SDL 3.0
|
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_pixels.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_surface.h>
#include <SDL3/SDL_begin_code.h>
#include <SDL3/SDL_close_code.h>
Go to the source code of this file.
Data Structures | |
struct | SDL_DisplayMode |
Typedefs | |
typedef Uint32 | SDL_DisplayID |
typedef Uint32 | SDL_WindowID |
typedef struct SDL_DisplayModeData | SDL_DisplayModeData |
typedef struct SDL_Window | SDL_Window |
typedef Uint64 | SDL_WindowFlags |
typedef struct SDL_GLContextState * | SDL_GLContext |
typedef void * | SDL_EGLDisplay |
typedef void * | SDL_EGLConfig |
typedef void * | SDL_EGLSurface |
typedef intptr_t | SDL_EGLAttrib |
typedef int | SDL_EGLint |
typedef SDL_EGLAttrib *(* | SDL_EGLAttribArrayCallback) (void *userdata) |
typedef SDL_EGLint *(* | SDL_EGLIntArrayCallback) (void *userdata, SDL_EGLDisplay display, SDL_EGLConfig config) |
typedef Uint32 | SDL_GLProfile |
typedef Uint32 | SDL_GLContextFlag |
typedef Uint32 | SDL_GLContextReleaseFlag |
typedef Uint32 | SDL_GLContextResetNotification |
typedef SDL_HitTestResult(* | SDL_HitTest) (SDL_Window *win, const SDL_Point *area, void *data) |
#define SDL_GL_CONTEXT_DEBUG_FLAG 0x0001 |
Definition at line 386 of file SDL_video.h.
#define SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG 0x0002 |
Definition at line 387 of file SDL_video.h.
#define SDL_GL_CONTEXT_PROFILE_COMPATIBILITY 0x0002 |
OpenGL Compatibility Profile context
Definition at line 375 of file SDL_video.h.
#define SDL_GL_CONTEXT_PROFILE_CORE 0x0001 |
OpenGL Core Profile context
Definition at line 374 of file SDL_video.h.
#define SDL_GL_CONTEXT_PROFILE_ES 0x0004 |
GLX_CONTEXT_ES2_PROFILE_BIT_EXT
Definition at line 376 of file SDL_video.h.
#define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x0001 |
Definition at line 401 of file SDL_video.h.
#define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE 0x0000 |
Definition at line 400 of file SDL_video.h.
#define SDL_GL_CONTEXT_RESET_ISOLATION_FLAG 0x0008 |
Definition at line 389 of file SDL_video.h.
#define SDL_GL_CONTEXT_RESET_LOSE_CONTEXT 0x0001 |
Definition at line 412 of file SDL_video.h.
#define SDL_GL_CONTEXT_RESET_NO_NOTIFICATION 0x0000 |
Definition at line 411 of file SDL_video.h.
#define SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG 0x0004 |
Definition at line 388 of file SDL_video.h.
#define SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN "SDL.display.HDR_enabled" |
Definition at line 538 of file SDL_video.h.
#define SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER "SDL.display.KMSDRM.panel_orientation" |
Definition at line 539 of file SDL_video.h.
#define SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER "SDL.video.wayland.wl_display" |
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.
Definition at line 101 of file SDL_video.h.
#define SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface" |
Definition at line 1421 of file SDL_video.h.
#define SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window" |
Definition at line 1420 of file SDL_video.h.
#define SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag" |
Definition at line 1431 of file SDL_video.h.
#define SDL_PROP_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window" |
Definition at line 1430 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "SDL.window.create.always_on_top" |
Definition at line 1208 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN "SDL.window.create.borderless" |
Definition at line 1209 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER "SDL.window.create.cocoa.view" |
Definition at line 1235 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER "SDL.window.create.cocoa.window" |
Definition at line 1234 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN "SDL.window.create.external_graphics_context" |
Definition at line 1211 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_FLAGS_NUMBER "SDL.window.create.flags" |
Definition at line 1212 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN "SDL.window.create.focusable" |
Definition at line 1210 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN "SDL.window.create.fullscreen" |
Definition at line 1213 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER "SDL.window.create.height" |
Definition at line 1214 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN "SDL.window.create.hidden" |
Definition at line 1215 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "SDL.window.create.high_pixel_density" |
Definition at line 1216 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN "SDL.window.create.maximized" |
Definition at line 1217 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN "SDL.window.create.menu" |
Definition at line 1218 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN "SDL.window.create.metal" |
Definition at line 1219 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN "SDL.window.create.minimized" |
Definition at line 1220 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN "SDL.window.create.modal" |
Definition at line 1221 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "SDL.window.create.mouse_grabbed" |
Definition at line 1222 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN "SDL.window.create.opengl" |
Definition at line 1223 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_PARENT_POINTER "SDL.window.create.parent" |
Definition at line 1224 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN "SDL.window.create.resizable" |
Definition at line 1225 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_TITLE_STRING "SDL.window.create.title" |
Definition at line 1226 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN "SDL.window.create.tooltip" |
Definition at line 1228 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN "SDL.window.create.transparent" |
Definition at line 1227 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN "SDL.window.create.utility" |
Definition at line 1229 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN "SDL.window.create.vulkan" |
Definition at line 1230 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "SDL.window.create.wayland.create_egl_window" |
Definition at line 1237 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "SDL.window.create.wayland.surface_role_custom" |
Definition at line 1236 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "SDL.window.create.wayland.wl_surface" |
Definition at line 1238 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER "SDL.window.create.width" |
Definition at line 1231 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER "SDL.window.create.win32.hwnd" |
Definition at line 1239 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER "SDL.window.create.win32.pixel_format_hwnd" |
Definition at line 1240 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER "SDL.window.create.x11.window" |
Definition at line 1241 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_X_NUMBER "SDL.window.create.x" |
Definition at line 1232 of file SDL_video.h.
