mirror of
https://github.com/Relintai/sdl2_frt.git
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1891 lines
69 KiB
C
1891 lines
69 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_video.h
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*
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* Header file for SDL video functions.
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*/
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#ifndef SDL_video_h_
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#define SDL_video_h_
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#include "SDL_stdinc.h"
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#include "SDL_pixels.h"
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#include "SDL_rect.h"
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#include "SDL_surface.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \brief The structure that defines a display mode
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*
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* \sa SDL_GetNumDisplayModes()
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* \sa SDL_GetDisplayMode()
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* \sa SDL_GetDesktopDisplayMode()
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* \sa SDL_GetCurrentDisplayMode()
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* \sa SDL_GetClosestDisplayMode()
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* \sa SDL_SetWindowDisplayMode()
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* \sa SDL_GetWindowDisplayMode()
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*/
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typedef struct
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{
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Uint32 format; /**< pixel format */
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int w; /**< width, in screen coordinates */
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int h; /**< height, in screen coordinates */
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int refresh_rate; /**< refresh rate (or zero for unspecified) */
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void *driverdata; /**< driver-specific data, initialize to 0 */
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} SDL_DisplayMode;
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/**
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* \brief The type used to identify a window
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*
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* \sa SDL_CreateWindow()
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* \sa SDL_CreateWindowFrom()
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* \sa SDL_DestroyWindow()
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* \sa SDL_FlashWindow()
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* \sa SDL_GetWindowData()
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* \sa SDL_GetWindowFlags()
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* \sa SDL_GetWindowGrab()
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* \sa SDL_GetWindowKeyboardGrab()
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* \sa SDL_GetWindowMouseGrab()
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* \sa SDL_GetWindowPosition()
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* \sa SDL_GetWindowSize()
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* \sa SDL_GetWindowTitle()
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* \sa SDL_HideWindow()
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* \sa SDL_MaximizeWindow()
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* \sa SDL_MinimizeWindow()
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* \sa SDL_RaiseWindow()
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* \sa SDL_RestoreWindow()
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* \sa SDL_SetWindowData()
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* \sa SDL_SetWindowFullscreen()
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* \sa SDL_SetWindowGrab()
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* \sa SDL_SetWindowKeyboardGrab()
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* \sa SDL_SetWindowMouseGrab()
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* \sa SDL_SetWindowIcon()
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* \sa SDL_SetWindowPosition()
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* \sa SDL_SetWindowSize()
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* \sa SDL_SetWindowBordered()
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* \sa SDL_SetWindowResizable()
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* \sa SDL_SetWindowTitle()
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* \sa SDL_ShowWindow()
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*/
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typedef struct SDL_Window SDL_Window;
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/**
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* \brief The flags on a window
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*
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* \sa SDL_GetWindowFlags()
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*/
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typedef enum
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{
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SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */
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SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */
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SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */
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SDL_WINDOW_HIDDEN = 0x00000008, /**< window is not visible */
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SDL_WINDOW_BORDERLESS = 0x00000010, /**< no window decoration */
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SDL_WINDOW_RESIZABLE = 0x00000020, /**< window can be resized */
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SDL_WINDOW_MINIMIZED = 0x00000040, /**< window is minimized */
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SDL_WINDOW_MAXIMIZED = 0x00000080, /**< window is maximized */
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SDL_WINDOW_MOUSE_GRABBED = 0x00000100, /**< window has grabbed mouse input */
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SDL_WINDOW_INPUT_FOCUS = 0x00000200, /**< window has input focus */
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SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
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SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ),
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SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
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SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported.
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On macOS NSHighResolutionCapable must be set true in the
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application's Info.plist for this to have any effect. */
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SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to MOUSE_GRABBED) */
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SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */
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SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */
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SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */
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SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */
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SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */
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SDL_WINDOW_KEYBOARD_GRABBED = 0x00100000, /**< window has grabbed keyboard input */
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SDL_WINDOW_VULKAN = 0x10000000, /**< window usable for Vulkan surface */
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SDL_WINDOW_METAL = 0x20000000, /**< window usable for Metal view */
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SDL_WINDOW_INPUT_GRABBED = SDL_WINDOW_MOUSE_GRABBED /**< equivalent to SDL_WINDOW_MOUSE_GRABBED for compatibility */
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} SDL_WindowFlags;
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/**
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* \brief Used to indicate that you don't care what the window position is.
