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SDL 3.0
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#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 521 of file SDL_video.h.
| #define SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG 0x0002 |
Definition at line 522 of file SDL_video.h.
| #define SDL_GL_CONTEXT_PROFILE_COMPATIBILITY 0x0002 |
OpenGL Compatibility Profile context
Definition at line 510 of file SDL_video.h.
| #define SDL_GL_CONTEXT_PROFILE_CORE 0x0001 |
OpenGL Core Profile context
Definition at line 509 of file SDL_video.h.
| #define SDL_GL_CONTEXT_PROFILE_ES 0x0004 |
GLX_CONTEXT_ES2_PROFILE_BIT_EXT
Definition at line 511 of file SDL_video.h.
| #define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x0001 |
Definition at line 536 of file SDL_video.h.
| #define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE 0x0000 |
Definition at line 535 of file SDL_video.h.
| #define SDL_GL_CONTEXT_RESET_ISOLATION_FLAG 0x0008 |
Definition at line 524 of file SDL_video.h.
| #define SDL_GL_CONTEXT_RESET_LOSE_CONTEXT 0x0001 |
Definition at line 547 of file SDL_video.h.
| #define SDL_GL_CONTEXT_RESET_NO_NOTIFICATION 0x0000 |
Definition at line 546 of file SDL_video.h.
| #define SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG 0x0004 |
Definition at line 523 of file SDL_video.h.
| #define SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN "SDL.display.HDR_enabled" |
Definition at line 684 of file SDL_video.h.
| #define SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER "SDL.display.KMSDRM.panel_orientation" |
Definition at line 685 of file SDL_video.h.
| #define SDL_PROP_DISPLAY_WAYLAND_WL_OUTPUT_POINTER "SDL.display.wayland.wl_output" |
Definition at line 686 of file SDL_video.h.
| #define SDL_PROP_DISPLAY_WINDOWS_HMONITOR_POINTER "SDL.display.windows.hmonitor" |
Definition at line 687 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 103 of file SDL_video.h.
| #define SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface" |
Definition at line 1635 of file SDL_video.h.
| #define SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window" |
Definition at line 1634 of file SDL_video.h.
| #define SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag" |
Definition at line 1645 of file SDL_video.h.
| #define SDL_PROP_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window" |
Definition at line 1644 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "SDL.window.create.always_on_top" |
Definition at line 1411 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN "SDL.window.create.borderless" |
Definition at line 1412 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER "SDL.window.create.cocoa.view" |
Definition at line 1439 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER "SDL.window.create.cocoa.window" |
Definition at line 1438 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_CONSTRAIN_POPUP_BOOLEAN "SDL.window.create.constrain_popup" |
Definition at line 1413 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_CANVAS_ID_STRING "SDL.window.create.emscripten.canvas_id" |
Definition at line 1447 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING "SDL.window.create.emscripten.keyboard_element" |
Definition at line 1448 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN "SDL.window.create.external_graphics_context" |
Definition at line 1415 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_FLAGS_NUMBER "SDL.window.create.flags" |
Definition at line 1416 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN "SDL.window.create.focusable" |
Definition at line 1414 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN "SDL.window.create.fullscreen" |
Definition at line 1417 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER "SDL.window.create.height" |
Definition at line 1418 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN "SDL.window.create.hidden" |
Definition at line 1419 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "SDL.window.create.high_pixel_density" |
Definition at line 1420 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN "SDL.window.create.maximized" |
Definition at line 1421 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN "SDL.window.create.menu" |
Definition at line 1422 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN "SDL.window.create.metal" |
Definition at line 1423 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN "SDL.window.create.minimized" |
Definition at line 1424 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN "SDL.window.create.modal" |
Definition at line 1425 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "SDL.window.create.mouse_grabbed" |
Definition at line 1426 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN "SDL.window.create.opengl" |
Definition at line 1427 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_PARENT_POINTER "SDL.window.create.parent" |
Definition at line 1428 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN "SDL.window.create.resizable" |
Definition at line 1429 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_TITLE_STRING "SDL.window.create.title" |
Definition at line 1430 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN "SDL.window.create.tooltip" |
Definition at line 1432 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN "SDL.window.create.transparent" |
Definition at line 1431 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN "SDL.window.create.utility" |
Definition at line 1433 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN "SDL.window.create.vulkan" |
Definition at line 1434 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 1442 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 1441 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "SDL.window.create.wayland.wl_surface" |
Definition at line 1443 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER "SDL.window.create.width" |
Definition at line 1435 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER "SDL.window.create.win32.hwnd" |
Definition at line 1444 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 1445 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_WINDOWSCENE_POINTER "SDL.window.create.uikit.windowscene" |
Definition at line 1440 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER "SDL.window.create.x11.window" |
Definition at line 1446 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_X_NUMBER "SDL.window.create.x" |
Definition at line 1436 of file SDL_video.h.
