|
|
- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
-
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
-
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
-
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
-
- /**
- * \file SDL_video.h
- *
- * Header file for SDL video functions.
- */
-
- #ifndef SDL_video_h_
- #define SDL_video_h_
-
- #include "SDL_stdinc.h"
- #include "SDL_pixels.h"
- #include "SDL_rect.h"
- #include "SDL_surface.h"
-
- #include "begin_code.h"
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
-
- /**
- * \brief The structure that defines a display mode
- *
- * \sa SDL_GetNumDisplayModes()
- * \sa SDL_GetDisplayMode()
- * \sa SDL_GetDesktopDisplayMode()
- * \sa SDL_GetCurrentDisplayMode()
- * \sa SDL_GetClosestDisplayMode()
- * \sa SDL_SetWindowDisplayMode()
- * \sa SDL_GetWindowDisplayMode()
- */
- typedef struct
- {
- Uint32 format; /**< pixel format */
- int w; /**< width, in screen coordinates */
- int h; /**< height, in screen coordinates */
- int refresh_rate; /**< refresh rate (or zero for unspecified) */
- void *driverdata; /**< driver-specific data, initialize to 0 */
- } SDL_DisplayMode;
-
- /**
- * \brief The type used to identify a window
- *
- * \sa SDL_CreateWindow()
- * \sa SDL_CreateWindowFrom()
- * \sa SDL_DestroyWindow()
- * \sa SDL_FlashWindow()
- * \sa SDL_GetWindowData()
- * \sa SDL_GetWindowFlags()
- * \sa SDL_GetWindowGrab()
- * \sa SDL_GetWindowKeyboardGrab()
- * \sa SDL_GetWindowMouseGrab()
- * \sa SDL_GetWindowPosition()
- * \sa SDL_GetWindowSize()
- * \sa SDL_GetWindowTitle()
- * \sa SDL_HideWindow()
- * \sa SDL_MaximizeWindow()
- * \sa SDL_MinimizeWindow()
- * \sa SDL_RaiseWindow()
- * \sa SDL_RestoreWindow()
- * \sa SDL_SetWindowData()
- * \sa SDL_SetWindowFullscreen()
- * \sa SDL_SetWindowGrab()
- * \sa SDL_SetWindowKeyboardGrab()
- * \sa SDL_SetWindowMouseGrab()
- * \sa SDL_SetWindowIcon()
- * \sa SDL_SetWindowPosition()
- * \sa SDL_SetWindowSize()
- * \sa SDL_SetWindowBordered()
- * \sa SDL_SetWindowResizable()
- * \sa SDL_SetWindowTitle()
- * \sa SDL_ShowWindow()
- */
- typedef struct SDL_Window SDL_Window;
-
- /**
- * \brief The flags on a window
- *
- * \sa SDL_GetWindowFlags()
- */
- typedef enum
- {
- SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */
- SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */
- SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */
- SDL_WINDOW_HIDDEN = 0x00000008, /**< window is not visible */
- SDL_WINDOW_BORDERLESS = 0x00000010, /**< no window decoration */
- SDL_WINDOW_RESIZABLE = 0x00000020, /**< window can be resized */
- SDL_WINDOW_MINIMIZED = 0x00000040, /**< window is minimized */
- SDL_WINDOW_MAXIMIZED = 0x00000080, /**< window is maximized */
- SDL_WINDOW_MOUSE_GRABBED = 0x00000100, /**< window has grabbed mouse input */
- SDL_WINDOW_INPUT_FOCUS = 0x00000200, /**< window has input focus */
- SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
- SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ),
- SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
- SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported.
- On macOS NSHighResolutionCapable must be set true in the
- application's Info.plist for this to have any effect. */
- SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to MOUSE_GRABBED) */
- SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */
- SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */
- SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */
- SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */
- SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */
- SDL_WINDOW_KEYBOARD_GRABBED = 0x00100000, /**< window has grabbed keyboard input */
- SDL_WINDOW_VULKAN = 0x10000000, /**< window usable for Vulkan surface */
- SDL_WINDOW_METAL = 0x20000000, /**< window usable for Metal view */
-
- SDL_WINDOW_INPUT_GRABBED = SDL_WINDOW_MOUSE_GRABBED /**< equivalent to SDL_WINDOW_MOUSE_GRABBED for compatibility */
- } SDL_WindowFlags;
-
- /**
- * \brief Used to indicate that you don't care what the window position is.
- */
- #define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
- #define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
- #define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
- #define SDL_WINDOWPOS_ISUNDEFINED(X) \
- (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK)
-
- /**
- * \brief Used to indicate that the window position should be centered.
- */
- #define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u
- #define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X))
- #define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0)
- #define SDL_WINDOWPOS_ISCENTERED(X) \
- (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK)
-
- /**
- * \brief Event subtype for window events
- */
- typedef enum
- {
- SDL_WINDOWEVENT_NONE, /**< Never used */
- SDL_WINDOWEVENT_SHOWN, /**< Window has been shown */
- SDL_WINDOWEVENT_HIDDEN, /**< Window has been hidden */
- SDL_WINDOWEVENT_EXPOSED, /**< Window has been exposed and should be
- redrawn */
- SDL_WINDOWEVENT_MOVED, /**< Window has been moved to data1, data2
- */
- SDL_WINDOWEVENT_RESIZED, /**< Window has been resized to data1xdata2 */
- SDL_WINDOWEVENT_SIZE_CHANGED, /**< The window size has changed, either as
- a result of an API call or through the
- system or user changing the window size. */
- SDL_WINDOWEVENT_MINIMIZED, /**< Window has been minimized */
- SDL_WINDOWEVENT_MAXIMIZED, /**< Window has been maximized */
- SDL_WINDOWEVENT_RESTORED, /**< Window has been restored to normal size
- and position */
- SDL_WINDOWEVENT_ENTER, /**< Window has gained mouse focus */
- SDL_WINDOWEVENT_LEAVE, /**< Window has lost mouse focus */
- SDL_WINDOWEVENT_FOCUS_GAINED, /**< Window has gained keyboard focus */
- SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */
- SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */
- SDL_WINDOWEVENT_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
- SDL_WINDOWEVENT_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */
- SDL_WINDOWEVENT_ICCPROF_CHANGED,/**< The ICC profile of the window's display has changed. */
- SDL_WINDOWEVENT_DISPLAY_CHANGED /**< Window has been moved to display data1. */
- } SDL_WindowEventID;
-
- /**
- * \brief Event subtype for display events
- */
- typedef enum
- {
- SDL_DISPLAYEVENT_NONE, /**< Never used */
- SDL_DISPLAYEVENT_ORIENTATION, /**< Display orientation has changed to data1 */
- SDL_DISPLAYEVENT_CONNECTED, /**< Display has been added to the system */
- SDL_DISPLAYEVENT_DISCONNECTED /**< Display has been removed from the system */
- } SDL_DisplayEventID;
-
- /**
- * \brief Display orientation
- */
- typedef enum
- {
- SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */
- SDL_ORIENTATION_LANDSCAPE, /**< The display is in landscape mode, with the right side up, relative to portrait mode */
- SDL_ORIENTATION_LANDSCAPE_FLIPPED, /**< The display is in landscape mode, with the left side up, relative to portrait mode */
- SDL_ORIENTATION_PORTRAIT, /**< The display is in portrait mode */
- SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */
- } SDL_DisplayOrientation;
-
- /**
- * \brief Window flash operation
- */
- typedef enum
- {
- SDL_FLASH_CANCEL, /**< Cancel any window flash state */
- SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */
- SDL_FLASH_UNTIL_FOCUSED /**< Flash the window until it gets focus */
- } SDL_FlashOperation;
-
- /**
- * \brief An opaque handle to an OpenGL context.
