tomato/external/sdl/SDL/include/SDL3/SDL_video.h

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 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.
*/
/**
* \file SDL_video.h
*
* \brief Header file for SDL video functions.
*/
#ifndef SDL_video_h_
#define SDL_video_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_pixels.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
typedef Uint32 SDL_DisplayID;
typedef Uint32 SDL_WindowID;
/**
* \brief System theme
*/
typedef enum
{
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;
/**
* \brief The structure that defines a display mode
*
* \sa SDL_GetFullscreenDisplayModes()
* \sa SDL_GetDesktopDisplayMode()
* \sa SDL_GetCurrentDisplayMode()
* \sa SDL_SetWindowFullscreenMode()
* \sa SDL_GetWindowFullscreenMode()
*/
typedef struct
{
SDL_DisplayID displayID; /**< the display this mode is associated with */
Uint32 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 zero for unspecified) */
void *driverdata; /**< driver-specific data, initialize to 0 */
} SDL_DisplayMode;
/**
* \brief Display orientation
*/
typedef enum
{
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;
/**
* \brief The type used to identify a window
*
* \sa SDL_CreateWindow()
* \sa SDL_CreateWindowFrom()
* \sa SDL_CreateWindowWithPosition()
* \sa SDL_DestroyWindow()
* \sa SDL_FlashWindow()
* \sa SDL_GetWindowData()
* \sa SDL_GetWindowFlags()
* \sa SDL_GetWindowGrab()
* \sa SDL_GetWindowKeyboardGrab()
* \sa SDL_GetWindowMouseGrab()
* \sa SDL_GetWindowPosition()
* \sa SDL_GetWindowSize()
* \sa SDL_GetWindowTitle()
* \sa SDL_HideWindow()
* \sa SDL_MaximizeWindow()
* \sa SDL_MinimizeWindow()
* \sa SDL_RaiseWindow()
* \sa SDL_RestoreWindow()
* \sa SDL_SetWindowData()
* \sa SDL_SetWindowFullscreen()
* \sa SDL_SetWindowGrab()
* \sa SDL_SetWindowKeyboardGrab()
* \sa SDL_SetWindowMouseGrab()
* \sa SDL_SetWindowIcon()
* \sa SDL_SetWindowPosition()
* \sa SDL_SetWindowSize()
* \sa SDL_SetWindowBordered()
* \sa SDL_SetWindowResizable()
* \sa SDL_SetWindowTitle()
* \sa SDL_ShowWindow()
Squashed 'external/sdl/SDL/' changes from b8d91252c6..ec0042081e ec0042081e Add .gitattributes file a5d9db0cd0 cmake: build tests for UWP b7889a7389 winrt: use windowsio in non-libc mode ea8757a748 Make testaudiostreamdynamicresample compatible with emscripten 1a7a74fb2e cmake: build emscripten tests as html page 64d570f027 Add minimal http server for emscripten test apps 8e898c4a21 SDL_test does not parse --samples argument 91cd5478be audio: Fix resampler overflowing input buffer. f290c85b22 testaudiocapture: Make sure we convert captured audio to output format. b75c751dfc rwlock: Make generic implmentations work on single-threaded platforms. 80850af7ce The controller update complete events are no longer disabled by default 3f486224a9 Fixed refresh rate calculation for KMSDRM 342ec51131 Fix overflow when doing SDL_sscanf("%hd", ...) 9129e1d557 Fixed crash when setting the default cursor twice 8e99a4f4f5 Undo variable rename be67f0de10 Fixed crashes related to the default cursor on WinRT and KMSDRM 94b3f78c44 Fix out of bound read of 'has_hat' array 94f48f19b0 Use more specific build destinations when creating an xcframework dabd45997e Back out change supporting multiple names for binding elements efe15588d5 Relabel back paddles as left or right be884f0c95 ci: disable visionos.yml by renaming the file ac094d00f5 ci: add workflow_dispatch event to visionos workflow 9be9e2292b build: Consistently use pathlib APIs in cmake/xxd.py a9f6950657 Fixed deadlock shutting down Android sensors d9f09e77f2 Actually make the sensors magical! 690eae7d22 Implement visionOS support e385d6da0a Fixed build warning 6b93e788fa Improved sensor thread-safety 4ee0e5a984 Fixed thread-safety warnings 12deed91f8 Added information on how to enable thread-safety analysis 5735d2b03b coreaudio: Fixed assertion when device fails/quits mid-iteration. 1022fd6e04 testaudio: the test framework opens an audio device at startup; close it. 0714da37a4 audio: Fix audio stream callback calculations when future buffer has space. 917e036f6f MSVC has __declspec(deprecated) 279ff8909f Changed example code to avoid potential divide by zero 8a1afc9b10 Fixed Android not sending controller event timestamps 463c456b98 Fill the correct member with the joystick ID in SDL_EVENT_JOYSTICK_UPDATE_COMPLETE 55cf1abaa6 test: Don't flag testsurround as suitable for non-interactive use a2d594269c Fixed pixel format compatibility with SDL2 79a190aa23 Fixed setting invalid bpp for FOURCC formats in SDL_GetMasksForPixelFormatEnum() 8fdebdd3e0 Sync SDL3 wiki -> header b903ccf945 SDL_rwops read/write functions return size_t again c03f5b4b69 Fixed rounding up in SDL_PrintFloat 75a020aa6b Only query serial number and firmware versions from Sony PS5 controllers fa189d302e Added the Victrix Pro FS for PS4/PS5 to the controller list 26205b659d Fixed PS4/PS5 touchpad for third party controllers 6af0448af9 include: fixed a typo in SDL_RenderGetMetalCommandEncoder docs. f3cb46b083 SDL_thread.h: do not conflict with sdl2-compat::sdl3_include_wrapper.h 080b1dfbdb Revert "Improved fallback for SDL_COMPILE_TIME_ASSERT() (thanks @icculus!)" 9d453daa23 Improved fallback for SDL_COMPILE_TIME_ASSERT() (thanks @icculus!) 1fb2419882 Removed reference to renamed function e7d56dd0b2 audio: Renamed new API SDL_UnpauseAudioDevice to SDL_ResumeAudioDevice. 2b0c0f5b6b Don't pass NULL to strncmp 778e8185cd Fix size of memcpy in SDL_AudioDeviceFormatChangedAlreadyLocked And add diagnostic that allows to find this kind of issue in clang-tidy 4bb426abad Sync SDL3 wiki -> header 3a752ce650 Reapply "Changed 'freesrc' parameter from int to SDL_bool" to SDL_wave.c 2ba03b4db0 fix build after previous commit. 0026adffd4 apply force_align_arg_pointer attribute to correct version of SDL_RunApp 77446e2029 Unaligned stacks on i686-w64-mingw32 may lead to crashes d3bcc3f057 Fixed build errors when OpenGL isn't enabled 35ad68e126 Sync SDL3 wiki -> header 70323a8350 Add a function to display the system menu for a window be5f66c84e testaudio: Fixed soundboard icon, which had a colorkey issue. c0a88930bf Sync SDL3 wiki -> header 18c59cc969 Merge the SDL3 audio subsystem redesign! 99b0e31788 The Steam Controller D-Pad is only pressed when the button is pressed down 103073d694 Set NSBluetoothAlwaysUsageDescription for testcontroller ca02bb6c8c We don't need testdropfile-Info.plist e063f662e9 Enable the controller update complete events 06bea1eb55 Added a gamepad mapping for the G-Shark GS-GP702 5ca3c50bf0 testaudio: Fix compiler warning. 1b1f02c5aa testaudio: Apparently compilers don't like this possibly being NULL now...? 2de9253b6c test: Added testaudio fb3ab3f113 SDL_video.c: move ngage video before offscreen. 