| #define SDL_PROP_WINDOW_CREATE_Y_NUMBER "SDL.window.create.y" |
Definition at line 1437 of file SDL_video.h.
| #define SDL_PROP_WINDOW_EMSCRIPTEN_CANVAS_ID_STRING "SDL.window.emscripten.canvas_id" |
Definition at line 1665 of file SDL_video.h.
| #define SDL_PROP_WINDOW_EMSCRIPTEN_KEYBOARD_ELEMENT_STRING "SDL.window.emscripten.keyboard_element" |
Definition at line 1666 of file SDL_video.h.
| #define SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN "SDL.window.HDR_enabled" |
Definition at line 1631 of file SDL_video.h.
| #define SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT "SDL.window.HDR_headroom" |
Definition at line 1633 of file SDL_video.h.
| #define SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index" |
Definition at line 1641 of file SDL_video.h.
| #define SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd" |
Definition at line 1642 of file SDL_video.h.
| #define SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev" |
Definition at line 1643 of file SDL_video.h.
| #define SDL_PROP_WINDOW_OPENVR_OVERLAY_ID_NUMBER "SDL.window.openvr.overlay_id" |
Definition at line 1646 of file SDL_video.h.
| #define SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT "SDL.window.SDR_white_level" |
Definition at line 1632 of file SDL_video.h.
| #define SDL_PROP_WINDOW_SHAPE_POINTER "SDL.window.shape" |
Definition at line 1630 of file SDL_video.h.
| #define SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag" |
Definition at line 1637 of file SDL_video.h.
| #define SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.framebuffer" |
Definition at line 1638 of file SDL_video.h.
| #define SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER "SDL.window.uikit.opengl.renderbuffer" |
Definition at line 1639 of file SDL_video.h.
| #define SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.resolve_framebuffer" |
Definition at line 1640 of file SDL_video.h.
| #define SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window" |
Definition at line 1636 of file SDL_video.h.
| #define SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display" |
Definition at line 1647 of file SDL_video.h.
| #define SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface" |
Definition at line 1649 of file SDL_video.h.
| #define SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window" |
Definition at line 1648 of file SDL_video.h.
| #define SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display" |
Definition at line 1653 of file SDL_video.h.
| #define SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window" |
Definition at line 1656 of file SDL_video.h.
| #define SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface" |
Definition at line 1654 of file SDL_video.h.
| #define SDL_PROP_WINDOW_WAYLAND_VIEWPORT_POINTER "SDL.window.wayland.viewport" |
Definition at line 1655 of file SDL_video.h.
| #define SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup" |
Definition at line 1660 of file SDL_video.h.
| #define SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner" |
Definition at line 1661 of file SDL_video.h.
| #define SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface" |
Definition at line 1657 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 1659 of file SDL_video.h.
| #define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel" |
Definition at line 1658 of file SDL_video.h.
| #define SDL_PROP_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc" |
Definition at line 1651 of file SDL_video.h.
| #define SDL_PROP_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd" |
Definition at line 1650 of file SDL_video.h.
| #define SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance" |
Definition at line 1652 of file SDL_video.h.
| #define SDL_PROP_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display" |
Definition at line 1662 of file SDL_video.h.
| #define SDL_PROP_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen" |
Definition at line 1663 of file SDL_video.h.
| #define SDL_PROP_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window" |
Definition at line 1664 of file SDL_video.h.
| #define SDL_WINDOW_ALWAYS_ON_TOP SDL_UINT64_C(0x0000000000010000) |
window should always be above others
Definition at line 213 of file SDL_video.h.
| #define SDL_WINDOW_BORDERLESS SDL_UINT64_C(0x0000000000000010) |
no window decoration
Definition at line 201 of file SDL_video.h.
| #define SDL_WINDOW_EXTERNAL SDL_UINT64_C(0x0000000000000800) |
window not created by SDL
Definition at line 208 of file SDL_video.h.
| #define SDL_WINDOW_FILL_DOCUMENT SDL_UINT64_C(0x0000000000200000) |
window is in fill-document mode (Emscripten only), since SDL 3.4.0
Definition at line 218 of file SDL_video.h.
| #define SDL_WINDOW_FULLSCREEN SDL_UINT64_C(0x0000000000000001) |
window is in fullscreen mode
Definition at line 197 of file SDL_video.h.
