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SDL_video.h

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryVideo
*
* Header file for SDL video functions.
*/
#ifndef SDL_video_h_
#define SDL_video_h_
#include "SDL_stdinc.h"
#include "SDL_pixels.h"
#include "SDL_rect.h"
#include "SDL_surface.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* The structure that defines a display mode
*
* \sa SDL_GetNumDisplayModes
* \sa SDL_GetDisplayMode
* \sa SDL_GetDesktopDisplayMode
* \sa SDL_GetCurrentDisplayMode
* \sa SDL_GetClosestDisplayMode
* \sa SDL_SetWindowDisplayMode
* \sa SDL_GetWindowDisplayMode
*/
typedef struct SDL_DisplayMode
{
Uint32 format; /**< pixel format */
int w; /**< width, in screen coordinates */
int h; /**< height, in screen coordinates */
int refresh_rate; /**< refresh rate (or zero for unspecified) */
void *driverdata; /**< driver-specific data, initialize to 0 */
} SDL_DisplayMode;
/**
* The opaque type used to identify a window.
*
* \sa SDL_CreateWindow
* \sa SDL_CreateWindowFrom
* \sa SDL_DestroyWindow
* \sa SDL_FlashWindow
* \sa SDL_GetWindowData
* \sa SDL_GetWindowFlags
* \sa SDL_GetWindowGrab
* \sa SDL_GetWindowKeyboardGrab
* \sa SDL_GetWindowMouseGrab
* \sa SDL_GetWindowPosition
* \sa SDL_GetWindowSize
* \sa SDL_GetWindowTitle
* \sa SDL_HideWindow
* \sa SDL_MaximizeWindow
* \sa SDL_MinimizeWindow
* \sa SDL_RaiseWindow
* \sa SDL_RestoreWindow
* \sa SDL_SetWindowData
* \sa SDL_SetWindowFullscreen
* \sa SDL_SetWindowGrab
* \sa SDL_SetWindowKeyboardGrab
* \sa SDL_SetWindowMouseGrab
* \sa SDL_SetWindowIcon
* \sa SDL_SetWindowPosition
* \sa SDL_SetWindowSize
* \sa SDL_SetWindowBordered
* \sa SDL_SetWindowResizable
* \sa SDL_SetWindowTitle
* \sa SDL_ShowWindow
*/
typedef struct SDL_Window SDL_Window;
/**
* The flags on a window
*
* \sa SDL_GetWindowFlags
*/
typedef enum SDL_WindowFlags
{
SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */
SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */
SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */
SDL_WINDOW_HIDDEN = 0x00000008, /**< window is not visible */
SDL_WINDOW_BORDERLESS = 0x00000010, /**< no window decoration */
SDL_WINDOW_RESIZABLE = 0x00000020, /**< window can be resized */
SDL_WINDOW_MINIMIZED = 0x00000040, /**< window is minimized */
SDL_WINDOW_MAXIMIZED = 0x00000080, /**< window is maximized */
SDL_WINDOW_MOUSE_GRABBED = 0x00000100, /**< window has grabbed mouse input */
SDL_WINDOW_INPUT_FOCUS = 0x00000200, /**< window has input focus */
SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ),
SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported.
On macOS NSHighResolutionCapable must be set true in the
application's Info.plist for this to have any effect. */
SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to MOUSE_GRABBED) */
SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */
SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */
SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */
SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */
SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */
SDL_WINDOW_KEYBOARD_GRABBED = 0x00100000, /**< window has grabbed keyboard input */
SDL_WINDOW_VULKAN = 0x10000000, /**< window usable for Vulkan surface */
SDL_WINDOW_METAL = 0x20000000, /**< window usable for Metal view */
SDL_WINDOW_INPUT_GRABBED = SDL_WINDOW_MOUSE_GRABBED /**< equivalent to SDL_WINDOW_MOUSE_GRABBED for compatibility */
} SDL_WindowFlags;
/**
* Used to indicate that you don't care what the window position is.