- */
- typedef void *SDL_GLContext;
-
- /**
- * \brief OpenGL configuration attributes
- */
- typedef enum
- {
- SDL_GL_RED_SIZE,
- SDL_GL_GREEN_SIZE,
- SDL_GL_BLUE_SIZE,
- SDL_GL_ALPHA_SIZE,
- SDL_GL_BUFFER_SIZE,
- SDL_GL_DOUBLEBUFFER,
- SDL_GL_DEPTH_SIZE,
- SDL_GL_STENCIL_SIZE,
- SDL_GL_ACCUM_RED_SIZE,
- SDL_GL_ACCUM_GREEN_SIZE,
- SDL_GL_ACCUM_BLUE_SIZE,
- SDL_GL_ACCUM_ALPHA_SIZE,
- SDL_GL_STEREO,
- SDL_GL_MULTISAMPLEBUFFERS,
- SDL_GL_MULTISAMPLESAMPLES,
- SDL_GL_ACCELERATED_VISUAL,
- SDL_GL_RETAINED_BACKING,
- SDL_GL_CONTEXT_MAJOR_VERSION,
- SDL_GL_CONTEXT_MINOR_VERSION,
- SDL_GL_CONTEXT_EGL,
- SDL_GL_CONTEXT_FLAGS,
- SDL_GL_CONTEXT_PROFILE_MASK,
- SDL_GL_SHARE_WITH_CURRENT_CONTEXT,
- SDL_GL_FRAMEBUFFER_SRGB_CAPABLE,
- SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
- SDL_GL_CONTEXT_RESET_NOTIFICATION,
- SDL_GL_CONTEXT_NO_ERROR
- } SDL_GLattr;
-
- typedef enum
- {
- SDL_GL_CONTEXT_PROFILE_CORE = 0x0001,
- SDL_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002,
- SDL_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */
- } SDL_GLprofile;
-
- typedef enum
- {
- SDL_GL_CONTEXT_DEBUG_FLAG = 0x0001,
- SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002,
- SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG = 0x0004,
- SDL_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008
- } SDL_GLcontextFlag;
-
- typedef enum
- {
- SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE = 0x0000,
- SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x0001
- } SDL_GLcontextReleaseFlag;
-
- typedef enum
- {
- SDL_GL_CONTEXT_RESET_NO_NOTIFICATION = 0x0000,
- SDL_GL_CONTEXT_RESET_LOSE_CONTEXT = 0x0001
- } SDL_GLContextResetNotification;
-
- /* Function prototypes */
-
- /**
- * Get the number of video drivers compiled into SDL.
- *
- * \returns a number >= 1 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetVideoDriver
- */
- extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void);
-
- /**
- * Get the name of a built in video driver.
- *
- * The video drivers are presented in the order in which they are normally
- * checked during initialization.
- *
- * \param index the index of a video driver
- * \returns the name of the video driver with the given **index**.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetNumVideoDrivers
- */
- extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index);
-
- /**
- * Initialize the video subsystem, optionally specifying a video driver.
- *
- * This function initializes the video subsystem, setting up a connection to
- * the window manager, etc, and determines the available display modes and
- * pixel formats, but does not initialize a window or graphics mode.
- *
- * If you use this function and you haven't used the SDL_INIT_VIDEO flag with
- * either SDL_Init() or SDL_InitSubSystem(), you should call SDL_VideoQuit()
- * before calling SDL_Quit().
- *
- * It is safe to call this function multiple times. SDL_VideoInit() will call
- * SDL_VideoQuit() itself if the video subsystem has already been initialized.
- *
- * You can use SDL_GetNumVideoDrivers() and SDL_GetVideoDriver() to find a
- * specific `driver_name`.
- *
- * \param driver_name the name of a video driver to initialize, or NULL for
- * the default driver
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetNumVideoDrivers
- * \sa SDL_GetVideoDriver
- * \sa SDL_InitSubSystem
- * \sa SDL_VideoQuit
- */
- extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name);
-
- /**
- * Shut down the video subsystem, if initialized with SDL_VideoInit().
- *
- * This function closes all windows, and restores the original video mode.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_VideoInit
- */
- extern DECLSPEC void SDLCALL SDL_VideoQuit(void);
-
- /**
- * Get the name of the currently initialized video driver.
- *
- * \returns the name of the current video driver or NULL if no driver has been
- * initialized.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetNumVideoDrivers
- * \sa SDL_GetVideoDriver
- */
- extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void);
-
- /**
- * Get the number of available video displays.
- *
- * \returns a number >= 1 or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetDisplayBounds
- */
- extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void);
-
- /**
- * Get the name of a display in UTF-8 encoding.
- *
- * \param displayIndex the index of display from which the name should be
- * queried
- * \returns the name of a display or NULL for an invalid display index or
- * failure; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetNumVideoDisplays
- */
- extern DECLSPEC const char * SDLCALL SDL_GetDisplayName(int displayIndex);
-
- /**
- * Get the desktop area represented by a display.
- *
- * The primary display (`displayIndex` zero) is always located at 0,0.
- *
- * \param displayIndex the index of the display to query
- * \param rect the SDL_Rect structure filled in with the display bounds
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetNumVideoDisplays
- */
- extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * rect);
-
- /**
- * Get the usable desktop area represented by a display.
- *
- * The primary display (`displayIndex` zero) is always located at 0,0.
- *
- * 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.
- *
- * The parameter `rect` is ignored if it is NULL.
- *
- * This function also returns -1 if the parameter `displayIndex` is out of
- * range.
- *
- * \param displayIndex the index of the display to query the usable bounds
- * from
- * \param rect the SDL_Rect structure filled in with the display bounds
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.5.
- *
- * \sa SDL_GetDisplayBounds
- * \sa SDL_GetNumVideoDisplays
- */
- extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect);
-
- /**
- * Get the dots/pixels-per-inch for a display.
- *
- * Diagonal, horizontal and vertical DPI can all be optionally returned if the
- * appropriate parameter is non-NULL.
- *
- * A failure of this function usually means that either no DPI information is
- * available or the `displayIndex` is out of range.