Referenced by SDL_AppInit().
| #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 200 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 210 of file SDL_video.h.
| #define SDL_WINDOW_INPUT_FOCUS SDL_UINT64_C(0x0000000000000200) |
window has input focus
Definition at line 206 of file SDL_video.h.
| #define SDL_WINDOW_KEYBOARD_GRABBED SDL_UINT64_C(0x0000000000100000) |
window has grabbed keyboard input
Definition at line 217 of file SDL_video.h.
| #define SDL_WINDOW_MAXIMIZED SDL_UINT64_C(0x0000000000000080) |
window is maximized
Definition at line 204 of file SDL_video.h.
| #define SDL_WINDOW_METAL SDL_UINT64_C(0x0000000020000000) |
window usable for Metal view
Definition at line 220 of file SDL_video.h.
| #define SDL_WINDOW_MINIMIZED SDL_UINT64_C(0x0000000000000040) |
window is minimized
Definition at line 203 of file SDL_video.h.
| #define SDL_WINDOW_MODAL SDL_UINT64_C(0x0000000000001000) |
window is modal
Definition at line 209 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 211 of file SDL_video.h.
| #define SDL_WINDOW_MOUSE_FOCUS SDL_UINT64_C(0x0000000000000400) |
window has mouse focus
Definition at line 207 of file SDL_video.h.
| #define SDL_WINDOW_MOUSE_GRABBED SDL_UINT64_C(0x0000000000000100) |
window has grabbed mouse input
Definition at line 205 of file SDL_video.h.
| #define SDL_WINDOW_MOUSE_RELATIVE_MODE SDL_UINT64_C(0x0000000000008000) |
window has relative mode enabled
Definition at line 212 of file SDL_video.h.
| #define SDL_WINDOW_NOT_FOCUSABLE SDL_UINT64_C(0x0000000080000000) |
window should not be focusable
Definition at line 222 of file SDL_video.h.
| #define SDL_WINDOW_OCCLUDED SDL_UINT64_C(0x0000000000000004) |
window is occluded
Definition at line 199 of file SDL_video.h.
| #define SDL_WINDOW_OPENGL SDL_UINT64_C(0x0000000000000002) |
window usable with OpenGL context
Definition at line 198 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 216 of file SDL_video.h.
| #define SDL_WINDOW_RESIZABLE SDL_UINT64_C(0x0000000000000020) |
window can be resized
Definition at line 202 of file SDL_video.h.
| #define SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE (-1) |
Definition at line 2464 of file SDL_video.h.
| #define SDL_WINDOW_SURFACE_VSYNC_DISABLED 0 |
Definition at line 2463 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 215 of file SDL_video.h.
| #define SDL_WINDOW_TRANSPARENT SDL_UINT64_C(0x0000000040000000) |
window with transparent buffer
Definition at line 221 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 214 of file SDL_video.h.
| #define SDL_WINDOW_VULKAN SDL_UINT64_C(0x0000000010000000) |
window usable for Vulkan surface
Definition at line 219 of file SDL_video.h.
| #define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0) |
Used to indicate that the window position should be centered.
This always uses the primary display.
Definition at line 308 of file SDL_video.h.
| #define SDL_WINDOWPOS_CENTERED_DISPLAY | ( | X | ) |
Used to indicate that the window position should be centered.
SDL_WINDOWPOS_CENTERED is the same, but always uses the primary display instead of specifying one.
| X | the SDL_DisplayID of the display to use. |
Definition at line 297 of file SDL_video.h.
| #define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u |
A magic value used with SDL_WINDOWPOS_CENTERED.
Generally this macro isn't used directly, but rather through SDL_WINDOWPOS_CENTERED or SDL_WINDOWPOS_CENTERED_DISPLAY.
