Files
kaizen/include/SDL3/SDL_video.h
SimoneN64 3a7f96fd99 Squashed 'external/SDL/' changes from f317581c919..95c3ee77c10
95c3ee77c10 Removed testing code
ea640894d32 Fixed SDL_DEFINE_STDBOOL logic if __bool_true_false_are_defined is defined
46fb2c6f1bf Added a script to help with the bool rename
23f855a9703 render: Integrate fix-shaders.sh into build-shaders.sh
d658ef66279 Don't guess about the size of an int, assert it!
32fd1878a09 Provide a definition of bool if needed for your environment
1834c83d5a2 testplatform: make sure bool is 1 byte
026d3c2306f Sync SDL3 wiki -> header
95f7e532331 Added the examples directory to the API renaming tool
a90ad3b0e28 Removed SDL_bool in favor of plain bool
9dd88592407 Sync SDL3 wiki -> header
32cf23d392f Added video/x11/edid.h to third party code list
407ccadfd72 Added copyright header to edid.h
bd04459cde1 Fix typos (thanks @qndel!)
e4f987f2996 tests: Fix testdropfile on high-DPI displays
8caf25f7b30 testautomation_stdlib.c (stdlib_strtox): fix warning from gcc-4.9:
03ae792df35 Fixed the recording field in audio device events
c68e9e157cd Fixed typo
bc9780299c0 Don't define backends if SDL_GPU_DISABLED is set
8481d1a12b0 Sync SDL3 wiki -> header
807b8a9d4de Allow initializing hints and properties from any thread
d0edf687741 Added Uint32 versions of the atomic functions
8d223b3037e Renamed atomic functions to match SDL 3.0 naming convention
f3e419596b1 Removed SDL_INIT_TIMER
9275c533ca2 Added thread-safe initialization/cleanup support
7edd43c276e Don't define render_drivers if SDL_RENDER_DISABLED is set
98cd8b34a76 Close the other file descriptors after redirection has taken place
4b3058d58db render: Don't try to rebuild D3D11, D3D12, Metal shaders without spirv-cross
13500bbf508 render: Fix detection of fxc, dxc in build-shaders.sh
11129761e7e v4l2: return success if the device is ready
ab9c68d9ffc pipewire: Always destroy hotplug loop during deinitialization
1ffb9f22aa5 build-release.py fixes from SDL2 port
231ea07617d Added SDL_LogTrace()
6180da00e1d Skip a lock/unlock when logging known categories
c499f79fe93 GPU: Fix multisample texture usage validation
926d1439660 Sync SDL3 wiki -> header
1bbc897e48e Updated documentation for bool return type
4a2683e2c10 Sync SDL3 wiki -> header
dc639956baa Improve logging performance and make log priorities thread-safe
f006d61bd12 Sync SDL3 wiki -> header
fd1fcfc951b Sync SDL3 wiki -> header
9416917353c GPU: Rework MSAA (#10859)
e59344ad469 Update proguard-rules.pro in-line with commit 9ff3446
0f85fdefc84 Fixed warning: "SDL_VIDEO_RENDER_D3D12" is not defined, evaluates to 0
4f722d372ae GPU: Metal vertex buffer indices should grow upward (#10837)
0548050fc5a Verify that the subsystems were successfully initialized
5b5b1a89267 Fixed cleaning up dependent subsystems if initialization fails
97d40b92180 Removed SDL_CleanupEnvironment()
a7f1deae8d1 Sync SDL3 wiki -> header
28b94c47585 Re-added SDL_getenv() as a thread-safe getenv() implementation
718845a33d0 Fixed warning C4701: potentially uninitialized local variable 'startup_info' used
19243092c67 Renamed SDL_GpuGraphicsPipelineTargetInfo to SDL_GPUGraphicsPipelineTargetInfo
604d0c519ec If posix_spawn() is available, so is sigaction
ec5d280c900 Make sure we ignore SIGPIPE so we don't crash if we write when the pipe is closed
34b2f4ffcab Use non-blocking pipes for process I/O on Windows
dd07cc89910 SDL_Process: WAIT_TIMEOUT means the process has not exited yet
1f3fd65c4c7 cpuinfo: Rename SDL_GetCPUCount to SDL_GetNumLogicalCPUCores
93bf5342684 testgpu_simple_clear: Fixed AppInit return values.
e5bd3bbcd6e add missing includes
8569bde053f Fixed typo
706aaaf2802 Sync SDL3 wiki -> header
3bc03477618 Revert "Sync SDL3 wiki -> header"
c2e4b14a828 Revert "stdinc: Added missing `\param` to SDL_CreateEnvironment."
11c9975caa9 Revert "Sync SDL3 wiki -> header"
ba65767afa2 Sync SDL3 wiki -> header
919f8d3e2b9 stdinc: Added missing `\param` to SDL_CreateEnvironment.
35427ff9ec7 Sync SDL3 wiki -> header
dcb2a8c2fe2 Use CreateProcessW() to handle non-ASCII file paths and arguments
e97f6365906 SDL_PROP_PROCESS_CREATE_ENVIRONMENT_POINTER is an SDL_Environment pointer
56fc4b790c4 Reduce strcmp() calls in hashtable lookup
e6734794491 Removed SDL_WriteProcess()
a833ee2e63e SDL_gpu.c: fixed build when SDL_GPU_DISABLED is defined.
f6f49de1342 Add convenience functions to get process IOStreams
7ff015ceaee Close file descriptors not used by the child process
fed0149172e Switched wayland messageboxes to use the new process API
aa7357a14d7 SDL_CreateEnvironment() fills the environment with a non-zero parameter
76c469910ee Added SDL_PROP_PROCESS_CREATE_BACKGROUND_BOOLEAN
44c6cfda053 Switched zenity dialogs to use the new process API
3166a05c18b cmake: don't prepend absolute CMAKE_INSTALL_{INCLUDE,LIB}DIR with ${prefix}
27862907c65 Update src/process/windows/SDL_windowsprocess.c
82b33a7d3f6 Update src/process/windows/SDL_windowsprocess.c
3cf54675bb0 Windows process: escape backslashes before quotes
90e01040c52 Added thread-safe environment functions
16ff7503b7b gpu: Update GPU support queries to better match naming conventions
d21c1de6518 Sync SDL3 wiki -> header
9eea8234e67 Add SDL_Process subsystem
6c83491116e Added SDL_FlushIO()
93caf1cd21a Fixed typo
1c5b063ade7 Sync SDL3 wiki -> header
f1d0a716292 Fixed the documentation for SDL_SetError()
d483886ec57 Sync SDL3 wiki -> header
84361bcf0ab stdlib: Remove test cases with impl-defined results
eb199176e68 stdlib: Conditionally undef some SDL_strtox tests
59ec0344128 stdlib: Use macros to define SDL_strtox tests
7d94bf528db stdlib: Document SDL_strtox functions
8092e35287e stdlib: Improve SDL_strtod
a78f612d4b2 stdlib: Add some tests for SDL_strtod
56a48763cd7 stdlib: Bring SDL_wcstol in line with SDL_strtol
61bc856b043 stdlib: Use new parser for scanf %p specifier
e109aa09aa3 stdlib: Rewrite SDL_strto(ll?|ul) impl
e326540a45d stdlib: Add failing tests for SDL_strto(ll?|ul)
fb82772fb31 stdlib: Rewrite SDL_strtoull impl
5331f36789d stdlib: Add failing tests for SDL_strtoull
88d3cb4f900 Remove unnecessary include from SDL_pen_c.h
4efbe1ca285 stdlib: Assert that signed integers use two's complement arithmetic
fd53b3e112b stdlib: Rewrite SDL_wcstol impl
5d30980df46 stdlib: Add failing tests for SDL_wcstol
ee377793fe0 Spell "unknown" correctly
ee65176eec3 SDL_test: add SDLTest_LogEscapedString
6a305e1532e SDL_test: fix SDLTest_CommonQuit with NULL state
0160e9eac64 gpu: Add SDL_QueryGPUSupport
262ffa27e7f Sync SDL3 wiki -> header
96e147b2b95 gpu: Rework driver name queries, add GetGPUShaderFormats
6d92de5d3a6 wayland: Ensure that a NULL internal structure isn't dereferenced when destroying a window
9d9721cd4c8 wayland: Fix some incorrect buffer scale calculations
94436a938d0 GPU: Remove unused and incorrect D16 format checks from Vulkan driver
5771b502f84 GPU: Fix D3D11/D3D12 vertex strides for multiple vertex buffers (#10818)
371cfaf8fe4 gpu: Implement support for SDL_GPU_DISABLED
d3932b1ba2e Sync SDL3 wiki -> header
a45a2caf493 GPU: Rename VertexBinding to VertexBufferDescription (#10811)
446ee3e7c54 Fix bug with SDL_ShowMessageBox not working with wayland (#10810)
b7dc30ca246 pulseaudio: Hotplug thread fixes.
c36982d45c2 vulkan: Avoid redundant commands for dynamic states
66489f91bb4 GPU: Cube Arrays (#10800)
9ea0a837aeb vulkan: Use a spinlock instead of a mutex for descriptor pools
f8d4c492641 Sync SDL3 wiki -> header
d5e1385c91d Fixed typos in SDL_gpu.h
6e2f2428bac Sync SDL3 wiki -> header
ddd5723e2ee GPU: Remove pitch parameters from indirect draw calls (#10803)
3d7e8c9bb7b Add missing SDL_WPRINTF_VARARG_FUNCV in gendynapi.py
d03c7cdf17b Removing extra semicolons
fd2a266549f Adding void to empty function prototype parenthesis
b15fab02070 Fixed typo in SDL_dialog.h
d62e3c3791e Fix SDL_GPUShaderFormat flag values
4d135fb696d Fixed color scale when rendering to an sRGB render target
3f7f6f624b0 testcolorspace: don't tonemap from HDR to SDR when reading pixels
4e43da684c7 Added texture colorspace testing
86e393b5235 Clarify that INPUTTYPE_UNSPECIFIED is correct for RGB textures
92255d36d4b We already have functions for converting between sRGB and linear space
667a3e40e9a Use the correct namespace for structures
77c569496df SDL_GPUShaderFormat isn't an enum anymore
37c9fb490ef Changed enums to use XXX_COUNT for the count or number of values
64f12bea4a9 GPU: Remove unnecessary texture format swizzles in Vulkan (#10693)
4123023d3ed Renamed sdlgpu to gpu
c77e51c0844 Use SDL_unsetenv()
3166f912826 GPU: Defer setting blend state on D3D11
6fca867ffe3 Fix testoffscreen.c: bool literal returned from 'main'
eeb465e2fcb Sync SDL3 wiki -> header
2b8a349b262 Add SDL_BindGPUComputeSamplers (#10778)
323b60abf1a SDL_test_harness.c: Fix warning -Wcast-function-type-strict
0b6f993deac GPU: Zero-init handling (#10786)
b8dbc7086d4 Disable GameInput mouse and keyboard support
76ce83801ad Removed pipewire client version check
9c8c6da4760 pipewire: If hotplug initialization fails, clean up any partial success
817f1b3da81 Revert "Changed SDL_GPU_TEXTUREFORMAT_INVALID to 0"
b51c6551d6e Changed SDL_GPU_TEXTUREFORMAT_INVALID to 0
1e9ff723adb GPU: fix SDL_GetGPUSwapchainTextureFormat error return value
640559eba68 Added migration documentation for SDL_strtoll(), SDL_strtoull(), SDL_lltoa(), and SDL_ulltoa().
