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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /**
- * # CategoryVideo
- *
- * SDL's video subsystem is largely interested in abstracting window
- * management from the underlying operating system. You can create windows,
- * manage them in various ways, set them fullscreen, and get events when
- * interesting things happen with them, such as the mouse or keyboard
- * interacting with a window.
- *
- * The video subsystem is also interested in abstracting away some
- * platform-specific differences in OpenGL: context creation, swapping
- * buffers, etc. This may be crucial to your app, but also you are not
- * required to use OpenGL at all. In fact, SDL can provide rendering to those
- * windows as well, either with an easy-to-use
- * [2D API](https://wiki.libsdl.org/SDL3/CategoryRender)
- * or with a more-powerful
- * [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU)
- * . Of course, it can simply get out of your way and give you the window
- * handles you need to use Vulkan, Direct3D, Metal, or whatever else you like
- * directly, too.
- *
- * The video subsystem covers a lot of functionality, out of necessity, so it
- * is worth perusing the list of functions just to see what's available, but
- * most apps can get by with simply creating a window and listening for
- * events, so start with SDL_CreateWindow() and SDL_PollEvent().
- */
- #ifndef SDL_video_h_
- #define SDL_video_h_
- #include <SDL3/SDL_stdinc.h>
- #include <SDL3/SDL_error.h>
- #include <SDL3/SDL_pixels.h>
- #include <SDL3/SDL_properties.h>
- #include <SDL3/SDL_rect.h>
- #include <SDL3/SDL_surface.h>
- #include <SDL3/SDL_begin_code.h>
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /**
- * This is a unique ID for a display for the time it is connected to the
- * system, and is never reused for the lifetime of the application.
- *
- * If the display is disconnected and reconnected, it will get a new ID.
- *
- * The value 0 is an invalid ID.
- *
- * \since This datatype is available since SDL 3.1.3.
- */
- typedef Uint32 SDL_DisplayID;
- /**
- * This is a unique ID for a window.
- *
- * The value 0 is an invalid ID.
- *
- * \since This datatype is available since SDL 3.1.3.
- */
- typedef Uint32 SDL_WindowID;
- /* Global video properties... */
- /**
- * The pointer to the global `wl_display` object used by the Wayland video
- * backend.
- *
- * Can be set before the video subsystem is initialized to import an external
- * `wl_display` object from an application or toolkit for use in SDL, or read
- * after initialization to export the `wl_display` used by the Wayland video
- * backend. Setting this property after the video subsystem has been
- * initialized has no effect, and reading it when the video subsystem is
- * uninitialized will either return the user provided value, if one was set
- * prior to initialization, or NULL. See docs/README-wayland.md for more
- * information.
- */
- #define SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER "SDL.video.wayland.wl_display"
- /**
- * System theme.
- *
- * \since This enum is available since SDL 3.1.3.
- */
- typedef enum SDL_SystemTheme
- {
- SDL_SYSTEM_THEME_UNKNOWN, /**< Unknown system theme */
- SDL_SYSTEM_THEME_LIGHT, /**< Light colored system theme */
- SDL_SYSTEM_THEME_DARK /**< Dark colored system theme */
- } SDL_SystemTheme;
- /* Internal display mode data */
- typedef struct SDL_DisplayModeData SDL_DisplayModeData;
- /**
- * The structure that defines a display mode.
- *
- * \since This struct is available since SDL 3.1.3.
- *
- * \sa SDL_GetFullscreenDisplayModes
- * \sa SDL_GetDesktopDisplayMode
- * \sa SDL_GetCurrentDisplayMode
- * \sa SDL_SetWindowFullscreenMode
- * \sa SDL_GetWindowFullscreenMode
- */
- typedef struct SDL_DisplayMode
- {
- SDL_DisplayID displayID; /**< the display this mode is associated with */
- SDL_PixelFormat format; /**< pixel format */
- int w; /**< width */
- int h; /**< height */
- float pixel_density; /**< scale converting size to pixels (e.g. a 1920x1080 mode with 2.0 scale would have 3840x2160 pixels) */
- float refresh_rate; /**< refresh rate (or 0.0f for unspecified) */
- int refresh_rate_numerator; /**< precise refresh rate numerator (or 0 for unspecified) */
- int refresh_rate_denominator; /**< precise refresh rate denominator */
- SDL_DisplayModeData *internal; /**< Private */
- } SDL_DisplayMode;
- /**
- * Display orientation values; the way a display is rotated.
- *
- * \since This enum is available since SDL 3.1.3.
- */
- typedef enum SDL_DisplayOrientation
- {
- SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */
- SDL_ORIENTATION_LANDSCAPE, /**< The display is in landscape mode, with the right side up, relative to portrait mode */
- SDL_ORIENTATION_LANDSCAPE_FLIPPED, /**< The display is in landscape mode, with the left side up, relative to portrait mode */
- SDL_ORIENTATION_PORTRAIT, /**< The display is in portrait mode */
- SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */
- } SDL_DisplayOrientation;
- /**
- * The struct used as an opaque handle to a window.
- *
- * \since This struct is available since SDL 3.1.3.
- *
- * \sa SDL_CreateWindow
- */
- typedef struct SDL_Window SDL_Window;
- /**
- * The flags on a window.
- *
- * These cover a lot of true/false, or on/off, window state. Some of it is
- * immutable after being set through SDL_CreateWindow(), some of it can be
- * changed on existing windows by the app, and some of it might be altered by
- * the user or system outside of the app's control.
- *
- * \since This datatype is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowFlags
- */
- typedef Uint64 SDL_WindowFlags;
- #define SDL_WINDOW_FULLSCREEN SDL_UINT64_C(0x0000000000000001) /**< window is in fullscreen mode */
- #define SDL_WINDOW_OPENGL SDL_UINT64_C(0x0000000000000002) /**< window usable with OpenGL context */
- #define SDL_WINDOW_OCCLUDED SDL_UINT64_C(0x0000000000000004) /**< window is occluded */
- #define SDL_WINDOW_HIDDEN SDL_UINT64_C(0x0000000000000008) /**< window is neither mapped onto the desktop nor shown in the taskbar/dock/window list; SDL_ShowWindow() is required for it to become visible */
- #define SDL_WINDOW_BORDERLESS SDL_UINT64_C(0x0000000000000010) /**< no window decoration */
- #define SDL_WINDOW_RESIZABLE SDL_UINT64_C(0x0000000000000020) /**< window can be resized */
- #define SDL_WINDOW_MINIMIZED SDL_UINT64_C(0x0000000000000040) /**< window is minimized */
- #define SDL_WINDOW_MAXIMIZED SDL_UINT64_C(0x0000000000000080) /**< window is maximized */
- #define SDL_WINDOW_MOUSE_GRABBED SDL_UINT64_C(0x0000000000000100) /**< window has grabbed mouse input */
- #define SDL_WINDOW_INPUT_FOCUS SDL_UINT64_C(0x0000000000000200) /**< window has input focus */
- #define SDL_WINDOW_MOUSE_FOCUS SDL_UINT64_C(0x0000000000000400) /**< window has mouse focus */
- #define SDL_WINDOW_EXTERNAL SDL_UINT64_C(0x0000000000000800) /**< window not created by SDL */
- #define SDL_WINDOW_MODAL SDL_UINT64_C(0x0000000000001000) /**< window is modal */
- #define SDL_WINDOW_HIGH_PIXEL_DENSITY SDL_UINT64_C(0x0000000000002000) /**< window uses high pixel density back buffer if possible */
- #define SDL_WINDOW_MOUSE_CAPTURE SDL_UINT64_C(0x0000000000004000) /**< window has mouse captured (unrelated to MOUSE_GRABBED) */
- #define SDL_WINDOW_MOUSE_RELATIVE_MODE SDL_UINT64_C(0x0000000000008000) /**< window has relative mode enabled */
- #define SDL_WINDOW_ALWAYS_ON_TOP SDL_UINT64_C(0x0000000000010000) /**< window should always be above others */
- #define SDL_WINDOW_UTILITY SDL_UINT64_C(0x0000000000020000) /**< window should be treated as a utility window, not showing in the task bar and window list */
- #define SDL_WINDOW_TOOLTIP SDL_UINT64_C(0x0000000000040000) /**< window should be treated as a tooltip and does not get mouse or keyboard focus, requires a parent window */
- #define SDL_WINDOW_POPUP_MENU SDL_UINT64_C(0x0000000000080000) /**< window should be treated as a popup menu, requires a parent window */
- #define SDL_WINDOW_KEYBOARD_GRABBED SDL_UINT64_C(0x0000000000100000) /**< window has grabbed keyboard input */
- #define SDL_WINDOW_VULKAN SDL_UINT64_C(0x0000000010000000) /**< window usable for Vulkan surface */
- #define SDL_WINDOW_METAL SDL_UINT64_C(0x0000000020000000) /**< window usable for Metal view */
- #define SDL_WINDOW_TRANSPARENT SDL_UINT64_C(0x0000000040000000) /**< window with transparent buffer */
- #define SDL_WINDOW_NOT_FOCUSABLE SDL_UINT64_C(0x0000000080000000) /**< window should not be focusable */
- /**
- * Used to indicate that you don't care what the window position is.
- *
- * \since This macro is available since SDL 3.1.3.
- */
- #define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
- #define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
- #define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
- #define SDL_WINDOWPOS_ISUNDEFINED(X) \
- (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK)
- /**
- * Used to indicate that the window position should be centered.
- *
- * \since This macro is available since SDL 3.1.3.
- */
- #define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u
- #define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X))
- #define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0)
- #define SDL_WINDOWPOS_ISCENTERED(X) \
- (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK)
- /**
- * Window flash operation.
- *
- * \since This enum is available since SDL 3.1.3.
- */
- typedef enum SDL_FlashOperation
- {
- SDL_FLASH_CANCEL, /**< Cancel any window flash state */
- SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */
- SDL_FLASH_UNTIL_FOCUSED /**< Flash the window until it gets focus */
- } SDL_FlashOperation;
- /**
- * An opaque handle to an OpenGL context.
- *
- * \since This datatype is available since SDL 3.1.3.
- *
- * \sa SDL_GL_CreateContext
- */
- typedef struct SDL_GLContextState *SDL_GLContext;
- /**
- * Opaque EGL types.
- *
- * \since This datatype is available since SDL 3.1.3.
- */
- typedef void *SDL_EGLDisplay;
- typedef void *SDL_EGLConfig;
- typedef void *SDL_EGLSurface;
- typedef intptr_t SDL_EGLAttrib;
- typedef int SDL_EGLint;
- /**
- * EGL platform attribute initialization callback.
- *
- * This is called when SDL is attempting to create an EGL context, to let the
- * app add extra attributes to its eglGetPlatformDisplay() call.
- *
- * The callback should return a pointer to an EGL attribute array terminated
- * with `EGL_NONE`. If this function returns NULL, the SDL_CreateWindow
- * process will fail gracefully.
- *
- * The returned pointer should be allocated with SDL_malloc() and will be
- * passed to SDL_free().
- *
- * The arrays returned by each callback will be appended to the existing
- * attribute arrays defined by SDL.
- *
- * \param userdata an app-controlled pointer that is passed to the callback.
