cab3defc18
This allows apps to destroy the window and renderer in either order, but makes sure that the renderer can properly clean up its resources while OpenGL contexts and libraries are still loaded, etc. If the window is destroyed first, the renderer is (mostly) destroyed but its pointer remains valid. Attempts to use the renderer will return an error, but it can still be explicitly destroyed, at which time the struct is free'd. If the renderer is destroyed first, everything works as before, and a new renderer can still be created on the existing window. Fixes #9540. |
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android-project | ||
build-scripts | ||
cmake | ||
docs | ||
include | ||
mingw/pkg-support | ||
src | ||
test | ||
wayland-protocols | ||
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Android.mk | ||
BUGS.txt | ||
CMakeLists.txt | ||
CREDITS.md | ||
INSTALL.md | ||
LICENSE.txt | ||
README-SDL.txt | ||
README.md | ||
WhatsNew.txt |
README.md
Simple DirectMedia Layer (SDL) Version 3.0
Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting with README.md. If you are migrating to SDL 3.0 from SDL 2.0, the changes are extensively documented in README-migration.md.
Enjoy!
Sam Lantinga (slouken@libsdl.org)