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*/
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#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
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#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
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#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
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#define SDL_WINDOWPOS_ISUNDEFINED(X) \
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(((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK)
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/**
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* \brief Used to indicate that the window position should be centered.
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*/
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#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u
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#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X))
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#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0)
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#define SDL_WINDOWPOS_ISCENTERED(X) \
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(((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK)
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/**
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* \brief Event subtype for window events
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*/
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typedef enum
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{
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SDL_WINDOWEVENT_NONE, /**< Never used */
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SDL_WINDOWEVENT_SHOWN, /**< Window has been shown */
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SDL_WINDOWEVENT_HIDDEN, /**< Window has been hidden */
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SDL_WINDOWEVENT_EXPOSED, /**< Window has been exposed and should be
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redrawn */
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SDL_WINDOWEVENT_MOVED, /**< Window has been moved to data1, data2
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*/
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SDL_WINDOWEVENT_RESIZED, /**< Window has been resized to data1xdata2 */
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SDL_WINDOWEVENT_SIZE_CHANGED, /**< The window size has changed, either as
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a result of an API call or through the
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system or user changing the window size. */
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SDL_WINDOWEVENT_MINIMIZED, /**< Window has been minimized */
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SDL_WINDOWEVENT_MAXIMIZED, /**< Window has been maximized */
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SDL_WINDOWEVENT_RESTORED, /**< Window has been restored to normal size
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and position */
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SDL_WINDOWEVENT_ENTER, /**< Window has gained mouse focus */
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SDL_WINDOWEVENT_LEAVE, /**< Window has lost mouse focus */
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SDL_WINDOWEVENT_FOCUS_GAINED, /**< Window has gained keyboard focus */
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SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */
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SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */
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SDL_WINDOWEVENT_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
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SDL_WINDOWEVENT_HIT_TEST /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */
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} SDL_WindowEventID;
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/**
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* \brief Event subtype for display events
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*/
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typedef enum
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{
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SDL_DISPLAYEVENT_NONE, /**< Never used */
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SDL_DISPLAYEVENT_ORIENTATION, /**< Display orientation has changed to data1 */
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SDL_DISPLAYEVENT_CONNECTED, /**< Display has been added to the system */
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SDL_DISPLAYEVENT_DISCONNECTED /**< Display has been removed from the system */
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} SDL_DisplayEventID;
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typedef enum
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{
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SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */
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SDL_ORIENTATION_LANDSCAPE, /**< The display is in landscape mode, with the right side up, relative to portrait mode */
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SDL_ORIENTATION_LANDSCAPE_FLIPPED, /**< The display is in landscape mode, with the left side up, relative to portrait mode */
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SDL_ORIENTATION_PORTRAIT, /**< The display is in portrait mode */
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SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */
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} SDL_DisplayOrientation;
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/**
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* \brief An opaque handle to an OpenGL context.
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*/
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typedef void *SDL_GLContext;
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/**
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* \brief OpenGL configuration attributes
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*/
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typedef enum
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{
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SDL_GL_RED_SIZE,
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SDL_GL_GREEN_SIZE,
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SDL_GL_BLUE_SIZE,
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SDL_GL_ALPHA_SIZE,
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SDL_GL_BUFFER_SIZE,
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SDL_GL_DOUBLEBUFFER,
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SDL_GL_DEPTH_SIZE,
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SDL_GL_STENCIL_SIZE,
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SDL_GL_ACCUM_RED_SIZE,
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SDL_GL_ACCUM_GREEN_SIZE,
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SDL_GL_ACCUM_BLUE_SIZE,
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SDL_GL_ACCUM_ALPHA_SIZE,
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SDL_GL_STEREO,
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SDL_GL_MULTISAMPLEBUFFERS,
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SDL_GL_MULTISAMPLESAMPLES,
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SDL_GL_ACCELERATED_VISUAL,
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SDL_GL_RETAINED_BACKING,
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SDL_GL_CONTEXT_MAJOR_VERSION,
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SDL_GL_CONTEXT_MINOR_VERSION,
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SDL_GL_CONTEXT_EGL,
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SDL_GL_CONTEXT_FLAGS,
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SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_SHARE_WITH_CURRENT_CONTEXT,
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SDL_GL_FRAMEBUFFER_SRGB_CAPABLE,
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SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
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SDL_GL_CONTEXT_RESET_NOTIFICATION,
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SDL_GL_CONTEXT_NO_ERROR
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} SDL_GLattr;
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typedef enum
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{
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SDL_GL_CONTEXT_PROFILE_CORE = 0x0001,
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SDL_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002,
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SDL_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */
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} SDL_GLprofile;
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typedef enum
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{
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SDL_GL_CONTEXT_DEBUG_FLAG = 0x0001,
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SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002,
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SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG = 0x0004,
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SDL_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008
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} SDL_GLcontextFlag;
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typedef enum
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{
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SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE = 0x0000,
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SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x0001
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} SDL_GLcontextReleaseFlag;
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typedef enum
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{
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SDL_GL_CONTEXT_RESET_NO_NOTIFICATION = 0x0000,
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SDL_GL_CONTEXT_RESET_LOSE_CONTEXT = 0x0001
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} SDL_GLContextResetNotification;
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/* Function prototypes */
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/**
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* Get the number of video drivers compiled into SDL.