Definition at line 283 of file SDL_video.h.
| #define SDL_WINDOWPOS_ISCENTERED | ( | X | ) |
A macro to test if the window position is marked as "centered."
| X | the window position value. |
Definition at line 319 of file SDL_video.h.
| #define SDL_WINDOWPOS_ISUNDEFINED | ( | X | ) |
A macro to test if the window position is marked as "undefined."
| X | the window position value. |
Definition at line 271 of file SDL_video.h.
| #define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0) |
Used to indicate that you don't care what the window position/display is.
This always uses the primary display.
Definition at line 260 of file SDL_video.h.
| #define SDL_WINDOWPOS_UNDEFINED_DISPLAY | ( | X | ) |
Used to indicate that you don't care what the window position is.
If you really don't care, SDL_WINDOWPOS_UNDEFINED is the same, but always uses the primary display instead of specifying one.
| X | the SDL_DisplayID of the display to use. |
Definition at line 249 of file SDL_video.h.
| #define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u |
A magic value used with SDL_WINDOWPOS_UNDEFINED.
Generally this macro isn't used directly, but rather through SDL_WINDOWPOS_UNDEFINED or SDL_WINDOWPOS_UNDEFINED_DISPLAY.
Definition at line 235 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 |
Internal display mode data.
This lives as a field in SDL_DisplayMode, as opaque data.
Definition at line 126 of file SDL_video.h.
| typedef intptr_t SDL_EGLAttrib |
An EGL attribute, used when creating an EGL context.
Definition at line 388 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. |
Definition at line 420 of file SDL_video.h.
| typedef void* SDL_EGLConfig |
Opaque type for an EGL config.
Definition at line 374 of file SDL_video.h.
| typedef void* SDL_EGLDisplay |
Opaque type for an EGL display.
Definition at line 367 of file SDL_video.h.
| typedef int SDL_EGLint |
An EGL integer attribute, used when creating an EGL surface.
Definition at line 395 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. |
Definition at line 451 of file SDL_video.h.
| typedef void* SDL_EGLSurface |
Opaque type for an EGL surface.
Definition at line 381 of file SDL_video.h.
| typedef struct SDL_GLContextState* SDL_GLContext |
An opaque handle to an OpenGL context.
Definition at line 360 of file SDL_video.h.
| typedef Uint32 SDL_GLContextFlag |
Possible flags to be set for the SDL_GL_CONTEXT_FLAGS attribute.
Definition at line 519 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 533 of file SDL_video.h.
| typedef Uint32 SDL_GLContextResetNotification |
Possible values to be set SDL_GL_CONTEXT_RESET_NOTIFICATION attribute.
Definition at line 544 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 507 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 2852 of file SDL_video.h.
| typedef struct SDL_Window SDL_Window |
The struct used as an opaque handle to a window.
Definition at line 175 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.
When creating windows with SDL_WINDOW_RESIZABLE, SDL will constrain resizable windows to the dimensions recommended by the compositor to fit it within the usable desktop space, although some compositors will do this automatically without intervention as well. Use SDL_SetWindowResizable after creation instead if you wish to create a window with a specific size.
Definition at line 195 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 159 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 328 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.