4eb43705000 SDL_strtoll(), SDL_strtoull(), SDL_lltoa(), and SDL_ulltoa() use long long values
68c61ff3a8f Sync SDL3 wiki -> header
6fc6e3dc7eb Use SDL_bool where appropriate in SDL events
7d1bbae6b25 Sync SDL3 wiki -> header
af37056c0d0 stdinc: Fix typos and reword comments about aliasing
8eb194b6f86 stdinc: Document number parsing APIs
eda459ac49e stdinc: Fix up some printf definitions
d6caf2abe78 Remove SDL_RESTRICT in favor of doc comments
731939fca16 stdinc: Document memcpy APIs
8cea4bd3c94 stdinc: Document memory allocation APIs
f4c2c09f782 examples: Link to SDL integer types in code examples, too.
7713a7eec7d x11vulkan: Use the correct SONAME of libX11-xcb.so.1 on Linux, etc.
412a8244b66 audio: Make system-specific audio format types part of SDL_AudioFormat.
d3091b95389 Remove SDL_GPUDepthStencilValue struct
80e541d1fcb Fixed calling SDL_utf8strlcpy() with dst_bytes of 0
668e2f82d21 Add load op and clear color to SDL_BlitGPUTexture (#10767)
47283250442 pipewire: Give hotplug threads a more indicative name
c797ae16192 Fix -Wtype-limits warning
6e885d96193 Sync SDL3 wiki -> header
301f3ffa9dd Sync SDL3 wiki -> header
050aa4d084a include: Filling in more documentation gaps.
a57f6c4af30 Fix additional calloc-transposed-args warnings
d2ef15d8e6a Fix warnings: calloc-transposed-args
0da2bd49c8c Remove unused includes. This only removes includes that aren't used at all, not even in comments.
aa6a0be7a87 Fix warning: redefinition of typedef 'SDLTest_TestSuiteRunner'
7df1caba7cf Clarified that the contents of new textures aren't defined.
ac0b1b207f6 SDL_hints: fix gpu direct3d11 driver name in documentation
257385277d3 SDL_realloc() with size 0 now always defaults to size 1
4c0cb94b961 vulkan: VULKAN_CreateTexture returns a boolean
3eb49ac8627 vulken: VULKAN_CreateTexture returns a boolean
1ba99c53d48 Sync SDL3 wiki -> header
2b77b2e4ef0 Sync SDL3 wiki -> header
4f6e81cf622 include: Fixed up some minor documentation gaps.
7ec998819d1 Sync SDL3 wiki -> header
090e30dbca3 docs: Remove README-winrt.md, again.
fd6056307f0 fix trailing doc comments
1a13acac092 Always blit to the swapchain in GPU_RenderPresent
fa892d15b7d include files with required types directly
e9c7b36fbd7 Sync SDL3 wiki -> header
68a9991ec99 GPU: Document structs (#10742)
cf9613fe632 The GPU log category ate one of the SDL reserved categories
a01e8a5e105 The GPU log category ate one of the SDL reserved categories
18492057331 Fix GDK builds after renames done in #10730
0a44ea1b0b3 Amend use of non-standard compiler syntax
0a8bf663b7d Fix VisualC project filter
1d59be67fc7 Fixed crash if PIPEWIRE_PREFERRED_Init() fails and then pipewire is used anyway
f42da35ef96 Sync SDL3 wiki -> header
9730f62e8cb GPU: Rename struct members and parameters for SDL3 naming conventions (#10730)
e21f70c5936 pipewire : check minimum client library version early
845855d6573 Revert "stdinc: Document more symbols."
c93f76436fc stdinc: Document more symbols.
73b294cb1cd SDL_platform_defines.h: Added documentation, and a little whitespace.
4c8357a37da Clarified why the WINDOWS driver is lower than the RAWINPUT driver
66b4c080c06 Clarified why the WGI driver is lower than the WINDOWS driver
8f46cb771c7 SDL_XINPUT_Enabled() returns false until XInput DLL is successfully loaded
6da97c63da9 Sync SDL3 wiki -> header
ac08dde1b22 windows: Clean out things that should be using `defined(SDL_PLATFORM_WINDOWS)`.
154452a7263 winrt: Removed WinRT/Windows Phone/UWP support.
6d7c211fafd Fixed race condition at startup that could cause a crash in the XInput driver
6e5bd58c4cc Include the Steam controller driver on Android
1381cc85543 Add a step to fix generated shader code
104642ffe79 Sorted API symbols
4c382aafcdc Fixed building on Raspberry Pi
360bc667a82 SDL_Log: restore SDL2's SDL_LogCategory order
26728c321fa SDL_test: add include for SDLTest_CommonState
b4c3df1189c SDL_test: whitespace header fixes
db96ddca344 SDL_test: use SDLCALL calling convention
379aea5c2df Fixed warnings building with Visual Studio
8edb901724a Fixed crashes in Metal renderer due to ARC releasing references on random memory in newly allocated structs
e7969553f88 Sync SDL3 wiki -> header
702ed83f72a Initialize interface structures so they can be extended in the future
434193d1534 testmultiaudio: initialize audio through SDL_test framework
102b3b480bb SDL_test: move argument parsing into SDL_test
09af4a80866 SDL_test: make argument parsing extendable
396dd16471d SDL_test: Remove unused common_usage_* static char pointers
872608b8af2 Don't allocate in SDLTest_GenerateRunSeed
2f4b2df5959 SDL_test: pass data pointer to unit tests
741c04b339f Sync SDL3 wiki -> header
baa1a5e2f47 Add SDL_strpbrk
55934bc85e4 include: add SDL_RESTRICT for restricted pointer aliasing
2d4eb29c379 Add SDL_SetGPUBlendConstants, SDL_SetGPUStencilReference (#10704)
04a732881a3 Add a test to verify structure alignment
9e850bdcfaa docs: Update the migration doc with SDL_SetWindowModalFor() changes
c0b15e57f46 cmake: disable GPU backends for winrt
f494658f9c4 SDL_gpu.c: remove BOM.
cb2919ac55f [GPU] MinGW build fixes:
22aeb1bbba2 Sync SDL3 wiki -> header
a46e7027ce7 video: Allow setting the parents of toplevel windows
af4c6682ce6 Sync SDL3 wiki -> header
cba5ccb9cf3 GPU: Fix documentation formatting
42a0df91bfe Add padding for non-32-bit-aligned types in structs (#10701)
387774ab8a3 Build config flags are either defined or undefined, never 0
e3fd581acac GPU: vulkan: Respect swapchain minImageCount
b00bb215074 Added -Wl,--no-undefined-version to Android.mk
5db00cef96c Android.mk: allow to compile with storage functions
a0f36fb85b4 Use atomic variables for thread communication
41810c823d6 Compilation without vulkan: SDL_GPU_VULKAN is always defined for some plateform (at android, macos), test against 0 or 1
defbf673069 SDL_migration.cocci: add SDL_TTF/mixer/image function names to be upgraded from int returned type to bool.
f61d4db39af GPU: `colorAttachmentDescriptions` should be `const`
249a74e4363 Sync SDL3 wiki -> header
1c8c0144811 GPU: Document opaque handles and enums (#10700)
20d0a1a3d1a Added a defensive check against XINPUTGETCAPABILITIES being NULL
ff1e2524134 testautomation: remove SDLTest_TestCaseFp casts
abd2ac5992c Set the desired channel count when opening audio on Android
e2c9a0a4273 Updated Android audio log messages
1788be85477 GPU: Add const to some function parameters (#10694)

git-subtree-dir: external/SDL
git-subtree-split: 95c3ee77c101c60aab69663be2bc4eee3d4302b2
2024-09-18 20:42:08 +02:00

2856 lines
114 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryVideo
*
* SDL video functions.
*/
#ifndef SDL_video_h_
#define SDL_video_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_pixels.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_surface.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* This is a unique ID for a display for the time it is connected to the
* system, and is never reused for the lifetime of the application.
*
* If the display is disconnected and reconnected, it will get a new ID.
*
* The value 0 is an invalid ID.
*
* \since This datatype is available since SDL 3.0.0.
*/
typedef Uint32 SDL_DisplayID;
/**
* This is a unique ID for a window.
*
* The value 0 is an invalid ID.
*
* \since This datatype is available since SDL 3.0.0.
*/
typedef Uint32 SDL_WindowID;
/* Global video properties... */
/**
* The pointer to the global `wl_display` object used by the Wayland video
* backend.
*
* Can be set before the video subsystem is initialized to import an external
* `wl_display` object from an application or toolkit for use in SDL, or read
* after initialization to export the `wl_display` used by the Wayland video
* backend. Setting this property after the video subsystem has been
* initialized has no effect, and reading it when the video subsystem is
* uninitialized will either return the user provided value, if one was set
* prior to initialization, or NULL. See docs/README-wayland.md for more
* information.
*/
#define SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER "SDL.video.wayland.wl_display"
/**
* System theme.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_SystemTheme
{
SDL_SYSTEM_THEME_UNKNOWN, /**< Unknown system theme */
SDL_SYSTEM_THEME_LIGHT, /**< Light colored system theme */
SDL_SYSTEM_THEME_DARK /**< Dark colored system theme */
} SDL_SystemTheme;
/* Internal display mode data */
typedef struct SDL_DisplayModeData SDL_DisplayModeData;
/**
* The structure that defines a display mode.
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_GetFullscreenDisplayModes
* \sa SDL_GetDesktopDisplayMode
* \sa SDL_GetCurrentDisplayMode
* \sa SDL_SetWindowFullscreenMode
* \sa SDL_GetWindowFullscreenMode
*/
typedef struct SDL_DisplayMode
{
SDL_DisplayID displayID; /**< the display this mode is associated with */
SDL_PixelFormat format; /**< pixel format */
int w; /**< width */
int h; /**< height */
float pixel_density; /**< scale converting size to pixels (e.g. a 1920x1080 mode with 2.0 scale would have 3840x2160 pixels) */
float refresh_rate; /**< refresh rate (or 0.0f for unspecified) */
int refresh_rate_numerator; /**< precise refresh rate numerator (or 0 for unspecified) */
int refresh_rate_denominator; /**< precise refresh rate denominator */
SDL_DisplayModeData *internal; /**< Private */
} SDL_DisplayMode;
/**
* Display orientation values; the way a display is rotated.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_DisplayOrientation
{
SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */
SDL_ORIENTATION_LANDSCAPE, /**< The display is in landscape mode, with the right side up, relative to portrait mode */
SDL_ORIENTATION_LANDSCAPE_FLIPPED, /**< The display is in landscape mode, with the left side up, relative to portrait mode */
SDL_ORIENTATION_PORTRAIT, /**< The display is in portrait mode */
SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */
} SDL_DisplayOrientation;
/**
* The struct used as an opaque handle to a window.
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_CreateWindow
*/
typedef struct SDL_Window SDL_Window;
/**
* The flags on a window.
*
* These cover a lot of true/false, or on/off, window state. Some of it is
* immutable after being set through SDL_CreateWindow(), some of it can be
* changed on existing windows by the app, and some of it might be altered by
* the user or system outside of the app's control.
*
* \since This datatype is available since SDL 3.0.0.