- * \returns a newly-allocated array of attributes, terminated with `EGL_NONE`.
- *
- * \since This datatype is available since SDL 3.1.3.
- *
- * \sa SDL_EGL_SetAttributeCallbacks
- */
- typedef SDL_EGLAttrib *(SDLCALL *SDL_EGLAttribArrayCallback)(void *userdata);
- /**
- * EGL surface/context attribute initialization callback types.
- *
- * This is called when SDL is attempting to create an EGL surface, to let the
- * app add extra attributes to its eglCreateWindowSurface() or
- * eglCreateContext calls.
- *
- * For convenience, the EGLDisplay and EGLConfig to use are provided to the
- * callback.
- *
- * The callback should return a pointer to an EGL attribute array terminated
- * with `EGL_NONE`. If this function returns NULL, the SDL_CreateWindow
- * process will fail gracefully.
- *
- * The returned pointer should be allocated with SDL_malloc() and will be
- * passed to SDL_free().
- *
- * The arrays returned by each callback will be appended to the existing
- * attribute arrays defined by SDL.
- *
- * \param userdata an app-controlled pointer that is passed to the callback.
- * \param display the EGL display to be used.
- * \param config the EGL config to be used.
- * \returns a newly-allocated array of attributes, terminated with `EGL_NONE`.
- *
- * \since This datatype is available since SDL 3.1.3.
- *
- * \sa SDL_EGL_SetAttributeCallbacks
- */
- typedef SDL_EGLint *(SDLCALL *SDL_EGLIntArrayCallback)(void *userdata, SDL_EGLDisplay display, SDL_EGLConfig config);
- /**
- * An enumeration of OpenGL configuration attributes.
- *
- * While you can set most OpenGL attributes normally, the attributes listed
- * above must be known before SDL creates the window that will be used with
- * the OpenGL context. These attributes are set and read with
- * SDL_GL_SetAttribute() and SDL_GL_GetAttribute().
- *
- * In some cases, these attributes are minimum requests; the GL does not
- * promise to give you exactly what you asked for. It's possible to ask for a
- * 16-bit depth buffer and get a 24-bit one instead, for example, or to ask
- * for no stencil buffer and still have one available. Context creation should
- * fail if the GL can't provide your requested attributes at a minimum, but
- * you should check to see exactly what you got.
- *
- * \since This enum is available since SDL 3.1.3.
- */
- typedef enum SDL_GLAttr
- {
- SDL_GL_RED_SIZE, /**< the minimum number of bits for the red channel of the color buffer; defaults to 3. */
- SDL_GL_GREEN_SIZE, /**< the minimum number of bits for the green channel of the color buffer; defaults to 3. */
- SDL_GL_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the color buffer; defaults to 2. */
- SDL_GL_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the color buffer; defaults to 0. */
- SDL_GL_BUFFER_SIZE, /**< the minimum number of bits for frame buffer size; defaults to 0. */
- SDL_GL_DOUBLEBUFFER, /**< whether the output is single or double buffered; defaults to double buffering on. */
- SDL_GL_DEPTH_SIZE, /**< the minimum number of bits in the depth buffer; defaults to 16. */
- SDL_GL_STENCIL_SIZE, /**< the minimum number of bits in the stencil buffer; defaults to 0. */
- SDL_GL_ACCUM_RED_SIZE, /**< the minimum number of bits for the red channel of the accumulation buffer; defaults to 0. */
- SDL_GL_ACCUM_GREEN_SIZE, /**< the minimum number of bits for the green channel of the accumulation buffer; defaults to 0. */
- SDL_GL_ACCUM_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the accumulation buffer; defaults to 0. */
- SDL_GL_ACCUM_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the accumulation buffer; defaults to 0. */
- SDL_GL_STEREO, /**< whether the output is stereo 3D; defaults to off. */
- SDL_GL_MULTISAMPLEBUFFERS, /**< the number of buffers used for multisample anti-aliasing; defaults to 0. */
- SDL_GL_MULTISAMPLESAMPLES, /**< the number of samples used around the current pixel used for multisample anti-aliasing. */
- SDL_GL_ACCELERATED_VISUAL, /**< set to 1 to require hardware acceleration, set to 0 to force software rendering; defaults to allow either. */
- SDL_GL_RETAINED_BACKING, /**< not used (deprecated). */
- SDL_GL_CONTEXT_MAJOR_VERSION, /**< OpenGL context major version. */
- SDL_GL_CONTEXT_MINOR_VERSION, /**< OpenGL context minor version. */
- SDL_GL_CONTEXT_FLAGS, /**< some combination of 0 or more of elements of the SDL_GLContextFlag enumeration; defaults to 0. */
- SDL_GL_CONTEXT_PROFILE_MASK, /**< type of GL context (Core, Compatibility, ES). See SDL_GLProfile; default value depends on platform. */
- SDL_GL_SHARE_WITH_CURRENT_CONTEXT, /**< OpenGL context sharing; defaults to 0. */
- SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, /**< requests sRGB capable visual; defaults to 0. */
- SDL_GL_CONTEXT_RELEASE_BEHAVIOR, /**< sets context the release behavior. See SDL_GLContextReleaseFlag; defaults to FLUSH. */
- SDL_GL_CONTEXT_RESET_NOTIFICATION, /**< set context reset notification. See SDL_GLContextResetNotification; defaults to NO_NOTIFICATION. */
- SDL_GL_CONTEXT_NO_ERROR,
- SDL_GL_FLOATBUFFERS,
- SDL_GL_EGL_PLATFORM
- } SDL_GLAttr;
- /**
- * Possible values to be set for the SDL_GL_CONTEXT_PROFILE_MASK attribute.
- *
- * \since This datatype is available since SDL 3.1.3.
- */
- typedef Uint32 SDL_GLProfile;
- #define SDL_GL_CONTEXT_PROFILE_CORE 0x0001 /**< OpenGL Core Profile context */
- #define SDL_GL_CONTEXT_PROFILE_COMPATIBILITY 0x0002 /**< OpenGL Compatibility Profile context */
- #define SDL_GL_CONTEXT_PROFILE_ES 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */
- /**
- * Possible flags to be set for the SDL_GL_CONTEXT_FLAGS attribute.
- *
- * \since This datatype is available since SDL 3.1.3.
- */
- typedef Uint32 SDL_GLContextFlag;
- #define SDL_GL_CONTEXT_DEBUG_FLAG 0x0001
- #define SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG 0x0002
- #define SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG 0x0004
- #define SDL_GL_CONTEXT_RESET_ISOLATION_FLAG 0x0008
- /**
- * Possible values to be set for the SDL_GL_CONTEXT_RELEASE_BEHAVIOR
- * attribute.
- *
- * \since This datatype is available since SDL 3.1.3.
- */
- typedef Uint32 SDL_GLContextReleaseFlag;
- #define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE 0x0000
- #define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x0001
- /**
- * Possible values to be set SDL_GL_CONTEXT_RESET_NOTIFICATION attribute.
- *
- * \since This datatype is available since SDL 3.1.3.
- */
- typedef Uint32 SDL_GLContextResetNotification;
- #define SDL_GL_CONTEXT_RESET_NO_NOTIFICATION 0x0000
- #define SDL_GL_CONTEXT_RESET_LOSE_CONTEXT 0x0001
- /* Function prototypes */
- /**
- * Get the number of video drivers compiled into SDL.
- *
- * \returns the number of built in video drivers.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetVideoDriver
- */
- extern SDL_DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void);
- /**
- * Get the name of a built in video driver.
- *
- * The video drivers are presented in the order in which they are normally
- * checked during initialization.
- *
- * The names of drivers are all simple, low-ASCII identifiers, like "cocoa",
- * "x11" or "windows". These never have Unicode characters, and are not meant
- * to be proper names.
- *
- * \param index the index of a video driver.
- * \returns the name of the video driver with the given **index**.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetNumVideoDrivers
- */
- extern SDL_DECLSPEC const char * SDLCALL SDL_GetVideoDriver(int index);
- /**
- * Get the name of the currently initialized video driver.
- *
- * The names of drivers are all simple, low-ASCII identifiers, like "cocoa",
- * "x11" or "windows". These never have Unicode characters, and are not meant
- * to be proper names.
- *
- * \returns the name of the current video driver or NULL if no driver has been
- * initialized.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetNumVideoDrivers
- * \sa SDL_GetVideoDriver
- */
- extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentVideoDriver(void);
- /**
- * Get the current system theme.
- *
- * \returns the current system theme, light, dark, or unknown.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC SDL_SystemTheme SDLCALL SDL_GetSystemTheme(void);
- /**
- * Get a list of currently connected displays.
- *
- * \param count a pointer filled in with the number of displays returned, may
- * be NULL.
- * \returns a 0 terminated array of display instance IDs or NULL on failure;
- * call SDL_GetError() for more information. This should be freed
- * with SDL_free() when it is no longer needed.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC SDL_DisplayID * SDLCALL SDL_GetDisplays(int *count);
- /**
- * Return the primary display.
- *
- * \returns the instance ID of the primary display on success or 0 on failure;
- * call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetDisplays
- */
- extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetPrimaryDisplay(void);
- /**
- * Get the properties associated with a display.
- *
- * The following read-only properties are provided by SDL:
- *
- * - `SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN`: true if the display has HDR
- * headroom above the SDR white point. This is for informational and
- * diagnostic purposes only, as not all platforms provide this information
- * at the display level.
- *
- * On KMS/DRM:
- *
- * - `SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER`: the "panel
- * orientation" property for the display in degrees of clockwise rotation.
- * Note that this is provided only as a hint, and the application is
- * responsible for any coordinate transformations needed to conform to the
- * requested display orientation.
- *
- * \param displayID the instance ID of the display to query.
- * \returns a valid property ID on success or 0 on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetDisplayProperties(SDL_DisplayID displayID);
- #define SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN "SDL.display.HDR_enabled"
- #define SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER "SDL.display.KMSDRM.panel_orientation"
- /**
- * Get the name of a display in UTF-8 encoding.
- *
- * \param displayID the instance ID of the display to query.
- * \returns the name of a display or NULL on failure; call SDL_GetError() for
- * more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetDisplays
- */
- extern SDL_DECLSPEC const char * SDLCALL SDL_GetDisplayName(SDL_DisplayID displayID);
- /**
- * Get the desktop area represented by a display.
- *
- * The primary display is always located at (0,0).
- *
- * \param displayID the instance ID of the display to query.
- * \param rect the SDL_Rect structure filled in with the display bounds.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetDisplayUsableBounds
- * \sa SDL_GetDisplays
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetDisplayBounds(SDL_DisplayID displayID, SDL_Rect *rect);
- /**
- * Get the usable desktop area represented by a display, in screen
- * coordinates.
- *
- * This is the same area as SDL_GetDisplayBounds() reports, but with portions
- * reserved by the system removed. For example, on Apple's macOS, this
- * subtracts the area occupied by the menu bar and dock.
- *
- * Setting a window to be fullscreen generally bypasses these unusable areas,
- * so these are good guidelines for the maximum space available to a
- * non-fullscreen window.
- *
- * \param displayID the instance ID of the display to query.