843572d993 Don't mark autorelease keys as virtual 648de4f9b8 Fixed duplicate key press/release events on iOS a8abe612ed Only pass keypresses up the responder chain when text input is active c3288d113e Synchronize on-screen keyboard state with text input active state 5fb92ef2f7 Fixed whitespace f5ea6ae18d Revert "Stop beep when running iOS apps on ARM-based Macs" 546508b9b4 Allow test programs to run at full resolution on iPads 68a4bb01e0 Allocate displays as an array of pointers instead of an array of objects 07578fde3d Fixed crash if a display is enumerated twice a509771a87 fix ios CI workflow after commit e4460e897f 72ce76905a The scheme isn't always the same as the framework name (e.g. xmp_lite vs xmp-lite) e4460e897f By default Xcode expects the framework target name to be the name of the project. ac683773dc Added missing tests to the "All" target 7dd56eaafe Removed unnecessary reference to testoverlay-Info.plist e1c7f524ef Reduce the number of times SDL3 is duplicated in the xcframework script 65538011ca Make Xcode targets more specific efe114c300 Revert "Renamed the xcframework target from "SDL.xcframework" to "xcframework"" 73ed1d21a9 Renamed the xcframework target from "SDL.xcframework" to "xcframework" 76b4d8a0d8 Build the Framework instead of a static library for iOS and tvOS d1bf979160 Removed unnecessary setting from the "Create DMG" target c94cb3a5d8 Simplified the Xcode project to a single Framework target ea60474c65 cmake: don't build SDL3-static Apple framework 8f00d7856d Sync SDL3 wiki -> header d4a867a256 Rename SDL_GetPath to SDL_GetUserFolder 71099149b8 Fall back to Xlib if XRandR isn't available b7f32f74ce Note the removal of the SDL_RENDERER_TARGETTEXTURE flag 0eda582160 testaudiostreamdynamicresample: Load sample.wav correctly. 87eae9a0a1 aaudio: We need a mixbuf on capture devices, too. fb68e84646 wayland: Fix memory leaks b0edd23c00 testsurround: Log available audio output devices at the start. ae3090c387 androidaudio: Move Init/bootstrap code to bottom of source code. 18fc0db9e5 aaudio: Rearranged source code to match other backends. 2507c1d68b aaudio: Disconnect playing devices if error callback fires. 32a3fc3783 aaudio: Use the callback interface. b49ce86765 audio: Fixed compiler warning on Android NDK. 1c074e8d97 android: Fixed audio device detection. 82ce05ad01 pulseaudio: Be more aggressive with hotplug thread synchronization. 5cbdf1168e androidaudio: Fixed incorrect JNI call (thanks, @madebr!) 660054f3dc include: Correct comment about audio device hotplug events. ab68428a64 aaudio: Fixed for older SDKs and Android releases. 5ff87c6d4a android: Reworked audio backends for SDL3 audio API. 54af687210 testautomation_audio.c: Patched to compile. :/ 5e82090662 testautomation_audio.c: Apparently we aren't updating test code for C99 atm. 7f4488f625 wasapi: More fixes for Clang warnings. 29a0c689c9 wasapi: Patched to compile with Clang. 4aa95c21bc pspaudio: Patched to compile. 9a2a0a1463 ps2audio: Delete errant character that got inserted before previous commit. 2c578bd0d5 qnxaudio: Rewrite for SDL3 audio APIs. 455eef4cd9 audio: Use AtomicAdd for device counts, don't treat as a refcount. 095ea57f94 pspaudio: Patched to compile. d7cf63db67 ps2audio: Patched to compile. 027b9e8787 coreaudio: (maybe) patched to compile on iOS. 4836c2db07 pspaudio: Patched to compile. 86ca412436 n3dsaudio: Patched to compile. 66bcee2ca9 testaudiostreamdynamicresample.c: Fixed MSVC compiler warning. dbf993d358 vitaaudio: patched to compile. 5707e14716 audio: Fix up some things that broke when rebasing the branch against main. 6567285eae SDL_migration.cocci: Fix up SDL_(Pause|Unpause)Audio. 0b6255551e test: Fixed incorrect SDL_OpenAudioDevice call in testautomation. 107fd941cd vitaaudio: Clean up correctly in CloseDevice. 9fa4a6ef87 netbsdaudio: Minor fix. b0d89868c6 n3dsaudio: Updated (but untested!) for SDL3 audio API. ba27176106 vitaaudio: Untested attempt to move Vita audio to SDL3's audio API. 0b58e96d9e wasapi: Patched WinRT to compile. d6b4f48488 visualc: Turn on multiprocessor compilation. c58d95c343 wasapi: Reworked for new SDL3 audio API, other win32 fixes. dc04f85646 audio: whoops, that should be an int. be0dc630b7 audio: Fixed incorrect assertion 77b3fb06ee directsound: First shot at updating for SDL3 audio API. 4399b71715 audio: Generalize how backends can lookup an SDL_AudioDevice. 2fb122fe46 audio: backends now "find" instead of "obtain" devices by handle. c3f5a5fc72 dummyaudio: SDL3ify style 7d65ff86e2 diskaudio: Adjusted for later SDL3 audio API redesign changes. 4ba9c2eade dummyaudio: Configurable delay, other SDL3 API fixes. fb395d3ad7 sndio: Updated to the SDL3 audio API. 1a55282051 dsp: Some minor logic fixes 6bc85577d7 netbsdaudio: Updated for SDL3 audio API. 0f6e59312b netbsdaudio: Removed email address from source code. 51ae78c0af haikuaudio: Updated for SDL3 audio API. fc7ed18ca1 emscriptenaudio: don't forget to finalize the audio thread 4233c41ce2 pulseaudio: Removed unnecessary variable. a0528cd5ed emscriptenaudio: Updated for SDL3 audio API. 79cc29ba35 wave: Don't check if format->channels > INT_MAX, it's a Uint16. 1bfe97c235 pspaudio: Updated for SDL3 audio API. 121a2dce15 audio: Make sure `device->hidden` is NULL after CloseDevice 3d6ba0cafd ps2audio: Removed free of buffer that hasn't been allocated yet. 00ed6f8827 test: Fixed compiler warnings for unused vars. 6f12f68ec9 ps2audio: SDL3ified the style 4993743a02 ps2audio: Renamed `_this` to `device` 74568cdb2b ps2audio: Updated (but untested) for SDL3 audio API. c83b68ef26 jack: renamed `_this` to `device`. 3f4f004794 audio: Remove an assertion that no longer makes sense. 86243b2589 jack: Use ProvidesOwnCallbackThread. 18906a32b8 jack: First shot at updating for SDL3 audio API. a2b488359e dsp: Removed debug logging 6fd71185cd dsp: Updated for new SDL3 audio API. 3482d1215a alsa: Don't ever block in CaptureFromDevice. 65d296ef1a audio: Use SDL_powerof2 instead of reinventing it. 409b544505 alsa: Updated for new SDL3 audio API 0999a090a7 audio: More tweaking of `device->thread_alive` f94ffd6092 audio: Fixed logic error 4deb2970c9 alsa: Renamed `_this` to `device` 0fb9e4baae audio: Remove no-longer-used SupportsNonPow2Samples c653e57768 coreaudio: rewritten for SDL3 audio redesign! 533777eff5 audio: SDL_sysaudio.h comment conversion. 8473e522e0 audio: unify device thread naming. 258bc9efed audio: PlayDevice now passes the buffer, too, for convenience. e518149d14 audio: Fixed locking in SDL_AudioDeviceDisconnected 22afa5735f audio: FreeDeviceHandle should pass the whole device, for convenience. 9e3c5f93e0 coreaudio: Change `_this` to `device` e969160de0 audio: unset a freed variable to NULL 1fc01b0300 audio: Try to definitely have a default device set up. b60a56d368 audio: take first reported device if no default was specified. a8323ebe68 audio: Better handling of ProvidesOwnCallbackThread backends. 1dffb72c1d pipewire: Hooked up default device change notifications. a93fcf2444 audio: fixed flushed stream reporting bytes but not being able to get them. ad6c1781fc pulseaudio: Minor cleanups. cfc8a0d17d pipewire: First shot at moving to the new SDL3 audio interfaces. 