*
* \sa SDL_GetWindowFlags
*/
typedef Uint64 SDL_WindowFlags;
#define SDL_WINDOW_FULLSCREEN SDL_UINT64_C(0x0000000000000001) /**< window is in fullscreen mode */
#define SDL_WINDOW_OPENGL SDL_UINT64_C(0x0000000000000002) /**< window usable with OpenGL context */
#define SDL_WINDOW_OCCLUDED SDL_UINT64_C(0x0000000000000004) /**< window is occluded */
#define SDL_WINDOW_HIDDEN SDL_UINT64_C(0x0000000000000008) /**< window is neither mapped onto the desktop nor shown in the taskbar/dock/window list; SDL_ShowWindow() is required for it to become visible */
#define SDL_WINDOW_BORDERLESS SDL_UINT64_C(0x0000000000000010) /**< no window decoration */
#define SDL_WINDOW_RESIZABLE SDL_UINT64_C(0x0000000000000020) /**< window can be resized */
#define SDL_WINDOW_MINIMIZED SDL_UINT64_C(0x0000000000000040) /**< window is minimized */
#define SDL_WINDOW_MAXIMIZED SDL_UINT64_C(0x0000000000000080) /**< window is maximized */
#define SDL_WINDOW_MOUSE_GRABBED SDL_UINT64_C(0x0000000000000100) /**< window has grabbed mouse input */
#define SDL_WINDOW_INPUT_FOCUS SDL_UINT64_C(0x0000000000000200) /**< window has input focus */
#define SDL_WINDOW_MOUSE_FOCUS SDL_UINT64_C(0x0000000000000400) /**< window has mouse focus */
#define SDL_WINDOW_EXTERNAL SDL_UINT64_C(0x0000000000000800) /**< window not created by SDL */
#define SDL_WINDOW_MODAL SDL_UINT64_C(0x0000000000001000) /**< window is modal */
#define SDL_WINDOW_HIGH_PIXEL_DENSITY SDL_UINT64_C(0x0000000000002000) /**< window uses high pixel density back buffer if possible */
#define SDL_WINDOW_MOUSE_CAPTURE SDL_UINT64_C(0x0000000000004000) /**< window has mouse captured (unrelated to MOUSE_GRABBED) */
#define SDL_WINDOW_MOUSE_RELATIVE_MODE SDL_UINT64_C(0x0000000000008000) /**< window has relative mode enabled */
#define SDL_WINDOW_ALWAYS_ON_TOP SDL_UINT64_C(0x0000000000010000) /**< window should always be above others */
#define SDL_WINDOW_UTILITY SDL_UINT64_C(0x0000000000020000) /**< window should be treated as a utility window, not showing in the task bar and window list */
#define SDL_WINDOW_TOOLTIP SDL_UINT64_C(0x0000000000040000) /**< window should be treated as a tooltip and does not get mouse or keyboard focus, requires a parent window */
#define SDL_WINDOW_POPUP_MENU SDL_UINT64_C(0x0000000000080000) /**< window should be treated as a popup menu, requires a parent window */
#define SDL_WINDOW_KEYBOARD_GRABBED SDL_UINT64_C(0x0000000000100000) /**< window has grabbed keyboard input */
#define SDL_WINDOW_VULKAN SDL_UINT64_C(0x0000000010000000) /**< window usable for Vulkan surface */
#define SDL_WINDOW_METAL SDL_UINT64_C(0x0000000020000000) /**< window usable for Metal view */
#define SDL_WINDOW_TRANSPARENT SDL_UINT64_C(0x0000000040000000) /**< window with transparent buffer */
#define SDL_WINDOW_NOT_FOCUSABLE SDL_UINT64_C(0x0000000080000000) /**< window should not be focusable */
/**
* Used to indicate that you don't care what the window position is.
*
* \since This macro is available since SDL 3.0.0.
*/
#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
#define SDL_WINDOWPOS_ISUNDEFINED(X) \
(((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK)
/**
* Used to indicate that the window position should be centered.
*
* \since This macro is available since SDL 3.0.0.
*/
#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u
#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X))
#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0)
#define SDL_WINDOWPOS_ISCENTERED(X) \
(((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK)
/**
* Window flash operation.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_FlashOperation
{
SDL_FLASH_CANCEL, /**< Cancel any window flash state */
SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */
SDL_FLASH_UNTIL_FOCUSED /**< Flash the window until it gets focus */
} SDL_FlashOperation;
/**
* An opaque handle to an OpenGL context.
*
* \since This datatype is available since SDL 3.0.0.
*
* \sa SDL_GL_CreateContext
*/
typedef struct SDL_GLContextState *SDL_GLContext;
/**
* Opaque EGL types.
*
* \since This datatype is available since SDL 3.0.0.
*/
typedef void *SDL_EGLDisplay;
typedef void *SDL_EGLConfig;
typedef void *SDL_EGLSurface;
typedef intptr_t SDL_EGLAttrib;
typedef int SDL_EGLint;
/**
* EGL attribute initialization callback types.
*
* \since This datatype is available since SDL 3.0.0.
*/
typedef SDL_EGLAttrib *(SDLCALL *SDL_EGLAttribArrayCallback)(void);
typedef SDL_EGLint *(SDLCALL *SDL_EGLIntArrayCallback)(void);
/**
* An enumeration of OpenGL configuration attributes.
*
* While you can set most OpenGL attributes normally, the attributes listed
* above must be known before SDL creates the window that will be used with
* the OpenGL context. These attributes are set and read with
* SDL_GL_SetAttribute() and SDL_GL_GetAttribute().
*
* In some cases, these attributes are minimum requests; the GL does not
* promise to give you exactly what you asked for. It's possible to ask for a
* 16-bit depth buffer and get a 24-bit one instead, for example, or to ask
* for no stencil buffer and still have one available. Context creation should
* fail if the GL can't provide your requested attributes at a minimum, but
* you should check to see exactly what you got.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_GLattr
{
SDL_GL_RED_SIZE, /**< the minimum number of bits for the red channel of the color buffer; defaults to 3. */
SDL_GL_GREEN_SIZE, /**< the minimum number of bits for the green channel of the color buffer; defaults to 3. */
SDL_GL_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the color buffer; defaults to 2. */
SDL_GL_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the color buffer; defaults to 0. */
SDL_GL_BUFFER_SIZE, /**< the minimum number of bits for frame buffer size; defaults to 0. */
SDL_GL_DOUBLEBUFFER, /**< whether the output is single or double buffered; defaults to double buffering on. */
SDL_GL_DEPTH_SIZE, /**< the minimum number of bits in the depth buffer; defaults to 16. */
SDL_GL_STENCIL_SIZE, /**< the minimum number of bits in the stencil buffer; defaults to 0. */
SDL_GL_ACCUM_RED_SIZE, /**< the minimum number of bits for the red channel of the accumulation buffer; defaults to 0. */
SDL_GL_ACCUM_GREEN_SIZE, /**< the minimum number of bits for the green channel of the accumulation buffer; defaults to 0. */
SDL_GL_ACCUM_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the accumulation buffer; defaults to 0. */
SDL_GL_ACCUM_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the accumulation buffer; defaults to 0. */
SDL_GL_STEREO, /**< whether the output is stereo 3D; defaults to off. */
SDL_GL_MULTISAMPLEBUFFERS, /**< the number of buffers used for multisample anti-aliasing; defaults to 0. */
SDL_GL_MULTISAMPLESAMPLES, /**< the number of samples used around the current pixel used for multisample anti-aliasing. */
SDL_GL_ACCELERATED_VISUAL, /**< set to 1 to require hardware acceleration, set to 0 to force software rendering; defaults to allow either. */
SDL_GL_RETAINED_BACKING, /**< not used (deprecated). */
SDL_GL_CONTEXT_MAJOR_VERSION, /**< OpenGL context major version. */
SDL_GL_CONTEXT_MINOR_VERSION, /**< OpenGL context minor version. */
SDL_GL_CONTEXT_FLAGS, /**< some combination of 0 or more of elements of the SDL_GLcontextFlag enumeration; defaults to 0. */
SDL_GL_CONTEXT_PROFILE_MASK, /**< type of GL context (Core, Compatibility, ES). See SDL_GLprofile; default value depends on platform. */
SDL_GL_SHARE_WITH_CURRENT_CONTEXT, /**< OpenGL context sharing; defaults to 0. */
SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, /**< requests sRGB capable visual; defaults to 0. */
SDL_GL_CONTEXT_RELEASE_BEHAVIOR, /**< sets context the release behavior. See SDL_GLcontextReleaseFlag; defaults to FLUSH. */
SDL_GL_CONTEXT_RESET_NOTIFICATION, /**< set context reset notification. See SDL_GLContextResetNotification; defaults to NO_NOTIFICATION. */
SDL_GL_CONTEXT_NO_ERROR,
SDL_GL_FLOATBUFFERS,
SDL_GL_EGL_PLATFORM
} SDL_GLattr;
/**
* Possible values to be set for the SDL_GL_CONTEXT_PROFILE_MASK attribute.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_GLprofile
{
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;
/**
* Possible values to be set for the SDL_GL_CONTEXT_FLAGS attribute.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_GLcontextFlag
{
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;
/**
* Possible values to be set for the SDL_GL_CONTEXT_RELEASE_BEHAVIOR
* attribute.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_GLcontextReleaseFlag
{
SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE = 0x0000,
SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x0001
} SDL_GLcontextReleaseFlag;
/**
* Possible values to be set SDL_GL_CONTEXT_RESET_NOTIFICATION attribute.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_GLContextResetNotification
{
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 the number of built in video drivers.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetVideoDriver
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void);
/**
* Get the name of a built in video driver.
*
* The video drivers are presented in the order in which they are normally
* checked during initialization.
*
* The names of drivers are all simple, low-ASCII identifiers, like "cocoa",
* "x11" or "windows". These never have Unicode characters, and are not meant
* to be proper names.
*
* \param index the index of a video driver.
* \returns the name of the video driver with the given **index**.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetNumVideoDrivers
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetVideoDriver(int index);
/**
* Get the name of the currently initialized video driver.
*
* The names of drivers are all simple, low-ASCII identifiers, like "cocoa",
* "x11" or "windows". These never have Unicode characters, and are not meant
* to be proper names.
*
* \returns the name of the current video driver or NULL if no driver has been
* initialized.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetNumVideoDrivers
* \sa SDL_GetVideoDriver
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentVideoDriver(void);
/**
* Get the current system theme.
*
* \returns the current system theme, light, dark, or unknown.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_SystemTheme SDLCALL SDL_GetSystemTheme(void);
/**
* Get a list of currently connected displays.
*
* \param count a pointer filled in with the number of displays returned, may
* be NULL.
* \returns a 0 terminated array of display instance IDs or NULL on failure;
* call SDL_GetError() for more information. This should be freed
* with SDL_free() when it is no longer needed.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_DisplayID * SDLCALL SDL_GetDisplays(int *count);
/**
* Return the primary display.
*
* \returns the instance ID of the primary display on success or 0 on failure;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplays
*/
extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetPrimaryDisplay(void);
/**
* Get the properties associated with a display.
*
* The following read-only properties are provided by SDL:
*
* - `SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN`: true if the display has HDR
* headroom above the SDR white point. This is for informational and
* diagnostic purposes only, as not all platforms provide this information
* at the display level.
*
* On KMS/DRM:
*
* - `SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER`: the "panel
* orientation" property for the display in degrees of clockwise rotation.
* Note that this is provided only as a hint, and the application is
* responsible for any coordinate transformations needed to conform to the
* requested display orientation.
*
* \param displayID the instance ID of the display to query.
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetDisplayProperties(SDL_DisplayID displayID);
#define SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN "SDL.display.HDR_enabled"
#define SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER "SDL.display.KMSDRM.panel_orientation"
/**
* Get the name of a display in UTF-8 encoding.
*
* \param displayID the instance ID of the display to query.
* \returns the name of a display or NULL on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplays
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetDisplayName(SDL_DisplayID displayID);
/**
* Get the desktop area represented by a display.
*
* The primary display is always located at (0,0).
*
* \param displayID the instance ID of the display to query.
* \param rect the SDL_Rect structure filled in with the display bounds.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplayUsableBounds
* \sa SDL_GetDisplays
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetDisplayBounds(SDL_DisplayID displayID, SDL_Rect *rect);
/**
* Get the usable desktop area represented by a display, in screen
* coordinates.
*
* This is the same area as SDL_GetDisplayBounds() reports, but with portions
* reserved by the system removed. For example, on Apple's macOS, this
* subtracts the area occupied by the menu bar and dock.
