SDL 2.0
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#include "SDL_stdinc.h"
#include "SDL_pixels.h"
#include "SDL_rect.h"
#include "SDL_surface.h"
#include "begin_code.h"
#include "close_code.h"
Go to the source code of this file.
Data Structures | |
struct | SDL_DisplayMode |
Macros | |
#define | SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u |
#define | SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X)) |
#define | SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0) |
#define | SDL_WINDOWPOS_ISUNDEFINED(X) (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK) |
#define | SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u |
#define | SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X)) |
#define | SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0) |
#define | SDL_WINDOWPOS_ISCENTERED(X) (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK) |
Typedefs | |
typedef struct SDL_Window | SDL_Window |
typedef void * | SDL_GLContext |
typedef SDL_HitTestResult(* | SDL_HitTest) (SDL_Window *win, const SDL_Point *area, void *data) |
#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0) |
Definition at line 147 of file SDL_video.h.
#define SDL_WINDOWPOS_CENTERED_DISPLAY | ( | X | ) | (SDL_WINDOWPOS_CENTERED_MASK|(X)) |
Definition at line 146 of file SDL_video.h.
#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u |
Used to indicate that the window position should be centered.
Definition at line 145 of file SDL_video.h.
#define SDL_WINDOWPOS_ISCENTERED | ( | X | ) | (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK) |
Definition at line 148 of file SDL_video.h.
#define SDL_WINDOWPOS_ISUNDEFINED | ( | X | ) | (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK) |
Definition at line 139 of file SDL_video.h.
#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0) |
Definition at line 138 of file SDL_video.h.
#define SDL_WINDOWPOS_UNDEFINED_DISPLAY | ( | X | ) | (SDL_WINDOWPOS_UNDEFINED_MASK|(X)) |
Definition at line 137 of file SDL_video.h.
#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u |
Used to indicate that you don't care what the window position is.
Definition at line 136 of file SDL_video.h.
typedef void* SDL_GLContext |
An opaque handle to an OpenGL context.
Definition at line 221 of file SDL_video.h.
typedef SDL_HitTestResult(* SDL_HitTest) (SDL_Window *win, const SDL_Point *area, void *data) |
Callback used for hit-testing.
win | the SDL_Window where hit-testing was set on. |
area | an SDL_Point which should be hit-tested. |
data | what was passed as callback_data to SDL_SetWindowHitTest(). |
Definition at line 1779 of file SDL_video.h.
typedef struct SDL_Window SDL_Window |
The opaque type used to identify a window.
Definition at line 95 of file SDL_video.h.
enum SDL_DisplayEventID |
Event subtype for display events
Definition at line 185 of file SDL_video.h.
Display orientation
Definition at line 197 of file SDL_video.h.
enum SDL_FlashOperation |
Window flash operation
Enumerator | |
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SDL_FLASH_CANCEL | Cancel any window flash state |
SDL_FLASH_BRIEFLY | Flash the window briefly to get attention |
SDL_FLASH_UNTIL_FOCUSED | Flash the window until it gets focus |
Definition at line 209 of file SDL_video.h.
enum SDL_GLattr |
OpenGL configuration attributes.
While you can set most OpenGL attributes normally, the attributes listed above must be known before SDL creates the window that will be used with the OpenGL context. These attributes are set and read with SDL_GL_SetAttribute and SDL_GL_GetAttribute.
In some cases, these attributes are minimum requests; the GL does not promise to give you exactly what you asked for. It's possible to ask for a 16-bit depth buffer and get a 24-bit one instead, for example, or to ask for no stencil buffer and still have one available. Context creation should fail if the GL can't provide your requested attributes at a minimum, but you should check to see exactly what you got.
Multisample anti-aliasing is a type of full screen anti-aliasing. Multipsampling defaults to off but can be turned on by setting SDL_GL_MULTISAMPLEBUFFERS to 1 and SDL_GL_MULTISAMPLESAMPLES to a value greater than 0. Typical values are 2 and 4.
