglgetattribute.html @ 3798:c8b3d3d13ed1 SDL-ryan-multiple-audio-device
Audio bootstraps can now specify that a driver is only to be used if
explicitly requested (for things like the "disk" driver that is always
available but you would never want to default to using).
Trimmed out code that can be handled by stubs in the core. The "dummy" driver
is pretty damned small now. :)
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Wed, 04 Oct 2006 21:27:53 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE >SDL_GL_GetAttribute</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="Video" HREF="video.html"><LINK REL="PREVIOUS" TITLE="SDL_GL_GetProcAddress" HREF="sdlglgetprocaddress.html"><LINK REL="NEXT" TITLE="SDL_GL_SetAttribute" HREF="sdlglsetattribute.html"></HEAD ><BODY CLASS="REFENTRY" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="sdlglgetprocaddress.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="sdlglsetattribute.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><H1 ><A NAME="SDLGLGETATTRIBUTE" ></A >SDL_GL_GetAttribute</H1 ><DIV CLASS="REFNAMEDIV" ><A NAME="AEN2708" ></A ><H2 >Name</H2 >SDL_GL_GetAttribute -- Get the value of a special SDL/OpenGL attribute</DIV ><DIV CLASS="REFSYNOPSISDIV" ><A NAME="AEN2711" ></A ><H2 >Synopsis</H2 ><DIV CLASS="FUNCSYNOPSIS" ><A NAME="AEN2712" ></A ><P ></P ><PRE CLASS="FUNCSYNOPSISINFO" >#include "SDL.h"</PRE ><P ><CODE ><CODE CLASS="FUNCDEF" >int <B CLASS="FSFUNC" >SDL_GL_GetAttribute</B ></CODE >(SDLGLattr attr, int *value);</CODE ></P ><P ></P ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN2718" ></A ><H2 >Description</H2 ><P >Places the value of the SDL/OpenGL <A HREF="sdlglattr.html" >attribute</A > <TT CLASS="PARAMETER" ><I >attr</I ></TT > into <TT CLASS="PARAMETER" ><I >value</I ></TT >. This is useful after a call to <A HREF="sdlsetvideomode.html" ><TT CLASS="FUNCTION" >SDL_SetVideoMode</TT ></A > to check whether your attributes have been <A HREF="sdlglsetattribute.html" >set</A > as you expected.</P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN2727" ></A ><H2 >Return Value</H2 ><P >Returns <SPAN CLASS="RETURNVALUE" >0</SPAN > on success, or <SPAN CLASS="RETURNVALUE" >-1</SPAN > on an error.</P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN2732" ></A ><H2 >See Also</H2 ><P ><A HREF="sdlglsetattribute.html" ><TT CLASS="FUNCTION" >SDL_GL_SetAttribute</TT ></A >, <A HREF="sdlglattr.html" >GL Attributes</A ></P ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="sdlglgetprocaddress.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="sdlglsetattribute.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >SDL_GL_GetProcAddress</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="video.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >SDL_GL_SetAttribute</TD ></TR ></TABLE ></DIV ></BODY ></HTML >