- * \param rect the SDL_Rect structure filled in with the display bounds.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetDisplayBounds
- * \sa SDL_GetDisplays
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetDisplayUsableBounds(SDL_DisplayID displayID, SDL_Rect *rect);
- /**
- * Get the orientation of a display when it is unrotated.
- *
- * \param displayID the instance ID of the display to query.
- * \returns the SDL_DisplayOrientation enum value of the display, or
- * `SDL_ORIENTATION_UNKNOWN` if it isn't available.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetDisplays
- */
- extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetNaturalDisplayOrientation(SDL_DisplayID displayID);
- /**
- * Get the orientation of a display.
- *
- * \param displayID the instance ID of the display to query.
- * \returns the SDL_DisplayOrientation enum value of the display, or
- * `SDL_ORIENTATION_UNKNOWN` if it isn't available.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetDisplays
- */
- extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetCurrentDisplayOrientation(SDL_DisplayID displayID);
- /**
- * Get the content scale of a display.
- *
- * The content scale is the expected scale for content based on the DPI
- * settings of the display. For example, a 4K display might have a 2.0 (200%)
- * display scale, which means that the user expects UI elements to be twice as
- * big on this display, to aid in readability.
- *
- * \param displayID the instance ID of the display to query.
- * \returns the content scale of the display, or 0.0f on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetDisplays
- */
- extern SDL_DECLSPEC float SDLCALL SDL_GetDisplayContentScale(SDL_DisplayID displayID);
- /**
- * Get a list of fullscreen display modes available on a display.
- *
- * The display modes are sorted in this priority:
- *
- * - w -> largest to smallest
- * - h -> largest to smallest
- * - bits per pixel -> more colors to fewer colors
- * - packed pixel layout -> largest to smallest
- * - refresh rate -> highest to lowest
- * - pixel density -> lowest to highest
- *
- * \param displayID the instance ID of the display to query.
- * \param count a pointer filled in with the number of display modes returned,
- * may be NULL.
- * \returns a NULL terminated array of display mode pointers or NULL on
- * failure; call SDL_GetError() for more information. This is a
- * single allocation that should be freed with SDL_free() when it is
- * no longer needed.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetDisplays
- */
- extern SDL_DECLSPEC SDL_DisplayMode ** SDLCALL SDL_GetFullscreenDisplayModes(SDL_DisplayID displayID, int *count);
- /**
- * Get the closest match to the requested display mode.
- *
- * The available display modes are scanned and `closest` is filled in with the
- * closest mode matching the requested mode and returned. The mode format and
- * refresh rate default to the desktop mode if they are set to 0. The modes
- * are scanned with size being first priority, format being second priority,
- * and finally checking the refresh rate. If all the available modes are too
- * small, then false is returned.
- *
- * \param displayID the instance ID of the display to query.
- * \param w the width in pixels of the desired display mode.
- * \param h the height in pixels of the desired display mode.
- * \param refresh_rate the refresh rate of the desired display mode, or 0.0f
- * for the desktop refresh rate.
- * \param include_high_density_modes boolean to include high density modes in
- * the search.
- * \param mode a pointer filled in with the closest display mode equal to or
- * larger than the desired mode.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetDisplays
- * \sa SDL_GetFullscreenDisplayModes
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetClosestFullscreenDisplayMode(SDL_DisplayID displayID, int w, int h, float refresh_rate, bool include_high_density_modes, SDL_DisplayMode *mode);
- /**
- * Get information about the desktop's display mode.
- *
- * There's a difference between this function and SDL_GetCurrentDisplayMode()
- * when SDL runs fullscreen and has changed the resolution. In that case this
- * function will return the previous native display mode, and not the current
- * display mode.
- *
- * \param displayID the instance ID of the display to query.
- * \returns a pointer to the desktop display mode or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetCurrentDisplayMode
- * \sa SDL_GetDisplays
- */
- extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetDesktopDisplayMode(SDL_DisplayID displayID);
- /**
- * Get information about the current display mode.
- *
- * There's a difference between this function and SDL_GetDesktopDisplayMode()
- * when SDL runs fullscreen and has changed the resolution. In that case this
- * function will return the current display mode, and not the previous native
- * display mode.
- *
- * \param displayID the instance ID of the display to query.
- * \returns a pointer to the desktop display mode or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetDesktopDisplayMode
- * \sa SDL_GetDisplays
- */
- extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetCurrentDisplayMode(SDL_DisplayID displayID);
- /**
- * Get the display containing a point.
- *
- * \param point the point to query.
- * \returns the instance ID of the display containing the point or 0 on
- * failure; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetDisplayBounds
- * \sa SDL_GetDisplays
- */
- extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForPoint(const SDL_Point *point);
- /**
- * Get the display primarily containing a rect.
- *
- * \param rect the rect to query.
- * \returns the instance ID of the display entirely containing the rect or
- * closest to the center of the rect on success or 0 on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetDisplayBounds
- * \sa SDL_GetDisplays
- */
- extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForRect(const SDL_Rect *rect);
- /**
- * Get the display associated with a window.
- *
- * \param window the window to query.
- * \returns the instance ID of the display containing the center of the window
- * on success or 0 on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetDisplayBounds
- * \sa SDL_GetDisplays
- */
- extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForWindow(SDL_Window *window);
- /**
- * Get the pixel density of a window.
- *
- * This is a ratio of pixel size to window size. For example, if the window is
- * 1920x1080 and it has a high density back buffer of 3840x2160 pixels, it
- * would have a pixel density of 2.0.
- *
- * \param window the window to query.
- * \returns the pixel density or 0.0f on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowDisplayScale
- */
- extern SDL_DECLSPEC float SDLCALL SDL_GetWindowPixelDensity(SDL_Window *window);
- /**
- * Get the content display scale relative to a window's pixel size.
- *
- * This is a combination of the window pixel density and the display content
- * scale, and is the expected scale for displaying content in this window. For
- * example, if a 3840x2160 window had a display scale of 2.0, the user expects
- * the content to take twice as many pixels and be the same physical size as
- * if it were being displayed in a 1920x1080 window with a display scale of
- * 1.0.
- *
- * Conceptually this value corresponds to the scale display setting, and is
- * updated when that setting is changed, or the window moves to a display with
- * a different scale setting.
- *
- * \param window the window to query.
- * \returns the display scale, or 0.0f on failure; call SDL_GetError() for
- * more information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC float SDLCALL SDL_GetWindowDisplayScale(SDL_Window *window);
- /**
- * Set the display mode to use when a window is visible and fullscreen.
- *
- * This only affects the display mode used when the window is fullscreen. To
- * change the window size when the window is not fullscreen, use
- * SDL_SetWindowSize().
- *
- * If the window is currently in the fullscreen state, this request is
- * asynchronous on some windowing systems and the new mode dimensions may not
- * be applied immediately upon the return of this function. If an immediate
- * change is required, call SDL_SyncWindow() to block until the changes have
- * taken effect.
- *
- * When the new mode takes effect, an SDL_EVENT_WINDOW_RESIZED and/or an
- * SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event will be emitted with the new mode
- * dimensions.
- *
- * \param window the window to affect.
- * \param mode a pointer to the display mode to use, which can be NULL for
- * borderless fullscreen desktop mode, or one of the fullscreen
- * modes returned by SDL_GetFullscreenDisplayModes() to set an
- * exclusive fullscreen mode.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowFullscreenMode
- * \sa SDL_SetWindowFullscreen
- * \sa SDL_SyncWindow
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFullscreenMode(SDL_Window *window, const SDL_DisplayMode *mode);
- /**
- * Query the display mode to use when a window is visible at fullscreen.
- *
- * \param window the window to query.
- * \returns a pointer to the exclusive fullscreen mode to use or NULL for
- * borderless fullscreen desktop mode.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetWindowFullscreenMode
- * \sa SDL_SetWindowFullscreen
- */
- extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetWindowFullscreenMode(SDL_Window *window);
- /**
- * Get the raw ICC profile data for the screen the window is currently on.
- *
- * \param window the window to query.
- * \param size the size of the ICC profile.
- * \returns the raw ICC profile data on success or NULL on failure; call
- * SDL_GetError() for more information. This should be freed with
- * SDL_free() when it is no longer needed.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC void * SDLCALL SDL_GetWindowICCProfile(SDL_Window *window, size_t *size);
- /**
- * Get the pixel format associated with the window.
- *
- * \param window the window to query.
- * \returns the pixel format of the window on success or
- * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC SDL_PixelFormat SDLCALL SDL_GetWindowPixelFormat(SDL_Window *window);
- /**
- * Get a list of valid windows.
- *
- * \param count a pointer filled in with the number of windows returned, may
- * be NULL.
- * \returns a NULL terminated array of SDL_Window pointers or NULL on failure;
- * call SDL_GetError() for more information. This is a single
- * allocation that should be freed with SDL_free() when it is no
- * longer needed.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC SDL_Window ** SDLCALL SDL_GetWindows(int *count);
- /**
- * Create a window with the specified dimensions and flags.
- *
- * `flags` may be any of the following OR'd together:
- *
- * - `SDL_WINDOW_FULLSCREEN`: fullscreen window at desktop resolution
- * - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context
- * - `SDL_WINDOW_OCCLUDED`: window partially or completely obscured by another
- * window
- * - `SDL_WINDOW_HIDDEN`: window is not visible
- * - `SDL_WINDOW_BORDERLESS`: no window decoration
- * - `SDL_WINDOW_RESIZABLE`: window can be resized
- * - `SDL_WINDOW_MINIMIZED`: window is minimized
- * - `SDL_WINDOW_MAXIMIZED`: window is maximized
- * - `SDL_WINDOW_MOUSE_GRABBED`: window has grabbed mouse focus
- * - `SDL_WINDOW_INPUT_FOCUS`: window has input focus
- * - `SDL_WINDOW_MOUSE_FOCUS`: window has mouse focus
- * - `SDL_WINDOW_EXTERNAL`: window not created by SDL
- * - `SDL_WINDOW_MODAL`: window is modal
- * - `SDL_WINDOW_HIGH_PIXEL_DENSITY`: window uses high pixel density back
- * buffer if possible
- * - `SDL_WINDOW_MOUSE_CAPTURE`: window has mouse captured (unrelated to
- * MOUSE_GRABBED)
- * - `SDL_WINDOW_ALWAYS_ON_TOP`: window should always be above others
- * - `SDL_WINDOW_UTILITY`: window should be treated as a utility window, not
- * showing in the task bar and window list
- * - `SDL_WINDOW_TOOLTIP`: window should be treated as a tooltip and does not
- * get mouse or keyboard focus, requires a parent window
- * - `SDL_WINDOW_POPUP_MENU`: window should be treated as a popup menu,
- * requires a parent window
- * - `SDL_WINDOW_KEYBOARD_GRABBED`: window has grabbed keyboard input
- * - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance
- * - `SDL_WINDOW_METAL`: window usable with a Metal instance
- * - `SDL_WINDOW_TRANSPARENT`: window with transparent buffer
- * - `SDL_WINDOW_NOT_FOCUSABLE`: window should not be focusable
- *
- * The SDL_Window is implicitly shown if SDL_WINDOW_HIDDEN is not set.