SDL_GL_CONTEXT_PROFILE_MASK determines the type of context created, while both SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION determine which version. All three attributes must be set prior to creating the first window, and in general you can't change the value of SDL_GL_CONTEXT_PROFILE_MASK without first destroying all windows created with the previous setting.
SDL_GL_CONTEXT_RELEASE_BEHAVIOR can be set to SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE or SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH.
Definition at line 256 of file SDL_video.h.
enum SDL_GLcontextFlag |
Enumerator | |
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SDL_GL_CONTEXT_DEBUG_FLAG | |
SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG | |
SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG | |
SDL_GL_CONTEXT_RESET_ISOLATION_FLAG |
Definition at line 295 of file SDL_video.h.
Enumerator | |
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SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE | |
SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH |
Definition at line 303 of file SDL_video.h.
Enumerator | |
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SDL_GL_CONTEXT_RESET_NO_NOTIFICATION | |
SDL_GL_CONTEXT_RESET_LOSE_CONTEXT |
Definition at line 309 of file SDL_video.h.
enum SDL_GLprofile |
Enumerator | |
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SDL_GL_CONTEXT_PROFILE_CORE | |
SDL_GL_CONTEXT_PROFILE_COMPATIBILITY | |
SDL_GL_CONTEXT_PROFILE_ES | GLX_CONTEXT_ES2_PROFILE_BIT_EXT |
Definition at line 288 of file SDL_video.h.
enum SDL_HitTestResult |
Possible return values from the SDL_HitTest callback.
Definition at line 1755 of file SDL_video.h.
enum SDL_WindowEventID |
Event subtype for window events
Definition at line 154 of file SDL_video.h.
enum SDL_WindowFlags |
The flags on a window
Definition at line 102 of file SDL_video.h.
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Create a window with the specified position, dimensions, and flags.
flags
may be any of the following OR'd together:
SDL_WINDOW_FULLSCREEN
: fullscreen windowSDL_WINDOW_FULLSCREEN_DESKTOP
: fullscreen window at desktop resolutionSDL_WINDOW_OPENGL
: window usable with an OpenGL contextSDL_WINDOW_VULKAN
: window usable with a Vulkan instanceSDL_WINDOW_METAL
: window usable with a Metal instanceSDL_WINDOW_HIDDEN
: window is not visibleSDL_WINDOW_BORDERLESS
: no window decorationSDL_WINDOW_RESIZABLE
: window can be resizedSDL_WINDOW_MINIMIZED
: window is minimizedSDL_WINDOW_MAXIMIZED
: window is maximizedSDL_WINDOW_INPUT_GRABBED
: window has grabbed input focusSDL_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. Note that when this flag is set, the drawable size can vary after the window is created and should be queried after major window events such as when the window is resized or moved between displays.
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.
title | the title of the window, in UTF-8 encoding. |
x | the x position of the window, SDL_WINDOWPOS_CENTERED , or SDL_WINDOWPOS_UNDEFINED . |
y | the y position of the window, SDL_WINDOWPOS_CENTERED , or SDL_WINDOWPOS_UNDEFINED . |
w | the width of the window, in screen coordinates. |
h | the height of the window, in screen coordinates. |
flags | 0, or one or more SDL_WindowFlags OR'd together. |
SDL_Window
that was created or NULL on failure; call SDL_GetError() for more information.
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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().
data | a pointer to driver-dependent window creation data, typically your native window cast to a void*. |
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Destroy a window.
If window
is NULL, this function will return immediately after setting the SDL error message to "Invalid window". See SDL_GetError().
window | the window to destroy. |
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Destroy the surface associated with the window.
window | the window to update. |
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Prevent the screen from being blanked by a screen saver.
If you disable the screensaver, it is automatically re-enabled when SDL quits.