#define SDL_PROP_WINDOW_CREATE_Y_NUMBER "SDL.window.create.y" |
Definition at line 1233 of file SDL_video.h.
#define SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN "SDL.window.HDR_enabled" |
Definition at line 1417 of file SDL_video.h.
#define SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT "SDL.window.HDR_headroom" |
Definition at line 1419 of file SDL_video.h.
#define SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index" |
Definition at line 1427 of file SDL_video.h.
#define SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd" |
Definition at line 1428 of file SDL_video.h.
#define SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev" |
Definition at line 1429 of file SDL_video.h.
#define SDL_PROP_WINDOW_OPENVR_OVERLAY_ID "SDL.window.openvr.overlay_id" |
Definition at line 1432 of file SDL_video.h.
#define SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT "SDL.window.SDR_white_level" |
Definition at line 1418 of file SDL_video.h.
#define SDL_PROP_WINDOW_SHAPE_POINTER "SDL.window.shape" |
Definition at line 1416 of file SDL_video.h.
#define SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag" |
Definition at line 1423 of file SDL_video.h.
#define SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.framebuffer" |
Definition at line 1424 of file SDL_video.h.
#define SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER "SDL.window.uikit.opengl.renderbuffer" |
Definition at line 1425 of file SDL_video.h.
#define SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.resolve_framebuffer" |
Definition at line 1426 of file SDL_video.h.
#define SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window" |
Definition at line 1422 of file SDL_video.h.
#define SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display" |
Definition at line 1433 of file SDL_video.h.
#define SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface" |
Definition at line 1435 of file SDL_video.h.
#define SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window" |
Definition at line 1434 of file SDL_video.h.
#define SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display" |
Definition at line 1439 of file SDL_video.h.
#define SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window" |
Definition at line 1442 of file SDL_video.h.
#define SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface" |
Definition at line 1440 of file SDL_video.h.
#define SDL_PROP_WINDOW_WAYLAND_VIEWPORT_POINTER "SDL.window.wayland.viewport" |
Definition at line 1441 of file SDL_video.h.
#define SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup" |
Definition at line 1446 of file SDL_video.h.
#define SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner" |
Definition at line 1447 of file SDL_video.h.
#define SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface" |
Definition at line 1443 of file SDL_video.h.
#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING "SDL.window.wayland.xdg_toplevel_export_handle" |
Definition at line 1445 of file SDL_video.h.
#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel" |
Definition at line 1444 of file SDL_video.h.
#define SDL_PROP_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc" |
Definition at line 1437 of file SDL_video.h.
#define SDL_PROP_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd" |
Definition at line 1436 of file SDL_video.h.
#define SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance" |
Definition at line 1438 of file SDL_video.h.
#define SDL_PROP_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display" |
Definition at line 1448 of file SDL_video.h.
#define SDL_PROP_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen" |
Definition at line 1449 of file SDL_video.h.
#define SDL_PROP_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window" |
Definition at line 1450 of file SDL_video.h.
#define SDL_WINDOW_ALWAYS_ON_TOP SDL_UINT64_C(0x0000000000010000) |
window should always be above others
Definition at line 197 of file SDL_video.h.
#define SDL_WINDOW_BORDERLESS SDL_UINT64_C(0x0000000000000010) |
no window decoration
Definition at line 185 of file SDL_video.h.
#define SDL_WINDOW_EXTERNAL SDL_UINT64_C(0x0000000000000800) |
window not created by SDL
Definition at line 192 of file SDL_video.h.
#define SDL_WINDOW_FULLSCREEN SDL_UINT64_C(0x0000000000000001) |
window is in fullscreen mode
Definition at line 181 of file SDL_video.h.
#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
Definition at line 184 of file SDL_video.h.
#define SDL_WINDOW_HIGH_PIXEL_DENSITY SDL_UINT64_C(0x0000000000002000) |
window uses high pixel density back buffer if possible
Definition at line 194 of file SDL_video.h.
#define SDL_WINDOW_INPUT_FOCUS SDL_UINT64_C(0x0000000000000200) |
window has input focus
Definition at line 190 of file SDL_video.h.
#define SDL_WINDOW_KEYBOARD_GRABBED SDL_UINT64_C(0x0000000000100000) |
window has grabbed keyboard input
Definition at line 201 of file SDL_video.h.
#define SDL_WINDOW_MAXIMIZED SDL_UINT64_C(0x0000000000000080) |
window is maximized
Definition at line 188 of file SDL_video.h.
#define SDL_WINDOW_METAL SDL_UINT64_C(0x0000000020000000) |
window usable for Metal view
Definition at line 203 of file SDL_video.h.
#define SDL_WINDOW_MINIMIZED SDL_UINT64_C(0x0000000000000040) |
window is minimized
Definition at line 187 of file SDL_video.h.
#define SDL_WINDOW_MODAL SDL_UINT64_C(0x0000000000001000) |
window is modal
Definition at line 193 of file SDL_video.h.
