From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- contrib/SDL-3.2.8/include/SDL3/SDL_video.h | 3286 ---------------------------- 1 file changed, 3286 deletions(-) delete mode 100644 contrib/SDL-3.2.8/include/SDL3/SDL_video.h (limited to 'contrib/SDL-3.2.8/include/SDL3/SDL_video.h') diff --git a/contrib/SDL-3.2.8/include/SDL3/SDL_video.h b/contrib/SDL-3.2.8/include/SDL3/SDL_video.h deleted file mode 100644 index a7afc32..0000000 --- a/contrib/SDL-3.2.8/include/SDL3/SDL_video.h +++ /dev/null @@ -1,3286 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -/** - * # CategoryVideo - * - * SDL's video subsystem is largely interested in abstracting window - * management from the underlying operating system. You can create windows, - * manage them in various ways, set them fullscreen, and get events when - * interesting things happen with them, such as the mouse or keyboard - * interacting with a window. - * - * The video subsystem is also interested in abstracting away some - * platform-specific differences in OpenGL: context creation, swapping - * buffers, etc. This may be crucial to your app, but also you are not - * required to use OpenGL at all. In fact, SDL can provide rendering to those - * windows as well, either with an easy-to-use - * [2D API](https://wiki.libsdl.org/SDL3/CategoryRender) - * or with a more-powerful - * [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU) - * . Of course, it can simply get out of your way and give you the window - * handles you need to use Vulkan, Direct3D, Metal, or whatever else you like - * directly, too. - * - * The video subsystem covers a lot of functionality, out of necessity, so it - * is worth perusing the list of functions just to see what's available, but - * most apps can get by with simply creating a window and listening for - * events, so start with SDL_CreateWindow() and SDL_PollEvent(). - */ - -#ifndef SDL_video_h_ -#define SDL_video_h_ - -#include -#include -#include -#include -#include -#include - -#include -/* Set up for C function definitions, even when using C++ */ -#ifdef __cplusplus -extern "C" { -#endif - -/** - * This is a unique ID for a display for the time it is connected to the - * system, and is never reused for the lifetime of the application. - * - * If the display is disconnected and reconnected, it will get a new ID. - * - * The value 0 is an invalid ID. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef Uint32 SDL_DisplayID; - -/** - * This is a unique ID for a window. - * - * The value 0 is an invalid ID. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef Uint32 SDL_WindowID; - -/* Global video properties... */ - -/** - * The pointer to the global `wl_display` object used by the Wayland video - * backend. - * - * Can be set before the video subsystem is initialized to import an external - * `wl_display` object from an application or toolkit for use in SDL, or read - * after initialization to export the `wl_display` used by the Wayland video - * backend. Setting this property after the video subsystem has been - * initialized has no effect, and reading it when the video subsystem is - * uninitialized will either return the user provided value, if one was set - * prior to initialization, or NULL. See docs/README-wayland.md for more - * information. - */ -#define SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER "SDL.video.wayland.wl_display" - -/** - * System theme. - * - * \since This enum is available since SDL 3.2.0. - */ -typedef enum SDL_SystemTheme -{ - SDL_SYSTEM_THEME_UNKNOWN, /**< Unknown system theme */ - SDL_SYSTEM_THEME_LIGHT, /**< Light colored system theme */ - SDL_SYSTEM_THEME_DARK /**< Dark colored system theme */ -} SDL_SystemTheme; - -/** - * Internal display mode data. - * - * This lives as a field in SDL_DisplayMode, as opaque data. - * - * \since This struct is available since SDL 3.2.0. - * - * \sa SDL_DisplayMode - */ -typedef struct SDL_DisplayModeData SDL_DisplayModeData; - -/** - * The structure that defines a display mode. - * - * \since This struct is available since SDL 3.2.0. - * - * \sa SDL_GetFullscreenDisplayModes - * \sa SDL_GetDesktopDisplayMode - * \sa SDL_GetCurrentDisplayMode - * \sa SDL_SetWindowFullscreenMode - * \sa SDL_GetWindowFullscreenMode - */ -typedef struct SDL_DisplayMode -{ - SDL_DisplayID displayID; /**< the display this mode is associated with */ - SDL_PixelFormat format; /**< pixel format */ - int w; /**< width */ - int h; /**< height */ - float pixel_density; /**< scale converting size to pixels (e.g. a 1920x1080 mode with 2.0 scale would have 3840x2160 pixels) */ - float refresh_rate; /**< refresh rate (or 0.0f for unspecified) */ - int refresh_rate_numerator; /**< precise refresh rate numerator (or 0 for unspecified) */ - int refresh_rate_denominator; /**< precise refresh rate denominator */ - - SDL_DisplayModeData *internal; /**< Private */ - -} SDL_DisplayMode; - -/** - * Display orientation values; the way a display is rotated. - * - * \since This enum is available since SDL 3.2.0. - */ -typedef enum SDL_DisplayOrientation -{ - SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */ - SDL_ORIENTATION_LANDSCAPE, /**< The display is in landscape mode, with the right side up, relative to portrait mode */ - SDL_ORIENTATION_LANDSCAPE_FLIPPED, /**< The display is in landscape mode, with the left side up, relative to portrait mode */ - SDL_ORIENTATION_PORTRAIT, /**< The display is in portrait mode */ - SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */ -} SDL_DisplayOrientation; - -/** - * The struct used as an opaque handle to a window. - * - * \since This struct is available since SDL 3.2.0. - * - * \sa SDL_CreateWindow - */ -typedef struct SDL_Window SDL_Window; - -/** - * The flags on a window. - * - * These cover a lot of true/false, or on/off, window state. Some of it is - * immutable after being set through SDL_CreateWindow(), some of it can be - * changed on existing windows by the app, and some of it might be altered by - * the user or system outside of the app's control. - * - * \since This datatype is available since SDL 3.2.0. - * - * \sa SDL_GetWindowFlags - */ -typedef Uint64 SDL_WindowFlags; - -#define SDL_WINDOW_FULLSCREEN SDL_UINT64_C(0x0000000000000001) /**< window is in fullscreen mode */ -#define SDL_WINDOW_OPENGL SDL_UINT64_C(0x0000000000000002) /**< window usable with OpenGL context */ -#define SDL_WINDOW_OCCLUDED SDL_UINT64_C(0x0000000000000004) /**< window is occluded */ -#define SDL_WINDOW_HIDDEN SDL_UINT64_C(0x0000000000000008) /**< window is neither mapped onto the desktop nor shown in the taskbar/dock/window list; SDL_ShowWindow() is required for it to become visible */ -#define SDL_WINDOW_BORDERLESS SDL_UINT64_C(0x0000000000000010) /**< no window decoration */ -#define SDL_WINDOW_RESIZABLE SDL_UINT64_C(0x0000000000000020) /**< window can be resized */ -#define SDL_WINDOW_MINIMIZED SDL_UINT64_C(0x0000000000000040) /**< window is minimized */ -#define SDL_WINDOW_MAXIMIZED SDL_UINT64_C(0x0000000000000080) /**< window is maximized */ -#define SDL_WINDOW_MOUSE_GRABBED SDL_UINT64_C(0x0000000000000100) /**< window has grabbed mouse input */ -#define SDL_WINDOW_INPUT_FOCUS SDL_UINT64_C(0x0000000000000200) /**< window has input focus */ -#define SDL_WINDOW_MOUSE_FOCUS SDL_UINT64_C(0x0000000000000400) /**< window has mouse focus */ -#define SDL_WINDOW_EXTERNAL SDL_UINT64_C(0x0000000000000800) /**< window not created by SDL */ -#define SDL_WINDOW_MODAL SDL_UINT64_C(0x0000000000001000) /**< window is modal */ -#define SDL_WINDOW_HIGH_PIXEL_DENSITY SDL_UINT64_C(0x0000000000002000) /**< window uses high pixel density back buffer if possible */ -#define SDL_WINDOW_MOUSE_CAPTURE SDL_UINT64_C(0x0000000000004000) /**< window has mouse captured (unrelated to MOUSE_GRABBED) */ -#define SDL_WINDOW_MOUSE_RELATIVE_MODE SDL_UINT64_C(0x0000000000008000) /**< window has relative mode enabled */ -#define SDL_WINDOW_ALWAYS_ON_TOP SDL_UINT64_C(0x0000000000010000) /**< window should always be above others */ -#define SDL_WINDOW_UTILITY SDL_UINT64_C(0x0000000000020000) /**< window should be treated as a utility window, not showing in the task bar and window list */ -#define SDL_WINDOW_TOOLTIP SDL_UINT64_C(0x0000000000040000) /**< window should be treated as a tooltip and does not get mouse or keyboard focus, requires a parent window */ -#define SDL_WINDOW_POPUP_MENU SDL_UINT64_C(0x0000000000080000) /**< window should be treated as a popup menu, requires a parent window */ -#define SDL_WINDOW_KEYBOARD_GRABBED SDL_UINT64_C(0x0000000000100000) /**< window has grabbed keyboard input */ -#define SDL_WINDOW_VULKAN SDL_UINT64_C(0x0000000010000000) /**< window usable for Vulkan surface */ -#define SDL_WINDOW_METAL SDL_UINT64_C(0x0000000020000000) /**< window usable for Metal view */ -#define SDL_WINDOW_TRANSPARENT SDL_UINT64_C(0x0000000040000000) /**< window with transparent buffer */ -#define SDL_WINDOW_NOT_FOCUSABLE SDL_UINT64_C(0x0000000080000000) /**< window should not be focusable */ - - -/** - * A magic value used with SDL_WINDOWPOS_UNDEFINED. - * - * Generally this macro isn't used directly, but rather through - * SDL_WINDOWPOS_UNDEFINED or SDL_WINDOWPOS_UNDEFINED_DISPLAY. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u - -/** - * Used to indicate that you don't care what the window position is. - * - * If you _really_ don't care, SDL_WINDOWPOS_UNDEFINED is the same, but always - * uses the primary display instead of specifying one. - * - * \param X the SDL_DisplayID of the display to use. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X)) - -/** - * Used to indicate that you don't care what the window position/display is. - * - * This always uses the primary display. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0) - -/** - * A macro to test if the window position is marked as "undefined." - * - * \param X the window position value. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_WINDOWPOS_ISUNDEFINED(X) (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK) - -/** - * A magic value used with SDL_WINDOWPOS_CENTERED. - * - * Generally this macro isn't used directly, but rather through - * SDL_WINDOWPOS_CENTERED or SDL_WINDOWPOS_CENTERED_DISPLAY. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u - -/** - * Used to indicate that the window position should be centered. - * - * SDL_WINDOWPOS_CENTERED is the same, but always uses the primary display - * instead of specifying one. - * - * \param X the SDL_DisplayID of the display to use. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X)) - -/** - * Used to indicate that the window position should be centered. - * - * This always uses the primary display. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0) - -/** - * A macro to test if the window position is marked as "centered." - * - * \param X the window position value. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_WINDOWPOS_ISCENTERED(X) \ - (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK) - - -/** - * Window flash operation. - * - * \since This enum is available since SDL 3.2.0. - */ -typedef enum SDL_FlashOperation -{ - SDL_FLASH_CANCEL, /**< Cancel any window flash state */ - SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */ - SDL_FLASH_UNTIL_FOCUSED /**< Flash the window until it gets focus */ -} SDL_FlashOperation; - -/** - * An opaque handle to an OpenGL context. - * - * \since This datatype is available since SDL 3.2.0. - * - * \sa SDL_GL_CreateContext - */ -typedef struct SDL_GLContextState *SDL_GLContext; - -/** - * Opaque type for an EGL display. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef void *SDL_EGLDisplay; - -/** - * Opaque type for an EGL config. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef void *SDL_EGLConfig; - -/** - * Opaque type for an EGL surface. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef void *SDL_EGLSurface; - -/** - * An EGL attribute, used when creating an EGL context. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef intptr_t SDL_EGLAttrib; - -/** - * An EGL integer attribute, used when creating an EGL surface. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef int SDL_EGLint; - -/** - * EGL platform attribute initialization callback. - * - * This is called when SDL is attempting to create an EGL context, to let the - * app add extra attributes to its eglGetPlatformDisplay() call. - * - * The callback should return a pointer to an EGL attribute array terminated - * with `EGL_NONE`. If this function returns NULL, the SDL_CreateWindow - * process will fail gracefully. - * - * The returned pointer should be allocated with SDL_malloc() and will be - * passed to SDL_free(). - * - * The arrays returned by each callback will be appended to the existing - * attribute arrays defined by SDL. - * - * \param userdata an app-controlled pointer that is passed to the callback. - * \returns a newly-allocated array of attributes, terminated with `EGL_NONE`. - * - * \since This datatype is available since SDL 3.2.0. - * - * \sa SDL_EGL_SetAttributeCallbacks - */ -typedef SDL_EGLAttrib *(SDLCALL *SDL_EGLAttribArrayCallback)(void *userdata); - -/** - * EGL surface/context attribute initialization callback types. - * - * This is called when SDL is attempting to create an EGL surface, to let the - * app add extra attributes to its eglCreateWindowSurface() or - * eglCreateContext calls. - * - * For convenience, the EGLDisplay and EGLConfig to use are provided to the - * callback. - * - * The callback should return a pointer to an EGL attribute array terminated - * with `EGL_NONE`. If this function returns NULL, the SDL_CreateWindow - * process will fail gracefully. - * - * The returned pointer should be allocated with SDL_malloc() and will be - * passed to SDL_free(). - * - * The arrays returned by each callback will be appended to the existing - * attribute arrays defined by SDL. - * - * \param userdata an app-controlled pointer that is passed to the callback. - * \param display the EGL display to be used. - * \param config the EGL config to be used. - * \returns a newly-allocated array of attributes, terminated with `EGL_NONE`. - * - * \since This datatype is available since SDL 3.2.0. - * - * \sa SDL_EGL_SetAttributeCallbacks - */ -typedef SDL_EGLint *(SDLCALL *SDL_EGLIntArrayCallback)(void *userdata, SDL_EGLDisplay display, SDL_EGLConfig config); - -/** - * An enumeration of OpenGL configuration attributes. - * - * While you can set most OpenGL attributes normally, the attributes listed - * above must be known before SDL creates the window that will be used with - * the OpenGL context. These attributes are set and read with - * SDL_GL_SetAttribute() and SDL_GL_GetAttribute(). - * - * In some cases, these attributes are minimum requests; the GL does not - * promise to give you exactly what you asked for. It's possible to ask for a - * 16-bit depth buffer and get a 24-bit one instead, for example, or to ask - * for no stencil buffer and still have one available. Context creation should - * fail if the GL can't provide your requested attributes at a minimum, but - * you should check to see exactly what you got. - * - * \since This enum is available since SDL 3.2.0. - */ -typedef enum SDL_GLAttr -{ - SDL_GL_RED_SIZE, /**< the minimum number of bits for the red channel of the color buffer; defaults to 3. */ - SDL_GL_GREEN_SIZE, /**< the minimum number of bits for the green channel of the color buffer; defaults to 3. */ - SDL_GL_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the color buffer; defaults to 2. */ - SDL_GL_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the color buffer; defaults to 0. */ - SDL_GL_BUFFER_SIZE, /**< the minimum number of bits for frame buffer size; defaults to 0. */ - SDL_GL_DOUBLEBUFFER, /**< whether the output is single or double buffered; defaults to double buffering on. */ - SDL_GL_DEPTH_SIZE, /**< the minimum number of bits in the depth buffer; defaults to 16. */ - SDL_GL_STENCIL_SIZE, /**< the minimum number of bits in the stencil buffer; defaults to 0. */ - SDL_GL_ACCUM_RED_SIZE, /**< the minimum number of bits for the red channel of the accumulation buffer; defaults to 0. */ - SDL_GL_ACCUM_GREEN_SIZE, /**< the minimum number of bits for the green channel of the accumulation buffer; defaults to 0. */ - SDL_GL_ACCUM_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the accumulation buffer; defaults to 0. */ - SDL_GL_ACCUM_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the accumulation buffer; defaults to 0. */ - SDL_GL_STEREO, /**< whether the output is stereo 3D; defaults to off. */ - SDL_GL_MULTISAMPLEBUFFERS, /**< the number of buffers used for multisample anti-aliasing; defaults to 0. */ - SDL_GL_MULTISAMPLESAMPLES, /**< the number of samples used around the current pixel used for multisample anti-aliasing. */ - SDL_GL_ACCELERATED_VISUAL, /**< set to 1 to require hardware acceleration, set to 0 to force software rendering; defaults to allow either. */ - SDL_GL_RETAINED_BACKING, /**< not used (deprecated). */ - SDL_GL_CONTEXT_MAJOR_VERSION, /**< OpenGL context major version. */ - SDL_GL_CONTEXT_MINOR_VERSION, /**< OpenGL context minor version. */ - SDL_GL_CONTEXT_FLAGS, /**< some combination of 0 or more of elements of the SDL_GLContextFlag enumeration; defaults to 0. */ - SDL_GL_CONTEXT_PROFILE_MASK, /**< type of GL context (Core, Compatibility, ES). See SDL_GLProfile; default value depends on platform. */ - SDL_GL_SHARE_WITH_CURRENT_CONTEXT, /**< OpenGL context sharing; defaults to 0. */ - SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, /**< requests sRGB capable visual; defaults to 0. */ - SDL_GL_CONTEXT_RELEASE_BEHAVIOR, /**< sets context the release behavior. See SDL_GLContextReleaseFlag; defaults to FLUSH. */ - SDL_GL_CONTEXT_RESET_NOTIFICATION, /**< set context reset notification. See SDL_GLContextResetNotification; defaults to NO_NOTIFICATION. */ - SDL_GL_CONTEXT_NO_ERROR, - SDL_GL_FLOATBUFFERS, - SDL_GL_EGL_PLATFORM -} SDL_GLAttr; - -/** - * Possible values to be set for the SDL_GL_CONTEXT_PROFILE_MASK attribute. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef Uint32 SDL_GLProfile; - -#define SDL_GL_CONTEXT_PROFILE_CORE 0x0001 /**< OpenGL Core Profile context */ -#define SDL_GL_CONTEXT_PROFILE_COMPATIBILITY 0x0002 /**< OpenGL Compatibility Profile context */ -#define SDL_GL_CONTEXT_PROFILE_ES 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */ - - -/** - * Possible flags to be set for the SDL_GL_CONTEXT_FLAGS attribute. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef Uint32 SDL_GLContextFlag; - -#define SDL_GL_CONTEXT_DEBUG_FLAG 0x0001 -#define SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG 0x0002 -#define SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG 0x0004 -#define SDL_GL_CONTEXT_RESET_ISOLATION_FLAG 0x0008 - - -/** - * Possible values to be set for the SDL_GL_CONTEXT_RELEASE_BEHAVIOR - * attribute. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef Uint32 SDL_GLContextReleaseFlag; - -#define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE 0x0000 -#define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x0001 - - -/** - * Possible values to be set SDL_GL_CONTEXT_RESET_NOTIFICATION attribute. - * - * \since This datatype is available since SDL 3.2.0. - */ -typedef Uint32 SDL_GLContextResetNotification; - -#define SDL_GL_CONTEXT_RESET_NO_NOTIFICATION 0x0000 -#define SDL_GL_CONTEXT_RESET_LOSE_CONTEXT 0x0001 - - -/* Function prototypes */ - -/** - * Get the number of video drivers compiled into SDL. - * - * \returns the number of built in video drivers. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetVideoDriver - */ -extern SDL_DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void); - -/** - * Get the name of a built in video driver. - * - * The video drivers are presented in the order in which they are normally - * checked during initialization. - * - * The names of drivers are all simple, low-ASCII identifiers, like "cocoa", - * "x11" or "windows". These never have Unicode characters, and are not meant - * to be proper names. - * - * \param index the index of a video driver. - * \returns the name of the video driver with the given **index**. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetNumVideoDrivers - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetVideoDriver(int index); - -/** - * Get the name of the currently initialized video driver. - * - * The names of drivers are all simple, low-ASCII identifiers, like "cocoa", - * "x11" or "windows". These never have Unicode characters, and are not meant - * to be proper names. - * - * \returns the name of the current video driver or NULL if no driver has been - * initialized. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetNumVideoDrivers - * \sa SDL_GetVideoDriver - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentVideoDriver(void); - -/** - * Get the current system theme. - * - * \returns the current system theme, light, dark, or unknown. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_SystemTheme SDLCALL SDL_GetSystemTheme(void); - -/** - * Get a list of currently connected displays. - * - * \param count a pointer filled in with the number of displays returned, may - * be NULL. - * \returns a 0 terminated array of display instance IDs or NULL on failure; - * call SDL_GetError() for more information. This should be freed - * with SDL_free() when it is no longer needed. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_DisplayID * SDLCALL SDL_GetDisplays(int *count); - -/** - * Return the primary display. - * - * \returns the instance ID of the primary display on success or 0 on failure; - * call SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetDisplays - */ -extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetPrimaryDisplay(void); - -/** - * Get the properties associated with a display. - * - * The following read-only properties are provided by SDL: - * - * - `SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN`: true if the display has HDR - * headroom above the SDR white point. This is for informational and - * diagnostic purposes only, as not all platforms provide this information - * at the display level. - * - * On KMS/DRM: - * - * - `SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER`: the "panel - * orientation" property for the display in degrees of clockwise rotation. - * Note that this is provided only as a hint, and the application is - * responsible for any coordinate transformations needed to conform to the - * requested display orientation. - * - * \param displayID the instance ID of the display to query. - * \returns a valid property ID on success or 0 on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetDisplayProperties(SDL_DisplayID displayID); - -#define SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN "SDL.display.HDR_enabled" -#define SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER "SDL.display.KMSDRM.panel_orientation" - -/** - * Get the name of a display in UTF-8 encoding. - * - * \param displayID the instance ID of the display to query. - * \returns the name of a display or NULL on failure; call SDL_GetError() for - * more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetDisplays - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetDisplayName(SDL_DisplayID displayID); - -/** - * Get the desktop area represented by a display. - * - * The primary display is often located at (0,0), but may be placed at a - * different location depending on monitor layout. - * - * \param displayID the instance ID of the display to query. - * \param rect the SDL_Rect structure filled in with the display bounds. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetDisplayUsableBounds - * \sa SDL_GetDisplays - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetDisplayBounds(SDL_DisplayID displayID, SDL_Rect *rect); - -/** - * Get the usable desktop area represented by a display, in screen - * coordinates. - * - * This is the same area as SDL_GetDisplayBounds() reports, but with portions - * reserved by the system removed. For example, on Apple's macOS, this - * subtracts the area occupied by the menu bar and dock. - * - * Setting a window to be fullscreen generally bypasses these unusable areas, - * so these are good guidelines for the maximum space available to a - * non-fullscreen window. - * - * \param displayID the instance ID of the display to query. - * \param rect the SDL_Rect structure filled in with the display bounds. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetDisplayBounds - * \sa SDL_GetDisplays - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetDisplayUsableBounds(SDL_DisplayID displayID, SDL_Rect *rect); - -/** - * Get the orientation of a display when it is unrotated. - * - * \param displayID the instance ID of the display to query. - * \returns the SDL_DisplayOrientation enum value of the display, or - * `SDL_ORIENTATION_UNKNOWN` if it isn't available. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetDisplays - */ -extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetNaturalDisplayOrientation(SDL_DisplayID displayID); - -/** - * Get the orientation of a display. - * - * \param displayID the instance ID of the display to query. - * \returns the SDL_DisplayOrientation enum value of the display, or - * `SDL_ORIENTATION_UNKNOWN` if it isn't available. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetDisplays - */ -extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetCurrentDisplayOrientation(SDL_DisplayID displayID); - -/** - * Get the content scale of a display. - * - * The content scale is the expected scale for content based on the DPI - * settings of the display. For example, a 4K display might have a 2.0 (200%) - * display scale, which means that the user expects UI elements to be twice as - * big on this display, to aid in readability. - * - * After window creation, SDL_GetWindowDisplayScale() should be used to query - * the content scale factor for individual windows instead of querying the - * display for a window and calling this function, as the per-window content - * scale factor may differ from the base value of the display it is on, - * particularly on high-DPI and/or multi-monitor desktop configurations. - * - * \param displayID the instance ID of the display to query. - * \returns the content scale of the display, or 0.0f on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowDisplayScale - * \sa SDL_GetDisplays - */ -extern SDL_DECLSPEC float SDLCALL SDL_GetDisplayContentScale(SDL_DisplayID displayID); - -/** - * Get a list of fullscreen display modes available on a display. - * - * The display modes are sorted in this priority: - * - * - w -> largest to smallest - * - h -> largest to smallest - * - bits per pixel -> more colors to fewer colors - * - packed pixel layout -> largest to smallest - * - refresh rate -> highest to lowest - * - pixel density -> lowest to highest - * - * \param displayID the instance ID of the display to query. - * \param count a pointer filled in with the number of display modes returned, - * may be NULL. - * \returns a NULL terminated array of display mode pointers or NULL on - * failure; call SDL_GetError() for more information. This is a - * single allocation that should be freed with SDL_free() when it is - * no longer needed. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetDisplays - */ -extern SDL_DECLSPEC SDL_DisplayMode ** SDLCALL SDL_GetFullscreenDisplayModes(SDL_DisplayID displayID, int *count); - -/** - * Get the closest match to the requested display mode. - * - * The available display modes are scanned and `closest` is filled in with the - * closest mode matching the requested mode and returned. The mode format and - * refresh rate default to the desktop mode if they are set to 0. The modes - * are scanned with size being first priority, format being second priority, - * and finally checking the refresh rate. If all the available modes are too - * small, then false is returned. - * - * \param displayID the instance ID of the display to query. - * \param w the width in pixels of the desired display mode. - * \param h the height in pixels of the desired display mode. - * \param refresh_rate the refresh rate of the desired display mode, or 0.0f - * for the desktop refresh rate. - * \param include_high_density_modes boolean to include high density modes in - * the search. - * \param closest a pointer filled in with the closest display mode equal to - * or larger than the desired mode. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetDisplays - * \sa SDL_GetFullscreenDisplayModes - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetClosestFullscreenDisplayMode(SDL_DisplayID displayID, int w, int h, float refresh_rate, bool include_high_density_modes, SDL_DisplayMode *closest); - -/** - * Get information about the desktop's display mode. - * - * There's a difference between this function and SDL_GetCurrentDisplayMode() - * when SDL runs fullscreen and has changed the resolution. In that case this - * function will return the previous native display mode, and not the current - * display mode. - * - * \param displayID the instance ID of the display to query. - * \returns a pointer to the desktop display mode or NULL on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetCurrentDisplayMode - * \sa SDL_GetDisplays - */ -extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetDesktopDisplayMode(SDL_DisplayID displayID); - -/** - * Get information about the current display mode. - * - * There's a difference between this function and SDL_GetDesktopDisplayMode() - * when SDL runs fullscreen and has changed the resolution. In that case this - * function will return the current display mode, and not the previous native - * display mode. - * - * \param displayID the instance ID of the display to query. - * \returns a pointer to the desktop display mode or NULL on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetDesktopDisplayMode - * \sa SDL_GetDisplays - */ -extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetCurrentDisplayMode(SDL_DisplayID displayID); - -/** - * Get the display containing a point. - * - * \param point the point to query. - * \returns the instance ID of the display containing the point or 0 on - * failure; call SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetDisplayBounds - * \sa SDL_GetDisplays - */ -extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForPoint(const SDL_Point *point); - -/** - * Get the display primarily containing a rect. - * - * \param rect the rect to query. - * \returns the instance ID of the display entirely containing the rect or - * closest to the center of the rect on success or 0 on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetDisplayBounds - * \sa SDL_GetDisplays - */ -extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForRect(const SDL_Rect *rect); - -/** - * Get the display associated with a window. - * - * \param window the window to query. - * \returns the instance ID of the display containing the center of the window - * on success or 0 on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetDisplayBounds - * \sa SDL_GetDisplays - */ -extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForWindow(SDL_Window *window); - -/** - * Get the pixel density of a window. - * - * This is a ratio of pixel size to window size. For example, if the window is - * 1920x1080 and it has a high density back buffer of 3840x2160 pixels, it - * would have a pixel density of 2.0. - * - * \param window the window to query. - * \returns the pixel density or 0.0f on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowDisplayScale - */ -extern SDL_DECLSPEC float SDLCALL SDL_GetWindowPixelDensity(SDL_Window *window); - -/** - * Get the content display scale relative to a window's pixel size. - * - * This is a combination of the window pixel density and the display content - * scale, and is the expected scale for displaying content in this window. For - * example, if a 3840x2160 window had a display scale of 2.0, the user expects - * the content to take twice as many pixels and be the same physical size as - * if it were being displayed in a 1920x1080 window with a display scale of - * 1.0. - * - * Conceptually this value corresponds to the scale display setting, and is - * updated when that setting is changed, or the window moves to a display with - * a different scale setting. - * - * \param window the window to query. - * \returns the display scale, or 0.0f on failure; call SDL_GetError() for - * more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC float SDLCALL SDL_GetWindowDisplayScale(SDL_Window *window); - -/** - * Set the display mode to use when a window is visible and fullscreen. - * - * This only affects the display mode used when the window is fullscreen. To - * change the window size when the window is not fullscreen, use - * SDL_SetWindowSize(). - * - * If the window is currently in the fullscreen state, this request is - * asynchronous on some windowing systems and the new mode dimensions may not - * be applied immediately upon the return of this function. If an immediate - * change is required, call SDL_SyncWindow() to block until the changes have - * taken effect. - * - * When the new mode takes effect, an SDL_EVENT_WINDOW_RESIZED and/or an - * SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event will be emitted with the new mode - * dimensions. - * - * \param window the window to affect. - * \param mode a pointer to the display mode to use, which can be NULL for - * borderless fullscreen desktop mode, or one of the fullscreen - * modes returned by SDL_GetFullscreenDisplayModes() to set an - * exclusive fullscreen mode. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowFullscreenMode - * \sa SDL_SetWindowFullscreen - * \sa SDL_SyncWindow - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFullscreenMode(SDL_Window *window, const SDL_DisplayMode *mode); - -/** - * Query the display mode to use when a window is visible at fullscreen. - * - * \param window the window to query. - * \returns a pointer to the exclusive fullscreen mode to use or NULL for - * borderless fullscreen desktop mode. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetWindowFullscreenMode - * \sa SDL_SetWindowFullscreen - */ -extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetWindowFullscreenMode(SDL_Window *window); - -/** - * Get the raw ICC profile data for the screen the window is currently on. - * - * \param window the window to query. - * \param size the size of the ICC profile. - * \returns the raw ICC profile data on success or NULL on failure; call - * SDL_GetError() for more information. This should be freed with - * SDL_free() when it is no longer needed. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC void * SDLCALL SDL_GetWindowICCProfile(SDL_Window *window, size_t *size); - -/** - * Get the pixel format associated with the window. - * - * \param window the window to query. - * \returns the pixel format of the window on success or - * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_PixelFormat SDLCALL SDL_GetWindowPixelFormat(SDL_Window *window); - -/** - * Get a list of valid windows. - * - * \param count a pointer filled in with the number of windows returned, may - * be NULL. - * \returns a NULL terminated array of SDL_Window pointers or NULL on failure; - * call SDL_GetError() for more information. This is a single - * allocation that should be freed with SDL_free() when it is no - * longer needed. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_Window ** SDLCALL SDL_GetWindows(int *count); - -/** - * Create a window with the specified dimensions and flags. - * - * `flags` may be any of the following OR'd together: - * - * - `SDL_WINDOW_FULLSCREEN`: fullscreen window at desktop resolution - * - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context - * - `SDL_WINDOW_OCCLUDED`: window partially or completely obscured by another - * window - * - `SDL_WINDOW_HIDDEN`: window is not visible - * - `SDL_WINDOW_BORDERLESS`: no window decoration - * - `SDL_WINDOW_RESIZABLE`: window can be resized - * - `SDL_WINDOW_MINIMIZED`: window is minimized - * - `SDL_WINDOW_MAXIMIZED`: window is maximized - * - `SDL_WINDOW_MOUSE_GRABBED`: window has grabbed mouse focus - * - `SDL_WINDOW_INPUT_FOCUS`: window has input focus - * - `SDL_WINDOW_MOUSE_FOCUS`: window has mouse focus - * - `SDL_WINDOW_EXTERNAL`: window not created by SDL - * - `SDL_WINDOW_MODAL`: window is modal - * - `SDL_WINDOW_HIGH_PIXEL_DENSITY`: window uses high pixel density back - * buffer if possible - * - `SDL_WINDOW_MOUSE_CAPTURE`: window has mouse captured (unrelated to - * MOUSE_GRABBED) - * - `SDL_WINDOW_ALWAYS_ON_TOP`: window should always be above others - * - `SDL_WINDOW_UTILITY`: window should be treated as a utility window, not - * showing in the task bar and window list - * - `SDL_WINDOW_TOOLTIP`: window should be treated as a tooltip and does not - * get mouse or keyboard focus, requires a parent window - * - `SDL_WINDOW_POPUP_MENU`: window should be treated as a popup menu, - * requires a parent window - * - `SDL_WINDOW_KEYBOARD_GRABBED`: window has grabbed keyboard input - * - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance - * - `SDL_WINDOW_METAL`: window usable with a Metal instance - * - `SDL_WINDOW_TRANSPARENT`: window with transparent buffer - * - `SDL_WINDOW_NOT_FOCUSABLE`: window should not be focusable - * - * The SDL_Window is implicitly shown if SDL_WINDOW_HIDDEN is not set. - * - * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist - * property to YES, otherwise you will not receive a High-DPI OpenGL canvas. - * - * The window pixel size may differ from its window coordinate size if the - * window is on a high pixel density display. Use SDL_GetWindowSize() to query - * the client area's size in window coordinates, and - * SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize() to query the - * drawable size in pixels. Note that the drawable size can vary after the - * window is created and should be queried again if you get an - * SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event. - * - * If the window is created with any of the SDL_WINDOW_OPENGL or - * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function - * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the - * corresponding UnloadLibrary function is called by SDL_DestroyWindow(). - * - * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, - * SDL_CreateWindow() will fail, because SDL_Vulkan_LoadLibrary() will fail. - * - * If SDL_WINDOW_METAL is specified on an OS that does not support Metal, - * SDL_CreateWindow() will fail. - * - * If you intend to use this window with an SDL_Renderer, you should use - * SDL_CreateWindowAndRenderer() instead of this function, to avoid window - * flicker. - * - * On non-Apple devices, SDL requires you to either not link to the Vulkan - * loader or link to a dynamic library version. This limitation may be removed - * in a future version of SDL. - * - * \param title the title of the window, in UTF-8 encoding. - * \param w the width of the window. - * \param h the height of the window. - * \param flags 0, or one or more SDL_WindowFlags OR'd together. - * \returns the window that was created or NULL on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateWindowAndRenderer - * \sa SDL_CreatePopupWindow - * \sa SDL_CreateWindowWithProperties - * \sa SDL_DestroyWindow - */ -extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title, int w, int h, SDL_WindowFlags flags); - -/** - * Create a child popup window of the specified parent window. - * - * The flags parameter **must** contain at least one of the following: - * - * - `SDL_WINDOW_TOOLTIP`: The popup window is a tooltip and will not pass any - * input events. - * - `SDL_WINDOW_POPUP_MENU`: The popup window is a popup menu. The topmost - * popup menu will implicitly gain the keyboard focus. - * - * The following flags are not relevant to popup window creation and will be - * ignored: - * - * - `SDL_WINDOW_MINIMIZED` - * - `SDL_WINDOW_MAXIMIZED` - * - `SDL_WINDOW_FULLSCREEN` - * - `SDL_WINDOW_BORDERLESS` - * - * The following flags are incompatible with popup window creation and will - * cause it to fail: - * - * - `SDL_WINDOW_UTILITY` - * - `SDL_WINDOW_MODAL` - * - * The parent parameter **must** be non-null and a valid window. The parent of - * a popup window can be either a regular, toplevel window, or another popup - * window. - * - * Popup windows cannot be minimized, maximized, made fullscreen, raised, - * flash, be made a modal window, be the parent of a toplevel window, or grab - * the mouse and/or keyboard. Attempts to do so will fail. - * - * Popup windows implicitly do not have a border/decorations and do not appear - * on the taskbar/dock or in lists of windows such as alt-tab menus. - * - * If a parent window is hidden or destroyed, any child popup windows will be - * recursively hidden or destroyed as well. Child popup windows not explicitly - * hidden will be restored when the parent is shown. - * - * \param parent the parent of the window, must not be NULL. - * \param offset_x the x position of the popup window relative to the origin - * of the parent. - * \param offset_y the y position of the popup window relative to the origin - * of the parent window. - * \param w the width of the window. - * \param h the height of the window. - * \param flags SDL_WINDOW_TOOLTIP or SDL_WINDOW_POPUP_MENU, and zero or more - * additional SDL_WindowFlags OR'd together. - * \returns the window that was created or NULL on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateWindow - * \sa SDL_CreateWindowWithProperties - * \sa SDL_DestroyWindow - * \sa SDL_GetWindowParent - */ -extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, int offset_x, int offset_y, int w, int h, SDL_WindowFlags