Clarified that the renderer should be destroyed before the window

I didn't add a note to SDL_DestroyWindow() because we actually protect against this case now, but it's useful information to know conceptually when working with the renderer.
This commit is contained in:
Sam Lantinga 2024-07-05 08:57:30 -07:00
parent 4b5309cd98
commit 8412f52853
2 changed files with 2 additions and 6 deletions

View File

@ -2007,10 +2007,9 @@ extern SDL_DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
extern SDL_DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
/**
* Destroy the rendering context for a window and free associated textures.
* Destroy the rendering context for a window and free all associated textures.
*
* If `renderer` is NULL, this function will return immediately after setting
* the SDL error message to "Invalid renderer". See SDL_GetError().
* This should be called before destroying the associated window.
*
* \param renderer the rendering context.
*

View File

@ -2333,9 +2333,6 @@ extern SDL_DECLSPEC int SDLCALL SDL_FlashWindow(SDL_Window *window, SDL_FlashOpe
* Any popups or modal windows owned by the window will be recursively
* destroyed as well.
*
* If `window` is NULL, this function will return immediately after setting
* the SDL error message to "Invalid window". See SDL_GetError().
*
* \param window the window to destroy.
*
* \since This function is available since SDL 3.0.0.