The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2 the screensaver was enabled by default.
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Allow the screen to be blanked by a screen saver.
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Request a window to demand attention from the user.
window | the window to be flashed. |
operation | the flash operation. |
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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.
displayIndex | the index of the display to query. |
mode | an SDL_DisplayMode structure containing the desired display mode. |
closest | an SDL_DisplayMode structure filled in with the closest match of the available display modes. |
closest
or NULL if no matching video mode was available; call SDL_GetError() for more information.
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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.
displayIndex | the index of the display to query. |
mode | an SDL_DisplayMode structure filled in with the current display mode. |
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Get the name of the currently initialized video driver.
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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.
displayIndex | the index of the display to query. |
mode | an SDL_DisplayMode structure filled in with the current display mode. |
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Get the desktop area represented by a display.
The primary display (displayIndex
zero) is always located at 0,0.
displayIndex | the index of the display to query. |
rect | the SDL_Rect structure filled in with the display bounds. |
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Get the dots/pixels-per-inch for a display.
Diagonal, horizontal and vertical DPI can all be optionally returned if the appropriate parameter is non-NULL.
A failure of this function usually means that either no DPI information is available or the displayIndex
is out of range.
WARNING: This reports the DPI that the hardware reports, and it is not always reliable! It is almost always better to use SDL_GetWindowSize() to find the window size, which might be in logical points instead of pixels, and then SDL_GL_GetDrawableSize(), SDL_Vulkan_GetDrawableSize(), SDL_Metal_GetDrawableSize(), or SDL_GetRendererOutputSize(), and compare the two values to get an actual scaling value between the two. We will be rethinking how high-dpi details should be managed in SDL3 to make things more consistent, reliable, and clear.
displayIndex | the index of the display from which DPI information should be queried. |
ddpi | a pointer filled in with the diagonal DPI of the display; may be NULL. |
hdpi | a pointer filled in with the horizontal DPI of the display; may be NULL. |
vdpi | a pointer filled in with the vertical DPI of the display; may be NULL. |
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Get information about a specific display mode.
The display modes are sorted in this priority:
displayIndex | the index of the display to query. |
modeIndex | the index of the display mode to query. |
mode | an SDL_DisplayMode structure filled in with the mode at modeIndex . |
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Get the name of a display in UTF-8 encoding.
displayIndex | the index of display from which the name should be queried. |
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Get the orientation of a display.
displayIndex | the index of the display to query. |
SDL_ORIENTATION_UNKNOWN
if it isn't available.
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Get the usable desktop area represented by a display.
The primary display (displayIndex
zero) is always located at 0,0.
This is the same area as SDL_GetDisplayBounds() reports, but with portions reserved by the system removed. For example, on Apple's macOS, this subtracts the area occupied by the menu bar and dock.
Setting a window to be fullscreen generally bypasses these unusable areas, so these are good guidelines for the maximum space available to a non-fullscreen window.
The parameter rect
is ignored if it is NULL.
This function also returns -1 if the parameter displayIndex
is out of range.
displayIndex | the index of the display to query the usable bounds from. |
rect | the SDL_Rect structure filled in with the display bounds. |
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Get the window that currently has an input grab enabled.
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Get the number of available display modes.
The displayIndex
needs to be in the range from 0 to SDL_GetNumVideoDisplays() - 1.
displayIndex | the index of the display to query. |
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Get the number of available video displays.
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Get the number of video drivers compiled into SDL.
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Get the index of the display containing a point
point | the point to query. |
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Get the index of the display primarily containing a rect
rect | the rect to query. |
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Get the name of a built in video driver.