#define SDL_WINDOW_MOUSE_CAPTURE SDL_UINT64_C(0x0000000000004000) |
window has mouse captured (unrelated to MOUSE_GRABBED)
Definition at line 195 of file SDL_video.h.
#define SDL_WINDOW_MOUSE_FOCUS SDL_UINT64_C(0x0000000000000400) |
window has mouse focus
Definition at line 191 of file SDL_video.h.
#define SDL_WINDOW_MOUSE_GRABBED SDL_UINT64_C(0x0000000000000100) |
window has grabbed mouse input
Definition at line 189 of file SDL_video.h.
#define SDL_WINDOW_MOUSE_RELATIVE_MODE SDL_UINT64_C(0x0000000000008000) |
window has relative mode enabled
Definition at line 196 of file SDL_video.h.
#define SDL_WINDOW_NOT_FOCUSABLE SDL_UINT64_C(0x0000000080000000) |
window should not be focusable
Definition at line 205 of file SDL_video.h.
#define SDL_WINDOW_OCCLUDED SDL_UINT64_C(0x0000000000000004) |
window is occluded
Definition at line 183 of file SDL_video.h.
#define SDL_WINDOW_OPENGL SDL_UINT64_C(0x0000000000000002) |
window usable with OpenGL context
Definition at line 182 of file SDL_video.h.
#define SDL_WINDOW_POPUP_MENU SDL_UINT64_C(0x0000000000080000) |
window should be treated as a popup menu, requires a parent window
Definition at line 200 of file SDL_video.h.
#define SDL_WINDOW_RESIZABLE SDL_UINT64_C(0x0000000000000020) |
window can be resized
Definition at line 186 of file SDL_video.h.
#define SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE (-1) |
Definition at line 2208 of file SDL_video.h.
#define SDL_WINDOW_SURFACE_VSYNC_DISABLED 0 |
Definition at line 2207 of file SDL_video.h.
#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
Definition at line 199 of file SDL_video.h.
#define SDL_WINDOW_TRANSPARENT SDL_UINT64_C(0x0000000040000000) |
window with transparent buffer
Definition at line 204 of file SDL_video.h.
#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
Definition at line 198 of file SDL_video.h.
#define SDL_WINDOW_VULKAN SDL_UINT64_C(0x0000000010000000) |
window usable for Vulkan surface
Definition at line 202 of file SDL_video.h.
#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0) |
Definition at line 226 of file SDL_video.h.
#define SDL_WINDOWPOS_CENTERED_DISPLAY | ( | X | ) | (SDL_WINDOWPOS_CENTERED_MASK|(X)) |
Definition at line 225 of file SDL_video.h.
#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u |
Used to indicate that the window position should be centered.
Definition at line 224 of file SDL_video.h.
#define SDL_WINDOWPOS_ISCENTERED | ( | X | ) | (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK) |
Definition at line 227 of file SDL_video.h.
#define SDL_WINDOWPOS_ISUNDEFINED | ( | X | ) | (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK) |
Definition at line 216 of file SDL_video.h.
#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0) |
Definition at line 215 of file SDL_video.h.
#define SDL_WINDOWPOS_UNDEFINED_DISPLAY | ( | X | ) | (SDL_WINDOWPOS_UNDEFINED_MASK|(X)) |
Definition at line 214 of file SDL_video.h.
#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u |
Used to indicate that you don't care what the window position is.
Definition at line 213 of file SDL_video.h.
typedef Uint32 SDL_DisplayID |
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 or with a more-powerful GPU API . 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(). 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.
Definition at line 75 of file SDL_video.h.
typedef struct SDL_DisplayModeData SDL_DisplayModeData |
Definition at line 116 of file SDL_video.h.
typedef intptr_t SDL_EGLAttrib |
Definition at line 259 of file SDL_video.h.
typedef SDL_EGLAttrib *(* SDL_EGLAttribArrayCallback) (void *userdata) |
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.
userdata | an app-controlled pointer that is passed to the callback. |
EGL_NONE
.Definition at line 285 of file SDL_video.h.
typedef void* SDL_EGLConfig |
Definition at line 257 of file SDL_video.h.
typedef void* SDL_EGLDisplay |
Opaque EGL types.
Definition at line 256 of file SDL_video.h.
typedef int SDL_EGLint |
Definition at line 260 of file SDL_video.h.
typedef SDL_EGLint *(* SDL_EGLIntArrayCallback) (void *userdata, SDL_EGLDisplay display, SDL_EGLConfig config) |
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.
userdata | an app-controlled pointer that is passed to the callback. |
display | the EGL display to be used. |
config | the EGL config to be used. |
EGL_NONE
.Definition at line 316 of file SDL_video.h.
typedef void* SDL_EGLSurface |
Definition at line 258 of file SDL_video.h.
typedef struct SDL_GLContextState* SDL_GLContext |
An opaque handle to an OpenGL context.
Definition at line 249 of file SDL_video.h.
typedef Uint32 SDL_GLContextFlag |
Possible flags to be set for the SDL_GL_CONTEXT_FLAGS attribute.
Definition at line 384 of file SDL_video.h.
typedef Uint32 SDL_GLContextReleaseFlag |
Possible values to be set for the SDL_GL_CONTEXT_RELEASE_BEHAVIOR attribute.
Definition at line 398 of file SDL_video.h.
typedef Uint32 SDL_GLContextResetNotification |
Possible values to be set SDL_GL_CONTEXT_RESET_NOTIFICATION attribute.