*
* Setting a window to be fullscreen generally bypasses these unusable areas,
* so these are good guidelines for the maximum space available to a
* non-fullscreen window.
*
* \param displayID the instance ID of the display to query.
* \param rect the SDL_Rect structure filled in with the display bounds.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplayBounds
* \sa SDL_GetDisplays
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetDisplayUsableBounds(SDL_DisplayID displayID, SDL_Rect *rect);
/**
* Get the orientation of a display when it is unrotated.
*
* \param displayID the instance ID of the display to query.
* \returns the SDL_DisplayOrientation enum value of the display, or
* `SDL_ORIENTATION_UNKNOWN` if it isn't available.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplays
*/
extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetNaturalDisplayOrientation(SDL_DisplayID displayID);
/**
* Get the orientation of a display.
*
* \param displayID the instance ID of the display to query.
* \returns the SDL_DisplayOrientation enum value of the display, or
* `SDL_ORIENTATION_UNKNOWN` if it isn't available.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplays
*/
extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetCurrentDisplayOrientation(SDL_DisplayID displayID);
/**
* Get the content scale of a display.
*
* The content scale is the expected scale for content based on the DPI
* settings of the display. For example, a 4K display might have a 2.0 (200%)
* display scale, which means that the user expects UI elements to be twice as
* big on this display, to aid in readability.
*
* \param displayID the instance ID of the display to query.
* \returns the content scale of the display, or 0.0f on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplays
*/
extern SDL_DECLSPEC float SDLCALL SDL_GetDisplayContentScale(SDL_DisplayID displayID);
/**
* Get a list of fullscreen display modes available on a display.
*
* The display modes are sorted in this priority:
*
* - w -> largest to smallest
* - h -> largest to smallest
* - bits per pixel -> more colors to fewer colors
* - packed pixel layout -> largest to smallest
* - refresh rate -> highest to lowest
* - pixel density -> lowest to highest
*
* \param displayID the instance ID of the display to query.
* \param count a pointer filled in with the number of display modes returned,
* may be NULL.
* \returns a NULL terminated array of display mode pointers or NULL on
* failure; call SDL_GetError() for more information. This is a
* single allocation that should be freed with SDL_free() when it is
* no longer needed.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplays
*/
extern SDL_DECLSPEC SDL_DisplayMode ** SDLCALL SDL_GetFullscreenDisplayModes(SDL_DisplayID displayID, int *count);
/**
* Get the closest match to the requested display mode.
*
* The available display modes are scanned and `closest` is filled in with the
* closest mode matching the requested mode and returned. The mode format and
* refresh rate default to the desktop mode if they are set to 0. The modes
* are scanned with size being first priority, format being second priority,
* and finally checking the refresh rate. If all the available modes are too
* small, then 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.
* \param mode a pointer filled in with the closest display mode equal to or
* larger than the desired mode.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplays
* \sa SDL_GetFullscreenDisplayModes
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetClosestFullscreenDisplayMode(SDL_DisplayID displayID, int w, int h, float refresh_rate, bool include_high_density_modes, SDL_DisplayMode *mode);
/**
* Get information about the desktop's display mode.
*
* There's a difference between this function and SDL_GetCurrentDisplayMode()
* when SDL runs fullscreen and has changed the resolution. In that case this
* function will return the previous native display mode, and not the current
* display mode.
*
* \param displayID the instance ID of the display to query.
* \returns a pointer to the desktop display mode or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetCurrentDisplayMode
* \sa SDL_GetDisplays
*/
extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetDesktopDisplayMode(SDL_DisplayID displayID);
/**
* Get information about the current display mode.
*
* There's a difference between this function and SDL_GetDesktopDisplayMode()
* when SDL runs fullscreen and has changed the resolution. In that case this
* function will return the current display mode, and not the previous native
* display mode.
*
* \param displayID the instance ID of the display to query.
* \returns a pointer to the desktop display mode or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDesktopDisplayMode
* \sa SDL_GetDisplays
*/
extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetCurrentDisplayMode(SDL_DisplayID displayID);
/**
* Get the display containing a point.
*
* \param point the point to query.
* \returns the instance ID of the display containing the point or 0 on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplayBounds
* \sa SDL_GetDisplays
*/
extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForPoint(const SDL_Point *point);
/**
* Get the display primarily containing a rect.
*
* \param rect the rect to query.
* \returns the instance ID of the display entirely containing the rect or
* closest to the center of the rect on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplayBounds
* \sa SDL_GetDisplays
*/
extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForRect(const SDL_Rect *rect);
/**
* Get the display associated with a window.
*
* \param window the window to query.
* \returns the instance ID of the display containing the center of the window
* on success or 0 on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetDisplayBounds
* \sa SDL_GetDisplays
*/
extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForWindow(SDL_Window *window);
/**
* Get the pixel density of a window.
*
* This is a ratio of pixel size to window size. For example, if the window is
* 1920x1080 and it has a high density back buffer of 3840x2160 pixels, it
* would have a pixel density of 2.0.
*
* \param window the window to query.
* \returns the pixel density or 0.0f on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowDisplayScale
*/
extern SDL_DECLSPEC float SDLCALL SDL_GetWindowPixelDensity(SDL_Window *window);
/**
* Get the content display scale relative to a window's pixel size.
*
* This is a combination of the window pixel density and the display content
* scale, and is the expected scale for displaying content in this window. For
* example, if a 3840x2160 window had a display scale of 2.0, the user expects
* the content to take twice as many pixels and be the same physical size as
* if it were being displayed in a 1920x1080 window with a display scale of
* 1.0.
*
* Conceptually this value corresponds to the scale display setting, and is
* updated when that setting is changed, or the window moves to a display with
* a different scale setting.
*
* \param window the window to query.
* \returns the display scale, or 0.0f on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC float SDLCALL SDL_GetWindowDisplayScale(SDL_Window *window);
/**
* Set the display mode to use when a window is visible and fullscreen.
*
* This only affects the display mode used when the window is fullscreen. To
* change the window size when the window is not fullscreen, use
* SDL_SetWindowSize().
*
* If the window is currently in the fullscreen state, this request is
* asynchronous on some windowing systems and the new mode dimensions may not
* be applied immediately upon the return of this function. If an immediate
* change is required, call SDL_SyncWindow() to block until the changes have
* taken effect.
*
* When the new mode takes effect, an SDL_EVENT_WINDOW_RESIZED and/or an
* SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event will be emitted with the new mode
* dimensions.
*
* \param window the window to affect.
* \param mode a pointer to the display mode to use, which can be NULL for
* borderless fullscreen desktop mode, or one of the fullscreen
* modes returned by SDL_GetFullscreenDisplayModes() to set an
* exclusive fullscreen mode.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowFullscreenMode
* \sa SDL_SetWindowFullscreen
* \sa SDL_SyncWindow
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFullscreenMode(SDL_Window *window, const SDL_DisplayMode *mode);
/**
* Query the display mode to use when a window is visible at fullscreen.
*
* \param window the window to query.
* \returns a pointer to the exclusive fullscreen mode to use or NULL for
* borderless fullscreen desktop mode.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowFullscreenMode
* \sa SDL_SetWindowFullscreen
*/
extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetWindowFullscreenMode(SDL_Window *window);
/**
* Get the raw ICC profile data for the screen the window is currently on.
*
* \param window the window to query.
* \param size the size of the ICC profile.
* \returns the raw ICC profile data on success or NULL on failure; call
* SDL_GetError() for more information. This should be freed with
* SDL_free() when it is no longer needed.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC void * SDLCALL SDL_GetWindowICCProfile(SDL_Window *window, size_t *size);
/**
* Get the pixel format associated with the window.
*
* \param window the window to query.
* \returns the pixel format of the window on success or
* SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_PixelFormat SDLCALL SDL_GetWindowPixelFormat(SDL_Window *window);
/**
* Get a list of valid windows.
*
* \param count a pointer filled in with the number of windows returned, may
* be NULL.
* \returns a NULL terminated array of SDL_Window pointers or NULL on failure;
* call SDL_GetError() for more information. This is a single
* allocation that should be freed with SDL_free() when it is no
* longer needed.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_Window ** SDLCALL SDL_GetWindows(int *count);
/**
* Create a window with the specified dimensions and flags.
*
* `flags` may be any of the following OR'd together:
*
* - `SDL_WINDOW_FULLSCREEN`: fullscreen window at desktop resolution
* - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context
* - `SDL_WINDOW_OCCLUDED`: window partially or completely obscured by another
* window
* - `SDL_WINDOW_HIDDEN`: window is not visible
* - `SDL_WINDOW_BORDERLESS`: no window decoration
* - `SDL_WINDOW_RESIZABLE`: window can be resized
* - `SDL_WINDOW_MINIMIZED`: window is minimized
* - `SDL_WINDOW_MAXIMIZED`: window is maximized
* - `SDL_WINDOW_MOUSE_GRABBED`: window has grabbed mouse focus
* - `SDL_WINDOW_INPUT_FOCUS`: window has input focus
* - `SDL_WINDOW_MOUSE_FOCUS`: window has mouse focus
* - `SDL_WINDOW_EXTERNAL`: window not created by SDL
* - `SDL_WINDOW_MODAL`: window is modal
* - `SDL_WINDOW_HIGH_PIXEL_DENSITY`: window uses high pixel density back
* buffer if possible
* - `SDL_WINDOW_MOUSE_CAPTURE`: window has mouse captured (unrelated to
* MOUSE_GRABBED)
* - `SDL_WINDOW_ALWAYS_ON_TOP`: window should always be above others
* - `SDL_WINDOW_UTILITY`: window should be treated as a utility window, not
* showing in the task bar and window list
* - `SDL_WINDOW_TOOLTIP`: window should be treated as a tooltip and does not
* get mouse or keyboard focus, requires a parent window
* - `SDL_WINDOW_POPUP_MENU`: window should be treated as a popup menu,
* requires a parent window
* - `SDL_WINDOW_KEYBOARD_GRABBED`: window has grabbed keyboard input
* - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance
* - `SDL_WINDOW_METAL`: window usable with a Metal instance
* - `SDL_WINDOW_TRANSPARENT`: window with transparent buffer
* - `SDL_WINDOW_NOT_FOCUSABLE`: window should not be focusable
*
* The SDL_Window is implicitly shown if SDL_WINDOW_HIDDEN is not set.
*
* On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist
* property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
*
* The window pixel size may differ from its window coordinate size if the
* window is on a high pixel density display. Use SDL_GetWindowSize() to query
* the client area's size in window coordinates, and
* SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize() to query the
* drawable size in pixels. Note that the drawable size can vary after the
* window is created and should be queried again if you get an
* SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event.
*
* If the window is created with any of the SDL_WINDOW_OPENGL or
* SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function
* (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the
* corresponding UnloadLibrary function is called by SDL_DestroyWindow().
*
* If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver,
* SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail.
*
* If SDL_WINDOW_METAL is specified on an OS that does not support Metal,
* SDL_CreateWindow() will fail.
*
* If you intend to use this window with an SDL_Renderer, you should use
* SDL_CreateWindowAndRenderer() instead of this function, to avoid window
* flicker.
*
* On non-Apple devices, SDL requires you to either not link to the Vulkan
* loader or link to a dynamic library version. This limitation may be removed
* in a future version of SDL.
*
* \param title the title of the window, in UTF-8 encoding.
* \param w the width of the window.
* \param h the height of the window.
* \param flags 0, or one or more SDL_WindowFlags OR'd together.
* \returns the window that was created or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreatePopupWindow
* \sa SDL_CreateWindowWithProperties
* \sa SDL_DestroyWindow
*/
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title, int w, int h, SDL_WindowFlags flags);
/**
* Create a child popup window of the specified parent window.