The video drivers are presented in the order in which they are normally checked during initialization.
index | the index of a video driver. |
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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.
window | the window to query the size values of the border (decorations) from. |
top | pointer to variable for storing the size of the top border; NULL is permitted. |
left | pointer to variable for storing the size of the left border; NULL is permitted. |
bottom | pointer to variable for storing the size of the bottom border; NULL is permitted. |
right | pointer to variable for storing the size of the right border; NULL is permitted. |
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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().)
window | the window used to select the display whose brightness will be queried. |
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Retrieve the data pointer associated with a window.
window | the window to query. |
name | the name of the pointer. |
name
.
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Get the index of the display associated with a window.
window | the window to query. |
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Query the display mode to use when a window is visible at fullscreen.
window | the window to query. |
mode | an SDL_DisplayMode structure filled in with the fullscreen display mode. |
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Get the window flags.
window | the window to query. |
window
.
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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.
id | the ID of the window. |
id
or NULL if it doesn't exist; call SDL_GetError() for more information.
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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().)
window | the window used to select the display whose gamma ramp will be queried. |
red | a 256 element array of 16-bit quantities filled in with the translation table for the red channel, or NULL. |
green | a 256 element array of 16-bit quantities filled in with the translation table for the green channel, or NULL. |
blue | a 256 element array of 16-bit quantities filled in with the translation table for the blue channel, or NULL. |
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Get a window's input grab mode.
window | the window to query. |
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Get the raw ICC profile data for the screen the window is currently on.
Data returned should be freed with SDL_free.
window | the window to query. |
size | the size of the ICC profile. |
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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.
window | the window to query. |
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Get a window's keyboard grab mode.
window | the window to query. |
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Get the maximum size of a window's client area.
window | the window to query. |
w | a pointer filled in with the maximum width of the window, may be NULL. |
h | a pointer filled in with the maximum height of the window, may be NULL. |
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Get the minimum size of a window's client area.
window | the window to query. |
w | a pointer filled in with the minimum width of the window, may be NULL. |
h | a pointer filled in with the minimum height of the window, may be NULL. |
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Get a window's mouse grab mode.
window | the window to query. |
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Get the mouse confinement rectangle of a window.
window | The window to query. |
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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.
window | the window to get the current opacity value from. |
out_opacity | the float filled in (0.0f - transparent, 1.0f - opaque). |
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Get the pixel format associated with the window.
window | the window to query. |
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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.
window | the window to query. |
x | a pointer filled in with the x position of the window, in screen coordinates, may be NULL. |
y | a pointer filled in with the y position of the window, in screen coordinates, may be NULL. |
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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.
window | the window to query the width and height from. |
w | a pointer filled in with the width of the window, in screen coordinates, may be NULL. |
h | a pointer filled in with the height of the window, in screen coordinates, may be NULL. |
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Get the size of a window in pixels.
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.
window | the window from which the drawable size should be queried. |
w | a pointer to variable for storing the width in pixels, may be NULL. |
h | a pointer to variable for storing the height in pixels, may be NULL. |
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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.
Note that on some platforms the pixels pointer of the surface may be modified after each call to SDL_UpdateWindowSurface(), so that the platform code can implement efficient double or triple buffering.
You may not combine this with 3D or the rendering API on this window.
This function is affected by SDL_HINT_FRAMEBUFFER_ACCELERATION
.
window | the window to query. |
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Get the title of a window.
window | the window to query. |
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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.
window | the window to associate with the context. |
window
or NULL on error; call SDL_GetError() for more details.
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Delete an OpenGL context.
context | the OpenGL context to be deleted. |
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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.
extension | the name of the extension to check. |
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Get the actual value for an attribute from the current context.
attr | an SDL_GLattr enum value specifying the OpenGL attribute to get. |
value | a pointer filled in with the current value of attr . |
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Get the currently active OpenGL context.
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Get the currently active OpenGL window.
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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.
window | the window from which the drawable size should be queried. |
w | a pointer to variable for storing the width in pixels, may be NULL. |
h | a pointer to variable for storing the height in pixels, may be NULL. |
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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:
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.proc | the name of an OpenGL function. |
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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.