- *
- * \param displayIndex the index of the display from which DPI information
- * should be queried
- * \param ddpi a pointer filled in with the diagonal DPI of the display; may
- * be NULL
- * \param hdpi a pointer filled in with the horizontal DPI of the display; may
- * be NULL
- * \param vdpi a pointer filled in with the vertical DPI of the display; may
- * be NULL
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.4.
- *
- * \sa SDL_GetNumVideoDisplays
- */
- extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi);
-
- /**
- * Get the orientation of a display.
- *
- * \param displayIndex the index 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 2.0.9.
- *
- * \sa SDL_GetNumVideoDisplays
- */
- extern DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetDisplayOrientation(int displayIndex);
-
- /**
- * Get the number of available display modes.
- *
- * The `displayIndex` needs to be in the range from 0 to
- * SDL_GetNumVideoDisplays() - 1.
- *
- * \param displayIndex the index of the display to query
- * \returns a number >= 1 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetDisplayMode
- * \sa SDL_GetNumVideoDisplays
- */
- extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex);
-
- /**
- * Get information about a specific display mode.
- *
- * The display modes are sorted in this priority:
- *
- * - width -> largest to smallest
- * - height -> largest to smallest
- * - bits per pixel -> more colors to fewer colors
- * - packed pixel layout -> largest to smallest
- * - refresh rate -> highest to lowest
- *
- * \param displayIndex the index of the display to query
- * \param modeIndex the index of the display mode to query
- * \param mode an SDL_DisplayMode structure filled in with the mode at
- * `modeIndex`
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetNumDisplayModes
- */
- extern DECLSPEC int SDLCALL SDL_GetDisplayMode(int displayIndex, int modeIndex,
- 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 displayIndex the index of the display to query
- * \param mode an SDL_DisplayMode structure filled in with the current display
- * mode
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetCurrentDisplayMode
- * \sa SDL_GetDisplayMode
- * \sa SDL_SetWindowDisplayMode
- */
- extern DECLSPEC int SDLCALL SDL_GetDesktopDisplayMode(int displayIndex, SDL_DisplayMode * mode);
-
- /**
- * 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 displayIndex the index of the display to query
- * \param mode an SDL_DisplayMode structure filled in with the current display
- * mode
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetDesktopDisplayMode
- * \sa SDL_GetDisplayMode
- * \sa SDL_GetNumVideoDisplays
- * \sa SDL_SetWindowDisplayMode
- */
- extern DECLSPEC int SDLCALL SDL_GetCurrentDisplayMode(int displayIndex, SDL_DisplayMode * mode);
-
-
- /**
- * 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 displayIndex the index of the display to query
- * \param mode an SDL_DisplayMode structure containing the desired display
- * mode
- * \param closest an SDL_DisplayMode structure filled in with the closest
- * match of the available display modes
- * \returns the passed in value `closest` or NULL if no matching video mode
- * was available; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetDisplayMode
- * \sa SDL_GetNumDisplayModes
- */
- extern DECLSPEC SDL_DisplayMode * SDLCALL SDL_GetClosestDisplayMode(int displayIndex, const SDL_DisplayMode * mode, SDL_DisplayMode * closest);
-
- /**
- * Get the index of the display associated with a window.
- *
- * \param window the window to query
- * \returns the index of the display containing the center of the window on
- * success or a negative error code on failure; call SDL_GetError()
- * for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetDisplayBounds
- * \sa SDL_GetNumVideoDisplays
- */
- extern DECLSPEC int SDLCALL SDL_GetWindowDisplayIndex(SDL_Window * window);
-
- /**
- * Set the display mode to use when a window is visible at fullscreen.
- *
- * This only affects the display mode used when the window is fullscreen. To
- * change the window size when the window is not fullscreen, use
- * SDL_SetWindowSize().
- *
- * \param window the window to affect
- * \param mode the SDL_DisplayMode structure representing the mode to use, or
- * NULL to use the window's dimensions and the desktop's format
- * and refresh rate
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowDisplayMode
- * \sa SDL_SetWindowFullscreen
- */
- extern DECLSPEC int SDLCALL SDL_SetWindowDisplayMode(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
- * \param mode an SDL_DisplayMode structure filled in with the fullscreen
- * display mode
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_SetWindowDisplayMode
- * \sa SDL_SetWindowFullscreen
- */
- extern DECLSPEC int SDLCALL SDL_GetWindowDisplayMode(SDL_Window * window,
- SDL_DisplayMode * mode);
-
- /**
- * Get the raw ICC profile data for the screen the window is currently on.
- *
- * Data returned should be freed with SDL_free.
- *
- * \param window the window to query
- * \param size the size of the ICC profile
- * \returns the raw ICC profile data on success or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.18.
- */
- extern DECLSPEC void* SDLCALL SDL_GetWindowICCProfile(SDL_Window * window, size_t* size);
-
- /**
- * Get the pixel format associated with the window.
- *
- * \param window the window to query
- * \returns the pixel format of the window on success or
- * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 2.0.0.
- */
- extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
-
- /**
- * Create a window with the specified position, dimensions, and flags.
- *
- * `flags` may be any of the following OR'd together:
- *
- * - `SDL_WINDOW_FULLSCREEN`: fullscreen window
- * - `SDL_WINDOW_FULLSCREEN_DESKTOP`: fullscreen window at desktop resolution
- * - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context
- * - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance
- * - `SDL_WINDOW_METAL`: window usable with a Metal instance
- * - `SDL_WINDOW_HIDDEN`: window is not visible
- * - `SDL_WINDOW_BORDERLESS`: no window decoration
- * - `SDL_WINDOW_RESIZABLE`: window can be resized
- * - `SDL_WINDOW_MINIMIZED`: window is minimized
- * - `SDL_WINDOW_MAXIMIZED`: window is maximized
- * - `SDL_WINDOW_INPUT_GRABBED`: window has grabbed input focus
- * - `SDL_WINDOW_ALLOW_HIGHDPI`: window should be created in high-DPI mode if
- * supported (>= SDL 2.0.1)
- *
- * `SDL_WINDOW_SHOWN` is ignored by SDL_CreateWindow(). The SDL_Window is
- * implicitly shown if SDL_WINDOW_HIDDEN is not set. `SDL_WINDOW_SHOWN` may be
- * queried later using SDL_GetWindowFlags().
- *
- * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist
- * property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
- *
- * If the window is created with the `SDL_WINDOW_ALLOW_HIGHDPI` flag, its size
- * in pixels may differ from its size in screen coordinates on platforms with
- * high-DPI support (e.g. iOS and macOS). Use SDL_GetWindowSize() to query the
- * client area's size in screen coordinates, and SDL_GL_GetDrawableSize() or
- * SDL_GetRendererOutputSize() to query the drawable size in pixels.
- *
- * If the window is set fullscreen, the width and height parameters `w` and
- * `h` will not be used. However, invalid size parameters (e.g. too large) may
- * still fail. Window size is actually limited to 16384 x 16384 for all
- * platforms at window creation.