*/
#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
#define SDL_WINDOWPOS_ISUNDEFINED(X) \
(((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK)
/**
* Used to indicate that the window position should be centered.
*/
#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u
#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X))
#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0)
#define SDL_WINDOWPOS_ISCENTERED(X) \
(((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK)
/**
* Event subtype for window events
*/
typedef enum SDL_WindowEventID
{
SDL_WINDOWEVENT_NONE, /**< Never used */
SDL_WINDOWEVENT_SHOWN, /**< Window has been shown */
SDL_WINDOWEVENT_HIDDEN, /**< Window has been hidden */
SDL_WINDOWEVENT_EXPOSED, /**< Window has been exposed and should be
redrawn */
SDL_WINDOWEVENT_MOVED, /**< Window has been moved to data1, data2
*/
SDL_WINDOWEVENT_RESIZED, /**< Window has been resized to data1xdata2 */
SDL_WINDOWEVENT_SIZE_CHANGED, /**< The window size has changed, either as
a result of an API call or through the
system or user changing the window size. */
SDL_WINDOWEVENT_MINIMIZED, /**< Window has been minimized */
SDL_WINDOWEVENT_MAXIMIZED, /**< Window has been maximized */
SDL_WINDOWEVENT_RESTORED, /**< Window has been restored to normal size
and position */
SDL_WINDOWEVENT_ENTER, /**< Window has gained mouse focus */
SDL_WINDOWEVENT_LEAVE, /**< Window has lost mouse focus */
SDL_WINDOWEVENT_FOCUS_GAINED, /**< Window has gained keyboard focus */
SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */
SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */
SDL_WINDOWEVENT_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
SDL_WINDOWEVENT_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */
SDL_WINDOWEVENT_ICCPROF_CHANGED,/**< The ICC profile of the window's display has changed. */
SDL_WINDOWEVENT_DISPLAY_CHANGED /**< Window has been moved to display data1. */
} SDL_WindowEventID;
/**
* Event subtype for display events
*/
typedef enum SDL_DisplayEventID
{
SDL_DISPLAYEVENT_NONE, /**< Never used */
SDL_DISPLAYEVENT_ORIENTATION, /**< Display orientation has changed to data1 */
SDL_DISPLAYEVENT_CONNECTED, /**< Display has been added to the system */
SDL_DISPLAYEVENT_DISCONNECTED, /**< Display has been removed from the system */
SDL_DISPLAYEVENT_MOVED /**< Display has changed position */
} SDL_DisplayEventID;
/**
* Display orientation
*/
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;
/**
* Window flash operation
*/
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.
*
* \sa SDL_GL_CreateContext
*/
typedef void *SDL_GLContext;
/**
* OpenGL configuration attributes.
*
* While you can set most OpenGL attributes normally, the attributes listed
* above must be known before SDL creates the window that will be used with
* the OpenGL context. These attributes are set and read with
* SDL_GL_SetAttribute and SDL_GL_GetAttribute.
*
* In some cases, these attributes are minimum requests; the GL does not
* promise to give you exactly what you asked for. It's possible to ask for a
* 16-bit depth buffer and get a 24-bit one instead, for example, or to ask
* for no stencil buffer and still have one available. Context creation should
* fail if the GL can't provide your requested attributes at a minimum, but
* you should check to see exactly what you got.
*
*
* [Multisample anti-aliasing](http://en.wikipedia.org/wiki/Multisample_anti-aliasing)
* is a type of full screen anti-aliasing. Multipsampling defaults to off but
* can be turned on by setting SDL_GL_MULTISAMPLEBUFFERS to 1 and
* SDL_GL_MULTISAMPLESAMPLES to a value greater than 0. Typical values are 2
* and 4.