13202642a3 aaudio: Fixed capitialization, plus some minor cleanups. 3e9991b535 audio: Make sure we don't write to a NULL pointer. 943351affb pulseaudio: GetDefaultAudioInfo isn't a thing anymore. 11dfc4d737 test: Update testautomation_audio for SDL3 audio API. 29afc2e42b test: Update testresample for SDL3 audio API. 3a02eecced test: Update testsurround for SDL3 audio API. e1c78718d4 test: testaudiocapture is updated for the SDL3 audio API. f48cb716c2 pulseaudio: a couple minor tweaks. dac25fe9eb audio: Seperate audio capture into Wait/Read operations. 3e10c0005d audio: Capture devices should respect logical device pausing. 7e700531c5 audio: Allow SDL_OpenAudioDevice to accept a NULL spec. bb1cbbd33a test: Update testaudioinfo for SDL3 audio API. 883aee32c5 audio: Let default formats differ for output and capture devices. 62cf24eeb9 pulseaudio: Listen for server events in addition to sources and sinks. 924f370bd7 pulseaudio: Fix deadlock in HotplugThread. 5d4e9e5f80 test: Updated testaudiostreamdynamicresample to SDL3 audio API. f883b9fc64 test: Updated testaudiohotplug to SDL3 audio API. 2be5f726d4 audio: Removed debug logging. 323ecce123 docs: Added migration note about SDL_AUDIODEVICEREMOVED. 47b0321ebf test: Removed loopwavequeue.c; obsolete in SDL3. 0e5a1d4f29 pulseaudio: Removed debug logging. f598626e46 test: loopwave shouldn't use an audiostream callback. eee407caf8 docs: migration guide note that SDL_LoadWAV has a different return type. b03c493fc4 test: Updated testmultiaudio to new SDL3 audio API fe1daf6fb5 audio: Mark disconnected default devices as "zombies". cdd2ba81de audio: Fixed adding new physical devices to a double-linked list. db39cbf208 audio: Allow SDL_GetAudioDeviceFormat() to query the default devices. ee10bab3cd audio: An enormous amount of work on managing default devices. c7a44eea83 audio: Fixed logic error. 089cd87cb5 audio: Make sure device count stays correct as hardware disconnects. e50cb72eb6 docs: Note that audio opening doesn't implicitly init SDL now. 97b2f747d0 docs: Corrections to audio section of README-migration.md 464640440f audio: Added SDL_GetAudioStreamBinding. 01f7b53865 audio: Readded (logical) device pausing. fd4c9f4e11 audio: documentation improvements. 4b78b789a7 audio: Switch SDL_audio.c and SDL_audiocvt.c to C99-ish syntax. d96a1db7d7 audio: Opening via a logical device ID should also track default device. b2e020958f audio: Wrap device access in opening of logical devices. 7ee2459927 audio: Check for unlikely failure case in WAV loaded. 3d65a2cefe audio: Made SDL_LoadWAV a real function, not just a macro. 26525f5fd3 audio: Readd SDL_AudioSpec, but just with format/channels/freq fields. e6aaed7d79 include: Audio is not, and has not been, a raw mixing buffer for a long time. 56b1bc2198 audio: SDL_AudioStream now has callbacks for Get and Put operations. 905c4fff5b audio: First shot at the SDL3 audio subsystem redesign! b221b59995 cmake: add SDL_REVISION option 0500fca00c Add missing break d3f2de7f29 fixed typo in prev. patch. 12b35c6a46 test/testnativecocoa.m: fixed deprecation warnings. e24b3e2fa4 cmake: rename SDL_TEST -> SDL_TEST_LIBRARY da5016d336 cmake: use pkg-config + test compile instead of Find module for detecting rpi deec574ff6 cmake: fix SDL_HIDAPI_LIBUSB f2ae00c1ad Sync SDL3 wiki -> header 41a96c8133 doc: document building of SDL tests with CMake 3174d0b970 Sorted controller list 27b8abb056 Add Steam Deck controller mapping to database. 41d436f0fe Use SetWindowPos to show windows when SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN is set to avoid activating the parent window when showing a child window 0dc85f3078 Improved the documentation for the gamepad paddle buttons 2fff999a41 Try to create the dummy mouse cursor after video backend initialization d086d9874d Sync SDL3 wiki -> header bce598addd SDL_pixels.c: Fixed compiler warning on Android NDK. ad0c0d3cde Sync SDL3 wiki -> header f8e8dff7ee tests: Fix automated window grab and positioning tests under Wayland/XWayland 4cffbc3644 Add VS code directory to gitignore 666f81bace Add more endian-specific aliases for 32 bit pixelformats 4749df0a63 Just disable the 4214 warning instead of trying to change the structure definition git-subtree-dir: external/sdl/SDL git-subtree-split: ec0042081ea104d5dd0ee291105210e00a4fe3d9
2023-08-12 20:17:29 +02:00
* \sa SDL_ShowWindowSystemMenu()
*/
typedef struct SDL_Window SDL_Window;
/**
* \brief The flags on a window
*
* \sa SDL_GetWindowFlags()
*/
typedef enum
{
SDL_WINDOW_FULLSCREEN = 0x00000001, /**< window is in fullscreen mode */
SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */
SDL_WINDOW_OCCLUDED = 0x00000004, /**< window is occluded */
SDL_WINDOW_HIDDEN = 0x00000008, /**< window is not visible */
SDL_WINDOW_BORDERLESS = 0x00000010, /**< no window decoration */
SDL_WINDOW_RESIZABLE = 0x00000020, /**< window can be resized */
SDL_WINDOW_MINIMIZED = 0x00000040, /**< window is minimized */
SDL_WINDOW_MAXIMIZED = 0x00000080, /**< window is maximized */
SDL_WINDOW_MOUSE_GRABBED = 0x00000100, /**< window has grabbed mouse input */
SDL_WINDOW_INPUT_FOCUS = 0x00000200, /**< window has input focus */
SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
SDL_WINDOW_HIGH_PIXEL_DENSITY = 0x00002000, /**< window uses high pixel density back buffer if possible */
SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to MOUSE_GRABBED) */
SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */
SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window, not showing in the task bar and window list */
SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip and must be created using SDL_CreatePopupWindow() */
SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu and must be created using SDL_CreatePopupWindow() */
SDL_WINDOW_KEYBOARD_GRABBED = 0x00100000, /**< window has grabbed keyboard input */
SDL_WINDOW_VULKAN = 0x10000000, /**< window usable for Vulkan surface */
SDL_WINDOW_METAL = 0x20000000, /**< window usable for Metal view */
SDL_WINDOW_TRANSPARENT = 0x40000000 /**< window with transparent buffer */
} SDL_WindowFlags;
/**
* \brief Used to indicate that you don't care what the window position is.
*/
#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)
/**
* \brief Used to indicate that the window position should be centered.
*/
#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)
/**
* \brief Window flash operation
*/
typedef enum
{
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;
/**
* \brief An opaque handle to an OpenGL context.
*/
typedef void *SDL_GLContext;
/**
* \brief Opaque EGL types.
*/
typedef void *SDL_EGLDisplay;
typedef void *SDL_EGLConfig;
typedef void *SDL_EGLSurface;
typedef intptr_t SDL_EGLAttrib;
typedef int SDL_EGLint;
/**
* \brief EGL attribute initialization callback types.