- *
- * If the window is created with any of the SDL_WINDOW_OPENGL or
- * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function
- * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the
- * corresponding UnloadLibrary function is called by SDL_DestroyWindow().
- *
- * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver,
- * SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail.
- *
- * If SDL_WINDOW_METAL is specified on an OS that does not support Metal,
- * SDL_CreateWindow() will fail.
- *
- * On non-Apple devices, SDL requires you to either not link to the Vulkan
- * loader or link to a dynamic library version. This limitation may be removed
- * in a future version of SDL.
- *
- * \param title the title of the window, in UTF-8 encoding
- * \param x the x position of the window, `SDL_WINDOWPOS_CENTERED`, or
- * `SDL_WINDOWPOS_UNDEFINED`
- * \param y the y position of the window, `SDL_WINDOWPOS_CENTERED`, or
- * `SDL_WINDOWPOS_UNDEFINED`
- * \param w the width of the window, in screen coordinates
- * \param h the height of the window, in screen coordinates
- * \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 2.0.0.
- *
- * \sa SDL_CreateWindowFrom
- * \sa SDL_DestroyWindow
- */
- extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title,
- int x, int y, int w,
- int h, Uint32 flags);
-
- /**
- * Create an SDL window from an existing native window.
- *
- * In some cases (e.g. OpenGL) and on some platforms (e.g. Microsoft Windows)
- * the hint `SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT` needs to be configured
- * before using SDL_CreateWindowFrom().
- *
- * \param data a pointer to driver-dependent window creation data, typically
- * your native window cast to a void*
- * \returns the window that was created or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateWindow
- * \sa SDL_DestroyWindow
- */
- extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowFrom(const void *data);
-
- /**
- * Get the numeric ID of a window.
- *
- * The numeric ID is what SDL_WindowEvent references, and is necessary to map
- * these events to specific SDL_Window objects.
- *
- * \param window the window to query
- * \returns the ID of the window on success or 0 on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowFromID
- */
- extern DECLSPEC Uint32 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 2.0.0.
- *
- * \sa SDL_GetWindowID
- */
- extern DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(Uint32 id);
-
- /**
- * 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 2.0.0.
- *
- * \sa SDL_CreateWindow
- * \sa SDL_HideWindow
- * \sa SDL_MaximizeWindow
- * \sa SDL_MinimizeWindow
- * \sa SDL_SetWindowFullscreen
- * \sa SDL_SetWindowGrab
- * \sa SDL_ShowWindow
- */
- extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_Window * window);
-
- /**
- * Set the title of a window.
- *
- * This string is expected to be in UTF-8 encoding.
- *
- * \param window the window to change
- * \param title the desired window title in UTF-8 format
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowTitle
- */
- extern DECLSPEC void 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 2.0.0.
- *
- * \sa SDL_SetWindowTitle
- */
- extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_Window * window);
-
- /**
- * Set the icon for a window.
- *
- * \param window the window to change
- * \param icon an SDL_Surface structure containing the icon for the window
- *
- * \since This function is available since SDL 2.0.0.
- */
- extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Window * window,
- SDL_Surface * icon);
-
- /**
- * Associate an arbitrary named pointer with a window.
- *
- * `name` is case-sensitive.
- *
- * \param window the window to associate with the pointer
- * \param name the name of the pointer
- * \param userdata the associated pointer
- * \returns the previous value associated with `name`.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowData
- */
- extern DECLSPEC void* SDLCALL SDL_SetWindowData(SDL_Window * window,
- const char *name,
- void *userdata);
-
- /**
- * Retrieve the data pointer associated with a window.
- *
- * \param window the window to query
- * \param name the name of the pointer
- * \returns the value associated with `name`.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_SetWindowData
- */
- extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_Window * window,
- const char *name);
-
- /**
- * Set the position of a window.
- *
- * The window coordinate origin is the upper left of the display.
- *
- * \param window the window to reposition
- * \param x the x coordinate of the window in screen coordinates, or
- * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED`
- * \param y the y coordinate of the window in screen coordinates, or
- * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED`
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowPosition
- */
- extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_Window * window,
- int x, int y);
-
- /**
- * Get the position of a window.
- *
- * If you do not need the value for one of the positions a NULL may be passed
- * in the `x` or `y` parameter.
- *
- * \param window the window to query
- * \param x a pointer filled in with the x position of the window, in screen
- * coordinates, may be NULL
- * \param y a pointer filled in with the y position of the window, in screen
- * coordinates, may be NULL
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_SetWindowPosition
- */
- extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_Window * window,
- int *x, int *y);
-
- /**
- * Set the size of a window's client area.
- *
- * The window size in screen coordinates may differ from the size in pixels,
- * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform
- * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize() or
- * SDL_GetRendererOutputSize() to get the real client area size in pixels.
- *
- * Fullscreen windows automatically match the size of the display mode, and
- * you should use SDL_SetWindowDisplayMode() to change their size.
- *
- * \param window the window to change
- * \param w the width of the window in pixels, in screen coordinates, must be
- * > 0
- * \param h the height of the window in pixels, in screen coordinates, must be
- * > 0
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowSize
- * \sa SDL_SetWindowDisplayMode
- */
- extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w,
- int h);
-
- /**
- * Get the size of a window's client area.
- *
- * NULL can safely be passed as the `w` or `h` parameter if the width or
- * height value is not desired.
- *
- * The window size in screen coordinates may differ from the size in pixels,
- * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform
- * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize(),
- * SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() 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, in screen
- * coordinates, may be NULL
- * \param h a pointer filled in with the height of the window, in screen
- * coordinates, may be NULL
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_GetDrawableSize
- * \sa SDL_Vulkan_GetDrawableSize
- * \sa SDL_SetWindowSize
- */
- extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w,
- int *h);
-
- /**
- * Get the size of a window's borders (decorations) around the client area.
- *
- * Note: If this function fails (returns -1), the size values will be
- * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the
- * window in question was borderless.
- *
- * Note: This function may fail on systems where the window has not yet been
- * decorated by the display server (for example, immediately after calling
- * SDL_CreateWindow). It is recommended that you wait at least until the
- * window has been presented and composited, so that the window system has a
- * chance to decorate the window and provide the border dimensions to SDL.
- *
- * This function also returns -1 if getting the information is not supported.
- *
- * \param window the window to query the size values of the border
- * (decorations) from
- * \param top pointer to variable for storing the size of the top border; NULL
- * is permitted
- * \param left pointer to variable for storing the size of the left border;
- * NULL is permitted
- * \param bottom pointer to variable for storing the size of the bottom
- * border; NULL is permitted
- * \param right pointer to variable for storing the size of the right border;
- * NULL is permitted
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.5.