Definition at line 409 of file SDL_video.h.
typedef Uint32 SDL_GLProfile |
Possible values to be set for the SDL_GL_CONTEXT_PROFILE_MASK attribute.
Definition at line 372 of file SDL_video.h.
typedef SDL_HitTestResult(* SDL_HitTest) (SDL_Window *win, const SDL_Point *area, void *data) |
Callback used for hit-testing.
win | the SDL_Window where hit-testing was set on. |
area | an SDL_Point which should be hit-tested. |
data | what was passed as callback_data to SDL_SetWindowHitTest(). |
Definition at line 2597 of file SDL_video.h.
typedef struct SDL_Window SDL_Window |
The struct used as an opaque handle to a window.
Definition at line 165 of file SDL_video.h.
typedef Uint64 SDL_WindowFlags |
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.
Definition at line 179 of file SDL_video.h.
typedef Uint32 SDL_WindowID |
This is a unique ID for a window.
The value 0 is an invalid ID.
Definition at line 84 of file SDL_video.h.
Display orientation values; the way a display is rotated.
Definition at line 149 of file SDL_video.h.
enum SDL_FlashOperation |
Window flash operation.
Enumerator | |
---|---|
SDL_FLASH_CANCEL | Cancel any window flash state |
SDL_FLASH_BRIEFLY | Flash the window briefly to get attention |
SDL_FLASH_UNTIL_FOCUSED | Flash the window until it gets focus |
Definition at line 235 of file SDL_video.h.
enum SDL_GLAttr |
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.
Definition at line 335 of file SDL_video.h.
enum SDL_HitTestResult |
Possible return values from the SDL_HitTest callback.
\threadsafety This function should only be called on the main thread.
Definition at line 2573 of file SDL_video.h.
enum SDL_SystemTheme |
System theme.
Enumerator | |
---|---|
SDL_SYSTEM_THEME_UNKNOWN | Unknown system theme |
SDL_SYSTEM_THEME_LIGHT | Light colored system theme |
SDL_SYSTEM_THEME_DARK | Dark colored system theme |
Definition at line 108 of file SDL_video.h.
|
extern |
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.
parent | the parent of the window, must not be NULL. |
offset_x | the x position of the popup window relative to the origin of the parent. |
offset_y | the y position of the popup window relative to the origin of the parent window. |
w | the width of the window. |
h | the height of the window. |
flags | SDL_WINDOW_TOOLTIP or SDL_WINDOW_POPUP_MENU, and zero or more additional SDL_WindowFlags OR'd together. |
\threadsafety This function should only be called on the main thread.
|
extern |
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 resolutionSDL_WINDOW_OPENGL
: window usable with an OpenGL contextSDL_WINDOW_OCCLUDED
: window partially or completely obscured by another windowSDL_WINDOW_HIDDEN
: window is not visibleSDL_WINDOW_BORDERLESS
: no window decorationSDL_WINDOW_RESIZABLE
: window can be resizedSDL_WINDOW_MINIMIZED
: window is minimizedSDL_WINDOW_MAXIMIZED
: window is maximizedSDL_WINDOW_MOUSE_GRABBED
: window has grabbed mouse focusSDL_WINDOW_INPUT_FOCUS
: window has input focusSDL_WINDOW_MOUSE_FOCUS
: window has mouse focusSDL_WINDOW_EXTERNAL
: window not created by SDLSDL_WINDOW_MODAL
: window is modalSDL_WINDOW_HIGH_PIXEL_DENSITY
: window uses high pixel density back buffer if possibleSDL_WINDOW_MOUSE_CAPTURE
: window has mouse captured (unrelated to MOUSE_GRABBED)SDL_WINDOW_ALWAYS_ON_TOP
: window should always be above othersSDL_WINDOW_UTILITY
: window should be treated as a utility window, not showing in the task bar and window listSDL_WINDOW_TOOLTIP
: window should be treated as a tooltip and does not get mouse or keyboard focus, requires a parent windowSDL_WINDOW_POPUP_MENU
: window should be treated as a popup menu, requires a parent windowSDL_WINDOW_KEYBOARD_GRABBED
: window has grabbed keyboard inputSDL_WINDOW_VULKAN
: window usable with a Vulkan instanceSDL_WINDOW_METAL
: window usable with a Metal instanceSDL_WINDOW_TRANSPARENT
: window with transparent bufferSDL_WINDOW_NOT_FOCUSABLE
: window should not be focusableThe 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.
title | the title of the window, in UTF-8 encoding. |
w | the width of the window. |
h | the height of the window. |
flags | 0, or one or more SDL_WindowFlags OR'd together. |
\threadsafety This function should only be called on the main thread.