*/
typedef SDL_EGLAttrib *(SDLCALL *SDL_EGLAttribArrayCallback)(void);
typedef SDL_EGLint *(SDLCALL *SDL_EGLIntArrayCallback)(void);
/**
* \brief OpenGL configuration attributes
*/
typedef enum
{
SDL_GL_RED_SIZE,
SDL_GL_GREEN_SIZE,
SDL_GL_BLUE_SIZE,
SDL_GL_ALPHA_SIZE,
SDL_GL_BUFFER_SIZE,
SDL_GL_DOUBLEBUFFER,
SDL_GL_DEPTH_SIZE,
SDL_GL_STENCIL_SIZE,
SDL_GL_ACCUM_RED_SIZE,
SDL_GL_ACCUM_GREEN_SIZE,
SDL_GL_ACCUM_BLUE_SIZE,
SDL_GL_ACCUM_ALPHA_SIZE,
SDL_GL_STEREO,
SDL_GL_MULTISAMPLEBUFFERS,
SDL_GL_MULTISAMPLESAMPLES,
SDL_GL_ACCELERATED_VISUAL,
SDL_GL_RETAINED_BACKING,
SDL_GL_CONTEXT_MAJOR_VERSION,
SDL_GL_CONTEXT_MINOR_VERSION,
SDL_GL_CONTEXT_FLAGS,
SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_SHARE_WITH_CURRENT_CONTEXT,
SDL_GL_FRAMEBUFFER_SRGB_CAPABLE,
SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
SDL_GL_CONTEXT_RESET_NOTIFICATION,
SDL_GL_CONTEXT_NO_ERROR,
SDL_GL_FLOATBUFFERS,
SDL_GL_EGL_PLATFORM
} SDL_GLattr;
typedef enum
{
SDL_GL_CONTEXT_PROFILE_CORE = 0x0001,
SDL_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002,
SDL_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */
} SDL_GLprofile;
typedef enum
{
SDL_GL_CONTEXT_DEBUG_FLAG = 0x0001,
SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002,
SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG = 0x0004,
SDL_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008
} SDL_GLcontextFlag;
typedef enum
{
SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE = 0x0000,
SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x0001
} SDL_GLcontextReleaseFlag;
typedef enum
{
SDL_GL_CONTEXT_RESET_NO_NOTIFICATION = 0x0000,
SDL_GL_CONTEXT_RESET_LOSE_CONTEXT = 0x0001
} SDL_GLContextResetNotification;
/* Function prototypes */
/**
* Get the number of video drivers compiled into SDL.
*
* \returns a number >= 1 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetVideoDriver
*/
extern 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.
*
* \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 3.0.0.
*
* \sa SDL_GetNumVideoDrivers
*/
extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index);
/**
* Get the name of the currently initialized video driver.
*
* \returns the name of the current video driver or NULL if no driver has been
* initialized.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetNumVideoDrivers
* \sa SDL_GetVideoDriver
*/
extern 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 3.0.0.
*/
extern 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
* \returns a 0 terminated array of display instance IDs which should be freed
* with SDL_free(), or NULL on error; call SDL_GetError() for more
* details.
*
* \since This function is available since SDL 3.0.0.
*/
extern 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 3.0.0.
*
* \sa SDL_GetDisplays
*/
extern DECLSPEC SDL_DisplayID SDLCALL SDL_GetPrimaryDisplay(void);
/**
* 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 3.0.0.
*
* \sa SDL_GetDisplays
*/
extern 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplayUsableBounds
* \sa SDL_GetDisplays
*/
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplayBounds
* \sa SDL_GetDisplays
*/
extern DECLSPEC int 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 3.0.0.
*
* \sa SDL_GetDisplays
*/
extern 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 3.0.0.
*
* \sa SDL_GetDisplays
*/
extern 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 error; call
* SDL_GetError() for more details.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplays
*/
extern 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 displays returned
* \returns a NULL terminated array of display mode pointers which should be
* freed with SDL_free(), or NULL on error; call SDL_GetError() for
* more details.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplays
*/
extern DECLSPEC const 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 NULL 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
* \returns a pointer to the closest display mode equal to or larger than the
* desired mode, or NULL on error; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplays
* \sa SDL_GetFullscreenDisplayModes
*/
extern DECLSPEC const SDL_DisplayMode *SDLCALL SDL_GetClosestFullscreenDisplayMode(SDL_DisplayID displayID, int w, int h, float refresh_rate, SDL_bool include_high_density_modes);
/**
* 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 error; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetCurrentDisplayMode
* \sa SDL_GetDisplays
*/
extern 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 error; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDesktopDisplayMode
* \sa SDL_GetDisplays
*/
extern 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 3.0.0.
*
* \sa SDL_GetDisplayBounds
* \sa SDL_GetDisplays
*/
extern 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 3.0.0.
*
* \sa SDL_GetDisplayBounds
* \sa SDL_GetDisplays
*/
extern 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 3.0.0.
*
* \sa SDL_GetDisplayBounds
* \sa SDL_GetDisplays
*/
extern 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 3.0.0.
*
* \sa SDL_GetWindowDisplayScale
*/
extern 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 3.0.0.
*/
extern 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().
*
* \param window the window to affect
* \param mode a pointer to the display mode to use, which can be NULL for
* desktop mode, or one of the fullscreen modes returned by
* SDL_GetFullscreenDisplayModes().
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowFullscreenMode
* \sa SDL_SetWindowFullscreen
*/
extern DECLSPEC int 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 fullscreen mode to use or NULL for desktop mode
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowFullscreenMode
* \sa SDL_SetWindowFullscreen
*/
extern DECLSPEC const SDL_DisplayMode *SDLCALL SDL_GetWindowFullscreenMode(SDL_Window *window);
/**
* Get the raw ICC profile data for the screen the window is currently on.
*
* Data returned should be freed with SDL_free.
*
* \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.
*
* \since This function is available since SDL 3.0.0.
*/
extern 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 3.0.0.
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window *window);
/**
* 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_VULKAN`: window usable with a Vulkan instance
* - `SDL_WINDOW_METAL`: window usable with a Metal instance
* - `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
*
* 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 set fullscreen, the width and height parameters `w` and
* `h` will not be used. However, invalid size parameters (e.g. too large) may
* still fail. Window size is actually limited to 16384 x 16384 for all
* platforms at window creation.
*
* 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.
*
* 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 3.0.0.
*
* \sa SDL_CreatePopupWindow
* \sa SDL_CreateWindowFrom
* \sa SDL_CreateWindowWithPosition
* \sa SDL_DestroyWindow
*/
extern DECLSPEC SDL_Window *SDLCALL SDL_CreateWindow(const char *title, int w, int h, Uint32 flags);
/**
* Create a window with the specified position, 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_VULKAN`: window usable with a Vulkan instance
* - `SDL_WINDOW_METAL`: window usable with a Metal instance
* - `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
*
* 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 set fullscreen, the width and height parameters `w` and
* `h` will not be used. However, invalid size parameters (e.g. too large) may
* still fail. Window size is actually limited to 16384 x 16384 for all
* platforms at window creation.
*
* 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.
*
* 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 x the x position of the window, or `SDL_WINDOWPOS_CENTERED`
* \param y the y position of the window, or `SDL_WINDOWPOS_CENTERED`
* \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 3.0.0.
*
* \sa SDL_CreatePopupWindow
* \sa SDL_CreateWindow
* \sa SDL_CreateWindowFrom
* \sa SDL_DestroyWindow
*/
extern DECLSPEC SDL_Window *SDLCALL SDL_CreateWindowWithPosition(const char *title, int x, int y, int w, int h, Uint32 flags);
/**
* Create a child popup window of the specified parent window.
*
* 'flags' **must** contain exactly 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' -
* 'SDL_WINDOW_SKIP_TASKBAR'
*
* 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 modal 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, any child popup windows will be recursively
* hidden as well. Child popup windows not explicitly hidden will be restored
* when the parent is shown.
*
* If the parent window is destroyed, any child popup windows will be
* recursively destroyed as well.
*
* \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 3.0.0.
*
* \sa SDL_CreateWindow
* \sa SDL_DestroyWindow
* \sa SDL_GetWindowParent
*/
extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, int offset_x, int offset_y, int w, int h, Uint32 flags);
/**
* Create an SDL window from an existing native window.
*
* In some cases (e.g. OpenGL) and on some platforms (e.g. Microsoft Windows)
* the hint `SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT` needs to be configured
* before using SDL_CreateWindowFrom().
*
* \param data a pointer to driver-dependent window creation data, typically
* your native window cast to a void*
* \returns the window that was created or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateWindow
* \sa SDL_DestroyWindow
*/
extern DECLSPEC SDL_Window *SDLCALL SDL_CreateWindowFrom(const void *data);
/**
* 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 3.0.0.
*
* \sa SDL_GetWindowFromID
*/
extern 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 3.0.0.
*
* \sa SDL_GetWindowID
*/
extern 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 3.0.0.
*
* \sa SDL_CreatePopupWindow
*/
extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *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 3.0.0.