- *
- * \sa SDL_GetWindowSize
- */
- extern DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window * window,
- int *top, int *left,
- int *bottom, int *right);
-
- /**
- * 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 in pixels
- * \param min_h the minimum height of the window in pixels
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowMinimumSize
- * \sa SDL_SetWindowMaximumSize
- */
- extern DECLSPEC void 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
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowMaximumSize
- * \sa SDL_SetWindowMinimumSize
- */
- extern DECLSPEC void 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 in pixels
- * \param max_h the maximum height of the window in pixels
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowMaximumSize
- * \sa SDL_SetWindowMinimumSize
- */
- extern DECLSPEC void 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
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowMinimumSize
- * \sa SDL_SetWindowMaximumSize
- */
- extern DECLSPEC void SDLCALL SDL_GetWindowMaximumSize(SDL_Window * window,
- int *w, int *h);
-
- /**
- * Set the border state of a window.
- *
- * This will add or remove the window's `SDL_WINDOW_BORDERLESS` flag and add
- * or remove the border from the actual window. This is a no-op if the
- * window's border already matches the requested state.
- *
- * You can't change the border state of a fullscreen window.
- *
- * \param window the window of which to change the border state
- * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowFlags
- */
- extern DECLSPEC void SDLCALL SDL_SetWindowBordered(SDL_Window * window,
- SDL_bool bordered);
-
- /**
- * Set the user-resizable state of a window.
- *
- * This will add or remove the window's `SDL_WINDOW_RESIZABLE` flag and
- * allow/disallow user resizing of the window. This is a no-op if the window's
- * resizable state already matches the requested state.
- *
- * You can't change the resizable state of a fullscreen window.
- *
- * \param window the window of which to change the resizable state
- * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow
- *
- * \since This function is available since SDL 2.0.5.
- *
- * \sa SDL_GetWindowFlags
- */
- extern DECLSPEC void SDLCALL SDL_SetWindowResizable(SDL_Window * window,
- SDL_bool resizable);
-
- /**
- * Set the window to always be above the others.
- *
- * This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This
- * will bring the window to the front and keep the window above the rest.
- *
- * \param window The window of which to change the always on top state
- * \param on_top SDL_TRUE to set the window always on top, SDL_FALSE to
- * disable
- *
- * \since This function is available since SDL 2.0.16.
- *
- * \sa SDL_GetWindowFlags
- */
- extern DECLSPEC void SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window * window,
- SDL_bool on_top);
-
- /**
- * Show a window.
- *
- * \param window the window to show
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_HideWindow
- * \sa SDL_RaiseWindow
- */
- extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_Window * window);
-
- /**
- * Hide a window.
- *
- * \param window the window to hide
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_ShowWindow
- */
- extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_Window * window);
-
- /**
- * Raise a window above other windows and set the input focus.
- *
- * \param window the window to raise
- *
- * \since This function is available since SDL 2.0.0.
- */
- extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_Window * window);
-
- /**
- * Make a window as large as possible.
- *
- * \param window the window to maximize
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_MinimizeWindow
- * \sa SDL_RestoreWindow
- */
- extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_Window * window);
-
- /**
- * Minimize a window to an iconic representation.
- *
- * \param window the window to minimize
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_MaximizeWindow
- * \sa SDL_RestoreWindow
- */
- extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_Window * window);
-
- /**
- * Restore the size and position of a minimized or maximized window.
- *
- * \param window the window to restore
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_MaximizeWindow
- * \sa SDL_MinimizeWindow
- */
- extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_Window * window);
-
- /**
- * Set a window's fullscreen state.
- *
- * `flags` may be `SDL_WINDOW_FULLSCREEN`, for "real" fullscreen with a
- * videomode change; `SDL_WINDOW_FULLSCREEN_DESKTOP` for "fake" fullscreen
- * that takes the size of the desktop; and 0 for windowed mode.
- *
- * \param window the window to change
- * \param flags `SDL_WINDOW_FULLSCREEN`, `SDL_WINDOW_FULLSCREEN_DESKTOP` or 0
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowDisplayMode
- * \sa SDL_SetWindowDisplayMode
- */
- extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window * window,
- Uint32 flags);
-
- /**
- * 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 2.0.0.
- *
- * \sa SDL_UpdateWindowSurface
- * \sa SDL_UpdateWindowSurfaceRects
- */
- extern DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window * window);
-
- /**
- * Copy the window surface to the screen.
- *
- * This is the function you use to reflect any changes to the surface on the
- * screen.
- *
- * This function is equivalent to the SDL 1.2 API SDL_Flip().
- *
- * \param window the window to update
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowSurface
- * \sa SDL_UpdateWindowSurfaceRects
- */
- extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window);
-
- /**
- * Copy areas of the window surface to the screen.
- *
- * This is the function you use to reflect changes to portions of the surface
- * on the screen.
- *
- * This function is equivalent to the SDL 1.2 API SDL_UpdateRects().
- *
- * \param window the window to update
- * \param rects an array of SDL_Rect structures representing areas of the
- * surface to copy
- * \param numrects the number of rectangles
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowSurface
- * \sa SDL_UpdateWindowSurface
- */
- extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window,
- const SDL_Rect * rects,
- int numrects);
-
- /**
- * Set a window's input grab mode.
- *
- * When input is grabbed, the mouse is confined to the window. This function
- * will also grab the keyboard if `SDL_HINT_GRAB_KEYBOARD` is set. To grab the
- * keyboard without also grabbing the mouse, use SDL_SetWindowKeyboardGrab().
- *
- * If the caller enables a grab while another window is currently grabbed, the
- * other window loses its grab in favor of the caller's window.
- *
- * \param window the window for which the input grab mode should be set
- * \param grabbed SDL_TRUE to grab input or SDL_FALSE to release input
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetGrabbedWindow
- * \sa SDL_GetWindowGrab
- */
- extern DECLSPEC void SDLCALL SDL_SetWindowGrab(SDL_Window * window,
- SDL_bool grabbed);
-
- /**
- * Set a window's keyboard grab mode.
- *
- * Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or
- * the Meta/Super key. Note that not all system keyboard shortcuts can be
- * captured by applications (one example is Ctrl+Alt+Del on Windows).
- *
- * This is primarily intended for specialized applications such as VNC clients
- * or VM frontends. Normal games should not use keyboard grab.
- *
- * When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the
- * window is full-screen to ensure the user is not trapped in your
- * application. If you have a custom keyboard shortcut to exit fullscreen
- * mode, you may suppress this behavior with
- * `SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED`.
- *
- * If the caller enables a grab while another window is currently grabbed, the
- * other window loses its grab in favor of the caller's window.
- *
- * \param window The window for which the keyboard grab mode should be set.
- * \param grabbed This is SDL_TRUE to grab keyboard, and SDL_FALSE to release.
- *
- * \since This function is available since SDL 2.0.16.
- *
- * \sa SDL_GetWindowKeyboardGrab
- * \sa SDL_SetWindowMouseGrab
- * \sa SDL_SetWindowGrab
- */
- extern DECLSPEC void SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window * window,
- SDL_bool grabbed);
-
- /**
- * Set a window's mouse grab mode.