|
extern |
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 topSDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN
: true if the window has no window decorationSDL_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 resolutionSDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER
: the height of the windowSDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN
: true if the window should start hiddenSDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN
: true if the window uses a high pixel density buffer if possibleSDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN
: true if the window should start maximizedSDL_PROP_WINDOW_CREATE_MENU_BOOLEAN
: true if the window is a popup menuSDL_PROP_WINDOW_CREATE_METAL_BOOLEAN
: true if the window will be used with Metal renderingSDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN
: true if the window should start minimizedSDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN
: true if the window is modal to its parentSDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN
: true if the window starts with grabbed mouse focusSDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN
: true if the window will be used with OpenGL renderingSDL_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" propertiesSDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN
: true if the window should be resizableSDL_PROP_WINDOW_CREATE_TITLE_STRING
: the title of the window, in UTF-8 encodingSDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN
: true if the window show transparent in the areas with alpha of 0SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN
: true if the window is a tooltipSDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN
: true if the window is a utility window, not showing in the task bar and window listSDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN
: true if the window will be used with Vulkan renderingSDL_PROP_WINDOW_CREATE_WIDTH_NUMBER
: the width of the windowSDL_PROP_WINDOW_CREATE_X_NUMBER
: the x position of the window, or SDL_WINDOWPOS_CENTERED
, defaults to SDL_WINDOWPOS_UNDEFINED
. This is relative to the parent for windows with the "parent" property set.SDL_PROP_WINDOW_CREATE_Y_NUMBER
: the y position of the window, or SDL_WINDOWPOS_CENTERED
, defaults to SDL_WINDOWPOS_UNDEFINED
. This is relative to the parent for windows with the "parent" property set.These are additional supported properties on macOS:
SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER
: the (__unsafe_unretained)
NSWindow associated with the window, if you want to wrap an existing window.SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER
: the (__unsafe_unretained)
NSView associated with the window, defaults to [window contentView]
These are additional supported properties on Wayland:
SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN
- true if the application wants to use the Wayland surface for a custom role and does not want it attached to an XDG toplevel window. See README/wayland 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 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 windowsThese 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().
props | the properties to use. |
\threadsafety This function should only be called on the main thread.
|
extern |
Destroy a window.
Any child windows owned by the window will be recursively destroyed as well.
window | the window to destroy. |
\threadsafety This function should only be called on the main thread.
|
extern |
Destroy the surface associated with the window.
window | the window to update. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
\threadsafety This function should only be called on the main thread.
|
extern |
Get the currently active EGL config.
\threadsafety This function should only be called on the main thread.
|
extern |
Get the currently active EGL display.
\threadsafety This function should only be called on the main thread.
|
extern |
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.
proc | the name of an EGL function. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the EGL surface associated with the window.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
platformAttribCallback | callback for attributes to pass to eglGetPlatformDisplay. May be NULL. |
surfaceAttribCallback | callback for attributes to pass to eglCreateSurface. May be NULL. |
contextAttribCallback | callback for attributes to pass to eglCreateContext. May be NULL. |
userdata | a pointer that is passed to the callbacks. |
\threadsafety This function should only be called on the main thread.
|
extern |
Allow the screen to be blanked by a screen saver.
\threadsafety This function should only be called on the main thread.
|
extern |
Request a window to demand attention from the user.
window | the window to be flashed. |
operation | the operation to perform. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
displayID | the instance ID of the display to query. |
w | the width in pixels of the desired display mode. |
h | the height in pixels of the desired display mode. |
refresh_rate | the refresh rate of the desired display mode, or 0.0f for the desktop refresh rate. |
include_high_density_modes | boolean to include high density modes in the search. |
closest | a pointer filled in with the closest display mode equal to or larger than the desired mode. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
displayID | the instance ID of the display to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the orientation of a display.
displayID | the instance ID of the display to query. |
SDL_ORIENTATION_UNKNOWN
if it isn't available.\threadsafety This function should only be called on the main thread.
|
extern |
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.
\threadsafety This function should only be called on the main thread.
|
extern |
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.
displayID | the instance ID of the display to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the desktop area represented by a display.
The primary display is always located at (0,0).
displayID | the instance ID of the display to query. |
rect | the SDL_Rect structure filled in with the display bounds. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
displayID | the instance ID of the display to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the display containing a point.
point | the point to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the display primarily containing a rect.
rect | the rect to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the display associated with a window.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the name of a display in UTF-8 encoding.
displayID | the instance ID of the display to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.displayID | the instance ID of the display to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get a list of currently connected displays.
count | a pointer filled in with the number of displays returned, may be NULL. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
displayID | the instance ID of the display to query. |
rect | the SDL_Rect structure filled in with the display bounds. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get a list of fullscreen display modes available on a display.
The display modes are sorted in this priority:
displayID | the instance ID of the display to query. |
count | a pointer filled in with the number of display modes returned, may be NULL. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the window that currently has an input grab enabled.
\threadsafety This function should only be called on the main thread.
|
extern |
Get the orientation of a display when it is unrotated.
displayID | the instance ID of the display to query. |
SDL_ORIENTATION_UNKNOWN
if it isn't available.\threadsafety This function should only be called on the main thread.
|
extern |
Get the number of video drivers compiled into SDL.
\threadsafety This function should only be called on the main thread.
|
extern |
Return the primary display.
\threadsafety This function should only be called on the main thread.
|
extern |
Get the current system theme.
\threadsafety This function should only be called on the main thread.
|
extern |
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.
index | the index of a video driver. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the size of a window's client area.
window | the window to query the width and height from. |
min_aspect | a pointer filled in with the minimum aspect ratio of the window, may be NULL. |
max_aspect | a pointer filled in with the maximum aspect ratio of the window, may be NULL. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to query the size values of the border (decorations) from. |
top | pointer to variable for storing the size of the top border; NULL is permitted. |
left | pointer to variable for storing the size of the left border; NULL is permitted. |
bottom | pointer to variable for storing the size of the bottom border; NULL is permitted. |
right | pointer to variable for storing the size of the right border; NULL is permitted. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the window flags.
window | the window to query. |
window
.\threadsafety This function should only be called on the main thread.
|
extern |
Get a window from a stored ID.