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*
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* \returns a number >= 1 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \sa SDL_GetVideoDriver
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void);
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/**
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* Get the name of a built in video driver.
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*
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* The video drivers are presented in the order in which they are normally
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* checked during initialization.
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*
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* \param index the index of a video driver
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* \returns the name of the video driver with the given **index**.
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*
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* \sa SDL_GetNumVideoDrivers
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index);
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/**
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* Initialize the video subsystem, optionally specifying a video driver.
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*
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* This function initializes the video subsystem, setting up a connection to
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* the window manager, etc, and determines the available display modes and
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* pixel formats, but does not initialize a window or graphics mode.
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*
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* If you use this function and you haven't used the SDL_INIT_VIDEO flag with
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* either SDL_Init() or SDL_InitSubSystem(), you should call SDL_VideoQuit()
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* before calling SDL_Quit().
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*
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* It is safe to call this function multiple times. SDL_VideoInit() will call
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* SDL_VideoQuit() itself if the video subsystem has already been initialized.
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*
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* You can use SDL_GetNumVideoDrivers() and SDL_GetVideoDriver() to find a
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* specific `driver_name`.
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*
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* \param driver_name the name of a video driver to initialize, or NULL for
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* the default driver
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \sa SDL_GetNumVideoDrivers
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* \sa SDL_GetVideoDriver
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* \sa SDL_InitSubSystem
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* \sa SDL_VideoQuit
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*/
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extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name);
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/**
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* Shut down the video subsystem, if initialized with SDL_VideoInit().
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*
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* This function closes all windows, and restores the original video mode.
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*
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* \sa SDL_VideoInit
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*/
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extern DECLSPEC void SDLCALL SDL_VideoQuit(void);
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/**
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* Get the name of the currently initialized video driver.
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*
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* \returns the name of the current video driver or NULL if no driver has been
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* initialized.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GetNumVideoDrivers
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* \sa SDL_GetVideoDriver
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void);
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/**
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* Get the number of available video displays.
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*
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* \returns a number >= 1 or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GetDisplayBounds
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void);
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/**
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* Get the name of a display in UTF-8 encoding.
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*
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* \param displayIndex the index of display from which the name should be
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* queried
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* \returns the name of a display or NULL for an invalid display index or
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* failure; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GetNumVideoDisplays
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*/
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extern DECLSPEC const char * SDLCALL SDL_GetDisplayName(int displayIndex);
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/**
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* Get the desktop area represented by a display.
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*
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* The primary display (`displayIndex` zero) is always located at 0,0.
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*
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* \param displayIndex the index of the display to query
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* \param rect the SDL_Rect structure filled in with the display bounds
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \sa SDL_GetNumVideoDisplays
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*/
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extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * rect);
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/**
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* Get the usable desktop area represented by a display.
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*
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* The primary display (`displayIndex` zero) is always located at 0,0.
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*
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* This is the same area as SDL_GetDisplayBounds() reports, but with portions
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* reserved by the system removed. For example, on Apple's macOS, this
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* subtracts the area occupied by the menu bar and dock.
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*
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* Setting a window to be fullscreen generally bypasses these unusable areas,
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* so these are good guidelines for the maximum space available to a
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* non-fullscreen window.