- *
- * Mouse grab confines the mouse cursor to the window.
- *
- * \param window The window for which the mouse grab mode should be set.
- * \param grabbed This is SDL_TRUE to grab mouse, and SDL_FALSE to release.
- *
- * \since This function is available since SDL 2.0.16.
- *
- * \sa SDL_GetWindowMouseGrab
- * \sa SDL_SetWindowKeyboardGrab
- * \sa SDL_SetWindowGrab
- */
- extern DECLSPEC void SDLCALL SDL_SetWindowMouseGrab(SDL_Window * window,
- SDL_bool grabbed);
-
- /**
- * Get a window's input grab mode.
- *
- * \param window the window to query
- * \returns SDL_TRUE if input is grabbed, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_SetWindowGrab
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowGrab(SDL_Window * window);
-
- /**
- * Get a window's keyboard grab mode.
- *
- * \param window the window to query
- * \returns SDL_TRUE if keyboard is grabbed, and SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 2.0.16.
- *
- * \sa SDL_SetWindowKeyboardGrab
- * \sa SDL_GetWindowGrab
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window * window);
-
- /**
- * Get a window's mouse grab mode.
- *
- * \param window the window to query
- * \returns SDL_TRUE if mouse is grabbed, and SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 2.0.16.
- *
- * \sa SDL_SetWindowKeyboardGrab
- * \sa SDL_GetWindowGrab
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window * window);
-
- /**
- * Get the window that currently has an input grab enabled.
- *
- * \returns the window if input is grabbed or NULL otherwise.
- *
- * \since This function is available since SDL 2.0.4.
- *
- * \sa SDL_GetWindowGrab
- * \sa SDL_SetWindowGrab
- */
- extern DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void);
-
- /**
- * Confines the cursor to the specified area of a window.
- *
- * Note that this does NOT grab the cursor, it only defines the area a cursor
- * is restricted to when the window has mouse focus.
- *
- * \param window The window that will be associated with the barrier.
- * \param rect A rectangle area in window-relative coordinates. If NULL the
- * barrier for the specified window will be destroyed.
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.18.
- *
- * \sa SDL_GetWindowMouseRect
- * \sa SDL_SetWindowMouseGrab
- */
- extern DECLSPEC int SDLCALL SDL_SetWindowMouseRect(SDL_Window * window, const SDL_Rect * rect);
-
- /**
- * Get the mouse confinement rectangle of a window.
- *
- * \param window The window to query
- * \returns A pointer to the mouse confinement rectangle of a window, or NULL
- * if there isn't one.
- *
- * \since This function is available since SDL 2.0.18.
- *
- * \sa SDL_SetWindowMouseRect
- */
- extern DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window * window);
-
- /**
- * Set the brightness (gamma multiplier) for a given window's display.
- *
- * Despite the name and signature, this method sets the brightness of the
- * entire display, not an individual window. A window is considered to be
- * owned by the display that contains the window's center pixel. (The index of
- * this display can be retrieved using SDL_GetWindowDisplayIndex().) The
- * brightness set will not follow the window if it is moved to another
- * display.
- *
- * Many platforms will refuse to set the display brightness in modern times.
- * You are better off using a shader to adjust gamma during rendering, or
- * something similar.
- *
- * \param window the window used to select the display whose brightness will
- * be changed
- * \param brightness the brightness (gamma multiplier) value to set where 0.0
- * is completely dark and 1.0 is normal brightness
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowBrightness
- * \sa SDL_SetWindowGammaRamp
- */
- extern DECLSPEC int SDLCALL SDL_SetWindowBrightness(SDL_Window * window, float brightness);
-
- /**
- * Get the brightness (gamma multiplier) for a given window's display.
- *
- * Despite the name and signature, this method retrieves the brightness of the
- * entire display, not an individual window. A window is considered to be
- * owned by the display that contains the window's center pixel. (The index of
- * this display can be retrieved using SDL_GetWindowDisplayIndex().)
- *
- * \param window the window used to select the display whose brightness will
- * be queried
- * \returns the brightness for the display where 0.0 is completely dark and
- * 1.0 is normal brightness.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_SetWindowBrightness
- */
- extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window);
-
- /**
- * Set the opacity for a window.
- *
- * The parameter `opacity` will be clamped internally between 0.0f
- * (transparent) and 1.0f (opaque).
- *
- * This function also returns -1 if setting the opacity isn't supported.
- *
- * \param window the window which will be made transparent or opaque
- * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque)
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.5.
- *
- * \sa SDL_GetWindowOpacity
- */
- extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opacity);
-
- /**
- * Get the opacity of a window.
- *
- * If transparency isn't supported on this platform, opacity will be reported
- * as 1.0f without error.
- *
- * The parameter `opacity` is ignored if it is NULL.
- *
- * This function also returns -1 if an invalid window was provided.
- *
- * \param window the window to get the current opacity value from
- * \param out_opacity the float filled in (0.0f - transparent, 1.0f - opaque)
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.5.
- *
- * \sa SDL_SetWindowOpacity
- */
- extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity);
-
- /**
- * Set the window as a modal for another window.
- *
- * \param modal_window the window that should be set modal
- * \param parent_window the parent window for the modal window
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.5.
- */
- extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window);
-
- /**
- * Explicitly set input focus to the window.
- *
- * You almost certainly want SDL_RaiseWindow() instead of this function. Use
- * this with caution, as you might give focus to a window that is completely
- * obscured by other windows.
- *
- * \param window the window that should get the input focus
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.5.
- *
- * \sa SDL_RaiseWindow
- */
- extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window);
-
- /**
- * Set the gamma ramp for the display that owns a given window.
- *
- * Set the gamma translation table for the red, green, and blue channels of
- * the video hardware. Each table is an array of 256 16-bit quantities,
- * representing a mapping between the input and output for that channel. The
- * input is the index into the array, and the output is the 16-bit gamma value
- * at that index, scaled to the output color precision.
- *
- * Despite the name and signature, this method sets the gamma ramp of the
- * entire display, not an individual window. A window is considered to be
- * owned by the display that contains the window's center pixel. (The index of
- * this display can be retrieved using SDL_GetWindowDisplayIndex().) The gamma
- * ramp set will not follow the window if it is moved to another display.
- *
- * \param window the window used to select the display whose gamma ramp will
- * be changed
- * \param red a 256 element array of 16-bit quantities representing the
- * translation table for the red channel, or NULL
- * \param green a 256 element array of 16-bit quantities representing the
- * translation table for the green channel, or NULL
- * \param blue a 256 element array of 16-bit quantities representing the
- * translation table for the blue channel, or NULL
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetWindowGammaRamp
- */
- extern DECLSPEC int SDLCALL SDL_SetWindowGammaRamp(SDL_Window * window,
- const Uint16 * red,
- const Uint16 * green,
- const Uint16 * blue);
-
- /**
- * Get the gamma ramp for a given window's display.
