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view docs/html/sdlglattr.html @ 967:cda407d627a3
Date: Tue, 5 Oct 2004 11:04:02 -0400
From: Bob Ippolito
Subject: [SDL] PATCH: Fix for release count bug in SDL_QuartzWM
SDL_QuartzWM incorrectly does [window close]; [window release];
The semantics for -[NSWindow close] are as follows:
Removes the receiver from the screen. If the receiver is set to be
released when closed, a release message is sent to the object after the
current event is completed. For an NSWindow object, the default is to
be released on closing, while for an NSPanel object, the default is not
to be released. You can use the setReleasedWhenClosed: method to change
the default behavior.
This patch simply removes the incorrect release.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 12 Nov 2004 21:29:52 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE >SDL_GLattr</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_FreeYUVOverlay" HREF="sdlfreeyuvoverlay.html"><LINK REL="NEXT" TITLE="SDL_Rect" HREF="sdlrect.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="sdlfreeyuvoverlay.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="sdlrect.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><H1 ><A NAME="SDLGLATTR" ></A >SDL_GLattr</H1 ><DIV CLASS="REFNAMEDIV" ><A NAME="AEN2971" ></A ><H2 >Name</H2 >SDL_GLattr -- SDL GL Attributes</DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN2974" ></A ><H2 >Attributes</H2 ><DIV CLASS="INFORMALTABLE" ><A NAME="AEN2976" ></A ><P ></P ><TABLE BORDER="0" CLASS="CALSTABLE" ><TBODY ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_RED_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the framebuffer red component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_GREEN_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the framebuffer green component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_BLUE_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the framebuffer blue component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_ALPHA_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the framebuffer alpha component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_DOUBLEBUFFER</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >0 or 1, enable or disable double buffering</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_BUFFER_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the framebuffer, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_DEPTH_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the depth buffer, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_STENCIL_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the stencil buffer, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_ACCUM_RED_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the accumulation buffer red component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_ACCUM_GREEN_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the accumulation buffer green component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_ACCUM_BLUE_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the accumulation buffer blue component, in bits</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_GL_ACCUM_ALPHA_SIZE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Size of the accumulation buffer alpha component, in bits</TD ></TR ></TBODY ></TABLE ><P ></P ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN3027" ></A ><H2 >Description</H2 ><P >While you can set most OpenGL attributes normally, the attributes list above must be known <SPAN CLASS="emphasis" ><I CLASS="EMPHASIS" >before</I ></SPAN > SDL sets the video mode. These attributes a set and read with <A HREF="sdlglsetattribute.html" ><TT CLASS="FUNCTION" >SDL_GL_SetAttribute</TT ></A > and <A HREF="sdlglgetattribute.html" ><TT CLASS="FUNCTION" >SDL_GL_GetAttribute</TT ></A >.</P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN3035" ></A ><H2 >See Also</H2 ><P ><A HREF="sdlglsetattribute.html" ><TT CLASS="FUNCTION" >SDL_GL_SetAttribute</TT ></A >, <A HREF="sdlglgetattribute.html" ><TT CLASS="FUNCTION" >SDL_GL_GetAttribute</TT ></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="sdlfreeyuvoverlay.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="sdlrect.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >SDL_FreeYUVOverlay</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_Rect</TD ></TR ></TABLE ></DIV ></BODY ></HTML >