The numeric ID is what SDL_WindowEvent references, and is necessary to map these events to specific SDL_Window objects.
id | the ID of the window. |
id
or NULL if it doesn't exist; call SDL_GetError() for more information.\threadsafety This function should only be called on the main thread.
|
extern |
Query the display mode to use when a window is visible at fullscreen.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the raw ICC profile data for the screen the window is currently on.
window | the window to query. |
size | the size of the ICC profile. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the numeric ID of a window.
The numeric ID is what SDL_WindowEvent references, and is necessary to map these events to specific SDL_Window objects.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get a window's keyboard grab mode.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the maximum size of a window's client area.
window | the window to query. |
w | a pointer filled in with the maximum width of the window, may be NULL. |
h | a pointer filled in with the maximum height of the window, may be NULL. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the minimum size of a window's client area.
window | the window to query. |
w | a pointer filled in with the minimum width of the window, may be NULL. |
h | a pointer filled in with the minimum height of the window, may be NULL. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get a window's mouse grab mode.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the mouse confinement rectangle of a window.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the opacity of a window.
If transparency isn't supported on this platform, opacity will be returned as 1.0f without error.
window | the window to get the current opacity value from. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get parent of a window.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the pixel format associated with the window.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to query. |
x | a pointer filled in with the x position of the window, may be NULL. |
y | a pointer filled in with the y position of the window, may be NULL. |
\threadsafety This function should only be called on the main thread.
|
extern |
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 windowSDL_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 windowSDL_PROP_WINDOW_ANDROID_SURFACE_POINTER
: the EGLSurface associated with the windowOn iOS:
SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER
: the (__unsafe_unretained)
UIWindow associated with the windowSDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER
: the NSInteger tag associated with metal views on the windowSDL_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 windowSDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER
: the GBM device associated with the windowOn macOS:
SDL_PROP_WINDOW_COCOA_WINDOW_POINTER
: the (__unsafe_unretained)
NSWindow associated with the windowSDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER
: the NSInteger tag assocated with metal views on the windowOn 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 windowSDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER
: the EGLNativeWindowType associated with the windowSDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER
: the EGLSurface associated with the windowOn Windows:
SDL_PROP_WINDOW_WIN32_HWND_POINTER
: the HWND associated with the windowSDL_PROP_WINDOW_WIN32_HDC_POINTER
: the HDC associated with the windowSDL_PROP_WINDOW_WIN32_INSTANCE_POINTER
: the HINSTANCE associated with the windowOn 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 windowSDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER
: the wl_surface associated with the windowSDL_PROP_WINDOW_WAYLAND_VIEWPORT_POINTER
: the wp_viewport associated with the windowSDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER
: the wl_egl_window associated with the windowSDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER
: the xdg_surface associated with the windowSDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER
: the xdg_toplevel role associated with the windowSDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER
: the xdg_popup role associated with the windowSDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER
: the xdg_positioner associated with the window, in popup modeOn X11:
SDL_PROP_WINDOW_X11_DISPLAY_POINTER
: the X11 Display associated with the windowSDL_PROP_WINDOW_X11_SCREEN_NUMBER
: the screen number associated with the windowSDL_PROP_WINDOW_X11_WINDOW_NUMBER
: the X11 Window associated with the windowwindow | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get a list of valid windows.
count | a pointer filled in with the number of windows returned, may be NULL. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to query. |
rect | a pointer filled in with the client area that is safe for interactive content. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to query the width and height from. |
w | a pointer filled in with the width of the window, may be NULL. |
h | a pointer filled in with the height of the window, may be NULL. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the size of a window's client area, in pixels.
window | the window from which the drawable size should be queried. |
w | a pointer to variable for storing the width in pixels, may be NULL. |
h | a pointer to variable for storing the height in pixels, may be NULL. |
\threadsafety This function should only be called on the main thread.
|
extern |
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
.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get VSync for the window surface.
window | the window to query. |
vsync | an int filled with the current vertical refresh sync interval. See SDL_SetWindowSurfaceVSync() for the meaning of the value. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the title of a window.
window | the window to query. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to associate with the context. |
window
or NULL on failure; call SDL_GetError() for more information.\threadsafety This function should only be called on the main thread.
|
extern |
Delete an OpenGL context.
context | the OpenGL context to be deleted. |
\threadsafety This function should only be called on the main thread.
|
extern |
Check if an OpenGL extension is supported for the current context.
This function operates on the current GL context; you must have created a context and it must be current before calling this function. Do not assume that all contexts you create will have the same set of extensions available, or that recreating an existing context will offer the same extensions again.
While it's probably not a massive overhead, this function is not an O(1) operation. Check the extensions you care about after creating the GL context and save that information somewhere instead of calling the function every time you need to know.
extension | the name of the extension to check. |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the actual value for an attribute from the current context.
attr | an SDL_GLAttr enum value specifying the OpenGL attribute to get. |
value | a pointer filled in with the current value of attr . |
\threadsafety This function should only be called on the main thread.
|
extern |
Get the currently active OpenGL context.
\threadsafety This function should only be called on the main thread.
|
extern |
Get the currently active OpenGL window.
\threadsafety This function should only be called on the main thread.
|
extern |
Get an OpenGL function by name.