| Enumerator | |
|---|---|
| SDL_GL_RED_SIZE | the minimum number of bits for the red channel of the color buffer; defaults to 8. |
| SDL_GL_GREEN_SIZE | the minimum number of bits for the green channel of the color buffer; defaults to 8. |
| SDL_GL_BLUE_SIZE | the minimum number of bits for the blue channel of the color buffer; defaults to 8. |
| SDL_GL_ALPHA_SIZE | the minimum number of bits for the alpha channel of the color buffer; defaults to 8. |
| SDL_GL_BUFFER_SIZE | the minimum number of bits for frame buffer size; defaults to 0. |
| SDL_GL_DOUBLEBUFFER | whether the output is single or double buffered; defaults to double buffering on. |
| SDL_GL_DEPTH_SIZE | the minimum number of bits in the depth buffer; defaults to 16. |
| SDL_GL_STENCIL_SIZE | the minimum number of bits in the stencil buffer; defaults to 0. |
| SDL_GL_ACCUM_RED_SIZE | the minimum number of bits for the red channel of the accumulation buffer; defaults to 0. |
| SDL_GL_ACCUM_GREEN_SIZE | the minimum number of bits for the green channel of the accumulation buffer; defaults to 0. |
| SDL_GL_ACCUM_BLUE_SIZE | the minimum number of bits for the blue channel of the accumulation buffer; defaults to 0. |
| SDL_GL_ACCUM_ALPHA_SIZE | the minimum number of bits for the alpha channel of the accumulation buffer; defaults to 0. |
| SDL_GL_STEREO | whether the output is stereo 3D; defaults to off. |
| SDL_GL_MULTISAMPLEBUFFERS | the number of buffers used for multisample anti-aliasing; defaults to 0. |
| SDL_GL_MULTISAMPLESAMPLES | the number of samples used around the current pixel used for multisample anti-aliasing. |
| SDL_GL_ACCELERATED_VISUAL | set to 1 to require hardware acceleration, set to 0 to force software rendering; defaults to allow either. |
| SDL_GL_RETAINED_BACKING | not used (deprecated). |
| SDL_GL_CONTEXT_MAJOR_VERSION | OpenGL context major version. |
| SDL_GL_CONTEXT_MINOR_VERSION | OpenGL context minor version. |
| SDL_GL_CONTEXT_FLAGS | some combination of 0 or more of elements of the SDL_GLContextFlag enumeration; defaults to 0. |
| SDL_GL_CONTEXT_PROFILE_MASK | type of GL context (Core, Compatibility, ES). See SDL_GLProfile; default value depends on platform. |
| SDL_GL_SHARE_WITH_CURRENT_CONTEXT | OpenGL context sharing; defaults to 0. |
| SDL_GL_FRAMEBUFFER_SRGB_CAPABLE | requests sRGB-capable visual if 1. Defaults to -1 ("don't care"). This is a request; GL drivers might not comply! |
| SDL_GL_CONTEXT_RELEASE_BEHAVIOR | sets context the release behavior. See SDL_GLContextReleaseFlag; defaults to FLUSH. |
| SDL_GL_CONTEXT_RESET_NOTIFICATION | set context reset notification. See SDL_GLContextResetNotification; defaults to NO_NOTIFICATION. |
| SDL_GL_CONTEXT_NO_ERROR | |
| SDL_GL_FLOATBUFFERS | |
| SDL_GL_EGL_PLATFORM | |
Definition at line 470 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 2828 of file SDL_video.h.
| enum SDL_ProgressState |
Window progress state
| Enumerator | |
|---|---|
| SDL_PROGRESS_STATE_INVALID | An invalid progress state indicating an error; check SDL_GetError() |
| SDL_PROGRESS_STATE_NONE | No progress bar is shown |
| SDL_PROGRESS_STATE_INDETERMINATE | The progress bar is shown in a indeterminate state |
| SDL_PROGRESS_STATE_NORMAL | The progress bar is shown in a normal state |
| SDL_PROGRESS_STATE_PAUSED | The progress bar is shown in a paused state |
| SDL_PROGRESS_STATE_ERROR | The progress bar is shown in a state indicating the application had an error |
Definition at line 340 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 110 of file SDL_video.h.
|
extern |
Create a child popup window of the specified parent window.
The window size is a request and may be different than expected based on the desktop layout and window manager policies. Your application should be prepared to handle a window of any size.
The flags parameter must contain at least one of the following:
The following flags are not relevant to popup window creation and will be ignored:
The following flags are incompatible with popup window creation and will cause it to fail:
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.
By default, popup window positions will automatically be constrained to keep the entire window within display bounds. This can be overridden with the SDL_PROP_WINDOW_CREATE_CONSTRAIN_POPUP_BOOLEAN property.
By default, popup menus will automatically grab keyboard focus from the parent when shown. This behavior can be overridden by setting the SDL_WINDOW_NOT_FOCUSABLE flag, setting the SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN property to false, or toggling it after creation via the SDL_SetWindowFocusable() function.
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.
The window size is a request and may be different than expected based on the desktop layout and window manager policies. Your application should be prepared to handle a window of any size.
flags may be any of the following OR'd together:
The SDL_Window will be shown if SDL_WINDOW_HIDDEN is not set. If hidden at creation time, SDL_ShowWindow() can be used to show it later.
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.
The window size is a request and may be different than expected based on the desktop layout and window manager policies. Your application should be prepared to handle a window of any size.