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*
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* The parameter `rect` is ignored if it is NULL.
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*
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* This function also returns -1 if the parameter `displayIndex` is out of
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* range.
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*
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* \param displayIndex the index of the display to query the usable bounds
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* from
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* \param rect the SDL_Rect structure filled in with the display bounds
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 2.0.5.
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*
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* \sa SDL_GetDisplayBounds
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* \sa SDL_GetNumVideoDisplays
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*/
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extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect);
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/**
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* Get the dots/pixels-per-inch for a display.
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*
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* Diagonal, horizontal and vertical DPI can all be optionally returned if the
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* appropriate parameter is non-NULL.
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*
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* A failure of this function usually means that either no DPI information is
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* available or the `displayIndex` is out of range.
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*
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* \param displayIndex the index of the display from which DPI information
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* should be queried
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* \param ddpi a pointer filled in with the diagonal DPI of the display; may
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* be NULL
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* \param hdpi a pointer filled in with the horizontal DPI of the display; may
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* be NULL
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* \param vdpi a pointer filled in with the vertical DPI of the display; may
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* be NULL
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 2.0.4.
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*
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* \sa SDL_GetNumVideoDisplays
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*/
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extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi);
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/**
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* Get the orientation of a display.
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*
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* \param displayIndex the index of the display to query
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* \returns The SDL_DisplayOrientation enum value of the display, or
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* `SDL_ORIENTATION_UNKNOWN` if it isn't available.
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*
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* \sa SDL_GetNumVideoDisplays
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*/
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extern DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetDisplayOrientation(int displayIndex);
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/**
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* Get the number of available display modes.
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*
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* The `displayIndex` needs to be in the range from 0 to
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* SDL_GetNumVideoDisplays() - 1.
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*
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* \param displayIndex the index of the display to query
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* \returns a number >= 1 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_GetDisplayMode
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* \sa SDL_GetNumVideoDisplays
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex);
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|
|
|
/**
|
|
* 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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \sa SDL_SetWindowDisplayMode
|
|
* \sa SDL_SetWindowFullscreen
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetWindowDisplayMode(SDL_Window * window,
|
|
SDL_DisplayMode * mode);
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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`
|
|
*
|
|
* \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
|
|
*
|
|
* \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.
|
|
*
|
|
* \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
|
|
*/
|
|
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`.
|
|
*
|
|
* \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`.
|
|
*
|
|
* \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`
|
|
*
|
|
* \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
|
|
*
|
|
* \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
|
|
*
|
|
* \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
|
|
*
|
|
* \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
|
|
*
|
|
* \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
|
|
*
|
|
* \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
|
|
*
|
|
* \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
|
|
*
|
|
* \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);
|
|
|
|
/**
|
|
* \brief 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.
|
|
*
|
|
* \sa SDL_SetWindowAlwaysOnTop
|
|
*/
|
|
|
|
extern DECLSPEC void SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window * window,
|
|
SDL_bool on_top);
|
|
/**
|
|
* Show a window.
|
|
*
|
|
* \param window the window to show
|
|
*
|
|
* \sa SDL_HideWindow
|
|
* \sa SDL_RaiseWindow
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_Window * window);
|
|
|
|
/**
|
|
* Hide a window.
|
|
*
|
|
* \param window the window to hide
|
|
*
|
|
* \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
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_Window * window);
|
|
|
|
/**
|
|
* Make a window as large as possible.
|
|
*
|
|
* \param window the window to maximize
|
|
*
|
|
* \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
|
|
*
|
|
* \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
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* 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
|
|
*
|
|
* \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.
|
|
*
|
|
* 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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \param window The window for which the mouse grab mode should be set.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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);
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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 request the flashing for
|
|
* \param flash_count number of times the window gets flashed on systems that
|
|
* support flashing the window multiple times, like
|
|
* Windows, else it is ignored
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_FlashWindow(SDL_Window * window, Uint32 flash_count);
|
|
|
|
/**
|
|
* 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
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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().
|
|
*
|
|
* \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
|
|
* \sa [[<!-- #Remove this section if empty -->]]
|
|
*/
|
|
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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_Window * window);
|
|
|
|
/**
|
|
* Delete an OpenGL context.
|
|
*
|
|
* \param context the OpenGL context to be deleted
|
|
*
|
|
* \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: */
|