- *
- * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist
- * property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
- *
- * The window pixel size may differ from its window coordinate size if the
- * window is on a high pixel density display. Use SDL_GetWindowSize() to query
- * the client area's size in window coordinates, and
- * SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize() to query the
- * drawable size in pixels. Note that the drawable size can vary after the
- * window is created and should be queried again if you get an
- * SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event.
- *
- * If the window is created with any of the SDL_WINDOW_OPENGL or
- * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function
- * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the
- * corresponding UnloadLibrary function is called by SDL_DestroyWindow().
- *
- * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver,
- * SDL_CreateWindow() will fail, because SDL_Vulkan_LoadLibrary() will fail.
- *
- * If SDL_WINDOW_METAL is specified on an OS that does not support Metal,
- * SDL_CreateWindow() will fail.
- *
- * If you intend to use this window with an SDL_Renderer, you should use
- * SDL_CreateWindowAndRenderer() instead of this function, to avoid window
- * flicker.
- *
- * On non-Apple devices, SDL requires you to either not link to the Vulkan
- * loader or link to a dynamic library version. This limitation may be removed
- * in a future version of SDL.
- *
- * \param title the title of the window, in UTF-8 encoding.
- * \param w the width of the window.
- * \param h the height of the window.
- * \param flags 0, or one or more SDL_WindowFlags OR'd together.
- * \returns the window that was created or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_CreateWindowAndRenderer
- * \sa SDL_CreatePopupWindow
- * \sa SDL_CreateWindowWithProperties
- * \sa SDL_DestroyWindow
- */
- extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title, int w, int h, SDL_WindowFlags flags);
- /**
- * Create a child popup window of the specified parent window.
- *
- * The flags parameter **must** contain at least one of the following:
- *
- * - `SDL_WINDOW_TOOLTIP`: The popup window is a tooltip and will not pass any
- * input events.
- * - `SDL_WINDOW_POPUP_MENU`: The popup window is a popup menu. The topmost
- * popup menu will implicitly gain the keyboard focus.
- *
- * The following flags are not relevant to popup window creation and will be
- * ignored:
- *
- * - `SDL_WINDOW_MINIMIZED`
- * - `SDL_WINDOW_MAXIMIZED`
- * - `SDL_WINDOW_FULLSCREEN`
- * - `SDL_WINDOW_BORDERLESS`
- *
- * The following flags are incompatible with popup window creation and will
- * cause it to fail:
- *
- * - `SDL_WINDOW_UTILITY`
- * - `SDL_WINDOW_MODAL`
- *
- * The parent parameter **must** be non-null and a valid window. The parent of
- * a popup window can be either a regular, toplevel window, or another popup
- * window.
- *
- * Popup windows cannot be minimized, maximized, made fullscreen, raised,
- * flash, be made a modal window, be the parent of a toplevel window, or grab
- * the mouse and/or keyboard. Attempts to do so will fail.
- *
- * Popup windows implicitly do not have a border/decorations and do not appear
- * on the taskbar/dock or in lists of windows such as alt-tab menus.
- *
- * If a parent window is hidden or destroyed, any child popup windows will be
- * recursively hidden or destroyed as well. Child popup windows not explicitly
- * hidden will be restored when the parent is shown.
- *
- * \param parent the parent of the window, must not be NULL.
- * \param offset_x the x position of the popup window relative to the origin
- * of the parent.
- * \param offset_y the y position of the popup window relative to the origin
- * of the parent window.
- * \param w the width of the window.
- * \param h the height of the window.
- * \param flags SDL_WINDOW_TOOLTIP or SDL_WINDOW_POPUP_MENU, and zero or more
- * additional SDL_WindowFlags OR'd together.
- * \returns the window that was created or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_CreateWindow
- * \sa SDL_CreateWindowWithProperties
- * \sa SDL_DestroyWindow
- * \sa SDL_GetWindowParent
- */
- extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, int offset_x, int offset_y, int w, int h, SDL_WindowFlags flags);
- /**
- * Create a window with the specified properties.
- *
- * These are the supported properties:
- *
- * - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window should
- * be always on top
- * - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has no
- * window decoration
- * - `SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN`: true if the
- * window will be used with an externally managed graphics context.
- * - `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should
- * accept keyboard input (defaults true)
- * - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window should
- * start in fullscreen mode at desktop resolution
- * - `SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window
- * - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should start
- * hidden
- * - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the window
- * uses a high pixel density buffer if possible
- * - `SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should
- * start maximized
- * - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup menu
- * - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be used
- * with Metal rendering
- * - `SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should
- * start minimized
- * - `SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN`: true if the window is modal to
- * its parent
- * - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window starts
- * with grabbed mouse focus
- * - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be used
- * with OpenGL rendering
- * - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be the
- * parent of this window, required for windows with the "tooltip", "menu",
- * and "modal" properties
- * - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should be
- * resizable
- * - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in UTF-8
- * encoding
- * - `SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show
- * transparent in the areas with alpha of 0
- * - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a tooltip
- * - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a utility
- * window, not showing in the task bar and window list
- * - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be used
- * with Vulkan rendering
- * - `SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window
- * - `SDL_PROP_WINDOW_CREATE_X_NUMBER`: the x position of the window, or
- * `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is
- * relative to the parent for windows with the "parent" property set.
- * - `SDL_PROP_WINDOW_CREATE_Y_NUMBER`: the y position of the window, or
- * `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is
- * relative to the parent for windows with the "parent" property set.
- *
- * These are additional supported properties on macOS:
- *
- * - `SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the
- * `(__unsafe_unretained)` NSWindow associated with the window, if you want
- * to wrap an existing window.
- * - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the `(__unsafe_unretained)`
- * NSView associated with the window, defaults to `[window contentView]`
- *
- * These are additional supported properties on Wayland:
- *
- * - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true if
- * the application wants to use the Wayland surface for a custom role and
- * does not want it attached to an XDG toplevel window. See
- * [README/wayland](README/wayland) for more information on using custom
- * surfaces.
- * - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN` - true if the
- * application wants an associated `wl_egl_window` object to be created and
- * attached to the window, even if the window does not have the OpenGL
- * property or `SDL_WINDOW_OPENGL` flag set.
- * - `SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface
- * associated with the window, if you want to wrap an existing window. See
- * [README/wayland](README/wayland) for more information.
- *
- * These are additional supported properties on Windows:
- *
- * - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with the
- * window, if you want to wrap an existing window.
- * - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional,
- * another window to share pixel format with, useful for OpenGL windows
- *
- * These are additional supported properties with X11:
- *
- * - `SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER`: the X11 Window associated
- * with the window, if you want to wrap an existing window.
- *
- * The window is implicitly shown if the "hidden" property is not set.
- *
- * Windows with the "tooltip" and "menu" properties are popup windows and have
- * the behaviors and guidelines outlined in SDL_CreatePopupWindow().
- *
- * If this window is being created to be used with an SDL_Renderer, you should
- * not add a graphics API specific property
- * (`SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`, etc), as SDL will handle that
- * internally when it chooses a renderer. However, SDL might need to recreate
- * your window at that point, which may cause the window to appear briefly,
- * and then flicker as it is recreated. The correct approach to this is to
- * create the window with the `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN` property
- * set to true, then create the renderer, then show the window with
- * SDL_ShowWindow().
- *
- * \param props the properties to use.
- * \returns the window that was created or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_CreateProperties
- * \sa SDL_CreateWindow
- * \sa SDL_DestroyWindow
- */
- extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowWithProperties(SDL_PropertiesID props);
- #define SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "SDL.window.create.always_on_top"
- #define SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN "SDL.window.create.borderless"
- #define SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN "SDL.window.create.focusable"
- #define SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN "SDL.window.create.external_graphics_context"
- #define SDL_PROP_WINDOW_CREATE_FLAGS_NUMBER "SDL.window.create.flags"
- #define SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN "SDL.window.create.fullscreen"
- #define SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER "SDL.window.create.height"
- #define SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN "SDL.window.create.hidden"
- #define SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "SDL.window.create.high_pixel_density"
- #define SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN "SDL.window.create.maximized"
- #define SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN "SDL.window.create.menu"
- #define SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN "SDL.window.create.metal"
- #define SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN "SDL.window.create.minimized"
- #define SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN "SDL.window.create.modal"
- #define SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "SDL.window.create.mouse_grabbed"
- #define SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN "SDL.window.create.opengl"
- #define SDL_PROP_WINDOW_CREATE_PARENT_POINTER "SDL.window.create.parent"
- #define SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN "SDL.window.create.resizable"
- #define SDL_PROP_WINDOW_CREATE_TITLE_STRING "SDL.window.create.title"
- #define SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN "SDL.window.create.transparent"
- #define SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN "SDL.window.create.tooltip"
- #define SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN "SDL.window.create.utility"
- #define SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN "SDL.window.create.vulkan"
- #define SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER "SDL.window.create.width"
- #define SDL_PROP_WINDOW_CREATE_X_NUMBER "SDL.window.create.x"
- #define SDL_PROP_WINDOW_CREATE_Y_NUMBER "SDL.window.create.y"
- #define SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER "SDL.window.create.cocoa.window"
- #define SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER "SDL.window.create.cocoa.view"
- #define SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "SDL.window.create.wayland.surface_role_custom"
- #define SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "SDL.window.create.wayland.create_egl_window"
- #define SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "SDL.window.create.wayland.wl_surface"
- #define SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER "SDL.window.create.win32.hwnd"
- #define SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER "SDL.window.create.win32.pixel_format_hwnd"
- #define SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER "SDL.window.create.x11.window"
- /**
- * Get the numeric ID of a window.
- *
- * The numeric ID is what SDL_WindowEvent references, and is necessary to map
- * these events to specific SDL_Window objects.
- *
- * \param window the window to query.
- * \returns the ID of the window on success or 0 on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowFromID
- */
- extern SDL_DECLSPEC SDL_WindowID SDLCALL SDL_GetWindowID(SDL_Window *window);
- /**
- * Get a window from a stored ID.
- *
- * The numeric ID is what SDL_WindowEvent references, and is necessary to map
- * these events to specific SDL_Window objects.
- *
- * \param id the ID of the window.
- * \returns the window associated with `id` or NULL if it doesn't exist; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowID
- */
- extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(SDL_WindowID id);
- /**
- * Get parent of a window.
- *
- * \param window the window to query.
- * \returns the parent of the window on success or NULL if the window has no
- * parent.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_CreatePopupWindow
- */
- extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowParent(SDL_Window *window);
- /**
- * Get the properties associated with a window.
- *
- * The following read-only properties are provided by SDL:
- *
- * - `SDL_PROP_WINDOW_SHAPE_POINTER`: the surface associated with a shaped
- * window
- * - `SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN`: true if the window has HDR
- * headroom above the SDR white point. This property can change dynamically
- * when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
- * - `SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT`: the value of SDR white in the
- * SDL_COLORSPACE_SRGB_LINEAR colorspace. On Windows this corresponds to the
- * SDR white level in scRGB colorspace, and on Apple platforms this is
- * always 1.0 for EDR content. This property can change dynamically when
- * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
- * - `SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT`: the additional high dynamic range
- * that can be displayed, in terms of the SDR white point. When HDR is not
- * enabled, this will be 1.0. This property can change dynamically when
- * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
- *
- * On Android:
- *
- * - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow associated
- * with the window
- * - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated with
- * the window
- *
- * On iOS:
- *
- * - `SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER`: the `(__unsafe_unretained)`
- * UIWindow associated with the window
- * - `SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
- * associated with metal views on the window
- * - `SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER`: the OpenGL view's
- * framebuffer object. It must be bound when rendering to the screen using
- * OpenGL.