*
* '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'
*
* 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_CreateWindowWithProperties
* \sa SDL_DestroyWindow
* \sa SDL_GetWindowParent
*/
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, int offset_x, int offset_y, int w, int h, SDL_WindowFlags flags);
/**
* Create a window with the specified properties.
*
* These are the supported properties:
*
* - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window should
* be always on top
* - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has no
* window decoration
* - `SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN`: true if the
* window will be used with an externally managed graphics context.
* - `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should
* accept keyboard input (defaults true)
* - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window should
* start in fullscreen mode at desktop resolution
* - `SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window
* - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should start
* hidden
* - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the window
* uses a high pixel density buffer if possible
* - `SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should
* start maximized
* - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup menu
* - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be used
* with Metal rendering
* - `SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should
* start minimized
* - `SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN`: true if the window is modal to
* its parent
* - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window starts
* with grabbed mouse focus
* - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be used
* with OpenGL rendering
* - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be the
* parent of this window, required for windows with the "toolip", "menu",
* and "modal" properties
* - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should be
* resizable
* - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in UTF-8
* encoding
* - `SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show
* transparent in the areas with alpha of 0
* - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a tooltip
* - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a utility
* window, not showing in the task bar and window list
* - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be used
* with Vulkan rendering
* - `SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window
* - `SDL_PROP_WINDOW_CREATE_X_NUMBER`: the x position of the window, or
* `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is
* relative to the parent for windows with the "parent" property set.
* - `SDL_PROP_WINDOW_CREATE_Y_NUMBER`: the y position of the window, or
* `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is
* relative to the parent for windows with the "parent" property set.
*
* These are additional supported properties on macOS:
*
* - `SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the
* `(__unsafe_unretained)` NSWindow associated with the window, if you want
* to wrap an existing window.
* - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the `(__unsafe_unretained)`
* NSView associated with the window, defaults to `[window contentView]`
*
* These are additional supported properties on Wayland:
*
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true if
* the application wants to use the Wayland surface for a custom role and
* does not want it attached to an XDG toplevel window. See
* [README/wayland](README/wayland) for more information on using custom
* surfaces.
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN` - true if the
* application wants an associated `wl_egl_window` object to be created,
* even if the window does not have the OpenGL property or flag set.
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface
* associated with the window, if you want to wrap an existing window. See
* [README/wayland](README/wayland) for more information.
*
* These are additional supported properties on Windows:
*
* - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with the
* window, if you want to wrap an existing window.
* - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional,
* another window to share pixel format with, useful for OpenGL windows
*
* These are additional supported properties with X11:
*
* - `SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER`: the X11 Window associated
* with the window, if you want to wrap an existing window.
*
* The window is implicitly shown if the "hidden" property is not set.
*
* Windows with the "tooltip" and "menu" properties are popup windows and have
* the behaviors and guidelines outlined in SDL_CreatePopupWindow().
*
* If this window is being created to be used with an SDL_Renderer, you should
* not add a graphics API specific property
* (`SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`, etc), as SDL will handle that
* internally when it chooses a renderer. However, SDL might need to recreate
* your window at that point, which may cause the window to appear briefly,
* and then flicker as it is recreated. The correct approach to this is to
* create the window with the `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN` property
* set to true, then create the renderer, then show the window with
* SDL_ShowWindow().
*
* \param props the properties to use.
* \returns the window that was created or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateProperties
* \sa SDL_CreateWindow
* \sa SDL_DestroyWindow
*/
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowWithProperties(SDL_PropertiesID props);
#define SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "SDL.window.create.always_on_top"
#define SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN "SDL.window.create.borderless"
#define SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN "SDL.window.create.focusable"
#define SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN "SDL.window.create.external_graphics_context"
#define SDL_PROP_WINDOW_CREATE_FLAGS_NUMBER "SDL.window.create.flags"
#define SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN "SDL.window.create.fullscreen"
#define SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER "SDL.window.create.height"
#define SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN "SDL.window.create.hidden"
#define SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "SDL.window.create.high_pixel_density"
#define SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN "SDL.window.create.maximized"
#define SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN "SDL.window.create.menu"
#define SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN "SDL.window.create.metal"
#define SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN "SDL.window.create.minimized"
#define SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN "SDL.window.create.modal"
#define SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "SDL.window.create.mouse_grabbed"
#define SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN "SDL.window.create.opengl"
#define SDL_PROP_WINDOW_CREATE_PARENT_POINTER "SDL.window.create.parent"
#define SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN "SDL.window.create.resizable"
#define SDL_PROP_WINDOW_CREATE_TITLE_STRING "SDL.window.create.title"
#define SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN "SDL.window.create.transparent"
#define SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN "SDL.window.create.tooltip"
#define SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN "SDL.window.create.utility"
#define SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN "SDL.window.create.vulkan"
#define SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER "SDL.window.create.width"
#define SDL_PROP_WINDOW_CREATE_X_NUMBER "SDL.window.create.x"
#define SDL_PROP_WINDOW_CREATE_Y_NUMBER "SDL.window.create.y"
#define SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER "SDL.window.create.cocoa.window"
#define SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER "SDL.window.create.cocoa.view"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "SDL.window.create.wayland.surface_role_custom"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "SDL.window.create.wayland.create_egl_window"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "SDL.window.create.wayland.wl_surface"
#define SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER "SDL.window.create.win32.hwnd"
#define SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER "SDL.window.create.win32.pixel_format_hwnd"
#define SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER "SDL.window.create.x11.window"
/**
* Get the numeric ID of a window.
*
* The numeric ID is what SDL_WindowEvent references, and is necessary to map
* these events to specific SDL_Window objects.
*
* \param window the window to query.
* \returns the ID of the window on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowFromID
*/
extern SDL_DECLSPEC SDL_WindowID SDLCALL SDL_GetWindowID(SDL_Window *window);
/**
* Get a window from a stored ID.
*
* The numeric ID is what SDL_WindowEvent references, and is necessary to map
* these events to specific SDL_Window objects.
*
* \param id the ID of the window.
* \returns the window associated with `id` or NULL if it doesn't exist; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowID
*/
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(SDL_WindowID id);
/**
* Get parent of a window.
*
* \param window the window to query.
* \returns the parent of the window on success or NULL if the window has no
* parent.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreatePopupWindow
*/
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowParent(SDL_Window *window);
/**
* Get the properties associated with a window.
*
* The following read-only properties are provided by SDL:
*
* - `SDL_PROP_WINDOW_SHAPE_POINTER`: the surface associated with a shaped
* window
* - `SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN`: true if the window has HDR
* headroom above the SDR white point. This property can change dynamically
* when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
* - `SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT`: the value of SDR white in the
* SDL_COLORSPACE_SRGB_LINEAR colorspace. On Windows this corresponds to the
* SDR white level in scRGB colorspace, and on Apple platforms this is
* always 1.0 for EDR content. This property can change dynamically when
* SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
* - `SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT`: the additional high dynamic range
* that can be displayed, in terms of the SDR white point. When HDR is not
* enabled, this will be 1.0. This property can change dynamically when
* SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
*
* On Android:
*
* - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow associated
* with the window
* - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated with
* the window
*
* On iOS:
*
* - `SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER`: the `(__unsafe_unretained)`
* UIWindow associated with the window
* - `SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
* assocated with metal views on the window
* - `SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER`: the OpenGL view's
* framebuffer object. It must be bound when rendering to the screen using
* OpenGL.
* - `SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER`: the OpenGL view's
* renderbuffer object. It must be bound when SDL_GL_SwapWindow is called.
* - `SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER`: the OpenGL
* view's resolve framebuffer, when MSAA is used.
*
* On KMS/DRM:
*
* - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index associated
* with the window (e.g. the X in /dev/dri/cardX)
* - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with the
* window
* - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device associated
* with the window
*
* On macOS:
*
* - `SDL_PROP_WINDOW_COCOA_WINDOW_POINTER`: the `(__unsafe_unretained)`
* NSWindow associated with the window
* - `SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
* assocated with metal views on the window
*
* On Vivante:
*
* - `SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER`: the EGLNativeDisplayType
* associated with the window
* - `SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType
* associated with the window
* - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated with
* the window
*
* On Windows:
*
* - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the window
* - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the window
* - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated with
* the window
*
* On Wayland:
*
* Note: The `xdg_*` window objects do not internally persist across window
* show/hide calls. They will be null if the window is hidden and must be
* queried each time it is shown.
*
* - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated with
* the window
* - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated with
* the window
* - `SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window
* associated with the window
* - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface associated
* with the window
* - `SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role
* associated with the window
* - 'SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING': the export
* handle associated with the window
* - `SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role
* associated with the window
* - `SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER`: the xdg_positioner
* associated with the window, in popup mode
*
* On X11:
*
* - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated with
* the window
* - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated with
* the window
* - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with the
* window
*
* \param window the window to query.
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetWindowProperties(SDL_Window *window);
#define SDL_PROP_WINDOW_SHAPE_POINTER "SDL.window.shape"
#define SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN "SDL.window.HDR_enabled"
#define SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT "SDL.window.SDR_white_level"
#define SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT "SDL.window.HDR_headroom"
#define SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window"
#define SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface"
#define SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window"
#define SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag"
#define SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.framebuffer"
#define SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER "SDL.window.uikit.opengl.renderbuffer"
#define SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.resolve_framebuffer"
#define SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index"
#define SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd"
#define SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev"
#define SDL_PROP_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window"
#define SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag"
#define SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display"
#define SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window"
#define SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface"
#define SDL_PROP_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd"
#define SDL_PROP_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc"
#define SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance"
#define SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display"
#define SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface"
#define SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window"
#define SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface"
#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel"
#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING "SDL.window.wayland.xdg_toplevel_export_handle"
#define SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup"
#define SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner"
#define SDL_PROP_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display"
#define SDL_PROP_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen"
#define SDL_PROP_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window"
/**
* Get the window flags.
*
* \param window the window to query.
* \returns a mask of the SDL_WindowFlags associated with `window`.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateWindow
* \sa SDL_HideWindow
* \sa SDL_MaximizeWindow
* \sa SDL_MinimizeWindow
* \sa SDL_SetWindowFullscreen
* \sa SDL_SetWindowMouseGrab
* \sa SDL_ShowWindow
*/
extern SDL_DECLSPEC SDL_WindowFlags SDLCALL SDL_GetWindowFlags(SDL_Window *window);
/**
* Set the title of a window.
*
* This string is expected to be in UTF-8 encoding.
*
* \param window the window to change.
* \param title the desired window title in UTF-8 format.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowTitle
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowTitle(SDL_Window *window, const char *title);
/**
* Get the title of a window.
*
* \param window the window to query.
* \returns the title of the window in UTF-8 format or "" if there is no
* title.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowTitle
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetWindowTitle(SDL_Window *window);
/**
* Set the icon for a window.
*
* If this function is passed a surface with alternate representations, the
* surface will be interpreted as the content to be used for 100% display
* scale, and the alternate representations will be used for high DPI
* situations. For example, if the original surface is 32x32, then on a 2x
* macOS display or 200% display scale on Windows, a 64x64 version of the
* image will be used, if available. If a matching version of the image isn't
* available, the closest larger size image will be downscaled to the
* appropriate size and be used instead, if available. Otherwise, the closest
* smaller image will be upscaled and be used instead.
*
* \param window the window to change.
* \param icon an SDL_Surface structure containing the icon for the window.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowIcon(SDL_Window *window, SDL_Surface *icon);
/**
* Request that the window's position be set.
*
* If, at the time of this request, the window is in a fixed-size state such
* as maximized, this request may be deferred until the window returns to a
* resizable state.
*
* This can be used to reposition fullscreen-desktop windows onto a different
* display, however, exclusive fullscreen windows are locked to a specific
* display and can only be repositioned programmatically via
* SDL_SetWindowFullscreenMode().