If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all GL functions must be retrieved this way. Usually this is used to retrieve function pointers to OpenGL extensions.
There are some quirks to looking up OpenGL functions that require some extra care from the application. If you code carefully, you can handle these quirks without any platform-specific code, though:
APIENTRY
as in the example code. This will ensure the proper calling convention is followed on platforms where this matters (Win32) thereby avoiding stack corruption.proc | the name of an OpenGL function. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
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. |
\threadsafety This function should only be called on the main thread.
|
extern |
Dynamically load an OpenGL library.
This should be done after initializing the video driver, but before creating any OpenGL windows. If no OpenGL library is loaded, the default library will be loaded upon creation of the first OpenGL window.
If you do this, you need to retrieve all of the GL functions used in your program from the dynamic library using SDL_GL_GetProcAddress().
path | the platform dependent OpenGL library name, or NULL to open the default OpenGL library. |
\threadsafety This function should only be called on the main thread.
|
extern |
Set up an OpenGL context for rendering into an OpenGL window.
The context must have been created with a compatible window.
window | the window to associate with the context. |
context | the OpenGL context to associate with the window. |
\threadsafety This function should only be called on the main thread.
|
extern |
Reset all previously set OpenGL context attributes to their default values.
\threadsafety This function should only be called on the main thread.
|
extern |
Set an OpenGL window attribute before window creation.
This function sets the OpenGL attribute attr
to value
. The requested attributes should be set before creating an OpenGL window. You should use SDL_GL_GetAttribute() to check the values after creating the OpenGL context, since the values obtained can differ from the requested ones.
attr | an SDL_GLAttr enum value specifying the OpenGL attribute to set. |
value | the desired value for the attribute. |
\threadsafety This function should only be called on the main thread.
|
extern |
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
interval | 0 for immediate updates, 1 for updates synchronized with the vertical retrace, -1 for adaptive vsync. |
\threadsafety This function should only be called on the main thread.
|
extern |
Update a window with OpenGL rendering.
This is used with double-buffered OpenGL contexts, which are the default.
On macOS, make sure you bind 0 to the draw framebuffer before swapping the window, otherwise nothing will happen. If you aren't using glBindFramebuffer(), this is the default and you won't have to do anything extra.
window | the window to change. |
\threadsafety This function should only be called on the main thread.
|
extern |
Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
\threadsafety This function should only be called on the main thread.
|
extern |
Hide a window.
window | the window to hide. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to maximize. |
\threadsafety This function should only be called on the main thread.
|
extern |
Request that the window be minimized to an iconic representation.
On some windowing systems this request is asynchronous and the new window state may not have 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.
window | the window to minimize. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to raise. |
\threadsafety This function should only be called on the main thread.
|
extern |
Request that the size and position of a minimized or maximized window be restored.
On some windowing systems this request is asynchronous and the new window state may not have have been applied immediately upon the return of this function. If an immediate change is required, call SDL_SyncWindow() to block until the changes have taken effect.
When the window state changes, an SDL_EVENT_WINDOW_RESTORED event will be emitted. Note that, as this is just a request, the windowing system can deny the state change.
window | the window to restore. |
\threadsafety This function should only be called on the main thread.
|
extern |
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
.
\threadsafety This function should only be called on the main thread.
|
extern |
Set the window to always be above the others.
This will add or remove the window's SDL_WINDOW_ALWAYS_ON_TOP
flag. This will bring the window to the front and keep the window above the rest.
window | the window of which to change the always on top state. |
on_top | true to set the window always on top, false to disable. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to change. |
min_aspect | the minimum aspect ratio of the window, or 0.0f for no limit. |
max_aspect | the maximum aspect ratio of the window, or 0.0f for no limit. |
\threadsafety This function should only be called on the main thread.
|
extern |
Set the border state of a window.
This will add or remove the window's SDL_WINDOW_BORDERLESS
flag and add or remove the border from the actual window. This is a no-op if the window's border already matches the requested state.
You can't change the border state of a fullscreen window.
window | the window of which to change the border state. |
bordered | false to remove border, true to add border. |
\threadsafety This function should only be called on the main thread.
|
extern |
Set whether the window may have input focus.
window | the window to set focusable state. |
focusable | true to allow input focus, false to not allow input focus. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to change. |
fullscreen | true for fullscreen mode, false for windowed mode. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to affect. |
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. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to set hit-testing on. |
callback | the function to call when doing a hit-test. |
callback_data | an app-defined void pointer passed to callback. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window to change. |
icon | an SDL_Surface structure containing the icon for the window. |
\threadsafety This function should only be called on the main thread.
|
extern |
Set a window's keyboard grab mode.
Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or the Meta/Super key. Note that not all system keyboard shortcuts can be captured by applications (one example is Ctrl+Alt+Del on Windows).
This is primarily intended for specialized applications such as VNC clients or VM frontends. Normal games should not use keyboard grab.
When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the window is full-screen to ensure the user is not trapped in your application. If you have a custom keyboard shortcut to exit fullscreen mode, you may suppress this behavior with SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED
.