*
* SDL_GL_CONTEXT_PROFILE_MASK determines the type of context created, while
* both SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION
* determine which version. All three attributes must be set prior to creating
< 10000 div class="react-code-text react-code-line-contents" style="min-height:auto">
* the first window, and in general you can't change the value of
* SDL_GL_CONTEXT_PROFILE_MASK without first destroying all windows created
* with the previous setting.
*
* SDL_GL_CONTEXT_RELEASE_BEHAVIOR can be set to
* SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE or
* SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH.
*/
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_EGL, /**< deprecated: set SDL_GL_CONTEXT_PROFILE_MASK to SDL_GL_CONTEXT_PROFILE_ES to enable instead. */
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 2.0.1) */
SDL_GL_CONTEXT_RELEASE_BEHAVIOR, /**< sets context the release behavior; defaults to 1. (>= SDL 2.0.4) */
SDL_GL_CONTEXT_RESET_NOTIFICATION,
SDL_GL_CONTEXT_NO_ERROR,
SDL_GL_FLOATBUFFERS
} SDL_GLattr;
typedef enum SDL_GLprofile
{
SDL_GL_CONTEXT_PROFILE_CORE = 0x0001,
SDL_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002,
SDL_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */
} SDL_GLprofile;
typedef enum SDL_GLcontextFlag
{
SDL_GL_CONTEXT_DEBUG_FLAG = 0x0001,
SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002,
SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG = 0x0004,
SDL_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008
} SDL_GLcontextFlag;
typedef enum SDL_GLcontextReleaseFlag
{
SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE = 0x0000,
SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x0001
} SDL_GLcontextReleaseFlag;
typedef enum SDL_GLContextResetNotification
{
SDL_GL_CONTEXT_RESET_NO_NOTIFICATION = 0x0000,
SDL_GL_CONTEXT_RESET_LOSE_CONTEXT = 0x0001
} SDL_GLContextResetNotification;
/* Function prototypes */
/**
* Get the number of video drivers compiled into SDL.
*
* \returns a number >= 1 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetVideoDriver
*/
extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void);
/**
* Get the name of a built in video driver.
*
* The video drivers are presented in the order in which they are normally
* checked during initialization.
*
* \param index the index of a video driver.
* \returns the name of the video driver with the given **index**.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetNumVideoDrivers
*/
extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index);
/**
* Initialize the video subsystem, optionally specifying a video driver.
*
* This function initializes the video subsystem, setting up a connection to
* the window manager, etc, and determines the available display modes and
* pixel formats, but does not initialize a window or graphics mode.
*
* If you use this function and you haven't used the SDL_INIT_VIDEO flag with
* either SDL_Init() or SDL_InitSubSystem(), you should call SDL_VideoQuit()
* before calling SDL_Quit().
*
* It is safe to call this function multiple times. SDL_VideoInit() will call
* SDL_VideoQuit() itself if the video subsystem has already been initialized.
*
* You can use SDL_GetNumVideoDrivers() and SDL_GetVideoDriver() to find a
* specific `driver_name`.
*
* \param driver_name the name of a video driver to initialize, or NULL for
* the default driver.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetNumVideoDrivers
* \sa SDL_GetVideoDriver
* \sa SDL_InitSubSystem
* \sa SDL_VideoQuit
*/
extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name);
/**
* Shut down the video subsystem, if initialized with SDL_VideoInit().
*
* This function closes all windows, and restores the original video mode.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_VideoInit
*/
extern DECLSPEC void SDLCALL SDL_VideoQuit(void);
/**
* Get the name of the currently initialized video driver.
*
* \returns the name of the current video driver or NULL if no driver has been
* initialized.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetNumVideoDrivers
* \sa SDL_GetVideoDriver
*/
extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void);
/**
* Get the number of available video displays.
*
* \returns a number >= 1 or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetDisplayBounds
*/
extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void);
/**
* Get the name of a display in UTF-8 encoding.
*
* \param displayIndex the index of display from which the name should be
* queried.