*
* On some windowing systems this request is asynchronous and the new
* coordinates may not have have been applied immediately upon the return of
* this function. If an immediate change is required, call SDL_SyncWindow() to
* block until the changes have taken effect.
*
* When the window position changes, an SDL_EVENT_WINDOW_MOVED event will be
* emitted with the window's new coordinates. Note that the new coordinates
* may not match the exact coordinates requested, as some windowing systems
* can restrict the position of the window in certain scenarios (e.g.
* constraining the position so the window is always within desktop bounds).
* Additionally, as this is just a request, it can be denied by the windowing
* system.
*
* \param window the window to reposition.
* \param x the x coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or
* `SDL_WINDOWPOS_UNDEFINED`.
* \param y the y coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or
* `SDL_WINDOWPOS_UNDEFINED`.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowPosition
* \sa SDL_SyncWindow
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowPosition(SDL_Window *window, int x, int y);
/**
* Get the position of a window.
*
* This is the current position of the window as last reported by the
* windowing system.
*
* If you do not need the value for one of the positions a NULL may be passed
* in the `x` or `y` parameter.
*
* \param window the window to query.
* \param x a pointer filled in with the x position of the window, may be
* NULL.
* \param y a pointer filled in with the y position of the window, may be
* NULL.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowPosition
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowPosition(SDL_Window *window, int *x, int *y);
/**
* Request that the size of a window's client area be set.
*
* If, at the time of this request, the window in a fixed-size state, such as
* maximized or fullscreen, the request will be deferred until the window
* exits this state and becomes resizable again.
*
* To change the fullscreen mode of a window, use
* SDL_SetWindowFullscreenMode()
*
* On some windowing systems, this request is asynchronous and the new window
* size may not have have been applied immediately upon the return of this
* function. If an immediate change is required, call SDL_SyncWindow() to
* block until the changes have taken effect.
*
* When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be
* emitted with the new window dimensions. Note that the new dimensions may
* not match the exact size requested, as some windowing systems can restrict
* the window size in certain scenarios (e.g. constraining the size of the
* content area to remain within the usable desktop bounds). Additionally, as
* this is just a request, it can be denied by the windowing system.
*
* \param window the window to change.
* \param w the width of the window, must be > 0.
* \param h the height of the window, must be > 0.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowSize
* \sa SDL_SetWindowFullscreenMode
* \sa SDL_SyncWindow
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowSize(SDL_Window *window, int w, int h);
/**
* Get the size of a window's client area.
*
* The window pixel size may differ from its window coordinate size if the
* window is on a high pixel density display. Use SDL_GetWindowSizeInPixels()
* or SDL_GetRenderOutputSize() to get the real client area size in pixels.
*
* \param window the window to query the width and height from.
* \param w a pointer filled in with the width of the window, may be NULL.
* \param h a pointer filled in with the height of the window, may be NULL.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderOutputSize
* \sa SDL_GetWindowSizeInPixels
* \sa SDL_SetWindowSize
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSize(SDL_Window *window, int *w, int *h);
/**
* Get the safe area for this window.
*
* Some devices have portions of the screen which are partially obscured or
* not interactive, possibly due to on-screen controls, curved edges, camera
* notches, TV overscan, etc. This function provides the area of the window
* which is safe to have interactible content. You should continue rendering
* into the rest of the window, but it should not contain visually important
* or interactible content.
*
* \param window the window to query.
* \param rect a pointer filled in with the client area that is safe for
* interactive content.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSafeArea(SDL_Window *window, SDL_Rect *rect);
/**
* Request that the aspect ratio of a window's client area be set.
*
* The aspect ratio is the ratio of width divided by height, e.g. 2560x1600
* would be 1.6. Larger aspect ratios are wider and smaller aspect ratios are
* narrower.
*
* If, at the time of this request, the window in a fixed-size state, such as
* maximized or fullscreen, the request will be deferred until the window
* exits this state and becomes resizable again.
*
* On some windowing systems, this request is asynchronous and the new window
* aspect ratio may not have have been applied immediately upon the return of
* this function. If an immediate change is required, call SDL_SyncWindow() to
* block until the changes have taken effect.
*
* When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be
* emitted with the new window dimensions. Note that the new dimensions may
* not match the exact aspect ratio requested, as some windowing systems can
* restrict the window size in certain scenarios (e.g. constraining the size
* of the content area to remain within the usable desktop bounds).
* Additionally, as this is just a request, it can be denied by the windowing
* system.
*
* \param window the window to change.
* \param min_aspect the minimum aspect ratio of the window, or 0.0f for no
* limit.
* \param max_aspect the maximum aspect ratio of the window, or 0.0f for no
* limit.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowAspectRatio
* \sa SDL_SyncWindow
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowAspectRatio(SDL_Window *window, float min_aspect, float max_aspect);
/**
* Get the size of a window's client area.
*
* \param window the window to query the width and height from.
* \param min_aspect a pointer filled in with the minimum aspect ratio of the
* window, may be NULL.
* \param max_aspect a pointer filled in with the maximum aspect ratio of the
* window, may be NULL.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowAspectRatio
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowAspectRatio(SDL_Window *window, float *min_aspect, float *max_aspect);
/**
* Get the size of a window's borders (decorations) around the client area.
*
* Note: If this function fails (returns false), the size values will be
* initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the
* window in question was borderless.
*
* Note: This function may fail on systems where the window has not yet been
* decorated by the display server (for example, immediately after calling
* SDL_CreateWindow). It is recommended that you wait at least until the
* window has been presented and composited, so that the window system has a
* chance to decorate the window and provide the border dimensions to SDL.
*
* This function also returns false if getting the information is not
* supported.
*
* \param window the window to query the size values of the border
* (decorations) from.
* \param top pointer to variable for storing the size of the top border; NULL
* is permitted.
* \param left pointer to variable for storing the size of the left border;
* NULL is permitted.
* \param bottom pointer to variable for storing the size of the bottom
* border; NULL is permitted.
* \param right pointer to variable for storing the size of the right border;
* NULL is permitted.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowSize
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowBordersSize(SDL_Window *window, int *top, int *left, int *bottom, int *right);
/**
* Get the size of a window's client area, in pixels.
*
* \param window the window from which the drawable size should be queried.
* \param w a pointer to variable for storing the width in pixels, may be
* NULL.
* \param h a pointer to variable for storing the height in pixels, may be
* NULL.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateWindow
* \sa SDL_GetWindowSize
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSizeInPixels(SDL_Window *window, int *w, int *h);
/**
* Set the minimum size of a window's client area.
*
* \param window the window to change.
* \param min_w the minimum width of the window, or 0 for no limit.
* \param min_h the minimum height of the window, or 0 for no limit.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowMinimumSize
* \sa SDL_SetWindowMaximumSize
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMinimumSize(SDL_Window *window, int min_w, int min_h);
/**
* Get the minimum size of a window's client area.
*
* \param window the window to query.
* \param w a pointer filled in with the minimum width of the window, may be
* NULL.
* \param h a pointer filled in with the minimum height of the window, may be
* NULL.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowMaximumSize
* \sa SDL_SetWindowMinimumSize
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMinimumSize(SDL_Window *window, int *w, int *h);
/**
* Set the maximum size of a window's client area.
*
* \param window the window to change.
* \param max_w the maximum width of the window, or 0 for no limit.
* \param max_h the maximum height of the window, or 0 for no limit.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowMaximumSize
* \sa SDL_SetWindowMinimumSize
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMaximumSize(SDL_Window *window, int max_w, int max_h);
/**
* Get the maximum size of a window's client area.
*
* \param window the window to query.
* \param w a pointer filled in with the maximum width of the window, may be
* NULL.
* \param h a pointer filled in with the maximum height of the window, may be
* NULL.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowMinimumSize
* \sa SDL_SetWindowMaximumSize
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMaximumSize(SDL_Window *window, int *w, int *h);
/**
* Set the border state of a window.
*
* This will add or remove the window's `SDL_WINDOW_BORDERLESS` flag and add
* or remove the border from the actual window. This is a no-op if the
* window's border already matches the requested state.
*
* You can't change the border state of a fullscreen window.
*
* \param window the window of which to change the border state.
* \param bordered false to remove border, true to add border.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowFlags
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowBordered(SDL_Window *window, bool bordered);
/**
* Set the user-resizable state of a window.
*
* This will add or remove the window's `SDL_WINDOW_RESIZABLE` flag and
* allow/disallow user resizing of the window. This is a no-op if the window's
* resizable state already matches the requested state.
*
* You can't change the resizable state of a fullscreen window.
*
* \param window the window of which to change the resizable state.
* \param resizable true to allow resizing, false to disallow.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowFlags
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowResizable(SDL_Window *window, bool resizable);
/**
* Set the window to always be above the others.
*
* This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This
* will bring the window to the front and keep the window above the rest.
*
* \param window the window of which to change the always on top state.
* \param on_top true to set the window always on top, false to disable.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowFlags
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window *window, bool on_top);
/**
* Show a window.
*
* \param window the window to show.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_HideWindow
* \sa SDL_RaiseWindow
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ShowWindow(SDL_Window *window);
/**
* Hide a window.
*
* \param window the window to hide.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_ShowWindow
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HideWindow(SDL_Window *window);
/**
* Request that a window be raised above other windows and gain the input
* focus.
*
* The result of this request is subject to desktop window manager policy,
* particularly if raising the requested window would result in stealing focus
* from another application. If the window is successfully raised and gains
* input focus, an SDL_EVENT_WINDOW_FOCUS_GAINED event will be emitted, and
* the window will have the SDL_WINDOW_INPUT_FOCUS flag set.
*
* \param window the window to raise.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RaiseWindow(SDL_Window *window);
/**
* Request that the window be made as large as possible.
*
* Non-resizable windows can't be maximized. The window must have the
* SDL_WINDOW_RESIZABLE flag set, or this will have no effect.
*
* On some windowing systems this request is asynchronous and the new window
* state may not have have been applied immediately upon the return of this
* function. If an immediate change is required, call SDL_SyncWindow() to
* block until the changes have taken effect.
*
* When the window state changes, an SDL_EVENT_WINDOW_MAXIMIZED event will be
* emitted. Note that, as this is just a request, the windowing system can
* deny the state change.
*
* When maximizing a window, whether the constraints set via
* SDL_SetWindowMaximumSize() are honored depends on the policy of the window
* manager. Win32 and macOS enforce the constraints when maximizing, while X11
* and Wayland window managers may vary.
*
* \param window the window to maximize.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_MinimizeWindow
* \sa SDL_RestoreWindow
* \sa SDL_SyncWindow
*/
extern SDL_DECLSPEC bool SDLCALL SDL_MaximizeWindow(SDL_Window *window);
/**
* Request that the window be minimized to an iconic representation.
*
* On some windowing systems this request is asynchronous and the new window
* state may not have have been applied immediately upon the return of this
* function. If an immediate change is required, call SDL_SyncWindow() to
* block until the changes have taken effect.
*
* When the window state changes, an SDL_EVENT_WINDOW_MINIMIZED event will be
* emitted. Note that, as this is just a request, the windowing system can
* deny the state change.
*
* \param window the window to minimize.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_MaximizeWindow
* \sa SDL_RestoreWindow
* \sa SDL_SyncWindow
*/
extern SDL_DECLSPEC bool SDLCALL SDL_MinimizeWindow(SDL_Window *window);
/**
* Request that the size and position of a minimized or maximized window be
* restored.
*
* On some windowing systems this request is asynchronous and the new window
* state may not have have been applied immediately upon the return of this
* function. If an immediate change is required, call SDL_SyncWindow() to
* block until the changes have taken effect.
*
* When the window state changes, an SDL_EVENT_WINDOW_RESTORED event will be
* emitted. Note that, as this is just a request, the windowing system can
* deny the state change.