If the caller enables a grab while another window is currently grabbed, the other window loses its grab in favor of the caller's window.
window | the window for which the keyboard grab mode should be set. |
grabbed | this is true to grab keyboard, and false to release. |
\threadsafety This function should only be called on the main thread.
|
extern |
Set the maximum size of a window's client area.
window | the window to change. |
max_w | the maximum width of the window, or 0 for no limit. |
max_h | the maximum height of the window, or 0 for no limit. |
\threadsafety This function should only be called on the main thread.
|
extern |
Set the minimum size of a window's client area.
window | the window to change. |
min_w | the minimum width of the window, or 0 for no limit. |
min_h | the minimum height of the window, or 0 for no limit. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window on which to set the modal state. |
modal | true to toggle modal status on, false to toggle it off. |
\threadsafety This function should only be called on the main thread.
|
extern |
Set a window's mouse grab mode.
Mouse grab confines the mouse cursor to the window.
window | the window for which the mouse grab mode should be set. |
grabbed | this is true to grab mouse, and false to release. |
\threadsafety This function should only be called on the main thread.
|
extern |
Confines the cursor to the specified area of a window.
Note that this does NOT grab the cursor, it only defines the area a cursor is restricted to when the window has mouse focus.
window | the window that will be associated with the barrier. |
rect | a rectangle area in window-relative coordinates. If NULL the barrier for the specified window will be destroyed. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window which will be made transparent or opaque. |
opacity | the opacity value (0.0f - transparent, 1.0f - opaque). |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window that should become the child of a parent. |
parent | the new parent window for the child window. |
\threadsafety This function should only be called on the main thread.
|
extern |
Request that the window's position be set.
If, at the time of this request, the window is in a fixed-size state such as maximized, this request may be deferred until the window returns to a resizable state.
This can be used to reposition fullscreen-desktop windows onto a different display, however, exclusive fullscreen windows are locked to a specific display and can only be repositioned programmatically via SDL_SetWindowFullscreenMode().
On some windowing systems this request is asynchronous and the new coordinates may not have have been applied immediately upon the return of this function. If an immediate change is required, call SDL_SyncWindow() to block until the changes have taken effect.
When the window position changes, an SDL_EVENT_WINDOW_MOVED event will be emitted with the window's new coordinates. Note that the new coordinates may not match the exact coordinates requested, as some windowing systems can restrict the position of the window in certain scenarios (e.g. constraining the position so the window is always within desktop bounds). Additionally, as this is just a request, it can be denied by the windowing system.
window | the window to reposition. |
x | the x coordinate of the window, or SDL_WINDOWPOS_CENTERED or SDL_WINDOWPOS_UNDEFINED . |
y | the y coordinate of the window, or SDL_WINDOWPOS_CENTERED or SDL_WINDOWPOS_UNDEFINED . |
\threadsafety This function should only be called on the main thread.
|
extern |
Set the user-resizable state of a window.
This will add or remove the window's SDL_WINDOW_RESIZABLE
flag and allow/disallow user resizing of the window. This is a no-op if the window's resizable state already matches the requested state.
You can't change the resizable state of a fullscreen window.
window | the window of which to change the resizable state. |
resizable | true to allow resizing, false to disallow. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window. |
shape | the surface representing the shape of the window, or NULL to remove any current shape. |
\threadsafety This function should only be called on the main thread.
|
extern |
Request that the size of a window's client area be set.
If, at the time of this request, the window in a fixed-size state, such as maximized or fullscreen, the request will be deferred until the window exits this state and becomes resizable again.
To change the fullscreen mode of a window, use SDL_SetWindowFullscreenMode()
On some windowing systems, this request is asynchronous and the new window size may not have have been applied immediately upon the return of this function. If an immediate change is required, call SDL_SyncWindow() to block until the changes have taken effect.
When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be emitted with the new window dimensions. Note that the new dimensions may not match the exact size requested, as some windowing systems can restrict the window size in certain scenarios (e.g. constraining the size of the content area to remain within the usable desktop bounds). Additionally, as this is just a request, it can be denied by the windowing system.
window | the window to change. |
w | the width of the window, must be > 0. |
h | the height of the window, must be > 0. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window. |
vsync | the vertical refresh sync interval. |
\threadsafety This function should only be called on the main thread.
|
extern |
Set the title of a window.
This string is expected to be in UTF-8 encoding.
window | the window to change. |
title | the desired window title in UTF-8 format. |
\threadsafety This function should only be called on the main thread.
|
extern |
Show a window.
window | the window to show. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window for which the menu will be displayed. |
x | the x coordinate of the menu, relative to the origin (top-left) of the client area. |
y | the y coordinate of the menu, relative to the origin (top-left) of the client area. |
\threadsafety This function should only be called on the main thread.
|
extern |
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.
window | the window for which to wait for the pending state to be applied. |
\threadsafety This function should only be called on the main thread.
|
extern |
Copy the window surface to the screen.
This is the function you use to reflect any changes to the surface on the screen.
This function is equivalent to the SDL 1.2 API SDL_Flip().
window | the window to update. |
\threadsafety This function should only be called on the main thread.
|
extern |
Copy areas of the window surface to the screen.
This is the function you use to reflect changes to portions of the surface on the screen.
This function is equivalent to the SDL 1.2 API SDL_UpdateRects().
Note that this function will update at least the rectangles specified, but this is only intended as an optimization; in practice, this might update more of the screen (or all of the screen!), depending on what method SDL uses to send pixels to the system.
window | the window to update. |
rects | an array of SDL_Rect structures representing areas of the surface to copy, in pixels. |
numrects | the number of rectangles. |
\threadsafety This function should only be called on the main thread.
|
extern |
Return whether the window has a surface associated with it.
window | the window to query. |
\threadsafety This function should only be called on the main thread.