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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().
path | the platform dependent OpenGL library name, or NULL to open the default OpenGL library. |
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Set up an OpenGL context for rendering into an OpenGL window.
The context must have been created with a compatible window.
window | the window to associate with the context. |
context | the OpenGL context to associate with the window. |
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Reset all previously set OpenGL context attributes to their default values.
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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.
attr | an SDL_GLattr enum value specifying the OpenGL attribute to set. |
value | the desired value for the attribute. |
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Set the swap interval for the current OpenGL context.
Some systems allow specifying -1 for the interval, to enable adaptive vsync. Adaptive vsync works the same as vsync, but if you've already missed the vertical retrace for a given frame, it swaps buffers immediately, which might be less jarring for the user during occasional framerate drops. If an application requests adaptive vsync and the system does not support it, this function will fail and return -1. In such a case, you should probably retry the call with 1 for the interval.
Adaptive vsync is implemented for some glX drivers with GLX_EXT_swap_control_tear, and for some Windows drivers with WGL_EXT_swap_control_tear.
Read more on the Khronos wiki: https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync
interval | 0 for immediate updates, 1 for updates synchronized with the vertical retrace, -1 for adaptive vsync. |
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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.
window | the window to change. |
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Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
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Return whether the window has a surface associated with it.
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Hide a window.
window | the window to hide. |
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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
.
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Make a window as large as possible.
window | the window to maximize. |
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Minimize a window to an iconic representation.
window | the window to minimize. |
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Raise a window above other windows and set the input focus.
window | the window to raise. |
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Restore the size and position of a minimized or maximized window.
window | the window to restore. |
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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.
window | The window of which to change the always on top state. |
on_top | SDL_TRUE to set the window always on top, SDL_FALSE to disable. |
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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.
window | the window of which to change the border state. |
bordered | SDL_FALSE to remove border, SDL_TRUE to add border. |
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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.
window | the window used to select the display whose brightness will be changed. |
brightness | the brightness (gamma multiplier) value to set where 0.0 is completely dark and 1.0 is normal brightness. |
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Associate an arbitrary named pointer with a window.
name
is case-sensitive.
window | the window to associate with the pointer. |
name | the name of the pointer. |
userdata | the associated pointer. |
name
.
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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().
window | the window to affect. |
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. |
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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.
Note that for some renderers, this function may trigger an SDL_RENDER_TARGETS_RESET event. Your application should be prepared to handle this event by reuploading textures!
window | the window to change. |
flags | SDL_WINDOW_FULLSCREEN , SDL_WINDOW_FULLSCREEN_DESKTOP or 0. |
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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.
window | the window used to select the display whose gamma ramp will be changed. |
red | a 256 element array of 16-bit quantities representing the translation table for the red channel, or NULL. |
green | a 256 element array of 16-bit quantities representing the translation table for the green channel, or NULL. |
blue | a 256 element array of 16-bit quantities representing the translation table for the blue channel, or NULL. |
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Set a window's input grab mode.
When input is grabbed, the mouse is confined to the window. This function will also grab the keyboard if SDL_HINT_GRAB_KEYBOARD
is set. To grab the keyboard without also grabbing the mouse, use SDL_SetWindowKeyboardGrab().
If the caller enables a grab while another window is currently grabbed, the other window loses its grab in favor of the caller's window.
window | the window for which the input grab mode should be set. |
grabbed | SDL_TRUE to grab input or SDL_FALSE to release input. |
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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.
window | the window to set hit-testing on. |
callback | the function to call when doing a hit-test. |
callback_data | an app-defined void pointer passed to callback. |
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Set the icon for a window.
window | the window to change. |
icon | an SDL_Surface structure containing the icon for the window. |
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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.
window | the window that should get the input focus. |
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Set a window's keyboard grab mode.
Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or the Meta/Super key. Note that not all system keyboard shortcuts can be captured by applications (one example is Ctrl+Alt+Del on Windows).