*
* \sa SDL_CreateWindow
* \sa SDL_HideWindow
* \sa SDL_MaximizeWindow
* \sa SDL_MinimizeWindow
* \sa SDL_SetWindowFullscreen
* \sa SDL_SetWindowGrab
* \sa SDL_ShowWindow
*/
extern DECLSPEC Uint32 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowTitle
*/
extern DECLSPEC int 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 3.0.0.
*
* \sa SDL_SetWindowTitle
*/
extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_Window *window);
/**
* Set the icon for a window.
*
* \param window the window to change
* \param icon an SDL_Surface structure containing the icon for the window
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_SetWindowIcon(SDL_Window *window, SDL_Surface *icon);
/**
* Associate an arbitrary named pointer with a window.
*
* `name` is case-sensitive.
*
* \param window the window to associate with the pointer
* \param name the name of the pointer
* \param userdata the associated pointer
* \returns the previous value associated with `name`.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowData
*/
extern DECLSPEC void *SDLCALL SDL_SetWindowData(SDL_Window *window, const char *name, void *userdata);
/**
* Retrieve the data pointer associated with a window.
*
* \param window the window to query
* \param name the name of the pointer
* \returns the value associated with `name`.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowData
*/
extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_Window *window, const char *name);
/**
* Set the position of a window.
*
* \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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowPosition
*/
extern DECLSPEC int SDLCALL SDL_SetWindowPosition(SDL_Window *window, int x, int y);
/**
* Get the position of a window.
*
* 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowPosition
*/
extern DECLSPEC int SDLCALL SDL_GetWindowPosition(SDL_Window *window, int *x, int *y);
/**
* Set the size of a window's client area.
*
* This only affects the size of the window when not in fullscreen mode. To
* change the fullscreen mode of a window, use SDL_SetWindowFullscreenMode()
*
* \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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowSize
* \sa SDL_SetWindowFullscreenMode
*/
extern DECLSPEC int SDLCALL SDL_SetWindowSize(SDL_Window *window, int w, int h);
/**
* Get the size of a window's client area.
*
* NULL can safely be passed as the `w` or `h` parameter if the width or
* height value is not desired.
*
* 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderOutputSize
* \sa SDL_GetWindowSizeInPixels
* \sa SDL_SetWindowSize
*/
extern DECLSPEC int SDLCALL SDL_GetWindowSize(SDL_Window *window, int *w, int *h);
/**
* Get the size of a window's borders (decorations) around the client area.
*
* Note: If this function fails (returns -1), 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 -1 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowSize
*/
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateWindow
* \sa SDL_GetWindowSize
*/
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowMinimumSize
* \sa SDL_SetWindowMaximumSize
*/
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowMaximumSize
* \sa SDL_SetWindowMinimumSize
*/
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowMaximumSize
* \sa SDL_SetWindowMinimumSize
*/
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowMinimumSize
* \sa SDL_SetWindowMaximumSize
*/
extern DECLSPEC int 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 SDL_FALSE to remove border, SDL_TRUE to add border
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowFlags
*/
extern DECLSPEC int SDLCALL SDL_SetWindowBordered(SDL_Window *window, SDL_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 SDL_TRUE to allow resizing, SDL_FALSE to disallow
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowFlags
*/
extern DECLSPEC int SDLCALL SDL_SetWindowResizable(SDL_Window *window, SDL_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 SDL_TRUE to set the window always on top, SDL_FALSE to
* disable
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowFlags
*/
extern DECLSPEC int SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window *window, SDL_bool on_top);
/**
* Show a window.
*
* \param window the window to show
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_HideWindow
* \sa SDL_RaiseWindow
*/
extern DECLSPEC int SDLCALL SDL_ShowWindow(SDL_Window *window);
/**
* Hide a window.
*
* \param window the window to hide
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_ShowWindow
*/
extern DECLSPEC int SDLCALL SDL_HideWindow(SDL_Window *window);
/**
* Raise a window above other windows and set the input focus.
*
* \param window the window to raise
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RaiseWindow(SDL_Window *window);
/**
* Make a window as large as possible.
*
* \param window the window to maximize
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_MinimizeWindow
* \sa SDL_RestoreWindow
*/
extern DECLSPEC int SDLCALL SDL_MaximizeWindow(SDL_Window *window);
/**
* Minimize a window to an iconic representation.
*
* \param window the window to minimize
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_MaximizeWindow
* \sa SDL_RestoreWindow
*/
extern DECLSPEC int SDLCALL SDL_MinimizeWindow(SDL_Window *window);
/**
* Restore the size and position of a minimized or maximized window.
*
* \param window the window to restore
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_MaximizeWindow
* \sa SDL_MinimizeWindow
*/
extern DECLSPEC int SDLCALL SDL_RestoreWindow(SDL_Window *window);
/**
* Set a window's fullscreen state.
*
* By default a window in fullscreen state uses fullscreen desktop mode, but a
* specific display mode can be set using SDL_SetWindowFullscreenMode().
*
* \param window the window to change
* \param fullscreen SDL_TRUE for fullscreen mode, SDL_FALSE for windowed mode
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowFullscreenMode
* \sa SDL_SetWindowFullscreenMode
*/
extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window *window, SDL_bool fullscreen);
/**
* Return whether the window has a surface associated with it.
*
* \param window the window to query
* \returns SDL_TRUE if there is a surface associated with the window, or
* SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowSurface
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasWindowSurface(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 3.0.0.
*
* \sa SDL_DestroyWindowSurface
* \sa SDL_HasWindowSurface
* \sa SDL_UpdateWindowSurface
* \sa SDL_UpdateWindowSurfaceRects
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_GetWindowSurface(SDL_Window *window);
/**
* 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowSurface
* \sa SDL_UpdateWindowSurfaceRects
*/
extern DECLSPEC int 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().
*
* \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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowSurface
* \sa SDL_UpdateWindowSurface
*/
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowSurface
* \sa SDL_HasWindowSurface
*/
extern DECLSPEC int SDLCALL SDL_DestroyWindowSurface(SDL_Window *window);
/**
* Set a window's input grab mode.
*
* When input is grabbed, the mouse is confined to the window. This function
* will also grab the keyboard if `SDL_HINT_GRAB_KEYBOARD` is set. To grab the
* keyboard without also grabbing the mouse, use SDL_SetWindowKeyboardGrab().
*
* 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 input grab mode should be set
* \param grabbed SDL_TRUE to grab input or SDL_FALSE to release input
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetGrabbedWindow
* \sa SDL_GetWindowGrab
*/
extern DECLSPEC int SDLCALL SDL_SetWindowGrab(SDL_Window *window, SDL_bool grabbed);
/**
* 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 SDL_TRUE to grab keyboard, and SDL_FALSE to release.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowKeyboardGrab
* \sa SDL_SetWindowMouseGrab
* \sa SDL_SetWindowGrab
*/
extern DECLSPEC int SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window *window, SDL_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 SDL_TRUE to grab mouse, and SDL_FALSE to release.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowMouseGrab
* \sa SDL_SetWindowKeyboardGrab
* \sa SDL_SetWindowGrab
*/
extern DECLSPEC int SDLCALL SDL_SetWindowMouseGrab(SDL_Window *window, SDL_bool grabbed);
/**
* Get a window's input grab mode.
*
* \param window the window to query
* \returns SDL_TRUE if input is grabbed, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowGrab
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowGrab(SDL_Window *window);
/**
* Get a window's keyboard grab mode.
*
* \param window the window to query
* \returns SDL_TRUE if keyboard is grabbed, and SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowKeyboardGrab
* \sa SDL_GetWindowGrab
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window *window);
/**
* Get a window's mouse grab mode.
*
* \param window the window to query
* \returns SDL_TRUE if mouse is grabbed, and SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowKeyboardGrab
* \sa SDL_GetWindowGrab
*/
extern DECLSPEC SDL_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 3.0.0.
*
* \sa SDL_GetWindowGrab
* \sa SDL_SetWindowGrab
*/
extern 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowMouseRect
* \sa SDL_SetWindowMouseGrab
*/
extern DECLSPEC int 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 3.0.0.
*
* \sa SDL_SetWindowMouseRect
*/
extern 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 -1 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowOpacity
*/
extern DECLSPEC int 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 reported
* as 1.0f without error.