- * - `SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER`: the OpenGL view's
- * renderbuffer object. It must be bound when SDL_GL_SwapWindow is called.
- * - `SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER`: the OpenGL
- * view's resolve framebuffer, when MSAA is used.
- *
- * On KMS/DRM:
- *
- * - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index associated
- * with the window (e.g. the X in /dev/dri/cardX)
- * - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with the
- * window
- * - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device associated
- * with the window
- *
- * On macOS:
- *
- * - `SDL_PROP_WINDOW_COCOA_WINDOW_POINTER`: the `(__unsafe_unretained)`
- * NSWindow associated with the window
- * - `SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
- * assocated with metal views on the window
- *
- * On OpenVR:
- *
- * - `SDL_PROP_WINDOW_OPENVR_OVERLAY_ID`: the OpenVR Overlay Handle ID for the
- * associated overlay window.
- *
- * On Vivante:
- *
- * - `SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER`: the EGLNativeDisplayType
- * associated with the window
- * - `SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType
- * associated with the window
- * - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated with
- * the window
- *
- * On Windows:
- *
- * - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the window
- * - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the window
- * - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated with
- * the window
- *
- * On Wayland:
- *
- * Note: The `xdg_*` window objects do not internally persist across window
- * show/hide calls. They will be null if the window is hidden and must be
- * queried each time it is shown.
- *
- * - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated with
- * the window
- * - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated with
- * the window
- * - `SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window
- * associated with the window
- * - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface associated
- * with the window
- * - `SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role
- * associated with the window
- * - 'SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING': the export
- * handle associated with the window
- * - `SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role
- * associated with the window
- * - `SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER`: the xdg_positioner
- * associated with the window, in popup mode
- *
- * On X11:
- *
- * - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated with
- * the window
- * - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated with
- * the window
- * - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with the
- * window
- *
- * \param window the window to query.
- * \returns a valid property ID on success or 0 on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetWindowProperties(SDL_Window *window);
- #define SDL_PROP_WINDOW_SHAPE_POINTER "SDL.window.shape"
- #define SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN "SDL.window.HDR_enabled"
- #define SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT "SDL.window.SDR_white_level"
- #define SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT "SDL.window.HDR_headroom"
- #define SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window"
- #define SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface"
- #define SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window"
- #define SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag"
- #define SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.framebuffer"
- #define SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER "SDL.window.uikit.opengl.renderbuffer"
- #define SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.resolve_framebuffer"
- #define SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index"
- #define SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd"
- #define SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev"
- #define SDL_PROP_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window"
- #define SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag"
- #define SDL_PROP_WINDOW_OPENVR_OVERLAY_ID "SDL.window.openvr.overlay_id"
- #define SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display"
- #define SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window"
- #define SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface"
- #define SDL_PROP_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd"
- #define SDL_PROP_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc"
- #define SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance"
- #define SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display"
- #define SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface"
- #define SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window"
- #define SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface"
- #define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel"
- #define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING "SDL.window.wayland.xdg_toplevel_export_handle"
- #define SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup"
- #define SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner"
- #define SDL_PROP_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display"
- #define SDL_PROP_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen"
- #define SDL_PROP_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window"
- /**
- * Get the window flags.
- *
- * \param window the window to query.
- * \returns a mask of the SDL_WindowFlags associated with `window`.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_CreateWindow
- * \sa SDL_HideWindow
- * \sa SDL_MaximizeWindow
- * \sa SDL_MinimizeWindow
- * \sa SDL_SetWindowFullscreen
- * \sa SDL_SetWindowMouseGrab
- * \sa SDL_ShowWindow
- */
- extern SDL_DECLSPEC SDL_WindowFlags SDLCALL SDL_GetWindowFlags(SDL_Window *window);
- /**
- * Set the title of a window.
- *
- * This string is expected to be in UTF-8 encoding.
- *
- * \param window the window to change.
- * \param title the desired window title in UTF-8 format.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowTitle
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowTitle(SDL_Window *window, const char *title);
- /**
- * Get the title of a window.
- *
- * \param window the window to query.
- * \returns the title of the window in UTF-8 format or "" if there is no
- * title.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetWindowTitle
- */
- extern SDL_DECLSPEC const char * SDLCALL SDL_GetWindowTitle(SDL_Window *window);
- /**
- * Set the icon for a window.
- *
- * If this function is passed a surface with alternate representations, the
- * surface will be interpreted as the content to be used for 100% display
- * scale, and the alternate representations will be used for high DPI
- * situations. For example, if the original surface is 32x32, then on a 2x
- * macOS display or 200% display scale on Windows, a 64x64 version of the
- * image will be used, if available. If a matching version of the image isn't
- * available, the closest larger size image will be downscaled to the
- * appropriate size and be used instead, if available. Otherwise, the closest
- * smaller image will be upscaled and be used instead.
- *
- * \param window the window to change.
- * \param icon an SDL_Surface structure containing the icon for the window.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowIcon(SDL_Window *window, SDL_Surface *icon);
- /**
- * Request that the window's position be set.
- *
- * If, at the time of this request, the window is in a fixed-size state such
- * as maximized, this request may be deferred until the window returns to a
- * resizable state.
- *
- * This can be used to reposition fullscreen-desktop windows onto a different
- * display, however, exclusive fullscreen windows are locked to a specific
- * display and can only be repositioned programmatically via
- * SDL_SetWindowFullscreenMode().
- *
- * On some windowing systems this request is asynchronous and the new
- * coordinates may not have have been applied immediately upon the return of
- * this function. If an immediate change is required, call SDL_SyncWindow() to
- * block until the changes have taken effect.
- *
- * When the window position changes, an SDL_EVENT_WINDOW_MOVED event will be
- * emitted with the window's new coordinates. Note that the new coordinates
- * may not match the exact coordinates requested, as some windowing systems
- * can restrict the position of the window in certain scenarios (e.g.
- * constraining the position so the window is always within desktop bounds).
- * Additionally, as this is just a request, it can be denied by the windowing
- * system.
- *
- * \param window the window to reposition.
- * \param x the x coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or
- * `SDL_WINDOWPOS_UNDEFINED`.
- * \param y the y coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or
- * `SDL_WINDOWPOS_UNDEFINED`.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowPosition
- * \sa SDL_SyncWindow
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowPosition(SDL_Window *window, int x, int y);
- /**
- * Get the position of a window.
- *
- * This is the current position of the window as last reported by the
- * windowing system.
- *
- * If you do not need the value for one of the positions a NULL may be passed
- * in the `x` or `y` parameter.
- *
- * \param window the window to query.
- * \param x a pointer filled in with the x position of the window, may be
- * NULL.
- * \param y a pointer filled in with the y position of the window, may be
- * NULL.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetWindowPosition
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowPosition(SDL_Window *window, int *x, int *y);
- /**
- * Request that the size of a window's client area be set.
- *
- * If, at the time of this request, the window in a fixed-size state, such as
- * maximized or fullscreen, the request will be deferred until the window
- * exits this state and becomes resizable again.
- *
- * To change the fullscreen mode of a window, use
- * SDL_SetWindowFullscreenMode()
- *
- * On some windowing systems, this request is asynchronous and the new window
- * size may not have have been applied immediately upon the return of this
- * function. If an immediate change is required, call SDL_SyncWindow() to
- * block until the changes have taken effect.
- *
- * When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be
- * emitted with the new window dimensions. Note that the new dimensions may
- * not match the exact size requested, as some windowing systems can restrict
- * the window size in certain scenarios (e.g. constraining the size of the
- * content area to remain within the usable desktop bounds). Additionally, as
- * this is just a request, it can be denied by the windowing system.
- *
- * \param window the window to change.
- * \param w the width of the window, must be > 0.
- * \param h the height of the window, must be > 0.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowSize
- * \sa SDL_SetWindowFullscreenMode
- * \sa SDL_SyncWindow
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowSize(SDL_Window *window, int w, int h);
- /**
- * Get the size of a window's client area.
- *
- * The window pixel size may differ from its window coordinate size if the
- * window is on a high pixel density display. Use SDL_GetWindowSizeInPixels()
- * or SDL_GetRenderOutputSize() to get the real client area size in pixels.
- *
- * \param window the window to query the width and height from.
- * \param w a pointer filled in with the width of the window, may be NULL.
- * \param h a pointer filled in with the height of the window, may be NULL.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetRenderOutputSize
- * \sa SDL_GetWindowSizeInPixels
- * \sa SDL_SetWindowSize
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSize(SDL_Window *window, int *w, int *h);
- /**
- * Get the safe area for this window.
- *
- * Some devices have portions of the screen which are partially obscured or
- * not interactive, possibly due to on-screen controls, curved edges, camera
- * notches, TV overscan, etc. This function provides the area of the window
- * which is safe to have interactable content. You should continue rendering
- * into the rest of the window, but it should not contain visually important
- * or interactible content.
- *
- * \param window the window to query.
- * \param rect a pointer filled in with the client area that is safe for
- * interactive content.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSafeArea(SDL_Window *window, SDL_Rect *rect);
- /**
- * Request that the aspect ratio of a window's client area be set.
- *
- * The aspect ratio is the ratio of width divided by height, e.g. 2560x1600
- * would be 1.6. Larger aspect ratios are wider and smaller aspect ratios are
- * narrower.
- *
- * If, at the time of this request, the window in a fixed-size state, such as
- * maximized or fullscreen, the request will be deferred until the window
- * exits this state and becomes resizable again.
- *
- * On some windowing systems, this request is asynchronous and the new window
- * aspect ratio may not have have been applied immediately upon the return of
- * this function. If an immediate change is required, call SDL_SyncWindow() to
- * block until the changes have taken effect.
- *
- * When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be
- * emitted with the new window dimensions. Note that the new dimensions may
- * not match the exact aspect ratio requested, as some windowing systems can
- * restrict the window size in certain scenarios (e.g. constraining the size
- * of the content area to remain within the usable desktop bounds).
- * Additionally, as this is just a request, it can be denied by the windowing
- * system.
- *
- * \param window the window to change.
- * \param min_aspect the minimum aspect ratio of the window, or 0.0f for no
- * limit.
- * \param max_aspect the maximum aspect ratio of the window, or 0.0f for no
- * limit.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowAspectRatio
- * \sa SDL_SyncWindow
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowAspectRatio(SDL_Window *window, float min_aspect, float max_aspect);
- /**
- * Get the size of a window's client area.
- *
- * \param window the window to query the width and height from.
- * \param min_aspect a pointer filled in with the minimum aspect ratio of the
- * window, may be NULL.
- * \param max_aspect a pointer filled in with the maximum aspect ratio of the
- * window, may be NULL.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetWindowAspectRatio
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowAspectRatio(SDL_Window *window, float *min_aspect, float *max_aspect);
- /**
- * Get the size of a window's borders (decorations) around the client area.