* \returns the name of a display or NULL for an invalid display index or
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetNumVideoDisplays
*/
extern DECLSPEC const char * SDLCALL SDL_GetDisplayName(int displayIndex);
/**
* Get the desktop area represented by a display.
*
* The primary display (`displayIndex` zero) is always located at 0,0.
*
* \param displayIndex the index of the display to query.
* \param rect the SDL_Rect structure filled in with the display bounds.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetNumVideoDisplays
*/
extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * rect);
/**
* Get the usable desktop area represented by a display.
*
* The primary display (`displayIndex` zero) is always located at 0,0.
*
* This is the same area as SDL_GetDisplayBounds() reports, but with portions
* reserved by the system removed. For example, on Apple's macOS, this
* subtracts the area occupied by the menu bar and dock.
*
* Setting a window to be fullscreen generally bypasses these unusable areas,
* so these are good guidelines for the maximum space available to a
* non-fullscreen window.
*
* The parameter `rect` is ignored if it is NULL.
*
* This function also returns -1 if the parameter `displayIndex` is out of
* range.
*
* \param displayIndex the index of the display to query the usable bounds
* from.
* \param rect the SDL_Rect structure filled in with the display bounds.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.5.
*
* \sa SDL_GetDisplayBounds
* \sa SDL_GetNumVideoDisplays
*/
extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect);
/**
* Get the dots/pixels-per-inch for a display.
*
* Diagonal, horizontal and vertical DPI can all be optionally returned if the
* appropriate parameter is non-NULL.
*
* A failure of this function usually means that either no DPI information is
* available or the `displayIndex` is out of range.
*
* **WARNING**: This reports the DPI that the hardware reports, and it is not
* always reliable! It is almost always better to use SDL_GetWindowSize() to
* find the window size, which might be in logical points instead of pixels,
* and then SDL_GL_GetDrawableSize(), SDL_Vulkan_GetDrawableSize(),
* SDL_Metal_GetDrawableSize(), or SDL_GetRendererOutputSize(), and compare
* the two values to get an actual scaling value between the two. We will be
* rethinking how high-dpi details should be managed in SDL3 to make things
* more consistent, reliable, and clear.
*
* \param displayIndex the index of the display from which DPI information
* should be queried.
* \param ddpi a pointer filled in with the diagonal DPI of the display; may
* be NULL.
* \param hdpi a pointer filled in with the horizontal DPI of the display; may
* be NULL.
* \param vdpi a pointer filled in with the vertical DPI of the display; may
* be NULL.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_GetNumVideoDisplays
*/
extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi);
/**
* Get the orientation of a display.
*
* \param displayIndex the index of the display to query.
* \returns The SDL_DisplayOrientation enum value of the display, or
* `SDL_ORIENTATION_UNKNOWN` if it isn't available.
*
* \since This function is available since SDL 2.0.9.
*
* \sa SDL_GetNumVideoDisplays
*/
extern DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetDisplayOrientation(int displayIndex);
/**
* Get the number of available display modes.
*
* The `displayIndex` needs to be in the range from 0 to
* SDL_GetNumVideoDisplays() - 1.
*
* \param displayIndex the index of the display to query.
* \returns a number >= 1 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetDisplayMode
* \sa SDL_GetNumVideoDisplays
*/
extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex);
/**
* Get information about a specific display mode.
*
* The display modes are sorted in this priority:
*
* - width -> largest to smallest
* - height -> largest to smallest
* - bits per pixel -> more colors to fewer colors
* - packed pixel layout -> largest to smallest
* - refresh rate -> highest to lowest
*
* \param displayIndex the index of the display to query.
* \param modeIndex the index of the display mode to query.
* \param mode an SDL_DisplayMode structure filled in with the mode at
* `modeIndex`.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetNumDisplayModes
*/
extern DECLSPEC int SDLCALL SDL_GetDisplayMode(int displayIndex, int modeIndex,
SDL_DisplayMode * mode);
/**
* Get information about the desktop's display mode.