flags); - -/** - * Create a window with the specified properties. - * - * These are the supported properties: - * - * - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window should - * be always on top - * - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has no - * window decoration - * - `SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN`: true if the - * window will be used with an externally managed graphics context. - * - `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should - * accept keyboard input (defaults true) - * - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window should - * start in fullscreen mode at desktop resolution - * - `SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window - * - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should start - * hidden - * - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the window - * uses a high pixel density buffer if possible - * - `SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should - * start maximized - * - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup menu - * - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be used - * with Metal rendering - * - `SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should - * start minimized - * - `SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN`: true if the window is modal to - * its parent - * - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window starts - * with grabbed mouse focus - * - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be used - * with OpenGL rendering - * - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be the - * parent of this window, required for windows with the "tooltip", "menu", - * and "modal" properties - * - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should be - * resizable - * - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in UTF-8 - * encoding - * - `SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show - * transparent in the areas with alpha of 0 - * - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a tooltip - * - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a utility - * window, not showing in the task bar and window list - * - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be used - * with Vulkan rendering - * - `SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window - * - `SDL_PROP_WINDOW_CREATE_X_NUMBER`: the x position of the window, or - * `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is - * relative to the parent for windows with the "tooltip" or "menu" property - * set. - * - `SDL_PROP_WINDOW_CREATE_Y_NUMBER`: the y position of the window, or - * `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is - * relative to the parent for windows with the "tooltip" or "menu" property - * set. - * - * These are additional supported properties on macOS: - * - * - `SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the - * `(__unsafe_unretained)` NSWindow associated with the window, if you want - * to wrap an existing window. - * - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the `(__unsafe_unretained)` - * NSView associated with the window, defaults to `[window contentView]` - * - * These are additional supported properties on Wayland: - * - * - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true if - * the application wants to use the Wayland surface for a custom role and - * does not want it attached to an XDG toplevel window. See - * [README/wayland](README/wayland) for more information on using custom - * surfaces. - * - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN` - true if the - * application wants an associated `wl_egl_window` object to be created and - * attached to the window, even if the window does not have the OpenGL - * property or `SDL_WINDOW_OPENGL` flag set. - * - `SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface - * associated with the window, if you want to wrap an existing window. See - * [README/wayland](README/wayland) for more information. - * - * These are additional supported properties on Windows: - * - * - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with the - * window, if you want to wrap an existing window. - * - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional, - * another window to share pixel format with, useful for OpenGL windows - * - * These are additional supported properties with X11: - * - * - `SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER`: the X11 Window associated - * with the window, if you want to wrap an existing window. - * - * The window is implicitly shown if the "hidden" property is not set. - * - * Windows with the "tooltip" and "menu" properties are popup windows and have - * the behaviors and guidelines outlined in SDL_CreatePopupWindow(). - * - * If this window is being created to be used with an SDL_Renderer, you should - * not add a graphics API specific property - * (`SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`, etc), as SDL will handle that - * internally when it chooses a renderer. However, SDL might need to recreate - * your window at that point, which may cause the window to appear briefly, - * and then flicker as it is recreated. The correct approach to this is to - * create the window with the `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN` property - * set to true, then create the renderer, then show the window with - * SDL_ShowWindow(). - * - * \param props the properties to use. - * \returns the window that was created or NULL on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateProperties - * \sa SDL_CreateWindow - * \sa SDL_DestroyWindow - */ -extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowWithProperties(SDL_PropertiesID props); - -#define SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "SDL.window.create.always_on_top" -#define SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN "SDL.window.create.borderless" -#define SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN "SDL.window.create.focusable" -#define SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN "SDL.window.create.external_graphics_context" -#define SDL_PROP_WINDOW_CREATE_FLAGS_NUMBER "SDL.window.create.flags" -#define SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN "SDL.window.create.fullscreen" -#define SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER "SDL.window.create.height" -#define SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN "SDL.window.create.hidden" -#define SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "SDL.window.create.high_pixel_density" -#define SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN "SDL.window.create.maximized" -#define SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN "SDL.window.create.menu" -#define SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN "SDL.window.create.metal" -#define SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN "SDL.window.create.minimized" -#define SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN "SDL.window.create.modal" -#define SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "SDL.window.create.mouse_grabbed" -#define SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN "SDL.window.create.opengl" -#define SDL_PROP_WINDOW_CREATE_PARENT_POINTER "SDL.window.create.parent" -#define SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN "SDL.window.create.resizable" -#define SDL_PROP_WINDOW_CREATE_TITLE_STRING "SDL.window.create.title" -#define SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN "SDL.window.create.transparent" -#define SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN "SDL.window.create.tooltip" -#define SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN "SDL.window.create.utility" -#define SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN "SDL.window.create.vulkan" -#define SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER "SDL.window.create.width" -#define SDL_PROP_WINDOW_CREATE_X_NUMBER "SDL.window.create.x" -#define SDL_PROP_WINDOW_CREATE_Y_NUMBER "SDL.window.create.y" -#define SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER "SDL.window.create.cocoa.window" -#define SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER "SDL.window.create.cocoa.view" -#define SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "SDL.window.create.wayland.surface_role_custom" -#define SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "SDL.window.create.wayland.create_egl_window" -#define SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "SDL.window.create.wayland.wl_surface" -#define SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER "SDL.window.create.win32.hwnd" -#define SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER "SDL.window.create.win32.pixel_format_hwnd" -#define SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER "SDL.window.create.x11.window" - -/** - * Get the numeric ID of a window. - * - * The numeric ID is what SDL_WindowEvent references, and is necessary to map - * these events to specific SDL_Window objects. - * - * \param window the window to query. - * \returns the ID of the window on success or 0 on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowFromID - */ -extern SDL_DECLSPEC SDL_WindowID SDLCALL SDL_GetWindowID(SDL_Window *window); - -/** - * Get a window from a stored ID. - * - * The numeric ID is what SDL_WindowEvent references, and is necessary to map - * these events to specific SDL_Window objects. - * - * \param id the ID of the window. - * \returns the window associated with `id` or NULL if it doesn't exist; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowID - */ -extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(SDL_WindowID id); - -/** - * Get parent of a window. - * - * \param window the window to query. - * \returns the parent of the window on success or NULL if the window has no - * parent. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreatePopupWindow - */ -extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowParent(SDL_Window *window); - -/** - * Get the properties associated with a window. - * - * The following read-only properties are provided by SDL: - * - * - `SDL_PROP_WINDOW_SHAPE_POINTER`: the surface associated with a shaped - * window - * - `SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN`: true if the window has HDR - * headroom above the SDR white point. This property can change dynamically - * when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. - * - `SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT`: the value of SDR white in the - * SDL_COLORSPACE_SRGB_LINEAR colorspace. On Windows this corresponds to the - * SDR white level in scRGB colorspace, and on Apple platforms this is - * always 1.0 for EDR content. This property can change dynamically when - * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. - * - `SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT`: the additional high dynamic range - * that can be displayed, in terms of the SDR white point. When HDR is not - * enabled, this will be 1.0. This property can change dynamically when - * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. - * - * On Android: - * - * - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow associated - * with the window - * - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated with - * the window - * - * On iOS: - * - * - `SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER`: the `(__unsafe_unretained)` - * UIWindow associated with the window - * - `SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag - * associated with metal views on the window - * - `SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER`: the OpenGL view's - * framebuffer object. It must be bound when rendering to the screen using - * OpenGL. - * - `SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER`: the OpenGL view's - * renderbuffer object. It must be bound when SDL_GL_SwapWindow is called. - * - `SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER`: the OpenGL - * view's resolve framebuffer, when MSAA is used. - * - * On KMS/DRM: - * - * - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index associated - * with the window (e.g. the X in /dev/dri/cardX) - * - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with the - * window - * - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device associated - * with the window - * - * On macOS: - * - * - `SDL_PROP_WINDOW_COCOA_WINDOW_POINTER`: the `(__unsafe_unretained)` - * NSWindow associated with the window - * - `SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER`: the NSInteger tag - * assocated with metal views on the window - * - * On OpenVR: - * - * - `SDL_PROP_WINDOW_OPENVR_OVERLAY_ID`: the OpenVR Overlay Handle ID for the - * associated overlay window. - * - * On Vivante: - * - * - `SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER`: the EGLNativeDisplayType - * associated with the window - * - `SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType - * associated with the window - * - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated with - * the window - * - * On Windows: - * - * - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the window - * - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the window - * - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated with - * the window - * - * On Wayland: - * - * Note: The `xdg_*` window objects do not internally persist across window - * show/hide calls. They will be null if the window is hidden and must be - * queried each time it is shown. - * - * - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated with - * the window - * - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated with - * the window - * - `SDL_PROP_WINDOW_WAYLAND_VIEWPORT_POINTER`: the wp_viewport associated - * with the window - * - `SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window - * associated