This is primarily intended for specialized applications such as VNC clients or VM frontends. Normal games should not use keyboard grab.
When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the window is full-screen to ensure the user is not trapped in your application. If you have a custom keyboard shortcut to exit fullscreen mode, you may suppress this behavior with SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED
.
If the caller enables a grab while another window is currently grabbed, the other window loses its grab in favor of the caller's window.
window | The window for which the keyboard grab mode should be set. |
grabbed | This is SDL_TRUE to grab keyboard, and SDL_FALSE to release. |
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Set the maximum size of a window's client area.
window | the window to change. |
max_w | the maximum width of the window in pixels. |
max_h | the maximum height of the window in pixels. |
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Set the minimum size of a window's client area.
window | the window to change. |
min_w | the minimum width of the window in pixels. |
min_h | the minimum height of the window in pixels. |
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Set the window as a modal for another window.
modal_window | the window that should be set modal. |
parent_window | the parent window for the modal window. |
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Set a window's mouse grab mode.
Mouse grab confines the mouse cursor to the window.
window | The window for which the mouse grab mode should be set. |
grabbed | This is SDL_TRUE to grab mouse, and SDL_FALSE to release. |
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Confines the cursor to the specified area of a window.
Note that this does NOT grab the cursor, it only defines the area a cursor is restricted to when the window has mouse focus.
window | The window that will be associated with the barrier. |
rect | A rectangle area in window-relative coordinates. If NULL the barrier for the specified window will be destroyed. |
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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.
window | the window which will be made transparent or opaque. |
opacity | the opacity value (0.0f - transparent, 1.0f - opaque). |
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Set the position of a window.
The window coordinate origin is the upper left of the display.
window | the window to reposition. |
x | the x coordinate of the window in screen coordinates, or SDL_WINDOWPOS_CENTERED or SDL_WINDOWPOS_UNDEFINED . |
y | the y coordinate of the window in screen coordinates, or SDL_WINDOWPOS_CENTERED or SDL_WINDOWPOS_UNDEFINED . |
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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.
window | the window of which to change the resizable state. |
resizable | SDL_TRUE to allow resizing, SDL_FALSE to disallow. |
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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.
window | the window to change. |
w | the width of the window in pixels, in screen coordinates, must be > 0. |
h | the height of the window in pixels, in screen coordinates, must be > 0. |
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Set the title of a window.
This string is expected to be in UTF-8 encoding.
window | the window to change. |
title | the desired window title in UTF-8 format. |
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Show a window.
window | the window to show. |
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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().
window | the window to update. |
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Copy areas of the window surface to the screen.
This is the function you use to reflect changes to portions of the surface on the screen.
This function is equivalent to the SDL 1.2 API SDL_UpdateRects().
Note that this function will update at least the rectangles specified, but this is only intended as an optimization; in practice, this might update more of the screen (or all of the screen!), depending on what method SDL uses to send pixels to the system.
window | the window to update. |
rects | an array of SDL_Rect structures representing areas of the surface to copy, in pixels. |
numrects | the number of rectangles. |
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Initialize the video subsystem, optionally specifying a video driver.
This function initializes the video subsystem, setting up a connection to the window manager, etc, and determines the available display modes and pixel formats, but does not initialize a window or graphics mode.
If you use this function and you haven't used the SDL_INIT_VIDEO flag with either SDL_Init() or SDL_InitSubSystem(), you should call SDL_VideoQuit() before calling SDL_Quit().
It is safe to call this function multiple times. SDL_VideoInit() will call SDL_VideoQuit() itself if the video subsystem has already been initialized.
You can use SDL_GetNumVideoDrivers() and SDL_GetVideoDriver() to find a specific driver_name
.
driver_name | the name of a video driver to initialize, or NULL for the default driver. |
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Shut down the video subsystem, if initialized with SDL_VideoInit().
This function closes all windows, and restores the original video mode.