- *
- * Note: If this function fails (returns false), the size values will be
- * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the
- * window in question was borderless.
- *
- * Note: This function may fail on systems where the window has not yet been
- * decorated by the display server (for example, immediately after calling
- * SDL_CreateWindow). It is recommended that you wait at least until the
- * window has been presented and composited, so that the window system has a
- * chance to decorate the window and provide the border dimensions to SDL.
- *
- * This function also returns false if getting the information is not
- * supported.
- *
- * \param window the window to query the size values of the border
- * (decorations) from.
- * \param top pointer to variable for storing the size of the top border; NULL
- * is permitted.
- * \param left pointer to variable for storing the size of the left border;
- * NULL is permitted.
- * \param bottom pointer to variable for storing the size of the bottom
- * border; NULL is permitted.
- * \param right pointer to variable for storing the size of the right border;
- * NULL is permitted.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowSize
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowBordersSize(SDL_Window *window, int *top, int *left, int *bottom, int *right);
- /**
- * Get the size of a window's client area, in pixels.
- *
- * \param window the window from which the drawable size should be queried.
- * \param w a pointer to variable for storing the width in pixels, may be
- * NULL.
- * \param h a pointer to variable for storing the height in pixels, may be
- * NULL.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_CreateWindow
- * \sa SDL_GetWindowSize
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSizeInPixels(SDL_Window *window, int *w, int *h);
- /**
- * Set the minimum size of a window's client area.
- *
- * \param window the window to change.
- * \param min_w the minimum width of the window, or 0 for no limit.
- * \param min_h the minimum height of the window, or 0 for no limit.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowMinimumSize
- * \sa SDL_SetWindowMaximumSize
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMinimumSize(SDL_Window *window, int min_w, int min_h);
- /**
- * Get the minimum size of a window's client area.
- *
- * \param window the window to query.
- * \param w a pointer filled in with the minimum width of the window, may be
- * NULL.
- * \param h a pointer filled in with the minimum height of the window, may be
- * NULL.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowMaximumSize
- * \sa SDL_SetWindowMinimumSize
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMinimumSize(SDL_Window *window, int *w, int *h);
- /**
- * Set the maximum size of a window's client area.
- *
- * \param window the window to change.
- * \param max_w the maximum width of the window, or 0 for no limit.
- * \param max_h the maximum height of the window, or 0 for no limit.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowMaximumSize
- * \sa SDL_SetWindowMinimumSize
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMaximumSize(SDL_Window *window, int max_w, int max_h);
- /**
- * Get the maximum size of a window's client area.
- *
- * \param window the window to query.
- * \param w a pointer filled in with the maximum width of the window, may be
- * NULL.
- * \param h a pointer filled in with the maximum height of the window, may be
- * NULL.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowMinimumSize
- * \sa SDL_SetWindowMaximumSize
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMaximumSize(SDL_Window *window, int *w, int *h);
- /**
- * Set the border state of a window.
- *
- * This will add or remove the window's `SDL_WINDOW_BORDERLESS` flag and add
- * or remove the border from the actual window. This is a no-op if the
- * window's border already matches the requested state.
- *
- * You can't change the border state of a fullscreen window.
- *
- * \param window the window of which to change the border state.
- * \param bordered false to remove border, true to add border.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowFlags
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowBordered(SDL_Window *window, bool bordered);
- /**
- * Set the user-resizable state of a window.
- *
- * This will add or remove the window's `SDL_WINDOW_RESIZABLE` flag and
- * allow/disallow user resizing of the window. This is a no-op if the window's
- * resizable state already matches the requested state.
- *
- * You can't change the resizable state of a fullscreen window.
- *
- * \param window the window of which to change the resizable state.
- * \param resizable true to allow resizing, false to disallow.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowFlags
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowResizable(SDL_Window *window, bool resizable);
- /**
- * Set the window to always be above the others.
- *
- * This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This
- * will bring the window to the front and keep the window above the rest.
- *
- * \param window the window of which to change the always on top state.
- * \param on_top true to set the window always on top, false to disable.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowFlags
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window *window, bool on_top);
- /**
- * Show a window.
- *
- * \param window the window to show.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_HideWindow
- * \sa SDL_RaiseWindow
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_ShowWindow(SDL_Window *window);
- /**
- * Hide a window.
- *
- * \param window the window to hide.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_ShowWindow
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_HideWindow(SDL_Window *window);
- /**
- * Request that a window be raised above other windows and gain the input
- * focus.
- *
- * The result of this request is subject to desktop window manager policy,
- * particularly if raising the requested window would result in stealing focus
- * from another application. If the window is successfully raised and gains
- * input focus, an SDL_EVENT_WINDOW_FOCUS_GAINED event will be emitted, and
- * the window will have the SDL_WINDOW_INPUT_FOCUS flag set.
- *
- * \param window the window to raise.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RaiseWindow(SDL_Window *window);
- /**
- * Request that the window be made as large as possible.
- *
- * Non-resizable windows can't be maximized. The window must have the
- * SDL_WINDOW_RESIZABLE flag set, or this will have no effect.
- *
- * On some windowing systems this request is asynchronous and the new window
- * state may not have have been applied immediately upon the return of this
- * function. If an immediate change is required, call SDL_SyncWindow() to
- * block until the changes have taken effect.
- *
- * When the window state changes, an SDL_EVENT_WINDOW_MAXIMIZED event will be
- * emitted. Note that, as this is just a request, the windowing system can
- * deny the state change.
- *
- * When maximizing a window, whether the constraints set via
- * SDL_SetWindowMaximumSize() are honored depends on the policy of the window
- * manager. Win32 and macOS enforce the constraints when maximizing, while X11
- * and Wayland window managers may vary.
- *
- * \param window the window to maximize.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_MinimizeWindow
- * \sa SDL_RestoreWindow
- * \sa SDL_SyncWindow
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_MaximizeWindow(SDL_Window *window);
- /**
- * Request that the window be minimized to an iconic representation.
- *
- * On some windowing systems this request is asynchronous and the new window
- * state may not have been applied immediately upon the return of this
- * function. If an immediate change is required, call SDL_SyncWindow() to
- * block until the changes have taken effect.
- *
- * When the window state changes, an SDL_EVENT_WINDOW_MINIMIZED event will be
- * emitted. Note that, as this is just a request, the windowing system can
- * deny the state change.
- *
- * \param window the window to minimize.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_MaximizeWindow
- * \sa SDL_RestoreWindow
- * \sa SDL_SyncWindow
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_MinimizeWindow(SDL_Window *window);
- /**
- * Request that the size and position of a minimized or maximized window be
- * restored.
- *
- * On some windowing systems this request is asynchronous and the new window
- * state may not have have been applied immediately upon the return of this
- * function. If an immediate change is required, call SDL_SyncWindow() to
- * block until the changes have taken effect.
- *
- * When the window state changes, an SDL_EVENT_WINDOW_RESTORED event will be
- * emitted. Note that, as this is just a request, the windowing system can
- * deny the state change.
- *
- * \param window the window to restore.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_MaximizeWindow
- * \sa SDL_MinimizeWindow
- * \sa SDL_SyncWindow
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RestoreWindow(SDL_Window *window);
- /**
- * Request that the window's fullscreen state be changed.
- *
- * By default a window in fullscreen state uses borderless fullscreen desktop
- * mode, but a specific exclusive display mode can be set using
- * SDL_SetWindowFullscreenMode().
- *
- * On some windowing systems this request is asynchronous and the new
- * fullscreen state may not have have been applied immediately upon the return
- * of this function. If an immediate change is required, call SDL_SyncWindow()
- * to block until the changes have taken effect.
- *
- * When the window state changes, an SDL_EVENT_WINDOW_ENTER_FULLSCREEN or
- * SDL_EVENT_WINDOW_LEAVE_FULLSCREEN event will be emitted. Note that, as this
- * is just a request, it can be denied by the windowing system.
- *
- * \param window the window to change.
- * \param fullscreen true for fullscreen mode, false for windowed mode.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowFullscreenMode
- * \sa SDL_SetWindowFullscreenMode
- * \sa SDL_SyncWindow
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFullscreen(SDL_Window *window, bool fullscreen);
- /**
- * Block until any pending window state is finalized.
- *
- * On asynchronous windowing systems, this acts as a synchronization barrier
- * for pending window state. It will attempt to wait until any pending window
- * state has been applied and is guaranteed to return within finite time. Note
- * that for how long it can potentially block depends on the underlying window
- * system, as window state changes may involve somewhat lengthy animations
- * that must complete before the window is in its final requested state.
- *
- * On windowing systems where changes are immediate, this does nothing.
- *
- * \param window the window for which to wait for the pending state to be
- * applied.
- * \returns true on success or false if the operation timed out before the
- * window was in the requested state.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetWindowSize
- * \sa SDL_SetWindowPosition
- * \sa SDL_SetWindowFullscreen
- * \sa SDL_MinimizeWindow
- * \sa SDL_MaximizeWindow
- * \sa SDL_RestoreWindow
- * \sa SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SyncWindow(SDL_Window *window);
- /**
- * Return whether the window has a surface associated with it.
- *
- * \param window the window to query.
- * \returns true if there is a surface associated with the window, or false
- * otherwise.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowSurface
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_WindowHasSurface(SDL_Window *window);
- /**
- * Get the SDL surface associated with the window.
- *
- * A new surface will be created with the optimal format for the window, if
- * necessary. This surface will be freed when the window is destroyed. Do not
- * free this surface.
- *
- * This surface will be invalidated if the window is resized. After resizing a
- * window this function must be called again to return a valid surface.
- *
- * You may not combine this with 3D or the rendering API on this window.
- *
- * This function is affected by `SDL_HINT_FRAMEBUFFER_ACCELERATION`.
- *
- * \param window the window to query.
- * \returns the surface associated with the window, or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_DestroyWindowSurface
- * \sa SDL_WindowHasSurface
- * \sa SDL_UpdateWindowSurface
- * \sa SDL_UpdateWindowSurfaceRects
- */
- extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window *window);
- /**
- * Toggle VSync for the window surface.
- *
- * When a window surface is created, vsync defaults to
- * SDL_WINDOW_SURFACE_VSYNC_DISABLED.
- *
- * The `vsync` parameter can be 1 to synchronize present with every vertical
- * refresh, 2 to synchronize present with every second vertical refresh, etc.,
- * SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync),
- * or SDL_WINDOW_SURFACE_VSYNC_DISABLED to disable. Not every value is
- * supported by every driver, so you should check the return value to see
- * whether the requested setting is supported.
- *
- * \param window the window.
- * \param vsync the vertical refresh sync interval.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowSurfaceVSync
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowSurfaceVSync(SDL_Window *window, int vsync);
- #define SDL_WINDOW_SURFACE_VSYNC_DISABLED 0
- #define SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE (-1)
- /**
- * Get VSync for the window surface.
- *
- * \param window the window to query.
- * \param vsync an int filled with the current vertical refresh sync interval.
- * See SDL_SetWindowSurfaceVSync() for the meaning of the value.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetWindowSurfaceVSync
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSurfaceVSync(SDL_Window *window, int *vsync);
- /**
- * Copy the window surface to the screen.