*
* The parameter `opacity` is ignored if it is NULL.
*
* This function also returns -1 if an invalid window was provided.
*
* \param window the window to get the current opacity value from
* \param out_opacity the float filled in (0.0f - transparent, 1.0f - opaque)
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowOpacity
*/
extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window *window, float *out_opacity);
/**
* Set the window as a modal for another window.
*
* \param modal_window the window that should be set modal
* \param parent_window the parent window for the modal window
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window *modal_window, SDL_Window *parent_window);
/**
* Explicitly set input focus to the window.
*
* You almost certainly want SDL_RaiseWindow() instead of this function. Use
* this with caution, as you might give focus to a window that is completely
* obscured by other windows.
*
* \param window the window that should get the input focus
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RaiseWindow
*/
extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window *window);
Squashed 'external/sdl/SDL/' changes from b8d91252c6..ec0042081e ec0042081e Add .gitattributes file a5d9db0cd0 cmake: build tests for UWP b7889a7389 winrt: use windowsio in non-libc mode ea8757a748 Make testaudiostreamdynamicresample compatible with emscripten 1a7a74fb2e cmake: build emscripten tests as html page 64d570f027 Add minimal http server for emscripten test apps 8e898c4a21 SDL_test does not parse --samples argument 91cd5478be audio: Fix resampler overflowing input buffer. f290c85b22 testaudiocapture: Make sure we convert captured audio to output format. b75c751dfc rwlock: Make generic implmentations work on single-threaded platforms. 80850af7ce The controller update complete events are no longer disabled by default 3f486224a9 Fixed refresh rate calculation for KMSDRM 342ec51131 Fix overflow when doing SDL_sscanf("%hd", ...) 9129e1d557 Fixed crash when setting the default cursor twice 8e99a4f4f5 Undo variable rename be67f0de10 Fixed crashes related to the default cursor on WinRT and KMSDRM 94b3f78c44 Fix out of bound read of 'has_hat' array 94f48f19b0 Use more specific build destinations when creating an xcframework dabd45997e Back out change supporting multiple names for binding elements efe15588d5 Relabel back paddles as left or right be884f0c95 ci: disable visionos.yml by renaming the file ac094d00f5 ci: add workflow_dispatch event to visionos workflow 9be9e2292b build: Consistently use pathlib APIs in cmake/xxd.py a9f6950657 Fixed deadlock shutting down Android sensors d9f09e77f2 Actually make the sensors magical! 690eae7d22 Implement visionOS support e385d6da0a Fixed build warning 6b93e788fa Improved sensor thread-safety 4ee0e5a984 Fixed thread-safety warnings 12deed91f8 Added information on how to enable thread-safety analysis 5735d2b03b coreaudio: Fixed assertion when device fails/quits mid-iteration. 1022fd6e04 testaudio: the test framework opens an audio device at startup; close it. 0714da37a4 audio: Fix audio stream callback calculations when future buffer has space. 917e036f6f MSVC has __declspec(deprecated) 279ff8909f Changed example code to avoid potential divide by zero 8a1afc9b10 Fixed Android not sending controller event timestamps 463c456b98 Fill the correct member with the joystick ID in SDL_EVENT_JOYSTICK_UPDATE_COMPLETE 55cf1abaa6 test: Don't flag testsurround as suitable for non-interactive use a2d594269c Fixed pixel format compatibility with SDL2 79a190aa23 Fixed setting invalid bpp for FOURCC formats in SDL_GetMasksForPixelFormatEnum() 8fdebdd3e0 Sync SDL3 wiki -> header b903ccf945 SDL_rwops read/write functions return size_t again c03f5b4b69 Fixed rounding up in SDL_PrintFloat 75a020aa6b Only query serial number and firmware versions from Sony PS5 controllers fa189d302e Added the Victrix Pro FS for PS4/PS5 to the controller list 26205b659d Fixed PS4/PS5 touchpad for third party controllers 6af0448af9 include: fixed a typo in SDL_RenderGetMetalCommandEncoder docs. f3cb46b083 SDL_thread.h: do not conflict with sdl2-compat::sdl3_include_wrapper.h 080b1dfbdb Revert "Improved fallback for SDL_COMPILE_TIME_ASSERT() (thanks @icculus!)" 9d453daa23 Improved fallback for SDL_COMPILE_TIME_ASSERT() (thanks @icculus!) 1fb2419882 Removed reference to renamed function e7d56dd0b2 audio: Renamed new API SDL_UnpauseAudioDevice to SDL_ResumeAudioDevice. 2b0c0f5b6b Don't pass NULL to strncmp 778e8185cd Fix size of memcpy in SDL_AudioDeviceFormatChangedAlreadyLocked And add diagnostic that allows to find this kind of issue in clang-tidy 4bb426abad Sync SDL3 wiki -> header 3a752ce650 Reapply "Changed 'freesrc' parameter from int to SDL_bool" to SDL_wave.c 2ba03b4db0 fix build after previous commit. 0026adffd4 apply force_align_arg_pointer attribute to correct version of SDL_RunApp 77446e2029 Unaligned stacks on i686-w64-mingw32 may lead to crashes d3bcc3f057 Fixed build errors when OpenGL isn't enabled 35ad68e126 Sync SDL3 wiki -> header 70323a8350 Add a function to display the system menu for a window be5f66c84e testaudio: Fixed soundboard icon, which had a colorkey issue. c0a88930bf Sync SDL3 wiki -> header 18c59cc969 Merge the SDL3 audio subsystem redesign! 99b0e31788 The Steam Controller D-Pad is only pressed when the button is pressed down 103073d694 Set NSBluetoothAlwaysUsageDescription for testcontroller ca02bb6c8c We don't need testdropfile-Info.plist e063f662e9 Enable the controller update complete events 06bea1eb55 Added a gamepad mapping for the G-Shark GS-GP702 5ca3c50bf0 testaudio: Fix compiler warning. 1b1f02c5aa testaudio: Apparently compilers don't like this possibly being NULL now...? 2de9253b6c test: Added testaudio fb3ab3f113 SDL_video.c: move ngage video before offscreen. 843572d993 Don't mark autorelease keys as virtual 648de4f9b8 Fixed duplicate key press/release events on iOS a8abe612ed Only pass keypresses up the responder chain when text input is active c3288d113e Synchronize on-screen keyboard state with text input active state 5fb92ef2f7 Fixed whitespace f5ea6ae18d Revert "Stop beep when running iOS apps on ARM-based Macs" 546508b9b4 Allow test programs to run at full resolution on iPads 68a4bb01e0 Allocate displays as an array of pointers instead of an array of objects 07578fde3d Fixed crash if a display is enumerated twice a509771a87 fix ios CI workflow after commit e4460e897f 72ce76905a The scheme isn't always the same as the framework name (e.g. xmp_lite vs xmp-lite) e4460e897f By default Xcode expects the framework target name to be the name of the project. ac683773dc Added missing tests to the "All" target 7dd56eaafe Removed unnecessary reference to testoverlay-Info.plist e1c7f524ef Reduce the number of times SDL3 is duplicated in the xcframework script 65538011ca Make Xcode targets more specific efe114c300 Revert "Renamed the xcframework target from "SDL.xcframework" to "xcframework"" 73ed1d21a9 Renamed the xcframework target from "SDL.xcframework" to "xcframework" 76b4d8a0d8 Build the Framework instead of a static library for iOS and tvOS d1bf979160 Removed unnecessary setting from the "Create DMG" target c94cb3a5d8 Simplified the Xcode project to a single Framework target ea60474c65 cmake: don't build SDL3-static Apple framework 8f00d7856d Sync SDL3 wiki -> header d4a867a256 Rename SDL_GetPath to SDL_GetUserFolder 71099149b8 Fall back to Xlib if XRandR isn't available b7f32f74ce Note the removal of the SDL_RENDERER_TARGETTEXTURE flag 0eda582160 testaudiostreamdynamicresample: Load sample.wav correctly. 