*
* \param window the window to restore.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_MaximizeWindow
* \sa SDL_MinimizeWindow
* \sa SDL_SyncWindow
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RestoreWindow(SDL_Window *window);
/**
* Request that the window's fullscreen state be changed.
*
* By default a window in fullscreen state uses borderless fullscreen desktop
* mode, but a specific exclusive display mode can be set using
* SDL_SetWindowFullscreenMode().
*
* On some windowing systems this request is asynchronous and the new
* fullscreen state may not have have been applied immediately upon the return
* of this function. If an immediate change is required, call SDL_SyncWindow()
* to block until the changes have taken effect.
*
* When the window state changes, an SDL_EVENT_WINDOW_ENTER_FULLSCREEN or
* SDL_EVENT_WINDOW_LEAVE_FULLSCREEN event will be emitted. Note that, as this
* is just a request, it can be denied by the windowing system.
*
* \param window the window to change.
* \param fullscreen true for fullscreen mode, false for windowed mode.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowFullscreenMode
* \sa SDL_SetWindowFullscreenMode
* \sa SDL_SyncWindow
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFullscreen(SDL_Window *window, bool fullscreen);
/**
* Block until any pending window state is finalized.
*
* On asynchronous windowing systems, this acts as a synchronization barrier
* for pending window state. It will attempt to wait until any pending window
* state has been applied and is guaranteed to return within finite time. Note
* that for how long it can potentially block depends on the underlying window
* system, as window state changes may involve somewhat lengthy animations
* that must complete before the window is in its final requested state.
*
* On windowing systems where changes are immediate, this does nothing.
*
* \param window the window for which to wait for the pending state to be
* applied.
* \returns true on success or false if the operation timed out before the
* window was in the requested state.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowSize
* \sa SDL_SetWindowPosition
* \sa SDL_SetWindowFullscreen
* \sa SDL_MinimizeWindow
* \sa SDL_MaximizeWindow
* \sa SDL_RestoreWindow
* \sa SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SyncWindow(SDL_Window *window);
/**
* Return whether the window has a surface associated with it.
*
* \param window the window to query.
* \returns true if there is a surface associated with the window, or false
* otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowSurface
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WindowHasSurface(SDL_Window *window);
/**
* Get the SDL surface associated with the window.
*
* A new surface will be created with the optimal format for the window, if
* necessary. This surface will be freed when the window is destroyed. Do not
* free this surface.
*
* This surface will be invalidated if the window is resized. After resizing a
* window this function must be called again to return a valid surface.
*
* You may not combine this with 3D or the rendering API on this window.
*
* This function is affected by `SDL_HINT_FRAMEBUFFER_ACCELERATION`.
*
* \param window the window to query.
* \returns the surface associated with the window, or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_DestroyWindowSurface
* \sa SDL_WindowHasSurface
* \sa SDL_UpdateWindowSurface
* \sa SDL_UpdateWindowSurfaceRects
*/
extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window *window);
/**
* Toggle VSync for the window surface.
*
* When a window surface is created, vsync defaults to
* SDL_WINDOW_SURFACE_VSYNC_DISABLED.
*
* The `vsync` parameter can be 1 to synchronize present with every vertical
* refresh, 2 to synchronize present with every second vertical refresh, etc.,
* SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync),
* or SDL_WINDOW_SURFACE_VSYNC_DISABLED to disable. Not every value is
* supported by every driver, so you should check the return value to see
* whether the requested setting is supported.
*
* \param window the window.
* \param vsync the vertical refresh sync interval.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowSurfaceVSync
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowSurfaceVSync(SDL_Window *window, int vsync);
#define SDL_WINDOW_SURFACE_VSYNC_DISABLED 0
#define SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE (-1)
/**
* Get VSync for the window surface.
*
* \param window the window to query.
* \param vsync an int filled with the current vertical refresh sync interval.
* See SDL_SetWindowSurfaceVSync() for the meaning of the value.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowSurfaceVSync
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSurfaceVSync(SDL_Window *window, int *vsync);
/**
* Copy the window surface to the screen.
*
* This is the function you use to reflect any changes to the surface on the
* screen.
*
* This function is equivalent to the SDL 1.2 API SDL_Flip().
*
* \param window the window to update.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowSurface
* \sa SDL_UpdateWindowSurfaceRects
*/
extern SDL_DECLSPEC bool SDLCALL SDL_UpdateWindowSurface(SDL_Window *window);
/**
* Copy areas of the window surface to the screen.
*
* This is the function you use to reflect changes to portions of the surface
* on the screen.
*
* This function is equivalent to the SDL 1.2 API SDL_UpdateRects().
*
* Note that this function will update _at least_ the rectangles specified,
* but this is only intended as an optimization; in practice, this might
* update more of the screen (or all of the screen!), depending on what method
* SDL uses to send pixels to the system.
*
* \param window the window to update.
* \param rects an array of SDL_Rect structures representing areas of the
* surface to copy, in pixels.
* \param numrects the number of rectangles.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowSurface
* \sa SDL_UpdateWindowSurface
*/
extern SDL_DECLSPEC bool SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window *window, const SDL_Rect *rects, int numrects);
/**
* Destroy the surface associated with the window.
*
* \param window the window to update.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowSurface
* \sa SDL_WindowHasSurface
*/
extern SDL_DECLSPEC bool SDLCALL SDL_DestroyWindowSurface(SDL_Window *window);
/**
* Set a window's keyboard grab mode.
*
* Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or
* the Meta/Super key. Note that not all system keyboard shortcuts can be
* captured by applications (one example is Ctrl+Alt+Del on Windows).
*
* This is primarily intended for specialized applications such as VNC clients
* or VM frontends. Normal games should not use keyboard grab.
*
* When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the
* window is full-screen to ensure the user is not trapped in your
* application. If you have a custom keyboard shortcut to exit fullscreen
* mode, you may suppress this behavior with
* `SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED`.
*
* If the caller enables a grab while another window is currently grabbed, the
* other window loses its grab in favor of the caller's window.
*
* \param window the window for which the keyboard grab mode should be set.
* \param grabbed this is true to grab keyboard, and false to release.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowKeyboardGrab
* \sa SDL_SetWindowMouseGrab
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window *window, bool grabbed);
/**
* Set a window's mouse grab mode.
*
* Mouse grab confines the mouse cursor to the window.
*
* \param window the window for which the mouse grab mode should be set.
* \param grabbed this is true to grab mouse, and false to release.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowMouseGrab
* \sa SDL_SetWindowKeyboardGrab
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMouseGrab(SDL_Window *window, bool grabbed);
/**
* Get a window's keyboard grab mode.
*
* \param window the window to query.
* \returns true if keyboard is grabbed, and false otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowKeyboardGrab
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window *window);
/**
* Get a window's mouse grab mode.
*
* \param window the window to query.
* \returns true if mouse is grabbed, and false otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowKeyboardGrab
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window *window);
/**
* Get the window that currently has an input grab enabled.
*
* \returns the window if input is grabbed or NULL otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowMouseGrab
* \sa SDL_SetWindowKeyboardGrab
*/
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void);
/**
* Confines the cursor to the specified area of a window.
*
* Note that this does NOT grab the cursor, it only defines the area a cursor
* is restricted to when the window has mouse focus.
*
* \param window the window that will be associated with the barrier.
* \param rect a rectangle area in window-relative coordinates. If NULL the
* barrier for the specified window will be destroyed.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowMouseRect
* \sa SDL_SetWindowMouseGrab
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMouseRect(SDL_Window *window, const SDL_Rect *rect);
/**
* Get the mouse confinement rectangle of a window.
*
* \param window the window to query.
* \returns a pointer to the mouse confinement rectangle of a window, or NULL
* if there isn't one.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowMouseRect
*/
extern SDL_DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window *window);
/**
* Set the opacity for a window.
*
* The parameter `opacity` will be clamped internally between 0.0f
* (transparent) and 1.0f (opaque).
*
* This function also returns false if setting the opacity isn't supported.
*
* \param window the window which will be made transparent or opaque.
* \param opacity the opacity value (0.0f - transparent, 1.0f - opaque).
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetWindowOpacity
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowOpacity(SDL_Window *window, float opacity);
/**
* Get the opacity of a window.
*
* If transparency isn't supported on this platform, opacity will be returned
* as 1.0f without error.
*
* \param window the window to get the current opacity value from.
* \returns the opacity, (0.0f - transparent, 1.0f - opaque), or -1.0f on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowOpacity
*/
extern SDL_DECLSPEC float SDLCALL SDL_GetWindowOpacity(SDL_Window *window);
/**
* Set the window as a child of a parent window.
*
* If the window is already the child of an existing window, it will be
* reparented to the new owner. Setting the parent window to NULL unparents
* the window and removes child window status.
*
* Attempting to set the parent of a window that is currently in the modal
* state will fail. Use SDL_SetWindowModalFor() to cancel the modal status
* before attempting to change the parent.
*
* Setting a parent window that is currently the sibling or descendent of the
* child window results in undefined behavior.
*
* \param window the window that should become the child of a parent.
* \param parent the new parent window for the child window.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowModal
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowParent(SDL_Window *window, SDL_Window *parent);
/**
* Toggle the state of the window as modal.
*
* To enable modal status on a window, the window must currently be the child
* window of a parent, or toggling modal status on will fail.
*
* \param window the window on which to set the modal state.
* \param modal true to toggle modal status on, false to toggle it off.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetWindowParent
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowModal(SDL_Window *window, bool modal);
/**
* Set whether the window may have input focus.
*
* \param window the window to set focusable state.
* \param focusable true to allow input focus, false to not allow input focus.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFocusable(SDL_Window *window, bool focusable);
/**
* Display the system-level window menu.
*
* This default window menu is provided by the system and on some platforms
* provides functionality for setting or changing privileged state on the
* window, such as moving it between workspaces or displays, or toggling the
* always-on-top property.
*
* On platforms or desktops where this is unsupported, this function does
* nothing.
*
* \param window the window for which the menu will be displayed.
* \param x the x coordinate of the menu, relative to the origin (top-left) of
* the client area.
* \param y the y coordinate of the menu, relative to the origin (top-left) of
* the client area.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ShowWindowSystemMenu(SDL_Window *window, int x, int y);
/**
* Possible return values from the SDL_HitTest callback.
*
* \since This enum is available since SDL 3.0.0.
*
* \sa SDL_HitTest
*/
typedef enum SDL_HitTestResult
{
SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */
SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */
SDL_HITTEST_RESIZE_TOPLEFT, /**< Region is the resizable top-left corner border. */
SDL_HITTEST_RESIZE_TOP, /**< Region is the resizable top border. */
SDL_HITTEST_RESIZE_TOPRIGHT, /**< Region is the resizable top-right corner border. */
SDL_HITTEST_RESIZE_RIGHT, /**< Region is the resizable right border. */
SDL_HITTEST_RESIZE_BOTTOMRIGHT, /**< Region is the resizable bottom-right corner border. */
SDL_HITTEST_RESIZE_BOTTOM, /**< Region is the resizable bottom border. */
SDL_HITTEST_RESIZE_BOTTOMLEFT, /**< Region is the resizable bottom-left corner border. */
SDL_HITTEST_RESIZE_LEFT /**< Region is the resizable left border. */
} SDL_HitTestResult;
/**
* Callback used for hit-testing.
*
* \param win the SDL_Window where hit-testing was set on.
* \param area an SDL_Point which should be hit-tested.
* \param data what was passed as `callback_data` to SDL_SetWindowHitTest().
* \returns an SDL_HitTestResult value.
*
* \sa SDL_SetWindowHitTest
*/
typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win,
const SDL_Point *area,
void *data);
/**
* Provide a callback that decides if a window region has special properties.