- *
- * This is the function you use to reflect any changes to the surface on the
- * screen.
- *
- * This function is equivalent to the SDL 1.2 API SDL_Flip().
- *
- * \param window the window to update.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowSurface
- * \sa SDL_UpdateWindowSurfaceRects
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_UpdateWindowSurface(SDL_Window *window);
- /**
- * Copy areas of the window surface to the screen.
- *
- * This is the function you use to reflect changes to portions of the surface
- * on the screen.
- *
- * This function is equivalent to the SDL 1.2 API SDL_UpdateRects().
- *
- * Note that this function will update _at least_ the rectangles specified,
- * but this is only intended as an optimization; in practice, this might
- * update more of the screen (or all of the screen!), depending on what method
- * SDL uses to send pixels to the system.
- *
- * \param window the window to update.
- * \param rects an array of SDL_Rect structures representing areas of the
- * surface to copy, in pixels.
- * \param numrects the number of rectangles.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowSurface
- * \sa SDL_UpdateWindowSurface
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window *window, const SDL_Rect *rects, int numrects);
- /**
- * Destroy the surface associated with the window.
- *
- * \param window the window to update.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowSurface
- * \sa SDL_WindowHasSurface
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_DestroyWindowSurface(SDL_Window *window);
- /**
- * Set a window's keyboard grab mode.
- *
- * Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or
- * the Meta/Super key. Note that not all system keyboard shortcuts can be
- * captured by applications (one example is Ctrl+Alt+Del on Windows).
- *
- * This is primarily intended for specialized applications such as VNC clients
- * or VM frontends. Normal games should not use keyboard grab.
- *
- * When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the
- * window is full-screen to ensure the user is not trapped in your
- * application. If you have a custom keyboard shortcut to exit fullscreen
- * mode, you may suppress this behavior with
- * `SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED`.
- *
- * If the caller enables a grab while another window is currently grabbed, the
- * other window loses its grab in favor of the caller's window.
- *
- * \param window the window for which the keyboard grab mode should be set.
- * \param grabbed this is true to grab keyboard, and false to release.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowKeyboardGrab
- * \sa SDL_SetWindowMouseGrab
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window *window, bool grabbed);
- /**
- * Set a window's mouse grab mode.
- *
- * Mouse grab confines the mouse cursor to the window.
- *
- * \param window the window for which the mouse grab mode should be set.
- * \param grabbed this is true to grab mouse, and false to release.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowMouseGrab
- * \sa SDL_SetWindowKeyboardGrab
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMouseGrab(SDL_Window *window, bool grabbed);
- /**
- * Get a window's keyboard grab mode.
- *
- * \param window the window to query.
- * \returns true if keyboard is grabbed, and false otherwise.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetWindowKeyboardGrab
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window *window);
- /**
- * Get a window's mouse grab mode.
- *
- * \param window the window to query.
- * \returns true if mouse is grabbed, and false otherwise.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetWindowKeyboardGrab
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window *window);
- /**
- * Get the window that currently has an input grab enabled.
- *
- * \returns the window if input is grabbed or NULL otherwise.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetWindowMouseGrab
- * \sa SDL_SetWindowKeyboardGrab
- */
- extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void);
- /**
- * Confines the cursor to the specified area of a window.
- *
- * Note that this does NOT grab the cursor, it only defines the area a cursor
- * is restricted to when the window has mouse focus.
- *
- * \param window the window that will be associated with the barrier.
- * \param rect a rectangle area in window-relative coordinates. If NULL the
- * barrier for the specified window will be destroyed.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowMouseRect
- * \sa SDL_SetWindowMouseGrab
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMouseRect(SDL_Window *window, const SDL_Rect *rect);
- /**
- * Get the mouse confinement rectangle of a window.
- *
- * \param window the window to query.
- * \returns a pointer to the mouse confinement rectangle of a window, or NULL
- * if there isn't one.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetWindowMouseRect
- */
- extern SDL_DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window *window);
- /**
- * Set the opacity for a window.
- *
- * The parameter `opacity` will be clamped internally between 0.0f
- * (transparent) and 1.0f (opaque).
- *
- * This function also returns false if setting the opacity isn't supported.
- *
- * \param window the window which will be made transparent or opaque.
- * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque).
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetWindowOpacity
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowOpacity(SDL_Window *window, float opacity);
- /**
- * Get the opacity of a window.
- *
- * If transparency isn't supported on this platform, opacity will be returned
- * as 1.0f without error.
- *
- * \param window the window to get the current opacity value from.
- * \returns the opacity, (0.0f - transparent, 1.0f - opaque), or -1.0f on
- * failure; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetWindowOpacity
- */
- extern SDL_DECLSPEC float SDLCALL SDL_GetWindowOpacity(SDL_Window *window);
- /**
- * Set the window as a child of a parent window.
- *
- * If the window is already the child of an existing window, it will be
- * reparented to the new owner. Setting the parent window to NULL unparents
- * the window and removes child window status.
- *
- * If a parent window is hidden or destroyed, the operation will be
- * recursively applied to child windows. Child windows hidden with the parent
- * that did not have their hidden status explicitly set will be restored when
- * the parent is shown.
- *
- * Attempting to set the parent of a window that is currently in the modal
- * state will fail. Use SDL_SetWindowModal() to cancel the modal status before
- * attempting to change the parent.
- *
- * Popup windows cannot change parents and attempts to do so will fail.
- *
- * Setting a parent window that is currently the sibling or descendent of the
- * child window results in undefined behavior.
- *
- * \param window the window that should become the child of a parent.
- * \param parent the new parent window for the child window.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetWindowModal
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowParent(SDL_Window *window, SDL_Window *parent);
- /**
- * Toggle the state of the window as modal.
- *
- * To enable modal status on a window, the window must currently be the child
- * window of a parent, or toggling modal status on will fail.
- *
- * \param window the window on which to set the modal state.
- * \param modal true to toggle modal status on, false to toggle it off.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetWindowParent
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowModal(SDL_Window *window, bool modal);
- /**
- * Set whether the window may have input focus.
- *
- * \param window the window to set focusable state.
- * \param focusable true to allow input focus, false to not allow input focus.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFocusable(SDL_Window *window, bool focusable);
- /**
- * Display the system-level window menu.
- *
- * This default window menu is provided by the system and on some platforms
- * provides functionality for setting or changing privileged state on the
- * window, such as moving it between workspaces or displays, or toggling the
- * always-on-top property.
- *
- * On platforms or desktops where this is unsupported, this function does
- * nothing.
- *
- * \param window the window for which the menu will be displayed.
- * \param x the x coordinate of the menu, relative to the origin (top-left) of
- * the client area.
- * \param y the y coordinate of the menu, relative to the origin (top-left) of
- * the client area.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_ShowWindowSystemMenu(SDL_Window *window, int x, int y);
- /**
- * Possible return values from the SDL_HitTest callback.
- *
- * \since This enum is available since SDL 3.1.3.
- *
- * \sa SDL_HitTest
- */
- typedef enum SDL_HitTestResult
- {
- SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */
- SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */
- SDL_HITTEST_RESIZE_TOPLEFT, /**< Region is the resizable top-left corner border. */
- SDL_HITTEST_RESIZE_TOP, /**< Region is the resizable top border. */
- SDL_HITTEST_RESIZE_TOPRIGHT, /**< Region is the resizable top-right corner border. */
- SDL_HITTEST_RESIZE_RIGHT, /**< Region is the resizable right border. */
- SDL_HITTEST_RESIZE_BOTTOMRIGHT, /**< Region is the resizable bottom-right corner border. */
- SDL_HITTEST_RESIZE_BOTTOM, /**< Region is the resizable bottom border. */
- SDL_HITTEST_RESIZE_BOTTOMLEFT, /**< Region is the resizable bottom-left corner border. */
- SDL_HITTEST_RESIZE_LEFT /**< Region is the resizable left border. */
- } SDL_HitTestResult;
- /**
- * Callback used for hit-testing.
- *
- * \param win the SDL_Window where hit-testing was set on.
- * \param area an SDL_Point which should be hit-tested.
- * \param data what was passed as `callback_data` to SDL_SetWindowHitTest().
- * \returns an SDL_HitTestResult value.
- *
- * \sa SDL_SetWindowHitTest
- */
- typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win,
- const SDL_Point *area,
- void *data);
- /**
- * Provide a callback that decides if a window region has special properties.
- *
- * Normally windows are dragged and resized by decorations provided by the
- * system window manager (a title bar, borders, etc), but for some apps, it
- * makes sense to drag them from somewhere else inside the window itself; for
- * example, one might have a borderless window that wants to be draggable from
- * any part, or simulate its own title bar, etc.
- *
- * This function lets the app provide a callback that designates pieces of a
- * given window as special. This callback is run during event processing if we
- * need to tell the OS to treat a region of the window specially; the use of
- * this callback is known as "hit testing."
- *
- * Mouse input may not be delivered to your application if it is within a
- * special area; the OS will often apply that input to moving the window or
- * resizing the window and not deliver it to the application.
- *
- * Specifying NULL for a callback disables hit-testing. Hit-testing is
- * disabled by default.
- *
- * Platforms that don't support this functionality will return false
- * unconditionally, even if you're attempting to disable hit-testing.
- *
- * Your callback may fire at any time, and its firing does not indicate any
- * specific behavior (for example, on Windows, this certainly might fire when
- * the OS is deciding whether to drag your window, but it fires for lots of
- * other reasons, too, some unrelated to anything you probably care about _and
- * when the mouse isn't actually at the location it is testing_). Since this
- * can fire at any time, you should try to keep your callback efficient,
- * devoid of allocations, etc.
- *
- * \param window the window to set hit-testing on.
- * \param callback the function to call when doing a hit-test.
- * \param callback_data an app-defined void pointer passed to **callback**.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowHitTest(SDL_Window *window, SDL_HitTest callback, void *callback_data);
- /**
- * Set the shape of a transparent window.
- *
- * This sets the alpha channel of a transparent window and any fully
- * transparent areas are also transparent to mouse clicks. If you are using
- * something besides the SDL render API, then you are responsible for drawing
- * the alpha channel of the window to match the shape alpha channel to get
- * consistent cross-platform results.
- *
- * The shape is copied inside this function, so you can free it afterwards. If
- * your shape surface changes, you should call SDL_SetWindowShape() again to
- * update the window. This is an expensive operation, so should be done
- * sparingly.
- *
- * The window must have been created with the SDL_WINDOW_TRANSPARENT flag.
- *
- * \param window the window.
- * \param shape the surface representing the shape of the window, or NULL to
- * remove any current shape.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowShape(SDL_Window *window, SDL_Surface *shape);
- /**
- * Request a window to demand attention from the user.
- *
- * \param window the window to be flashed.
- * \param operation the operation to perform.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_FlashWindow(SDL_Window *window, SDL_FlashOperation operation);
- /**
- * Destroy a window.
- *
- * Any child windows owned by the window will be recursively destroyed as
- * well.
- *
- * \param window the window to destroy.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_CreatePopupWindow
- * \sa SDL_CreateWindow
- * \sa SDL_CreateWindowWithProperties
- */
- extern SDL_DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window *window);
- /**
- * Check whether the screensaver is currently enabled.