87eae9a0a1 aaudio: We need a mixbuf on capture devices, too. fb68e84646 wayland: Fix memory leaks b0edd23c00 testsurround: Log available audio output devices at the start. ae3090c387 androidaudio: Move Init/bootstrap code to bottom of source code. 18fc0db9e5 aaudio: Rearranged source code to match other backends. 2507c1d68b aaudio: Disconnect playing devices if error callback fires. 32a3fc3783 aaudio: Use the callback interface. b49ce86765 audio: Fixed compiler warning on Android NDK. 1c074e8d97 android: Fixed audio device detection. 82ce05ad01 pulseaudio: Be more aggressive with hotplug thread synchronization. 5cbdf1168e androidaudio: Fixed incorrect JNI call (thanks, @madebr!) 660054f3dc include: Correct comment about audio device hotplug events. ab68428a64 aaudio: Fixed for older SDKs and Android releases. 5ff87c6d4a android: Reworked audio backends for SDL3 audio API. 54af687210 testautomation_audio.c: Patched to compile. :/ 5e82090662 testautomation_audio.c: Apparently we aren't updating test code for C99 atm. 7f4488f625 wasapi: More fixes for Clang warnings. 29a0c689c9 wasapi: Patched to compile with Clang. 4aa95c21bc pspaudio: Patched to compile. 9a2a0a1463 ps2audio: Delete errant character that got inserted before previous commit. 2c578bd0d5 qnxaudio: Rewrite for SDL3 audio APIs. 455eef4cd9 audio: Use AtomicAdd for device counts, don't treat as a refcount. 095ea57f94 pspaudio: Patched to compile. d7cf63db67 ps2audio: Patched to compile. 027b9e8787 coreaudio: (maybe) patched to compile on iOS. 4836c2db07 pspaudio: Patched to compile. 86ca412436 n3dsaudio: Patched to compile. 66bcee2ca9 testaudiostreamdynamicresample.c: Fixed MSVC compiler warning. dbf993d358 vitaaudio: patched to compile. 5707e14716 audio: Fix up some things that broke when rebasing the branch against main. 6567285eae SDL_migration.cocci: Fix up SDL_(Pause|Unpause)Audio. 0b6255551e test: Fixed incorrect SDL_OpenAudioDevice call in testautomation. 107fd941cd vitaaudio: Clean up correctly in CloseDevice. 9fa4a6ef87 netbsdaudio: Minor fix. b0d89868c6 n3dsaudio: Updated (but untested!) for SDL3 audio API. ba27176106 vitaaudio: Untested attempt to move Vita audio to SDL3's audio API. 0b58e96d9e wasapi: Patched WinRT to compile. d6b4f48488 visualc: Turn on multiprocessor compilation. c58d95c343 wasapi: Reworked for new SDL3 audio API, other win32 fixes. dc04f85646 audio: whoops, that should be an int. be0dc630b7 audio: Fixed incorrect assertion 77b3fb06ee directsound: First shot at updating for SDL3 audio API. 4399b71715 audio: Generalize how backends can lookup an SDL_AudioDevice. 2fb122fe46 audio: backends now "find" instead of "obtain" devices by handle. c3f5a5fc72 dummyaudio: SDL3ify style 7d65ff86e2 diskaudio: Adjusted for later SDL3 audio API redesign changes. 4ba9c2eade dummyaudio: Configurable delay, other SDL3 API fixes. fb395d3ad7 sndio: Updated to the SDL3 audio API. 1a55282051 dsp: Some minor logic fixes 6bc85577d7 netbsdaudio: Updated for SDL3 audio API. 0f6e59312b netbsdaudio: Removed email address from source code. 51ae78c0af haikuaudio: Updated for SDL3 audio API. fc7ed18ca1 emscriptenaudio: don't forget to finalize the audio thread 4233c41ce2 pulseaudio: Removed unnecessary variable. a0528cd5ed emscriptenaudio: Updated for SDL3 audio API. 79cc29ba35 wave: Don't check if format->channels > INT_MAX, it's a Uint16. 1bfe97c235 pspaudio: Updated for SDL3 audio API. 121a2dce15 audio: Make sure `device->hidden` is NULL after CloseDevice 3d6ba0cafd ps2audio: Removed free of buffer that hasn't been allocated yet. 00ed6f8827 test: Fixed compiler warnings for unused vars. 6f12f68ec9 ps2audio: SDL3ified the style 4993743a02 ps2audio: Renamed `_this` to `device` 74568cdb2b ps2audio: Updated (but untested) for SDL3 audio API. c83b68ef26 jack: renamed `_this` to `device`. 3f4f004794 audio: Remove an assertion that no longer makes sense. 86243b2589 jack: Use ProvidesOwnCallbackThread. 18906a32b8 jack: First shot at updating for SDL3 audio API. a2b488359e dsp: Removed debug logging 6fd71185cd dsp: Updated for new SDL3 audio API. 3482d1215a alsa: Don't ever block in CaptureFromDevice. 65d296ef1a audio: Use SDL_powerof2 instead of reinventing it. 409b544505 alsa: Updated for new SDL3 audio API 0999a090a7 audio: More tweaking of `device->thread_alive` f94ffd6092 audio: Fixed logic error 4deb2970c9 alsa: Renamed `_this` to `device` 0fb9e4baae audio: Remove no-longer-used SupportsNonPow2Samples c653e57768 coreaudio: rewritten for SDL3 audio redesign! 533777eff5 audio: SDL_sysaudio.h comment conversion. 8473e522e0 audio: unify device thread naming. 258bc9efed audio: PlayDevice now passes the buffer, too, for convenience. e518149d14 audio: Fixed locking in SDL_AudioDeviceDisconnected 22afa5735f audio: FreeDeviceHandle should pass the whole device, for convenience. 9e3c5f93e0 coreaudio: Change `_this` to `device` e969160de0 audio: unset a freed variable to NULL 1fc01b0300 audio: Try to definitely have a default device set up. b60a56d368 audio: take first reported device if no default was specified. a8323ebe68 audio: Better handling of ProvidesOwnCallbackThread backends. 1dffb72c1d pipewire: Hooked up default device change notifications. a93fcf2444 audio: fixed flushed stream reporting bytes but not being able to get them. ad6c1781fc pulseaudio: Minor cleanups. cfc8a0d17d pipewire: First shot at moving to the new SDL3 audio interfaces. 13202642a3 aaudio: Fixed capitialization, plus some minor cleanups. 3e9991b535 audio: Make sure we don't write to a NULL pointer. 943351affb pulseaudio: GetDefaultAudioInfo isn't a thing anymore. 11dfc4d737 test: Update testautomation_audio for SDL3 audio API. 29afc2e42b test: Update testresample for SDL3 audio API. 3a02eecced test: Update testsurround for SDL3 audio API. e1c78718d4 test: testaudiocapture is updated for the SDL3 audio API. f48cb716c2 pulseaudio: a couple minor tweaks. dac25fe9eb audio: Seperate audio capture into Wait/Read operations. 3e10c0005d audio: Capture devices should respect logical device pausing. 7e700531c5 audio: Allow SDL_OpenAudioDevice to accept a NULL spec. bb1cbbd33a test: Update testaudioinfo for SDL3 audio API. 883aee32c5 audio: Let default formats differ for output and capture devices. 62cf24eeb9 pulseaudio: Listen for server events in addition to sources and sinks. 924f370bd7 pulseaudio: Fix deadlock in HotplugThread. 5d4e9e5f80 test: Updated testaudiostreamdynamicresample to SDL3 audio API. f883b9fc64 test: Updated testaudiohotplug to SDL3 audio API. 2be5f726d4 audio: Removed debug logging. 323ecce123 docs: Added migration note about SDL_AUDIODEVICEREMOVED. 47b0321ebf test: Removed loopwavequeue.c; obsolete in SDL3. 0e5a1d4f29 pulseaudio: Removed debug logging. f598626e46 test: loopwave shouldn't use an audiostream callback. eee407caf8 docs: migration guide note that SDL_LoadWAV has a different return type. b03c493fc4 test: Updated testmultiaudio to new SDL3 audio API fe1daf6fb5 audio: Mark disconnected default devices as "zombies". cdd2ba81de audio: Fixed adding new physical devices to a double-linked list. db39cbf208 audio: Allow SDL_GetAudioDeviceFormat() to query the default devices. ee10bab3cd audio: An enormous amount of work on managing default devices. c7a44eea83 audio: Fixed logic error. 089cd87cb5 audio: Make sure device count stays correct as hardware disconnects. e50cb72eb6 docs: Note that audio opening doesn't implicitly init SDL now. 97b2f747d0 docs: Corrections to audio section of README-migration.md 464640440f audio: Added SDL_GetAudioStreamBinding. 01f7b53865 audio: Readded (logical) device pausing. fd4c9f4e11 audio: documentation improvements. 4b78b789a7 audio: Switch SDL_audio.c and SDL_audiocvt.c to C99-ish syntax. d96a1db7d7 audio: Opening via a logical device ID should also track default device. b2e020958f audio: Wrap device access in opening of logical devices. 