*
* There's a difference between this function and SDL_GetCurrentDisplayMode()
* when SDL runs fullscreen and has changed the resolution. In that case this
* function will return the previous native display mode, and not the current
* display mode.
*
* \param displayIndex the index of the display to query.
* \param mode an SDL_DisplayMode structure filled in with the current display
* mode.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetCurrentDisplayMode
* \sa SDL_GetDisplayMode
* \sa SDL_SetWindowDisplayMode
*/
extern DECLSPEC int SDLCALL SDL_GetDesktopDisplayMode(int displayIndex, SDL_DisplayMode * mode);
/**
* Get information about the current display mode.
*
* There's a difference between this function and SDL_GetDesktopDisplayMode()
* when SDL runs fullscreen and has changed the resolution. In that case this
* function will return the current display mode, and not the previous native
* display mode.
*
* \param displayIndex the index of the display to query.
* \param mode an SDL_DisplayMode structure filled in with the current display
* mode.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetDesktopDisplayMode
* \sa SDL_GetDisplayMode
* \sa SDL_GetNumVideoDisplays
* \sa SDL_SetWindowDisplayMode
*/
extern DECLSPEC int SDLCALL SDL_GetCurrentDisplayMode(int displayIndex, SDL_DisplayMode * mode);
/**
* Get the closest match to the requested display mode.
*
* The available display modes are scanned and `closest` is filled in with the
* closest mode matching the requested mode and returned. The mode format and
* refresh rate default to the desktop mode if they are set to 0. The modes
* are scanned with size being first priority, format being second priority,
* and finally checking the refresh rate. If all the available modes are too
* small, then NULL is returned.
*
* \param displayIndex the index of the display to query.
* \param mode an SDL_DisplayMode structure containing the desired display
* mode.
* \param closest an SDL_DisplayMode structure filled in with the closest
* match of the available display modes.
* \returns the passed in value `closest` or NULL if no matching video mode
* was available; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetDisplayMode
* \sa SDL_GetNumDisplayModes
*/
extern DECLSPEC SDL_DisplayMode * SDLCALL SDL_GetClosestDisplayMode(int displayIndex, const SDL_DisplayMode * mode, SDL_DisplayMode * closest);
/**
* Get the index of the display containing a point
*
* \param point the point to query.
* \returns the index of the display containing the point or a negative error
* code on failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.24.0.
*
* \sa SDL_GetDisplayBounds
* \sa SDL_GetNumVideoDisplays
*/
extern DECLSPEC int SDLCALL SDL_GetPointDisplayIndex(const SDL_Point * point);
/**
* Get the index of the display primarily containing a rect
*
* \param rect the rect to query.
* \returns the index of the display entirely containing the rect or closest
* to the center of the rect on success or a negative error code on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 2.24.0.
*
* \sa SDL_GetDisplayBounds
* \sa SDL_GetNumVideoDisplays
*/
extern DECLSPEC int SDLCALL SDL_GetRectDisplayIndex(const SDL_Rect * rect);
/**
* Get the index of the display associated with a window.
*
* \param window the window to query.
* \returns the index of the display containing the center of the window on
* success or a negative error code on failure; call SDL_GetError()
* for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetDisplayBounds
* \sa SDL_GetNumVideoDisplays
*/
extern DECLSPEC int SDLCALL SDL_GetWindowDisplayIndex(SDL_Window * window);
/**
* Set the display mode to use when a window is visible at fullscreen.
*
* This only affects the display mode used when the window is fullscreen. To
* change the window size when the window is not fullscreen, use
* SDL_SetWindowSize().
*
* \param window the window to affect.
* \param mode the SDL_DisplayMode structure representing the mode to use, or
* NULL to use the window's dimensions and the desktop's format
* and refresh rate.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetWindowDisplayMode
* \sa SDL_SetWindowFullscreen
*/
extern DECLSPEC int SDLCALL SDL_SetWindowDisplayMode(SDL_Window * window,
const SDL_DisplayMode * mode);
/**
* Query the display mode to use when a window is visible at fullscreen.