with the window - * - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface associated - * with the window - * - `SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role - * associated with the window - * - 'SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING': the export - * handle associated with the window - * - `SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role - * associated with the window - * - `SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER`: the xdg_positioner - * associated with the window, in popup mode - * - * On X11: - * - * - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated with - * the window - * - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated with - * the window - * - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with the - * window - * - * \param window the window to query. - * \returns a valid property ID on success or 0 on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetWindowProperties(SDL_Window *window); - -#define SDL_PROP_WINDOW_SHAPE_POINTER "SDL.window.shape" -#define SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN "SDL.window.HDR_enabled" -#define SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT "SDL.window.SDR_white_level" -#define SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT "SDL.window.HDR_headroom" -#define SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window" -#define SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface" -#define SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window" -#define SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag" -#define SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.framebuffer" -#define SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER "SDL.window.uikit.opengl.renderbuffer" -#define SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.resolve_framebuffer" -#define SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index" -#define SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd" -#define SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev" -#define SDL_PROP_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window" -#define SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag" -#define SDL_PROP_WINDOW_OPENVR_OVERLAY_ID "SDL.window.openvr.overlay_id" -#define SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display" -#define SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window" -#define SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface" -#define SDL_PROP_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd" -#define SDL_PROP_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc" -#define SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance" -#define SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display" -#define SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface" -#define SDL_PROP_WINDOW_WAYLAND_VIEWPORT_POINTER "SDL.window.wayland.viewport" -#define SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window" -#define SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface" -#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel" -#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING "SDL.window.wayland.xdg_toplevel_export_handle" -#define SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup" -#define SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner" -#define SDL_PROP_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display" -#define SDL_PROP_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen" -#define SDL_PROP_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window" - -/** - * Get the window flags. - * - * \param window the window to query. - * \returns a mask of the SDL_WindowFlags associated with `window`. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateWindow - * \sa SDL_HideWindow - * \sa SDL_MaximizeWindow - * \sa SDL_MinimizeWindow - * \sa SDL_SetWindowFullscreen - * \sa SDL_SetWindowMouseGrab - * \sa SDL_ShowWindow - */ -extern SDL_DECLSPEC SDL_WindowFlags SDLCALL SDL_GetWindowFlags(SDL_Window *window); - -/** - * Set the title of a window. - * - * This string is expected to be in UTF-8 encoding. - * - * \param window the window to change. - * \param title the desired window title in UTF-8 format. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowTitle - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowTitle(SDL_Window *window, const char *title); - -/** - * Get the title of a window. - * - * \param window the window to query. - * \returns the title of the window in UTF-8 format or "" if there is no - * title. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetWindowTitle - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetWindowTitle(SDL_Window *window); - -/** - * Set the icon for a window. - * - * If this function is passed a surface with alternate representations, the - * surface will be interpreted as the content to be used for 100% display - * scale, and the alternate representations will be used for high DPI - * situations. For example, if the original surface is 32x32, then on a 2x - * macOS display or 200% display scale on Windows, a 64x64 version of the - * image will be used, if available. If a matching version of the image isn't - * available, the closest larger size image will be downscaled to the - * appropriate size and be used instead, if available. Otherwise, the closest - * smaller image will be upscaled and be used instead. - * - * \param window the window to change. - * \param icon an SDL_Surface structure containing the icon for the window. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowIcon(SDL_Window *window, SDL_Surface *icon); - -/** - * Request that the window's position be set. - * - * If the window is in an exclusive fullscreen or maximized state, this - * request has no effect. - * - * This can be used to reposition fullscreen-desktop windows onto a different - * display, however, as exclusive fullscreen windows are locked to a specific - * display, they can only be repositioned programmatically via - * SDL_SetWindowFullscreenMode(). - * - * On some windowing systems this request is asynchronous and the new - * coordinates may not have have been applied immediately upon the return of - * this function. If an immediate change is required, call SDL_SyncWindow() to - * block until the changes have taken effect. - * - * When the window position changes, an SDL_EVENT_WINDOW_MOVED event will be - * emitted with the window's new coordinates. Note that the new coordinates - * may not match the exact coordinates requested, as some windowing systems - * can restrict the position of the window in certain scenarios (e.g. - * constraining the position so the window is always within desktop bounds). - * Additionally, as this is just a request, it can be denied by the windowing - * system. - * - * \param window the window to reposition. - * \param x the x coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or - * `SDL_WINDOWPOS_UNDEFINED`. - * \param y the y coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or - * `SDL_WINDOWPOS_UNDEFINED`. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowPosition - * \sa SDL_SyncWindow - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowPosition(SDL_Window *window, int x, int y); - -/** - * Get the position of a window. - * - * This is the current position of the window as last reported by the - * windowing system. - * - * If you do not need the value for one of the positions a NULL may be passed - * in the `x` or `y` parameter. - * - * \param window the window to query. - * \param x a pointer filled in with the x position of the window, may be - * NULL. - * \param y a pointer filled in with the y position of the window, may be - * NULL. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetWindowPosition - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowPosition(SDL_Window *window, int *x, int *y); - -/** - * Request that the size of a window's client area be set. - * - * If the window is in a fullscreen or maximized state, this request has no - * effect. - * - * To change the exclusive fullscreen mode of a window, use - * SDL_SetWindowFullscreenMode(). - * - * On some windowing systems, this request is asynchronous and the new window - * size may not have have been applied immediately upon the return of this - * function. If an immediate change is required, call SDL_SyncWindow() to - * block until the changes have taken effect. - * - * When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be - * emitted with the new window dimensions. Note that the new dimensions may - * not match the exact size requested, as some windowing systems can restrict - * the window size in certain scenarios (e.g. constraining the size of the - * content area to remain within the usable desktop bounds). Additionally, as - * this is just a request, it can be denied by the windowing system. - * - * \param window the window to change. - * \param w the width of the window, must be > 0. - * \param h the height of the window, must be > 0. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowSize - * \sa SDL_SetWindowFullscreenMode - * \sa SDL_SyncWindow - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowSize(SDL_Window *window, int w, int h); - -/** - * Get the size of a window's client area. - * - * The window pixel size may differ from its window coordinate size if the - * window is on a high pixel density display. Use SDL_GetWindowSizeInPixels() - * or SDL_GetRenderOutputSize() to get the real client area size in pixels. - * - * \param window the window to query the width and height from. - * \param w a pointer filled in with the width of the window, may be NULL. - * \param h a pointer filled in with the height of the window, may be NULL. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderOutputSize - * \sa SDL_GetWindowSizeInPixels - * \sa SDL_SetWindowSize - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSize(SDL_Window *window, int *w, int *h); - -/** - * Get the safe area for this window. - * - * Some devices have portions of the screen which are partially obscured or - * not interactive, possibly due to on-screen controls, curved edges, camera - * notches, TV overscan, etc. This function provides the area of the window - * which is safe to have interactable content. You should continue rendering - * into the rest of the window, but it should not contain visually important - * or interactible content. - * - * \param window the window to query. - * \param rect a pointer filled in with the client area that is safe for - * interactive content. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSafeArea(SDL_Window *window, SDL_Rect *rect); - -/** - * Request that the aspect ratio of a window's client area be set. - * - * The aspect ratio is the ratio of width divided by height, e.g. 2560x1600 - * would be 1.6. Larger aspect ratios are wider and smaller aspect ratios are - * narrower. - * - * If, at the time of this request, the window in a fixed-size state, such as - * maximized or fullscreen, the request will be deferred until the window - * exits this state and becomes resizable again. - * - * On some windowing systems, this request is asynchronous and the new window - * aspect ratio may not have have been applied immediately upon the return of - * this function. If an immediate change is required, call SDL_SyncWindow() to - * block until the changes have taken effect. - * - * When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be - * emitted with the new window dimensions. Note that the new dimensions may - * not match the exact aspect ratio requested, as some windowing systems can - * restrict the window size in certain scenarios (e.g. constraining the size - * of the content area to remain within the usable desktop bounds). - * Additionally, as this is just a request, it can be denied by the windowing - * system. - * - * \param window the window to change. - * \param min_aspect the minimum aspect ratio of the window, or 0.0f for no - * limit. - * \param max_aspect the maximum aspect ratio of the window, or 0.0f for no - * limit. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowAspectRatio - * \sa SDL_SyncWindow - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowAspectRatio(SDL_Window *window, float min_aspect, float max_aspect); - -/** - * Get the size of a window's client area. - * - * \param window the window to query the width and height from. - * \param min_aspect a pointer filled in with the minimum aspect ratio of the - * window, may be NULL. - * \param max_aspect a pointer filled in with the maximum aspect ratio of the - * window, may be NULL. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetWindowAspectRatio - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowAspectRatio(SDL_Window *window, float *min_aspect, float *max_aspect); - -/** - * Get the size of a window's borders (decorations) around the client area. - * - * Note: If this function fails (returns false), the size values will be - * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the - * window in question was borderless. - * - * Note: This function may fail on systems where the window has not yet been - * decorated by the display server (for example, immediately after calling - * SDL_CreateWindow). It is recommended that you wait at least until the - * window has been presented and composited, so that the window system has a - * chance to decorate the window and provide the border dimensions to SDL. - * - * This function also returns false if getting the information is not - * supported. - * - * \param window the window to query the size values of the border - * (decorations) from. - * \param top pointer to variable for storing the size of the top border; NULL - * is permitted. - * \param left pointer to variable for storing the size of the left border; - * NULL is permitted. - * \param bottom pointer to variable for storing the size of the bottom - * border; NULL is permitted. - * \param right pointer to variable for storing the size of the right border; - * NULL is permitted. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowSize - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowBordersSize(SDL_Window *window, int *top, int *left, int *bottom, int *right); - -/** - * Get the size of a window's client area, in pixels. - * - * \param window the window from which the drawable size should be queried. - * \param w a pointer to variable for storing the width in pixels, may be - * NULL. - * \param h a pointer to variable for storing the height in pixels, may be - * NULL. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateWindow - * \sa SDL_GetWindowSize - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSizeInPixels(SDL_Window *window, int *w, int *h); - -/** - * Set the minimum size of a window's client area. - * - * \param window the window to change. - * \param min_w the minimum width of the window, or 0 for no limit. - * \param min_h the minimum height of the window, or 0 for no limit. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowMinimumSize - * \sa SDL_SetWindowMaximumSize - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMinimumSize(SDL_Window *window, int min_w, int min_h); - -/** - * Get the minimum size of a window's client area. - * - * \param window the window to query. - * \param w a pointer filled in with the minimum width of the window, may be - * NULL. - * \param h a pointer filled in with the minimum height of the window, may be - * NULL. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowMaximumSize - * \sa SDL_SetWindowMinimumSize - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMinimumSize(SDL_Window *window, int *w, int *h); - -/** - * Set the maximum size of a window's client area. - * - * \param window the window to change. - * \param max_w the maximum width of the window, or 0 for no limit. - * \param max_h the maximum height of the window, or 0 for no limit. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowMaximumSize - * \sa SDL_SetWindowMinimumSize - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMaximumSize(SDL_Window *window, int max_w, int max_h); - -/** - * Get the maximum size of a window's client area. - * - * \param window the window to query. - * \param w a pointer filled in with the maximum width of the window, may be - * NULL. - * \param h a pointer filled in with the maximum height of the window, may be - * NULL. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowMinimumSize - * \sa SDL_SetWindowMaximumSize - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMaximumSize(SDL_Window *window, int *w, int *h); - -/** - * Set the border state of a window. - * - * This will add or remove the window's `SDL_WINDOW_BORDERLESS` flag and add - * or remove the border from the actual window. This is a no-op if the - * window's border already matches the requested state. - * - * You can't change the border state of a fullscreen window. - * - * \param window the window of which to change the border state. - * \param bordered false to remove border, true to add border. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowFlags - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowBordered(SDL_Window *window, bool bordered); - -/** - * Set the user-resizable state of a window. - * - * This will add or remove the window's `SDL_WINDOW_RESIZABLE` flag and - * allow/disallow user resizing of the window. This is a no-op if the window's - * resizable state already matches the requested state. - * - * You can't change the resizable state of a fullscreen window. - * - * \param window the window of which to change the resizable state. - * \param resizable true to allow resizing, false to disallow. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowFlags - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowResizable(SDL_Window *window, bool resizable); - -/** - * Set the window to always be above the others. - * - * This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This - * will bring the window to the front and keep the window above the rest. - * - * \param window the window of which to change the always on top state. - * \param on_top true to set the window always on top, false to disable. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowFlags - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window *window, bool on_top); - -/** - * Show a window. - * - * \param window the window to show. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_HideWindow - * \sa SDL_RaiseWindow - */ -extern SDL_DECLSPEC bool SDLCALL SDL_ShowWindow(SDL_Window *window); - -/** - * Hide a window. - * - * \param window the window to hide. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_ShowWindow - * \sa SDL_WINDOW_HIDDEN - */ -extern SDL_DECLSPEC bool SDLCALL SDL_HideWindow(SDL_Window *window); - -/** - * Request that a window be raised above other windows and gain the input - * focus. - * - * The result of this request is subject to desktop window manager policy, - * particularly if raising the requested window would result in stealing focus - * from another application. If the window is successfully raised and gains - * input focus, an SDL_EVENT_WINDOW_FOCUS_GAINED event will be emitted, and - * the window will have the SDL_WINDOW_INPUT_FOCUS flag set. - * - * \param window the window to raise. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RaiseWindow(SDL_Window *window); - -/** - * Request that the window be made as large as possible. - * - * Non-resizable windows can't be maximized. The window must have the - * SDL_WINDOW_RESIZABLE flag set, or this will have no effect. - * - * On some windowing systems this request is asynchronous and the new window - * state may not have have been applied immediately upon the return of this - * function. If an immediate change is required, call SDL_SyncWindow() to - * block until the changes have taken effect. - * - * When the window state changes, an SDL_EVENT_WINDOW_MAXIMIZED event will be - * emitted. Note that, as this is just a request, the windowing system can - * deny the state change. - * - * When maximizing a window, whether the constraints set via - * SDL_SetWindowMaximumSize() are honored depends on the policy of the window - * manager. Win32 and macOS enforce the constraints when maximizing, while X11 - * and Wayland window managers may vary. - * - * \param window the window to maximize. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_MinimizeWindow - * \sa SDL_RestoreWindow - * \sa SDL_SyncWindow - */ -extern SDL_DECLSPEC bool SDLCALL SDL_MaximizeWindow(SDL_Window *window); - -/** - * Request that the window be minimized to an iconic representation. - * - * If the window is in a fullscreen state, this request has no direct effect. - * It may alter the state the window is returned to when leaving fullscreen. - * - * On some windowing systems this request is asynchronous and the new window - * state may not have been applied immediately upon the return of this - * function. If an immediate change is required, call SDL_SyncWindow() to - * block until the changes have taken effect. - * - * When the window state changes, an SDL_EVENT_WINDOW_MINIMIZED event will be - * emitted. Note that, as this is just a request, the windowing system can - * deny the state change. - * - * \param window the window to minimize. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_MaximizeWindow - * \sa SDL_RestoreWindow - * \sa SDL_SyncWindow - */ -extern SDL_DECLSPEC bool SDLCALL SDL_MinimizeWindow(SDL_Window *window); - -/** - * Request that the size and position of a minimized or maximized window be - * restored. - * - * If the window is in a fullscreen state, this request has no direct effect. - * It may alter the state the window is returned to when leaving fullscreen. - * - * On some windowing systems this request is asynchronous and the new window - * state may not have have been applied immediately upon the return of this - * function. If an immediate change is required, call SDL_SyncWindow() to - * block until the changes have taken effect. - * - * When the window state changes, an SDL_EVENT_WINDOW_RESTORED event will be - * emitted. Note that, as this is just a request, the windowing system can - * deny the state change. - * - * \param window the window to restore. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_MaximizeWindow - * \sa SDL_MinimizeWindow - * \sa SDL_SyncWindow - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RestoreWindow(SDL_Window *window); - -/** - * Request that the window's fullscreen state be changed. - * - * By default a window in fullscreen state uses borderless fullscreen desktop - * mode, but a specific exclusive display mode can be set using - * SDL_SetWindowFullscreenMode(). - * - * On some windowing systems this request is asynchronous and the new - * fullscreen state may not have have been applied immediately upon the return - * of this function. If an immediate change is required, call SDL_SyncWindow() - * to block until the changes have taken effect. - * - * When the window state changes, an SDL_EVENT_WINDOW_ENTER_FULLSCREEN or - * SDL_EVENT_WINDOW_LEAVE_FULLSCREEN event will be emitted. Note that, as this - * is just a request, it can be denied by the windowing system. - * - * \param window the window to change. - * \param fullscreen true for fullscreen mode, false for windowed mode. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowFullscreenMode - * \sa SDL_SetWindowFullscreenMode - * \sa SDL_SyncWindow - * \sa SDL_WINDOW_FULLSCREEN - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFullscreen(SDL_Window *window, bool fullscreen); - -/** - * Block until any pending window state is finalized. - * - * On asynchronous windowing systems, this acts as a synchronization barrier - * for pending window state. It will attempt to wait until any pending window - * state has been applied and is guaranteed to return within finite time. Note - * that for how long it can potentially block depends on the underlying window - * system, as window state changes may involve somewhat lengthy animations - * that must complete before the window is in its final requested state. - * - * On windowing systems where changes are immediate, this does nothing. - * - * \param window the window for which to wait for the pending state to be - * applied. - * \returns true on success or false if the operation timed out before the - * window was in the requested state. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetWindowSize - * \sa SDL_SetWindowPosition - * \sa SDL_SetWindowFullscreen - * \sa SDL_MinimizeWindow - * \sa SDL_MaximizeWindow - * \sa SDL_RestoreWindow - * \sa SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SyncWindow(SDL_Window *window); - -/** - * Return whether the window has a surface associated with it. - * - * \param window the window to query. - * \returns true if there is a surface associated with the window, or false - * otherwise. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowSurface - */ -extern SDL_DECLSPEC bool SDLCALL SDL_WindowHasSurface(SDL_Window *window); - -/** - * Get the SDL surface associated with the window. - * - * A new surface will be created with the optimal format for the window, if - * necessary. This surface will be freed when the window is destroyed. Do not - * free this surface. - * - * This surface will be invalidated if the window is resized. After resizing a - * window this function must be called again to return a valid surface. - * - * You may not combine this with 3D or the rendering API on this window. - * - * This function is affected by `SDL_HINT_FRAMEBUFFER_ACCELERATION`. - * - * \param window the window to query. - * \returns the surface associated with the window, or NULL on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_DestroyWindowSurface - * \sa SDL_WindowHasSurface - * \sa SDL_UpdateWindowSurface - * \sa SDL_UpdateWindowSurfaceRects - */ -extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window *window); - -/** - * Toggle VSync for the window surface. - * - * When a window surface is created, vsync defaults to - * SDL_WINDOW_SURFACE_VSYNC_DISABLED. - * - * The `vsync` parameter can be 1 to synchronize present with every vertical - * refresh, 2 to synchronize present with every second vertical refresh, etc., - * SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), - * or SDL_WINDOW_SURFACE_VSYNC_DISABLED to disable. Not every value is - * supported by every driver, so you should check the return value to see - * whether the requested setting is supported. - * - * \param window the window. - * \param vsync the vertical refresh sync interval. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowSurfaceVSync - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowSurfaceVSync(SDL_Window *window, int vsync); - -#define SDL_WINDOW_SURFACE_VSYNC_DISABLED 0 -#define SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE (-1) - -/** - * Get VSync for the window surface. - * - * \param window the window to query. - * \param vsync an int filled with the current vertical refresh sync interval. - * See SDL_SetWindowSurfaceVSync() for the meaning of the value. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetWindowSurfaceVSync - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSurfaceVSync(SDL_Window *window, int *vsync); - -/** - * Copy the window surface to the screen. - * - * This is the function you use to reflect any changes to the surface on the - * screen. - * - * This function is equivalent to the SDL 1.2 API SDL_Flip(). - * - * \param window the window to update. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowSurface - * \sa SDL_UpdateWindowSurfaceRects - */ -extern SDL_DECLSPEC bool SDLCALL SDL_UpdateWindowSurface(SDL_Window *window); - -/** - * Copy areas of the window surface to the screen. - * - * This is the function you use to reflect changes to portions of the surface - * on the screen. - * - * This function is equivalent to the SDL 1.2 API SDL_UpdateRects(). - * - * Note that this function will update _at least_ the rectangles specified, - * but this is only intended as an optimization; in practice, this might - * update more of the screen (or all of the screen!), depending on what method - * SDL uses to send pixels to the system. - * - * \param window the window to update. - * \param rects an array of SDL_Rect structures representing areas of the - * surface to copy, in pixels. - * \param numrects the number of rectangles. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowSurface - * \sa SDL_UpdateWindowSurface - */ -extern SDL_DECLSPEC bool SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window *window, const SDL_Rect *rects, int numrects); - -/** - * Destroy the surface associated with the window. - * - * \param window the window to update. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowSurface - * \sa SDL_WindowHasSurface - */ -extern SDL_DECLSPEC bool SDLCALL SDL_DestroyWindowSurface(SDL_Window *window); - -/** - * Set a window's keyboard grab mode. - * - * Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or - * the Meta/Super key. Note that not all system keyboard shortcuts can be - * captured by applications (one example is Ctrl+Alt+Del on Windows). - * - * This is primarily intended for specialized applications such as VNC clients - * or VM frontends. Normal games should not use keyboard grab. - * - * When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the - * window is full-screen to ensure the user is not trapped in your - * application. If you have a custom keyboard shortcut to exit fullscreen - * mode, you may suppress this behavior with - * `SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED`. - * - * If the caller enables a grab while another window is currently grabbed, the - * other window loses its grab in favor of the caller's window. - * - * \param window the window for which the keyboard grab mode should be set. - * \param grabbed this is true to grab keyboard, and false to release. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowKeyboardGrab - * \sa SDL_SetWindowMouseGrab - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window *window, bool grabbed); - -/** - * Set a window's mouse grab mode. - * - * Mouse grab confines the mouse cursor to the window. - * - * \param window the window for which the mouse grab mode should be set. - * \param grabbed this is true to grab mouse, and false to release. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowMouseRect - * \sa SDL_SetWindowMouseRect - * \sa SDL_SetWindowMouseGrab - * \sa SDL_SetWindowKeyboardGrab - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMouseGrab(SDL_Window *window, bool grabbed); - -/** - * Get a window's keyboard grab mode. - * - * \param window the window to query. - * \returns true if keyboard is grabbed, and false otherwise. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetWindowKeyboardGrab - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window *window); - -/** - * Get a window's mouse grab mode. - * - * \param window the window to query. - * \returns true if mouse is grabbed, and false otherwise. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowMouseRect - * \sa SDL_SetWindowMouseRect - * \sa SDL_SetWindowMouseGrab - * \sa SDL_SetWindowKeyboardGrab - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window *window); - -/** - * Get the window that currently has an input grab enabled. - * - * \returns the window if input is grabbed or NULL otherwise. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetWindowMouseGrab - * \sa SDL_SetWindowKeyboardGrab - */ -extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void); - -/** - * Confines the cursor to the specified area of a window. - * - * Note that this does NOT grab the cursor, it only defines the area a cursor - * is restricted to when the window has mouse focus. - * - * \param window the window that will be associated with the barrier. - * \param rect a rectangle area in window-relative coordinates. If NULL the - * barrier for the specified window will be destroyed. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowMouseRect - * \sa SDL_GetWindowMouseGrab - * \sa SDL_SetWindowMouseGrab - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMouseRect(SDL_Window *window, const SDL_Rect *rect); - -/** - * Get the mouse confinement rectangle of a window. - * - * \param window the window to query. - * \returns a pointer to the mouse confinement rectangle of a window, or NULL - * if there isn't one. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetWindowMouseRect - * \sa SDL_GetWindowMouseGrab - * \sa SDL_SetWindowMouseGrab - */ -extern SDL_DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window *window); - -/** - * Set the opacity for a window. - * - * The parameter `opacity` will be clamped internally between 0.0f - * (transparent) and 1.0f (opaque). - * - * This function also returns false if setting the opacity isn't supported. - * - * \param window the window which will be made transparent or opaque. - * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque). - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetWindowOpacity - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowOpacity(SDL_Window *window, float opacity); - -/** - * Get the opacity of a window. - * - * If transparency isn't supported on this platform, opacity will be returned - * as 1.0f without error. - * - * \param window the window to get the current opacity value from. - * \returns the opacity, (0.0f - transparent, 1.0f - opaque), or -1.0f on - * failure; call SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetWindowOpacity - */ -extern SDL_DECLSPEC float SDLCALL SDL_GetWindowOpacity(SDL_Window *window); - -/** - * Set the window as a child of a parent window. - * - * If the window is already the child of an existing window, it will be - * reparented to the new owner. Setting the parent window to NULL unparents - * the window and removes child window status. - * - * If a parent window is hidden or destroyed, the operation will be - * recursively applied to child windows. Child windows hidden with the parent - * that did not have their hidden status explicitly set will be restored when - * the parent is shown. - * - * Attempting to set the parent of a window that is currently in the modal - * state will fail. Use SDL_SetWindowModal() to cancel the modal status before - * attempting to change the parent. - * - * Popup windows cannot change parents and attempts to do so will fail. - * - * Setting a parent window that is currently the sibling or descendent of the - * child window results in undefined behavior. - * - * \param window the window that should become the child of a parent. - * \param parent the new parent window for the child window. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetWindowModal - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowParent(SDL_Window *window, SDL_Window *parent); - -/** - * Toggle the state of the window as modal. - * - * To enable modal status on a window, the window must currently be the child - * window of a parent, or toggling modal status on will fail. - * - * \param window the window on which to set the modal state. - * \param modal true to toggle modal status on, false to toggle it off. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetWindowParent - * \sa SDL_WINDOW_MODAL - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowModal(SDL_Window *window, bool modal); - -/** - * Set whether the window may have input focus. - * - * \param window the window to set focusable state. - * \param focusable true to allow input focus, false to not allow input focus. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFocusable(SDL_Window *window, bool focusable); - - -/** - * Display the system-level window menu. - * - * This default window menu is provided by the system and on some platforms - * provides functionality for setting or changing privileged state on the - * window, such as moving it between workspaces or displays, or toggling the - * always-on-top property. - * - * On platforms or desktops where this is unsupported, this function does - * nothing. - * - * \param window the window for which the menu will be displayed. - * \param x the x coordinate of the menu, relative to the origin (top-left) of - * the client area. - * \param y the y coordinate of the menu, relative to the origin (top-left) of - * the client area. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_ShowWindowSystemMenu(SDL_Window *window, int x, int y); - -/** - * Possible return values from the SDL_HitTest callback. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This enum is available since SDL 3.2.0. - * - * \sa SDL_HitTest - */ -typedef enum SDL_HitTestResult -{ - SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */ - SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */ - SDL_HITTEST_RESIZE_TOPLEFT, /**< Region is the resizable top-left corner border. */ - SDL_HITTEST_RESIZE_TOP, /**< Region is the resizable top border. */ - SDL_HITTEST_RESIZE_TOPRIGHT, /**< Region is the resizable top-right corner border. */ - SDL_HITTEST_RESIZE_RIGHT, /**< Region is the resizable right border. */ - SDL_HITTEST_RESIZE_BOTTOMRIGHT, /**< Region is the resizable bottom-right corner border. */ - SDL_HITTEST_RESIZE_BOTTOM, /**< Region is the resizable bottom border. */ - SDL_HITTEST_RESIZE_BOTTOMLEFT, /**< Region is the resizable bottom-left corner border. */ - SDL_HITTEST_RESIZE_LEFT /**< Region is the resizable left border. */ -} SDL_HitTestResult; - -/** - * Callback used for hit-testing. - * - * \param win the SDL_Window where hit-testing was set on. - * \param area an SDL_Point which should be hit-tested. - * \param data what was passed as `callback_data` to SDL_SetWindowHitTest(). - * \returns an SDL_HitTestResult value. - * - * \sa SDL_SetWindowHitTest - */ -typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win, - const SDL_Point *area, - void *data); - -/** - * Provide a callback that decides if a window region has special properties. - * - * Normally windows are dragged and resized by decorations provided by the - * system window manager (a title bar, borders, etc), but for some apps, it - * makes sense to drag them from somewhere else inside the window itself; for - * example, one might have a borderless window that wants to be draggable from - * any part, or simulate its own title bar, etc. - * - * This function lets the app provide a callback that designates pieces of a - * given window as special. This callback is run during event processing if we - * need to tell the OS to treat a region of the window specially; the use of - * this callback is known as "hit testing." - * - * Mouse input may not be delivered to your application if it is within a - * special area; the OS will often apply that input to moving the window or - * resizing the window and not deliver it to the application. - * - * Specifying NULL for a callback disables hit-testing. Hit-testing is - * disabled by default. - * - * Platforms that don't support this functionality will return false - * unconditionally, even if you're attempting to disable hit-testing. - * - * Your callback may fire at any time, and its firing does not indicate any - * specific behavior (for example, on Windows, this certainly might fire when - * the OS is deciding whether to drag your window, but it fires for lots of - * other reasons, too, some unrelated to anything you probably care about _and - * when the mouse isn't actually at the location it is testing_). Since this - * can fire at any time, you should try to keep your callback efficient, - * devoid of allocations, etc. - * - * \param window the window to set hit-testing on. - * \param callback the function to call when doing a hit-test. - * \param callback_data an app-defined void pointer passed to **callback**. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowHitTest(SDL_Window *window, SDL_HitTest callback, void *callback_data); - -/** - * Set the shape of a transparent window. - * - * This sets the alpha channel of a transparent window and any fully - * transparent areas are also transparent to mouse clicks. If you are using - * something besides the SDL render API, then you are responsible for drawing - * the alpha channel of the window to match the shape alpha channel to get - * consistent cross-platform results. - * - * The shape is copied inside this function, so you can free it afterwards. If - * your shape surface changes, you should call SDL_SetWindowShape() again to - * update the window. This is an expensive operation, so should be done - * sparingly. - * - * The window must have been created with the SDL_WINDOW_TRANSPARENT flag. - * - * \param window the window. - * \param shape the surface representing the shape of the window, or NULL to - * remove any current shape. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowShape(SDL_Window *window, SDL_Surface *shape); - -/** - * Request a window to demand attention from the user. - * - * \param window the window to be flashed. - * \param operation the operation to perform. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_FlashWindow(SDL_Window *window, SDL_FlashOperation operation); - -/** - * Destroy a window. - * - * Any child windows owned by the window will be recursively destroyed as - * well. - * - * Note that on some platforms, the visible window may not actually be removed - * from the screen until the SDL event loop is pumped again, even though the - * SDL_Window is no longer valid after this call. - * - * \param window the window to destroy. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreatePopupWindow - * \sa SDL_CreateWindow - * \sa SDL_CreateWindowWithProperties - */ -extern SDL_DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window *window); - - -/** - * Check whether the screensaver is currently enabled. - * - * The screensaver is disabled by default. - * - * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`. - * - * \returns true if the screensaver is enabled, false if it is disabled. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_DisableScreenSaver - * \sa SDL_EnableScreenSaver - */ -extern SDL_DECLSPEC bool SDLCALL SDL_ScreenSaverEnabled(void); - -/** - * Allow the screen to be blanked by a screen saver. - * - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_DisableScreenSaver - * \sa SDL_ScreenSaverEnabled - */ -extern SDL_DECLSPEC bool SDLCALL SDL_EnableScreenSaver(void); - -/** - * Prevent the screen from being blanked by a screen saver. - * - * If you disable the screensaver, it is automatically re-enabled when SDL - * quits. - * - * The screensaver is disabled by default, but this may by changed by - * SDL_HINT_VIDEO_ALLOW_SCREENSAVER. - * - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_EnableScreenSaver - * \sa SDL_ScreenSaverEnabled - */ -extern SDL_DECLSPEC bool SDLCALL SDL_DisableScreenSaver(void); - - -/** - * \name OpenGL support functions - */ -/* @{ */ - -/** - * Dynamically load an OpenGL library. - * - * This should be done after initializing the video driver, but before - * creating any OpenGL windows. If no OpenGL library is loaded, the default - * library will be loaded upon creation of the first OpenGL window. - * - * If you do this, you need to retrieve all of the GL functions used in your - * program from the dynamic library using SDL_GL_GetProcAddress(). - * - * \param path the platform dependent OpenGL library name, or NULL to open the - * default OpenGL library. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GL_GetProcAddress - * \sa SDL_GL_UnloadLibrary - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GL_LoadLibrary(const char *path); - -/** - * Get an OpenGL function by name. - * - * If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all - * GL functions must be retrieved this way. Usually this is used to retrieve - * function pointers to OpenGL extensions. - * - * There are some quirks to looking up OpenGL functions that require some - * extra care from the application. If you code carefully, you can handle - * these quirks without any platform-specific code, though: - * - * - On Windows, function pointers are specific to the current GL context; - * this means you need to have created a GL context and made it current - * before calling SDL_GL_GetProcAddress(). If you recreate your context or - * create a second context, you should assume that any existing function - * pointers aren't valid to use with it. This is (currently) a - * Windows-specific limitation, and in practice lots of drivers don't suffer - * this limitation, but it is still the way the wgl API is documented to - * work and you should expect crashes if you don't respect it. Store a copy - * of the function pointers that comes and goes with context lifespan. - * - On X11, function pointers returned by this function are valid for any - * context, and can even be looked up before a context is created at all. - * This means that, for at least some common OpenGL implementations, if you - * look up a function that doesn't exist, you'll get a non-NULL result that - * is _NOT_ safe to call. You must always make sure the function is actually - * available for a given GL context before calling it, by checking for the - * existence of the appropriate extension with SDL_GL_ExtensionSupported(), - * or verifying that the version of OpenGL you're using offers the function - * as core functionality. - * - Some OpenGL drivers, on all platforms, *will* return NULL if a function - * isn't supported, but you can't count on this behavior. Check for - * extensions you use, and if you get a NULL anyway, act as if that - * extension wasn't available. This is probably a bug in the driver, but you - * can code defensively for this scenario anyhow. - * - Just because you're on Linux/Unix, don't assume you'll be using X11. - * Next-gen display servers are waiting to replace it, and may or may not - * make the same promises about function pointers. - * - OpenGL function pointers must be declared `APIENTRY` as in the example - * code. This will ensure the proper calling convention is followed on - * platforms where this matters (Win32) thereby avoiding stack corruption. - * - * \param proc the name of an OpenGL function. - * \returns a pointer to the named OpenGL function. The returned pointer - * should be cast to the appropriate function signature. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GL_ExtensionSupported - * \sa SDL_GL_LoadLibrary - * \sa SDL_GL_UnloadLibrary - */ -extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_GL_GetProcAddress(const char *proc); - -/** - * Get an EGL library function by name. - * - * If an EGL library is loaded, this function allows applications to get entry - * points for EGL functions. This is useful to provide to an EGL API and - * extension loader. - * - * \param proc the name of an EGL function. - * \returns a pointer to the named EGL function. The returned pointer should - * be cast to the appropriate function signature. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_EGL_GetCurrentDisplay - */ -extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_EGL_GetProcAddress(const char *proc); - -/** - * Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary(). - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GL_LoadLibrary - */ -extern SDL_DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void); - -/** - * Check if an OpenGL extension is supported for the current context. - * - * This function operates on the current GL context; you must have created a - * context and it must be current before calling this function. Do not assume - * that all contexts you create will have the same set of extensions - * available, or that recreating an existing context will offer the same - * extensions again. - * - * While it's probably not a massive overhead, this function is not an O(1) - * operation. Check the extensions you care about after creating the GL - * context and save that information somewhere instead of calling the function - * every time you need to know. - * - * \param extension the name of the extension to check. - * \returns true if the extension is supported, false otherwise. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GL_ExtensionSupported(const char *extension); - -/** - * Reset all previously set OpenGL context attributes to their default values. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GL_GetAttribute - * \sa SDL_GL_SetAttribute - */ -extern SDL_DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void); - -/** - * Set an OpenGL window attribute before window creation. - * - * This function sets the OpenGL attribute `attr` to `value`. The requested - * attributes should be set before creating an OpenGL window. You should use - * SDL_GL_GetAttribute() to check the values after creating the OpenGL - * context, since the values obtained can differ from the requested ones. - * - * \param attr an SDL_GLAttr enum value specifying the OpenGL attribute to - * set. - * \param value the desired value for the attribute. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GL_GetAttribute - * \sa SDL_GL_ResetAttributes - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GL_SetAttribute(SDL_GLAttr attr, int value); - -/** - * Get the actual value for an attribute from the current context. - * - * \param attr an SDL_GLAttr enum value specifying the OpenGL attribute to - * get. - * \param value a pointer filled in with the current value of `attr`. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GL_ResetAttributes - * \sa SDL_GL_SetAttribute - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GL_GetAttribute(SDL_GLAttr attr, int *value); - -/** - * Create an OpenGL context for an OpenGL window, and make it current. - * - * Windows users new to OpenGL should note that, for historical reasons, GL - * functions added after OpenGL version 1.1 are not available by default. - * Those functions must be loaded at run-time, either with an OpenGL - * extension-handling library or with SDL_GL_GetProcAddress() and its related - * functions. - * - * SDL_GLContext is opaque to the application. - * - * \param window the window to associate with the context. - * \returns the OpenGL context associated with `window` or NULL on failure; - * call SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GL_DestroyContext - * \sa SDL_GL_MakeCurrent - */ -extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *window); - -/** - * Set up an OpenGL context for rendering into an OpenGL window. - * - * The context must have been created with a compatible window. - * - * \param window the window to associate with the context. - * \param context the OpenGL context to associate with the window. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GL_CreateContext - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GL_MakeCurrent(SDL_Window *window, SDL_GLContext context); - -/** - * Get the currently active OpenGL window. - * - * \returns the currently active OpenGL window on success or NULL on failure; - * call SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GL_GetCurrentWindow(void); - -/** - * Get the currently active OpenGL context. - * - * \returns the currently active OpenGL context or NULL on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GL_MakeCurrent - */ -extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void); - -/** - * Get the currently active EGL display. - * - * \returns the currently active EGL display or NULL on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_EGLDisplay SDLCALL SDL_EGL_GetCurrentDisplay(void); - -/** - * Get the currently active EGL config. - * - * \returns the currently active EGL config or NULL on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_EGLConfig SDLCALL SDL_EGL_GetCurrentConfig(void); - -/** - * Get the EGL surface associated with the window. - * - * \param window the window to query. - * \returns the EGLSurface pointer associated with the window, or NULL on - * failure. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_EGLSurface SDLCALL SDL_EGL_GetWindowSurface(SDL_Window *window); - -/** - * Sets the callbacks for defining custom EGLAttrib arrays for EGL - * initialization. - * - * Callbacks that aren't needed can be set to NULL. - * - * NOTE: These callback pointers will be reset after SDL_GL_ResetAttributes. - * - * \param platformAttribCallback callback for attributes to pass to - * eglGetPlatformDisplay. May be NULL. - * \param surfaceAttribCallback callback for attributes to pass to - * eglCreateSurface. May be NULL. - * \param contextAttribCallback callback for attributes to pass to - * eglCreateContext. May be NULL. - * \param userdata a pointer that is passed to the callbacks. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC void SDLCALL SDL_EGL_SetAttributeCallbacks(SDL_EGLAttribArrayCallback platformAttribCallback, - SDL_EGLIntArrayCallback surfaceAttribCallback, - SDL_EGLIntArrayCallback contextAttribCallback, void *userdata); - -/** - * Set the swap interval for the current OpenGL context. - * - * Some systems allow specifying -1 for the interval, to enable adaptive - * vsync. Adaptive vsync works the same as vsync, but if you've already missed - * the vertical retrace for a given frame, it swaps buffers immediately, which - * might be less jarring for the user during occasional framerate drops. If an - * application requests adaptive vsync and the system does not support it, - * this function will fail and return false. In such a case, you should - * probably retry the call with 1 for the interval. - * - * Adaptive vsync is implemented for some glX drivers with - * GLX_EXT_swap_control_tear, and for some Windows drivers with - * WGL_EXT_swap_control_tear. - * - * Read more on the Khronos wiki: - * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync - * - * \param interval 0 for immediate updates, 1 for updates synchronized with - * the vertical retrace, -1 for adaptive vsync. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GL_GetSwapInterval - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GL_SetSwapInterval(int interval); - -/** - * Get the swap interval for the current OpenGL context. - * - * If the system can't determine the swap interval, or there isn't a valid - * current context, this function will set *interval to 0 as a safe default. - * - * \param interval output interval value. 0 if there is no vertical retrace - * synchronization, 1 if the buffer swap is synchronized with - * the vertical retrace, and -1 if late swaps happen - * immediately instead of waiting for the next retrace. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GL_SetSwapInterval - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GL_GetSwapInterval(int *interval); - -/** - * Update a window with OpenGL rendering. - * - * This is used with double-buffered OpenGL contexts, which are the default. - * - * On macOS, make sure you bind 0 to the draw framebuffer before swapping the - * window, otherwise nothing will happen. If you aren't using - * glBindFramebuffer(), this is the default and you won't have to do anything - * extra. - * - * \param window the window to change. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GL_SwapWindow(SDL_Window *window); - -/** - * Delete an OpenGL context. - * - * \param context the OpenGL context to be deleted. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GL_CreateContext - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GL_DestroyContext(SDL_GLContext context); - -/* @} *//* OpenGL support functions */ - - -/* Ends C function definitions when using C++ */ -#ifdef __cplusplus -} -#endif -#include - -#endif /* SDL_video_h_ */ -- cgit v1.2.3