7ee2459927 audio: Check for unlikely failure case in WAV loaded. 3d65a2cefe audio: Made SDL_LoadWAV a real function, not just a macro. 26525f5fd3 audio: Readd SDL_AudioSpec, but just with format/channels/freq fields. e6aaed7d79 include: Audio is not, and has not been, a raw mixing buffer for a long time. 56b1bc2198 audio: SDL_AudioStream now has callbacks for Get and Put operations. 905c4fff5b audio: First shot at the SDL3 audio subsystem redesign! b221b59995 cmake: add SDL_REVISION option 0500fca00c Add missing break d3f2de7f29 fixed typo in prev. patch. 12b35c6a46 test/testnativecocoa.m: fixed deprecation warnings. e24b3e2fa4 cmake: rename SDL_TEST -> SDL_TEST_LIBRARY da5016d336 cmake: use pkg-config + test compile instead of Find module for detecting rpi deec574ff6 cmake: fix SDL_HIDAPI_LIBUSB f2ae00c1ad Sync SDL3 wiki -> header 41a96c8133 doc: document building of SDL tests with CMake 3174d0b970 Sorted controller list 27b8abb056 Add Steam Deck controller mapping to database. 41d436f0fe Use SetWindowPos to show windows when SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN is set to avoid activating the parent window when showing a child window 0dc85f3078 Improved the documentation for the gamepad paddle buttons 2fff999a41 Try to create the dummy mouse cursor after video backend initialization d086d9874d Sync SDL3 wiki -> header bce598addd SDL_pixels.c: Fixed compiler warning on Android NDK. ad0c0d3cde Sync SDL3 wiki -> header f8e8dff7ee tests: Fix automated window grab and positioning tests under Wayland/XWayland 4cffbc3644 Add VS code directory to gitignore 666f81bace Add more endian-specific aliases for 32 bit pixelformats 4749df0a63 Just disable the 4214 warning instead of trying to change the structure definition git-subtree-dir: external/sdl/SDL git-subtree-split: ec0042081ea104d5dd0ee291105210e00a4fe3d9
2023-08-12 20:17:29 +02:00
/**
* 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_ShowWindowSystemMenu(SDL_Window *window, int x, int y);
/**
* Possible return values from the SDL_HitTest callback.
*
* \sa SDL_HitTest
*/
typedef enum
{
SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */
SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */
SDL_HITTEST_RESIZE_TOPLEFT,
SDL_HITTEST_RESIZE_TOP,
SDL_HITTEST_RESIZE_TOPRIGHT,
SDL_HITTEST_RESIZE_RIGHT,
SDL_HITTEST_RESIZE_BOTTOMRIGHT,
SDL_HITTEST_RESIZE_BOTTOM,
SDL_HITTEST_RESIZE_BOTTOMLEFT,
SDL_HITTEST_RESIZE_LEFT
} 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 -1
* 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_SetWindowHitTest(SDL_Window *window, SDL_HitTest callback, void *callback_data);
/**
* Request a window to demand attention from the user.
*
* \param window the window to be flashed
* \param operation the flash operation
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_FlashWindow(SDL_Window *window, SDL_FlashOperation operation);
/**
* Destroy a window.
*
* If `window` is NULL, this function will return immediately after setting
* the SDL error message to "Invalid window". See SDL_GetError().
*
* \param window the window to destroy
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateWindow
* \sa SDL_CreateWindowFrom
*/
extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window *window);
/**
* Check whether the screensaver is currently enabled.
*
* The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2
* the screensaver was enabled by default.
*
* The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`.
*
* \returns SDL_TRUE if the screensaver is enabled, SDL_FALSE if it is
* disabled.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_DisableScreenSaver
* \sa SDL_EnableScreenSaver
*/
extern DECLSPEC SDL_bool SDLCALL SDL_ScreenSaverEnabled(void);
/**
* Allow the screen to be blanked by a screen saver.
*
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_DisableScreenSaver
* \sa SDL_ScreenSaverEnabled
*/
extern DECLSPEC int 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 since SDL 2.0.2. Before SDL 2.0.2
* the screensaver was enabled by default.
*
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_EnableScreenSaver
* \sa SDL_ScreenSaverEnabled
*/
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_GetProcAddress
* \sa SDL_GL_UnloadLibrary
*/
extern DECLSPEC int 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 3.0.0.
*
* \sa SDL_GL_ExtensionSupported
* \sa SDL_GL_LoadLibrary
* \sa SDL_GL_UnloadLibrary
*/
extern 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 3.0.0.
*
* \sa SDL_GL_GetCurrentEGLDisplay
*/
extern 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 3.0.0.
*
* \sa SDL_GL_LoadLibrary
*/
extern 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 SDL_TRUE if the extension is supported, SDL_FALSE otherwise.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_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 3.0.0.
*
* \sa SDL_GL_GetAttribute
* \sa SDL_GL_SetAttribute
*/
extern 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_GetAttribute
* \sa SDL_GL_ResetAttributes
*/
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_ResetAttributes
* \sa SDL_GL_SetAttribute
*/
extern DECLSPEC int 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 an alias for `void *`. It's opaque to the application.
*
* \param window the window to associate with the context
* \returns the OpenGL context associated with `window` or NULL on error; call
* SDL_GetError() for more details.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_DeleteContext
* \sa SDL_GL_MakeCurrent
*/
extern 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_CreateContext
*/
extern DECLSPEC int 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 3.0.0.
*/
extern 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 3.0.0.
*
* \sa SDL_GL_MakeCurrent
*/
extern 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 3.0.0.
*/
extern DECLSPEC SDL_EGLDisplay SDLCALL SDL_EGL_GetCurrentEGLDisplay(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 3.0.0.
*/
extern DECLSPEC SDL_EGLConfig SDLCALL SDL_EGL_GetCurrentEGLConfig(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 3.0.0.
*/
extern DECLSPEC SDL_EGLSurface SDLCALL SDL_EGL_GetWindowEGLSurface(SDL_Window *window);
/**
* Sets the callbacks for defining custom EGLAttrib arrays for EGL
* initialization.
*
* Each callback should return a pointer to an EGL attribute array terminated
* with EGL_NONE. Callbacks may return NULL pointers to signal an error, which
* will cause the SDL_CreateWindow process to fail gracefully.
*
* The arrays returned by each callback will be appended to the existing
* attribute arrays defined by SDL.
*
* NOTE: These callback pointers will be reset after SDL_GL_ResetAttributes.
*
* \param platformAttribCallback Callback for attributes to pass to
* eglGetPlatformDisplay.
* \param surfaceAttribCallback Callback for attributes to pass to
* eglCreateSurface.
* \param contextAttribCallback Callback for attributes to pass to
* eglCreateContext.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC void SDLCALL SDL_EGL_SetEGLAttributeCallbacks(SDL_EGLAttribArrayCallback platformAttribCallback,
SDL_EGLIntArrayCallback surfaceAttribCallback,
SDL_EGLIntArrayCallback contextAttribCallback);
/**
* 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 -1. 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_GetSwapInterval
*/
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_SetSwapInterval
*/
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GL_SwapWindow(SDL_Window *window);
/**
* Delete an OpenGL context.
*
* \param context the OpenGL context to be deleted
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_CreateContext
*/
extern DECLSPEC int SDLCALL SDL_GL_DeleteContext(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_ */