- *
- * Despite the name and signature, this method retrieves the gamma ramp of the
- * entire display, not an individual window. A window is considered to be
- * owned by the display that contains the window's center pixel. (The index of
- * this display can be retrieved using SDL_GetWindowDisplayIndex().)
- *
- * \param window the window used to select the display whose gamma ramp will
- * be queried
- * \param red a 256 element array of 16-bit quantities filled in with the
- * translation table for the red channel, or NULL
- * \param green a 256 element array of 16-bit quantities filled in with the
- * translation table for the green channel, or NULL
- * \param blue a 256 element array of 16-bit quantities filled in with the
- * translation table for the blue channel, or NULL
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_SetWindowGammaRamp
- */
- extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window,
- Uint16 * red,
- Uint16 * green,
- Uint16 * blue);
-
- /**
- * Possible return values from the SDL_HitTest callback.
- *
- * \sa SDL_HitTest
- */
- typedef enum
- {
- SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */
- SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */
- SDL_HITTEST_RESIZE_TOPLEFT,
- SDL_HITTEST_RESIZE_TOP,
- SDL_HITTEST_RESIZE_TOPRIGHT,
- SDL_HITTEST_RESIZE_RIGHT,
- SDL_HITTEST_RESIZE_BOTTOMRIGHT,
- SDL_HITTEST_RESIZE_BOTTOM,
- SDL_HITTEST_RESIZE_BOTTOMLEFT,
- SDL_HITTEST_RESIZE_LEFT
- } SDL_HitTestResult;
-
- /**
- * Callback used for hit-testing.
- *
- * \param win the SDL_Window where hit-testing was set on
- * \param area an SDL_Point which should be hit-tested
- * \param data what was passed as `callback_data` to SDL_SetWindowHitTest()
- * \return an SDL_HitTestResult value.
- *
- * \sa SDL_SetWindowHitTest
- */
- typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win,
- const SDL_Point *area,
- void *data);
-
- /**
- * Provide a callback that decides if a window region has special properties.
- *
- * Normally windows are dragged and resized by decorations provided by the
- * system window manager (a title bar, borders, etc), but for some apps, it
- * makes sense to drag them from somewhere else inside the window itself; for
- * example, one might have a borderless window that wants to be draggable from
- * any part, or simulate its own title bar, etc.
- *
- * This function lets the app provide a callback that designates pieces of a
- * given window as special. This callback is run during event processing if we
- * need to tell the OS to treat a region of the window specially; the use of
- * this callback is known as "hit testing."
- *
- * Mouse input may not be delivered to your application if it is within a
- * special area; the OS will often apply that input to moving the window or
- * resizing the window and not deliver it to the application.
- *
- * Specifying NULL for a callback disables hit-testing. Hit-testing is
- * disabled by default.
- *
- * Platforms that don't support this functionality will return -1
- * unconditionally, even if you're attempting to disable hit-testing.
- *
- * Your callback may fire at any time, and its firing does not indicate any
- * specific behavior (for example, on Windows, this certainly might fire when
- * the OS is deciding whether to drag your window, but it fires for lots of
- * other reasons, too, some unrelated to anything you probably care about _and
- * when the mouse isn't actually at the location it is testing_). Since this
- * can fire at any time, you should try to keep your callback efficient,
- * devoid of allocations, etc.
- *
- * \param window the window to set hit-testing on
- * \param callback the function to call when doing a hit-test
- * \param callback_data an app-defined void pointer passed to **callback**
- * \returns 0 on success or -1 on error (including unsupported); call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.4.
- */
- extern DECLSPEC int SDLCALL SDL_SetWindowHitTest(SDL_Window * window,
- SDL_HitTest callback,
- void *callback_data);
-
- /**
- * Request a window to demand attention from the user.
- *
- * \param window the window to be flashed
- * \param operation the flash operation
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.16.
- */
- extern DECLSPEC int SDLCALL SDL_FlashWindow(SDL_Window * window, SDL_FlashOperation operation);
-
- /**
- * Destroy a window.
- *
- * If `window` is NULL, this function will return immediately after setting
- * the SDL error message to "Invalid window". See SDL_GetError().
- *
- * \param window the window to destroy
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateWindow
- * \sa SDL_CreateWindowFrom
- */
- extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window * window);
-
-
- /**
- * Check whether the screensaver is currently enabled.
- *
- * The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2
- * the screensaver was enabled by default.
- *
- * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`.
- *
- * \returns SDL_TRUE if the screensaver is enabled, SDL_FALSE if it is
- * disabled.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_DisableScreenSaver
- * \sa SDL_EnableScreenSaver
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenSaverEnabled(void);
-
- /**
- * Allow the screen to be blanked by a screen saver.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_DisableScreenSaver
- * \sa SDL_IsScreenSaverEnabled
- */
- extern DECLSPEC void 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.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_EnableScreenSaver
- * \sa SDL_IsScreenSaverEnabled
- */
- extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void);
-
-
- /**
- * \name OpenGL support functions
- */
- /* @{ */
-
- /**
- * Dynamically load an OpenGL library.
- *
- * This should be done after initializing the video driver, but before
- * creating any OpenGL windows. If no OpenGL library is loaded, the default
- * library will be loaded upon creation of the first OpenGL window.
- *
- * If you do this, you need to retrieve all of the GL functions used in your
- * program from the dynamic library using SDL_GL_GetProcAddress().
- *
- * \param path the platform dependent OpenGL library name, or NULL to open the
- * default OpenGL library
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_GetProcAddress
- * \sa SDL_GL_UnloadLibrary
- */
- extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
-
- /**
- * Get an OpenGL function by name.
- *
- * If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all
- * GL functions must be retrieved this way. Usually this is used to retrieve
- * function pointers to OpenGL extensions.
- *
- * There are some quirks to looking up OpenGL functions that require some
- * extra care from the application. If you code carefully, you can handle
- * these quirks without any platform-specific code, though:
- *
- * - On Windows, function pointers are specific to the current GL context;
- * this means you need to have created a GL context and made it current
- * before calling SDL_GL_GetProcAddress(). If you recreate your context or
- * create a second context, you should assume that any existing function
- * pointers aren't valid to use with it. This is (currently) a
- * Windows-specific limitation, and in practice lots of drivers don't suffer
- * this limitation, but it is still the way the wgl API is documented to
- * work and you should expect crashes if you don't respect it. Store a copy
- * of the function pointers that comes and goes with context lifespan.
- * - On X11, function pointers returned by this function are valid for any
- * context, and can even be looked up before a context is created at all.
- * This means that, for at least some common OpenGL implementations, if you
- * look up a function that doesn't exist, you'll get a non-NULL result that
- * is _NOT_ safe to call. You must always make sure the function is actually
- * available for a given GL context before calling it, by checking for the
- * existence of the appropriate extension with SDL_GL_ExtensionSupported(),
- * or verifying that the version of OpenGL you're using offers the function
- * as core functionality.