*
* \param window the window to query.
* \param mode an SDL_DisplayMode structure filled in with the fullscreen
* display mode.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetWindowDisplayMode
* \sa SDL_SetWindowFullscreen
*/
extern DECLSPEC int SDLCALL SDL_GetWindowDisplayMode(SDL_Window * window,
SDL_DisplayMode * mode);
/**
* Get the raw ICC profile data for the screen the window is currently on.
*
* Data returned should be freed with SDL_free.
*
* \param window the window to query.
* \param size the size of the ICC profile.
* \returns the raw ICC profile data on success or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC void* SDLCALL SDL_GetWindowICCProfile(SDL_Window * window, size_t* size);
/**
* Get the pixel format associated with the window.
*
* \param window the window to query.
* \returns the pixel format of the window on success or
* SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
/**
* Create a window with the specified position, dimensions, and flags.
*
* `flags` may be any of the following OR'd together:
*
* - `SDL_WINDOW_FULLSCREEN`: fullscreen window
* - `SDL_WINDOW_FULLSCREEN_DESKTOP`: fullscreen window at desktop resolution
* - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context
* - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance
* - `SDL_WINDOW_METAL`: window usable with a Metal instance
* - `SDL_WINDOW_HIDDEN`: window is not visible
* - `SDL_WINDOW_BORDERLESS`: no window decoration
* - `SDL_WINDOW_RESIZABLE`: window can be resized
* - `SDL_WINDOW_MINIMIZED`: window is minimized
* - `SDL_WINDOW_MAXIMIZED`: window is maximized
* - `SDL_WINDOW_INPUT_GRABBED`: window has grabbed input focus
* - `SDL_WINDOW_ALLOW_HIGHDPI`: window should be created in high-DPI mode if
* supported (>= SDL 2.0.1)
*
* `SDL_WINDOW_SHOWN` is ignored by SDL_CreateWindow(). The SDL_Window is
* implicitly shown if SDL_WINDOW_HIDDEN is not set. `SDL_WINDOW_SHOWN` may be
* queried later using SDL_GetWindowFlags().
*
* On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist
* property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
*
* If the window is created with the `SDL_WINDOW_ALLOW_HIGHDPI` flag, its size
* in pixels may differ from its size in screen coordinates on platforms with
* high-DPI support (e.g. iOS and macOS). Use SDL_GetWindowSize() to query the
* client area's size in screen coordinates, and SDL_GL_GetDrawableSize() or
* SDL_GetRendererOutputSize() to query the drawable size in pixels. Note that
* when this flag is set, the drawable size can vary after the window is
* created and should be queried after major window events such as when the
* window is resized or moved between displays.
*
* If the window is set fullscreen, the width and height parameters `w` and
* `h` will not be used. However, invalid size parameters (e.g. too large) may
* still fail. Window size is actually limited to 16384 x 16384 for all
* platforms at window creation.
*
* If the window is created with any of the SDL_WINDOW_OPENGL or
* SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function
* (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the
* corresponding UnloadLibrary function is called by SDL_DestroyWindow().
*
* If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver,
* SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail.
*
* If SDL_WINDOW_METAL is specified on an OS that does not support Metal,
* SDL_CreateWindow() will fail.
*
* On non-Apple devices, SDL requires you to either not link to the Vulkan
* loader or link to a dynamic library version. This limitation may be removed
* in a future version of SDL.
*
* \param title the title of the window, in UTF-8 encoding.
* \param x the x position of the window, `SDL_WINDOWPOS_CENTERED`, or
* `SDL_WINDOWPOS_UNDEFINED`.
* \param y the y position of the window, `SDL_WINDOWPOS_CENTERED`, or
* `SDL_WINDOWPOS_UNDEFINED`.
* \param w the width of the window, in screen coordinates.