- *
- * The screensaver is disabled by default.
- *
- * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`.
- *
- * \returns true if the screensaver is enabled, false if it is disabled.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_DisableScreenSaver
- * \sa SDL_EnableScreenSaver
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_ScreenSaverEnabled(void);
- /**
- * Allow the screen to be blanked by a screen saver.
- *
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_DisableScreenSaver
- * \sa SDL_ScreenSaverEnabled
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_EnableScreenSaver(void);
- /**
- * Prevent the screen from being blanked by a screen saver.
- *
- * If you disable the screensaver, it is automatically re-enabled when SDL
- * quits.
- *
- * The screensaver is disabled by default, but this may by changed by
- * SDL_HINT_VIDEO_ALLOW_SCREENSAVER.
- *
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_EnableScreenSaver
- * \sa SDL_ScreenSaverEnabled
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_DisableScreenSaver(void);
- /**
- * \name OpenGL support functions
- */
- /* @{ */
- /**
- * Dynamically load an OpenGL library.
- *
- * This should be done after initializing the video driver, but before
- * creating any OpenGL windows. If no OpenGL library is loaded, the default
- * library will be loaded upon creation of the first OpenGL window.
- *
- * If you do this, you need to retrieve all of the GL functions used in your
- * program from the dynamic library using SDL_GL_GetProcAddress().
- *
- * \param path the platform dependent OpenGL library name, or NULL to open the
- * default OpenGL library.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GL_GetProcAddress
- * \sa SDL_GL_UnloadLibrary
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GL_LoadLibrary(const char *path);
- /**
- * Get an OpenGL function by name.
- *
- * If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all
- * GL functions must be retrieved this way. Usually this is used to retrieve
- * function pointers to OpenGL extensions.
- *
- * There are some quirks to looking up OpenGL functions that require some
- * extra care from the application. If you code carefully, you can handle
- * these quirks without any platform-specific code, though:
- *
- * - On Windows, function pointers are specific to the current GL context;
- * this means you need to have created a GL context and made it current
- * before calling SDL_GL_GetProcAddress(). If you recreate your context or
- * create a second context, you should assume that any existing function
- * pointers aren't valid to use with it. This is (currently) a
- * Windows-specific limitation, and in practice lots of drivers don't suffer
- * this limitation, but it is still the way the wgl API is documented to
- * work and you should expect crashes if you don't respect it. Store a copy
- * of the function pointers that comes and goes with context lifespan.
- * - On X11, function pointers returned by this function are valid for any
- * context, and can even be looked up before a context is created at all.
- * This means that, for at least some common OpenGL implementations, if you
- * look up a function that doesn't exist, you'll get a non-NULL result that
- * is _NOT_ safe to call. You must always make sure the function is actually
- * available for a given GL context before calling it, by checking for the
- * existence of the appropriate extension with SDL_GL_ExtensionSupported(),
- * or verifying that the version of OpenGL you're using offers the function
- * as core functionality.
- * - Some OpenGL drivers, on all platforms, *will* return NULL if a function
- * isn't supported, but you can't count on this behavior. Check for
- * extensions you use, and if you get a NULL anyway, act as if that
- * extension wasn't available. This is probably a bug in the driver, but you
- * can code defensively for this scenario anyhow.
- * - Just because you're on Linux/Unix, don't assume you'll be using X11.
- * Next-gen display servers are waiting to replace it, and may or may not
- * make the same promises about function pointers.
- * - OpenGL function pointers must be declared `APIENTRY` as in the example
- * code. This will ensure the proper calling convention is followed on
- * platforms where this matters (Win32) thereby avoiding stack corruption.
- *
- * \param proc the name of an OpenGL function.
- * \returns a pointer to the named OpenGL function. The returned pointer
- * should be cast to the appropriate function signature.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GL_ExtensionSupported
- * \sa SDL_GL_LoadLibrary
- * \sa SDL_GL_UnloadLibrary
- */
- extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_GL_GetProcAddress(const char *proc);
- /**
- * Get an EGL library function by name.
- *
- * If an EGL library is loaded, this function allows applications to get entry
- * points for EGL functions. This is useful to provide to an EGL API and
- * extension loader.
- *
- * \param proc the name of an EGL function.
- * \returns a pointer to the named EGL function. The returned pointer should
- * be cast to the appropriate function signature.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_EGL_GetCurrentDisplay
- */
- extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_EGL_GetProcAddress(const char *proc);
- /**
- * Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GL_LoadLibrary
- */
- extern SDL_DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void);
- /**
- * Check if an OpenGL extension is supported for the current context.
- *
- * This function operates on the current GL context; you must have created a
- * context and it must be current before calling this function. Do not assume
- * that all contexts you create will have the same set of extensions
- * available, or that recreating an existing context will offer the same
- * extensions again.
- *
- * While it's probably not a massive overhead, this function is not an O(1)
- * operation. Check the extensions you care about after creating the GL
- * context and save that information somewhere instead of calling the function
- * every time you need to know.
- *
- * \param extension the name of the extension to check.
- * \returns true if the extension is supported, false otherwise.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GL_ExtensionSupported(const char *extension);
- /**
- * Reset all previously set OpenGL context attributes to their default values.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GL_GetAttribute
- * \sa SDL_GL_SetAttribute
- */
- extern SDL_DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void);
- /**
- * Set an OpenGL window attribute before window creation.
- *
- * This function sets the OpenGL attribute `attr` to `value`. The requested
- * attributes should be set before creating an OpenGL window. You should use
- * SDL_GL_GetAttribute() to check the values after creating the OpenGL
- * context, since the values obtained can differ from the requested ones.
- *
- * \param attr an SDL_GLAttr enum value specifying the OpenGL attribute to
- * set.
- * \param value the desired value for the attribute.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GL_GetAttribute
- * \sa SDL_GL_ResetAttributes
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GL_SetAttribute(SDL_GLAttr attr, int value);
- /**
- * Get the actual value for an attribute from the current context.
- *
- * \param attr an SDL_GLAttr enum value specifying the OpenGL attribute to
- * get.
- * \param value a pointer filled in with the current value of `attr`.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GL_ResetAttributes
- * \sa SDL_GL_SetAttribute
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GL_GetAttribute(SDL_GLAttr attr, int *value);
- /**
- * Create an OpenGL context for an OpenGL window, and make it current.
- *
- * Windows users new to OpenGL should note that, for historical reasons, GL
- * functions added after OpenGL version 1.1 are not available by default.
- * Those functions must be loaded at run-time, either with an OpenGL
- * extension-handling library or with SDL_GL_GetProcAddress() and its related
- * functions.
- *
- * SDL_GLContext is opaque to the application.
- *
- * \param window the window to associate with the context.
- * \returns the OpenGL context associated with `window` or NULL on failure;
- * call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GL_DestroyContext
- * \sa SDL_GL_MakeCurrent
- */
- extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *window);
- /**
- * Set up an OpenGL context for rendering into an OpenGL window.
- *
- * The context must have been created with a compatible window.
- *
- * \param window the window to associate with the context.
- * \param context the OpenGL context to associate with the window.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GL_CreateContext
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GL_MakeCurrent(SDL_Window *window, SDL_GLContext context);
- /**
- * Get the currently active OpenGL window.
- *
- * \returns the currently active OpenGL window on success or NULL on failure;
- * call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GL_GetCurrentWindow(void);
- /**
- * Get the currently active OpenGL context.
- *
- * \returns the currently active OpenGL context or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GL_MakeCurrent
- */
- extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void);
- /**
- * Get the currently active EGL display.
- *
- * \returns the currently active EGL display or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC SDL_EGLDisplay SDLCALL SDL_EGL_GetCurrentDisplay(void);
- /**
- * Get the currently active EGL config.
- *
- * \returns the currently active EGL config or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC SDL_EGLConfig SDLCALL SDL_EGL_GetCurrentConfig(void);
- /**
- * Get the EGL surface associated with the window.
- *
- * \param window the window to query.
- * \returns the EGLSurface pointer associated with the window, or NULL on
- * failure.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC SDL_EGLSurface SDLCALL SDL_EGL_GetWindowSurface(SDL_Window *window);
- /**
- * Sets the callbacks for defining custom EGLAttrib arrays for EGL
- * initialization.
- *
- * Callbacks that aren't needed can be set to NULL.
- *
- * NOTE: These callback pointers will be reset after SDL_GL_ResetAttributes.
- *
- * \param platformAttribCallback callback for attributes to pass to
- * eglGetPlatformDisplay. May be NULL.
- * \param surfaceAttribCallback callback for attributes to pass to
- * eglCreateSurface. May be NULL.
- * \param contextAttribCallback callback for attributes to pass to
- * eglCreateContext. May be NULL.
- * \param userdata a pointer that is passed to the callbacks.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC void SDLCALL SDL_EGL_SetAttributeCallbacks(SDL_EGLAttribArrayCallback platformAttribCallback,
- SDL_EGLIntArrayCallback surfaceAttribCallback,
- SDL_EGLIntArrayCallback contextAttribCallback, void *userdata);
- /**
- * Set the swap interval for the current OpenGL context.
- *
- * Some systems allow specifying -1 for the interval, to enable adaptive
- * vsync. Adaptive vsync works the same as vsync, but if you've already missed
- * the vertical retrace for a given frame, it swaps buffers immediately, which
- * might be less jarring for the user during occasional framerate drops. If an
- * application requests adaptive vsync and the system does not support it,
- * this function will fail and return false. In such a case, you should
- * probably retry the call with 1 for the interval.
- *
- * Adaptive vsync is implemented for some glX drivers with
- * GLX_EXT_swap_control_tear, and for some Windows drivers with
- * WGL_EXT_swap_control_tear.
- *
- * Read more on the Khronos wiki:
- * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync
- *
- * \param interval 0 for immediate updates, 1 for updates synchronized with
- * the vertical retrace, -1 for adaptive vsync.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GL_GetSwapInterval
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GL_SetSwapInterval(int interval);
- /**
- * Get the swap interval for the current OpenGL context.
- *
- * If the system can't determine the swap interval, or there isn't a valid
- * current context, this function will set *interval to 0 as a safe default.
- *
- * \param interval output interval value. 0 if there is no vertical retrace
- * synchronization, 1 if the buffer swap is synchronized with
- * the vertical retrace, and -1 if late swaps happen
- * immediately instead of waiting for the next retrace.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GL_SetSwapInterval
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GL_GetSwapInterval(int *interval);
- /**
- * Update a window with OpenGL rendering.
- *
- * This is used with double-buffered OpenGL contexts, which are the default.
- *
- * On macOS, make sure you bind 0 to the draw framebuffer before swapping the
- * window, otherwise nothing will happen. If you aren't using
- * glBindFramebuffer(), this is the default and you won't have to do anything
- * extra.
- *
- * \param window the window to change.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GL_SwapWindow(SDL_Window *window);
- /**
- * Delete an OpenGL context.
- *
- * \param context the OpenGL context to be deleted.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GL_CreateContext
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GL_DestroyContext(SDL_GLContext context);
- /* @} *//* OpenGL support functions */
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include <SDL3/SDL_close_code.h>
- #endif /* SDL_video_h_ */
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