*
* Normally windows are dragged and resized by decorations provided by the
* system window manager (a title bar, borders, etc), but for some apps, it
* makes sense to drag them from somewhere else inside the window itself; for
* example, one might have a borderless window that wants to be draggable from
* any part, or simulate its own title bar, etc.
*
* This function lets the app provide a callback that designates pieces of a
* given window as special. This callback is run during event processing if we
* need to tell the OS to treat a region of the window specially; the use of
* this callback is known as "hit testing."
*
* Mouse input may not be delivered to your application if it is within a
* special area; the OS will often apply that input to moving the window or
* resizing the window and not deliver it to the application.
*
* Specifying NULL for a callback disables hit-testing. Hit-testing is
* disabled by default.
*
* Platforms that don't support this functionality will return false
* unconditionally, even if you're attempting to disable hit-testing.
*
* Your callback may fire at any time, and its firing does not indicate any
* specific behavior (for example, on Windows, this certainly might fire when
* the OS is deciding whether to drag your window, but it fires for lots of
* other reasons, too, some unrelated to anything you probably care about _and
* when the mouse isn't actually at the location it is testing_). Since this
* can fire at any time, you should try to keep your callback efficient,
* devoid of allocations, etc.
*
* \param window the window to set hit-testing on.
* \param callback the function to call when doing a hit-test.
* \param callback_data an app-defined void pointer passed to **callback**.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowHitTest(SDL_Window *window, SDL_HitTest callback, void *callback_data);
/**
* Set the shape of a transparent window.
*
* This sets the alpha channel of a transparent window and any fully
* transparent areas are also transparent to mouse clicks. If you are using
* something besides the SDL render API, then you are responsible for setting
* the alpha channel of the window yourself.
*
* The shape is copied inside this function, so you can free it afterwards. If
* your shape surface changes, you should call SDL_SetWindowShape() again to
* update the window.
*
* The window must have been created with the SDL_WINDOW_TRANSPARENT flag.
*
* \param window the window.
* \param shape the surface representing the shape of the window, or NULL to
* remove any current shape.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowShape(SDL_Window *window, SDL_Surface *shape);
/**
* Request a window to demand attention from the user.
*
* \param window the window to be flashed.
* \param operation the operation to perform.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_FlashWindow(SDL_Window *window, SDL_FlashOperation operation);
/**
* Destroy a window.
*
* Any popups or modal windows owned by the window will be recursively
* destroyed as well.
*
* \param window the window to destroy.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreatePopupWindow
* \sa SDL_CreateWindow
* \sa SDL_CreateWindowWithProperties
*/
extern SDL_DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window *window);
/**
* Check whether the screensaver is currently enabled.
*
* The screensaver is disabled by default.
*
* The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`.
*
* \returns true if the screensaver is enabled, false if it is disabled.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_DisableScreenSaver
* \sa SDL_EnableScreenSaver
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ScreenSaverEnabled(void);
/**
* Allow the screen to be blanked by a screen saver.
*
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_DisableScreenSaver
* \sa SDL_ScreenSaverEnabled
*/
extern SDL_DECLSPEC bool SDLCALL SDL_EnableScreenSaver(void);
/**
* Prevent the screen from being blanked by a screen saver.
*
* If you disable the screensaver, it is automatically re-enabled when SDL
* quits.
*
* The screensaver is disabled by default, but this may by changed by
* SDL_HINT_VIDEO_ALLOW_SCREENSAVER.
*
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_EnableScreenSaver
* \sa SDL_ScreenSaverEnabled
*/
extern SDL_DECLSPEC bool SDLCALL SDL_DisableScreenSaver(void);
/**
* \name OpenGL support functions
*/
/* @{ */
/**
* Dynamically load an OpenGL library.
*
* This should be done after initializing the video driver, but before
* creating any OpenGL windows. If no OpenGL library is loaded, the default
* library will be loaded upon creation of the first OpenGL window.
*
* If you do this, you need to retrieve all of the GL functions used in your
* program from the dynamic library using SDL_GL_GetProcAddress().
*
* \param path the platform dependent OpenGL library name, or NULL to open the
* default OpenGL library.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_GetProcAddress
* \sa SDL_GL_UnloadLibrary
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GL_LoadLibrary(const char *path);
/**
* Get an OpenGL function by name.
*
* If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all
* GL functions must be retrieved this way. Usually this is used to retrieve
* function pointers to OpenGL extensions.
*
* There are some quirks to looking up OpenGL functions that require some
* extra care from the application. If you code carefully, you can handle
* these quirks without any platform-specific code, though:
*
* - On Windows, function pointers are specific to the current GL context;
* this means you need to have created a GL context and made it current
* before calling SDL_GL_GetProcAddress(). If you recreate your context or
* create a second context, you should assume that any existing function
* pointers aren't valid to use with it. This is (currently) a
* Windows-specific limitation, and in practice lots of drivers don't suffer
* this limitation, but it is still the way the wgl API is documented to
* work and you should expect crashes if you don't respect it. Store a copy
* of the function pointers that comes and goes with context lifespan.
* - On X11, function pointers returned by this function are valid for any
* context, and can even be looked up before a context is created at all.
* This means that, for at least some common OpenGL implementations, if you
* look up a function that doesn't exist, you'll get a non-NULL result that
* is _NOT_ safe to call. You must always make sure the function is actually
* available for a given GL context before calling it, by checking for the
* existence of the appropriate extension with SDL_GL_ExtensionSupported(),
* or verifying that the version of OpenGL you're using offers the function
* as core functionality.
* - Some OpenGL drivers, on all platforms, *will* return NULL if a function
* isn't supported, but you can't count on this behavior. Check for
* extensions you use, and if you get a NULL anyway, act as if that
* extension wasn't available. This is probably a bug in the driver, but you
* can code defensively for this scenario anyhow.
* - Just because you're on Linux/Unix, don't assume you'll be using X11.
* Next-gen display servers are waiting to replace it, and may or may not
* make the same promises about function pointers.
* - OpenGL function pointers must be declared `APIENTRY` as in the example
* code. This will ensure the proper calling convention is followed on
* platforms where this matters (Win32) thereby avoiding stack corruption.
*
* \param proc the name of an OpenGL function.
* \returns a pointer to the named OpenGL function. The returned pointer
* should be cast to the appropriate function signature.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_ExtensionSupported
* \sa SDL_GL_LoadLibrary
* \sa SDL_GL_UnloadLibrary
*/
extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_GL_GetProcAddress(const char *proc);
/**
* Get an EGL library function by name.
*
* If an EGL library is loaded, this function allows applications to get entry
* points for EGL functions. This is useful to provide to an EGL API and
* extension loader.
*
* \param proc the name of an EGL function.
* \returns a pointer to the named EGL function. The returned pointer should
* be cast to the appropriate function signature.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_EGL_GetCurrentDisplay
*/
extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_EGL_GetProcAddress(const char *proc);
/**
* Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_LoadLibrary
*/
extern SDL_DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void);
/**
* Check if an OpenGL extension is supported for the current context.
*
* This function operates on the current GL context; you must have created a
* context and it must be current before calling this function. Do not assume
* that all contexts you create will have the same set of extensions
* available, or that recreating an existing context will offer the same
* extensions again.
*
* While it's probably not a massive overhead, this function is not an O(1)
* operation. Check the extensions you care about after creating the GL
* context and save that information somewhere instead of calling the function
* every time you need to know.
*
* \param extension the name of the extension to check.
* \returns true if the extension is supported, false otherwise.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GL_ExtensionSupported(const char *extension);
/**
* Reset all previously set OpenGL context attributes to their default values.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_GetAttribute
* \sa SDL_GL_SetAttribute
*/
extern SDL_DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void);
/**
* Set an OpenGL window attribute before window creation.
*
* This function sets the OpenGL attribute `attr` to `value`. The requested
* attributes should be set before creating an OpenGL window. You should use
* SDL_GL_GetAttribute() to check the values after creating the OpenGL
* context, since the values obtained can differ from the requested ones.
*
* \param attr an SDL_GLattr enum value specifying the OpenGL attribute to
* set.
* \param value the desired value for the attribute.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_GetAttribute
* \sa SDL_GL_ResetAttributes
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value);
/**
* Get the actual value for an attribute from the current context.
*
* \param attr an SDL_GLattr enum value specifying the OpenGL attribute to
* get.
* \param value a pointer filled in with the current value of `attr`.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_ResetAttributes
* \sa SDL_GL_SetAttribute
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value);
/**
* Create an OpenGL context for an OpenGL window, and make it current.
*
* Windows users new to OpenGL should note that, for historical reasons, GL
* functions added after OpenGL version 1.1 are not available by default.
* Those functions must be loaded at run-time, either with an OpenGL
* extension-handling library or with SDL_GL_GetProcAddress() and its related
* functions.
*
* SDL_GLContext is opaque to the application.
*
* \param window the window to associate with the context.
* \returns the OpenGL context associated with `window` or NULL on failure;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_DestroyContext
* \sa SDL_GL_MakeCurrent
*/
extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *window);
/**
* Set up an OpenGL context for rendering into an OpenGL window.
*
* The context must have been created with a compatible window.
*
* \param window the window to associate with the context.
* \param context the OpenGL context to associate with the window.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_CreateContext
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GL_MakeCurrent(SDL_Window *window, SDL_GLContext context);
/**
* Get the currently active OpenGL window.
*
* \returns the currently active OpenGL window on success or NULL on failure;
* call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GL_GetCurrentWindow(void);
/**
* Get the currently active OpenGL context.
*
* \returns the currently active OpenGL context or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_MakeCurrent
*/
extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void);
/**
* Get the currently active EGL display.
*
* \returns the currently active EGL display or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_EGLDisplay SDLCALL SDL_EGL_GetCurrentDisplay(void);
/**
* Get the currently active EGL config.
*
* \returns the currently active EGL config or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_EGLConfig SDLCALL SDL_EGL_GetCurrentConfig(void);
/**
* Get the EGL surface associated with the window.
*
* \param window the window to query.
* \returns the EGLSurface pointer associated with the window, or NULL on
* failure.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC SDL_EGLSurface SDLCALL SDL_EGL_GetWindowSurface(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 SDL_DECLSPEC void SDLCALL SDL_EGL_SetAttributeCallbacks(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 false. In such a case, you should
* probably retry the call with 1 for the interval.
*
* Adaptive vsync is implemented for some glX drivers with
* GLX_EXT_swap_control_tear, and for some Windows drivers with
* WGL_EXT_swap_control_tear.
*
* Read more on the Khronos wiki:
* https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync
*
* \param interval 0 for immediate updates, 1 for updates synchronized with
* the vertical retrace, -1 for adaptive vsync.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_GetSwapInterval
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GL_SetSwapInterval(int interval);
/**
* Get the swap interval for the current OpenGL context.
*
* If the system can't determine the swap interval, or there isn't a valid
* current context, this function will set *interval to 0 as a safe default.
*
* \param interval output interval value. 0 if there is no vertical retrace
* synchronization, 1 if the buffer swap is synchronized with
* the vertical retrace, and -1 if late swaps happen
* immediately instead of waiting for the next retrace.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_SetSwapInterval
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GL_GetSwapInterval(int *interval);
/**
* Update a window with OpenGL rendering.
*
* This is used with double-buffered OpenGL contexts, which are the default.
*
* On macOS, make sure you bind 0 to the draw framebuffer before swapping the
* window, otherwise nothing will happen. If you aren't using
* glBindFramebuffer(), this is the default and you won't have to do anything
* extra.
*
* \param window the window to change.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GL_SwapWindow(SDL_Window *window);
/**
* Delete an OpenGL context.
*
* \param context the OpenGL context to be deleted.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_CreateContext
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GL_DestroyContext(SDL_GLContext context);
/* @} *//* OpenGL support functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_video_h_ */