* \param h the height of the window, in screen coordinates.
* \param flags 0, or one or more SDL_WindowFlags OR'd together.
* \returns the `SDL_Window` that was created or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateWindowFrom
* \sa SDL_DestroyWindow
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title,
int x, int y, int w,
int h, Uint32 flags);
/**
* Create an SDL window from an existing native window.
*
* In some cases (e.g. OpenGL) and on some platforms (e.g. Microsoft Windows)
* the hint `SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT` needs to be configured
* before using SDL_CreateWindowFrom().
*
* \param data a pointer to driver-dependent window creation data, typically
* your native window cast to a void*.
* \returns the window that was created or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateWindow
* \sa SDL_DestroyWindow
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowFrom(const void *data);
/**
* Get the numeric ID of a window.
*
* The numeric ID is what SDL_WindowEvent references, and is necessary to map
* these events to specific SDL_Window objects.
*
* \param window the window to query.
* \returns the ID of the window on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetWindowFromID
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetWindowID(SDL_Window * window);
/**
* Get a window from a stored ID.
*
* The numeric ID is what SDL_WindowEvent references, and is necessary to map
* these events to specific SDL_Window objects.
*
* \param id the ID of the window.
* \returns the window associated with `id` or NULL if it doesn't exist; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetWindowID
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(Uint32 id);
/**
* Get the window flags.
*
* \param window the window to query.
* \returns a mask of the SDL_WindowFlags associated with `window`.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateWindow
* \sa SDL_HideWindow
* \sa SDL_MaximizeWindow
* \sa SDL_MinimizeWindow
* \sa SDL_SetWindowFullscreen
* \sa SDL_SetWindowGrab
* \sa SDL_ShowWindow
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_Window * window);
/**
* Set the title of a window.
*
* This string is expected to be in UTF-8 encoding.
*
* \param window the window to change.
* \param title the desired window title in UTF-8 format.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetWindowTitle
*/
extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_Window * window,
const char *title);
/**
* Get the title of a window.
*
* \param window the window to query.
* \returns the title of the window in UTF-8 format or "" if there is no
* title.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetWindowTitle
*/
extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_Window * window);
/**
* Set the icon for a window.
*
* \param window the window to change.
* \param icon an SDL_Surface structure containing the icon for the window.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Window * window,
SDL_Surface * icon);
/**
* Associate an arbitrary named pointer with a window.
*
* `name` is case-sensitive.
*
* \param window the window to associate with the pointer.
* \param name the name of the pointer.
* \param userdata the associated pointer.
* \returns the previous value associated with `name`.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetWindowData
*/
extern DECLSPEC void* SDLCALL SDL_SetWindowData(SDL_Window * window,
const char *name,
void *userdata);
/**
* Retrieve the data pointer associated with a window.
*
* \param window the window to query.
* \param name the name of the pointer.
* \returns the value associated with `name`.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetWindowData
*/
extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_Window * window,
const char *name);
/**
* Set the position of a window.
*
* The window coordinate origin is the upper left of the display.
*
* \param window the window to reposition.
* \param x the x coordinate of the window in screen coordinates, or
* `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED`.
* \param y the y coordinate of the window in screen coordinates, or
* `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED`.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetWindowPosition
*/
extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_Window * window,
int x, int y);
/**
* Get the position of a window.
*
* If you do not need the value for one of the positions a NULL may be passed
* in the `x` or `y` parameter.
*
* \param window the window to query.
* \param x a pointer filled in with the x position of the window, in screen
* coordinates, may be NULL.
* \param y a pointer filled in with the y position of the window, in screen
* coordinates, may be NULL.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetWindowPosition
*/
extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_Window * window,
int *x, int *y);
/**
* Set the size of a window's client area.
*
* The window size in screen coordinates may differ from the size in pixels,
* if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform
* with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize() or
* SDL_GetRendererOutputSize() to get the real client area size in pixels.
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