- * - Some OpenGL drivers, on all platforms, *will* return NULL if a function
- * isn't supported, but you can't count on this behavior. Check for
- * extensions you use, and if you get a NULL anyway, act as if that
- * extension wasn't available. This is probably a bug in the driver, but you
- * can code defensively for this scenario anyhow.
- * - Just because you're on Linux/Unix, don't assume you'll be using X11.
- * Next-gen display servers are waiting to replace it, and may or may not
- * make the same promises about function pointers.
- * - OpenGL function pointers must be declared `APIENTRY` as in the example
- * code. This will ensure the proper calling convention is followed on
- * platforms where this matters (Win32) thereby avoiding stack corruption.
- *
- * \param proc the name of an OpenGL function
- * \returns a pointer to the named OpenGL function. The returned pointer
- * should be cast to the appropriate function signature.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_ExtensionSupported
- * \sa SDL_GL_LoadLibrary
- * \sa SDL_GL_UnloadLibrary
- */
- extern DECLSPEC void *SDLCALL SDL_GL_GetProcAddress(const char *proc);
-
- /**
- * Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_LoadLibrary
- */
- extern DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void);
-
- /**
- * Check if an OpenGL extension is supported for the current context.
- *
- * This function operates on the current GL context; you must have created a
- * context and it must be current before calling this function. Do not assume
- * that all contexts you create will have the same set of extensions
- * available, or that recreating an existing context will offer the same
- * extensions again.
- *
- * While it's probably not a massive overhead, this function is not an O(1)
- * operation. Check the extensions you care about after creating the GL
- * context and save that information somewhere instead of calling the function
- * every time you need to know.
- *
- * \param extension the name of the extension to check
- * \returns SDL_TRUE if the extension is supported, SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 2.0.0.
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GL_ExtensionSupported(const char
- *extension);
-
- /**
- * Reset all previously set OpenGL context attributes to their default values.
- *
- * \since This function is available since SDL 2.0.2.
- *
- * \sa SDL_GL_GetAttribute
- * \sa SDL_GL_SetAttribute
- */
- extern DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void);
-
- /**
- * Set an OpenGL window attribute before window creation.
- *
- * This function sets the OpenGL attribute `attr` to `value`. The requested
- * attributes should be set before creating an OpenGL window. You should use
- * SDL_GL_GetAttribute() to check the values after creating the OpenGL
- * context, since the values obtained can differ from the requested ones.
- *
- * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to set
- * \param value the desired value for the attribute
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_GetAttribute
- * \sa SDL_GL_ResetAttributes
- */
- extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value);
-
- /**
- * Get the actual value for an attribute from the current context.
- *
- * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to get
- * \param value a pointer filled in with the current value of `attr`
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_ResetAttributes
- * \sa SDL_GL_SetAttribute
- */
- extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value);
-
- /**
- * Create an OpenGL context for an OpenGL window, and make it current.
- *
- * Windows users new to OpenGL should note that, for historical reasons, GL
- * functions added after OpenGL version 1.1 are not available by default.
- * Those functions must be loaded at run-time, either with an OpenGL
- * extension-handling library or with SDL_GL_GetProcAddress() and its related
- * functions.
- *
- * SDL_GLContext is an alias for `void *`. It's opaque to the application.
- *
- * \param window the window to associate with the context
- * \returns the OpenGL context associated with `window` or NULL on error; call
- * SDL_GetError() for more details.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_DeleteContext
- * \sa SDL_GL_MakeCurrent
- */
- extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *
- window);
-
- /**
- * Set up an OpenGL context for rendering into an OpenGL window.
- *
- * The context must have been created with a compatible window.
- *
- * \param window the window to associate with the context
- * \param context the OpenGL context to associate with the window
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_CreateContext
- */
- extern DECLSPEC int SDLCALL SDL_GL_MakeCurrent(SDL_Window * window,
- SDL_GLContext context);
-
- /**
- * Get the currently active OpenGL window.
- *
- * \returns the currently active OpenGL window on success or NULL on failure;
- * call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- */
- extern DECLSPEC SDL_Window* SDLCALL SDL_GL_GetCurrentWindow(void);
-
- /**
- * Get the currently active OpenGL context.
- *
- * \returns the currently active OpenGL context or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_MakeCurrent
- */
- extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void);
-
- /**
- * Get the size of a window's underlying drawable in pixels.
- *
- * This returns info useful for calling glViewport().
- *
- * This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
- * drawable, i.e. the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a
- * platform with high-DPI support (Apple calls this "Retina"), and not
- * disabled by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint.
- *
- * \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
- *
- * \since This function is available since SDL 2.0.1.
- *
- * \sa SDL_CreateWindow
- * \sa SDL_GetWindowSize
- */
- extern DECLSPEC void SDLCALL SDL_GL_GetDrawableSize(SDL_Window * window, int *w,
- int *h);
-
- /**
- * Set the swap interval for the current OpenGL context.
- *
- * Some systems allow specifying -1 for the interval, to enable adaptive
- * vsync. Adaptive vsync works the same as vsync, but if you've already missed
- * the vertical retrace for a given frame, it swaps buffers immediately, which
- * might be less jarring for the user during occasional framerate drops. If an
- * application requests adaptive vsync and the system does not support it,
- * this function will fail and return -1. In such a case, you should probably
- * retry the call with 1 for the interval.
- *
- * Adaptive vsync is implemented for some glX drivers with
- * GLX_EXT_swap_control_tear:
- *
- * https://www.opengl.org/registry/specs/EXT/glx_swap_control_tear.txt
- *
- * and for some Windows drivers with WGL_EXT_swap_control_tear:
- *
- * https://www.opengl.org/registry/specs/EXT/wgl_swap_control_tear.txt
- *
- * Read more on the Khronos wiki:
- * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync
- *
- * \param interval 0 for immediate updates, 1 for updates synchronized with
- * the vertical retrace, -1 for adaptive vsync
- * \returns 0 on success or -1 if setting the swap interval is not supported;
- * call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_GetSwapInterval
- */
- extern DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval);
-
- /**
- * Get the swap interval for the current OpenGL context.
- *
- * If the system can't determine the swap interval, or there isn't a valid
- * current context, this function will return 0 as a safe default.
- *
- * \returns 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;
- * call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_SetSwapInterval
- */
- extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(void);
-
- /**
- * 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
- *
- * \since This function is available since SDL 2.0.0.
- */
- extern DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_Window * window);
-
- /**
- * Delete an OpenGL context.
- *
- * \param context the OpenGL context to be deleted
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_CreateContext
- */
- extern DECLSPEC void SDLCALL SDL_GL_DeleteContext(SDL_GLContext context);
-
- /* @} *//* OpenGL support functions */
-
-
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include "close_code.h"
-
- #endif /* SDL_video_h_ */
-
- /* vi: set ts=4 sw=4 expandtab: */
|