These are the supported properties:
These are additional supported properties on macOS:
These are additional supported properties on iOS, tvOS, and visionOS:
These are additional supported properties on Wayland:
These are additional supported properties on Windows:
These are additional supported properties with X11:
The window is implicitly shown if the "hidden" property is not set.
These are additional supported properties with Emscripten:
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.
Note that on some platforms, the visible window may not actually be removed from the screen until the SDL event loop is pumped again, even though the SDL_Window is no longer valid after this call.
| window | the window to destroy. |
\threadsafety This function should only be called on the main thread.
References window.
|
extern |
Destroy the surface associated with the window.
| window | the window to update. |
\threadsafety This function should only be called on the main thread.
References window.
|
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.
References window.
|
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.
References window.
|
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. |
\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 often located at (0,0), but may be placed at a different location depending on monitor layout.
| 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.
After window creation, SDL_GetWindowDisplayScale() should be used to query the content scale factor for individual windows instead of querying the display for a window and calling this function, as the per-window content scale factor may differ from the base value of the display it is on, particularly on high-DPI and/or multi-monitor desktop configurations.
| 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.
References window.
|
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:
On KMS/DRM:
On Wayland:
On Windows:
| 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. |
\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 aspect ratio 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.
References window.
|
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.
References window.
|
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.
References window.
|
extern |
Get the window flags.
| window | the window to query. |
\threadsafety This function should only be called on the main thread.
References window.
|
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. |
\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.
References window.
|
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.
References window.
|
extern |
Get a window's keyboard grab mode.
| window | the window to query. |
\threadsafety This function should only be called on the main thread.
References window.
|
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.
References window.
|
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.
References window.
|
extern |
Get a window's mouse grab mode.
| window | the window to query. |
\threadsafety This function should only be called on the main thread.
References window.
|
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.
References window.
|
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.
References window.
|
extern |
Get parent of a window.
| window | the window to query. |
\threadsafety This function should only be called on the main thread.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.
|
extern |
Get the state of the progress bar for the given window’s taskbar icon.
| window | the window to get the current progress state from. |
\threadsafety This function should only be called on the main thread.
References window.
|
extern |
Get the value of the progress bar for the given window’s taskbar icon.
| window | the window to get the current progress value from. |
\threadsafety This function should only be called on the main thread.
References window.
|
extern |
Get the properties associated with a window.
The following read-only properties are provided by SDL:
On Android:
On iOS:
On KMS/DRM:
On macOS:
On OpenVR:
On Vivante:
On Windows:
On Wayland:
Note: The xdg_* window objects do not internally persist across window show/hide calls. They will be null if the window is hidden and must be queried each time it is shown.
On X11:
On Emscripten:
| window | the window to query. |
\threadsafety This function should only be called on the main thread.
References window.
|
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 interactable 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.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.
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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.
References window.
|
extern |
Get the title of a window.
| window | the window to query. |
\threadsafety This function should only be called on the main thread.
References window.
|
extern |
Create an OpenGL context for an OpenGL window, and make it current.
The OpenGL context will be created with the current states set through SDL_GL_SetAttribute().
The SDL_Window specified must have been created with the SDL_WINDOW_OPENGL flag, or context creation will fail.
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. |
\threadsafety This function should only be called on the main thread.
References window.
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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:
| 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.
References window.
|
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 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.
References window.
|
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.
References window.
|
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.
References window.
|
extern |
Request that the window be minimized to an iconic representation.
If the window is in a fullscreen state, this request has no direct effect. It may alter the state the window is returned to when leaving fullscreen.
On some windowing systems this request is asynchronous and the new window state may not have been applied immediately upon the return of this function. If an immediate change is required, call SDL_SyncWindow() to block until the changes have taken effect.
When the window state changes, an SDL_EVENT_WINDOW_MINIMIZED event will be emitted. Note that, as this is just a request, the windowing system can deny the state change.
| window | the window to minimize. |
\threadsafety This function should only be called on the main thread.
References window.
|
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.
References window.
|
extern |
Request that the size and position of a minimized or maximized window be restored.
If the window is in a fullscreen state, this request has no direct effect. It may alter the state the window is returned to when leaving fullscreen.
On some windowing systems this request is asynchronous and the new window state may not have have been applied immediately upon the return of this function. If an immediate change is required, call SDL_SyncWindow() to block until the changes have taken effect.
When the window state changes, an SDL_EVENT_WINDOW_RESTORED event will be emitted. Note that, as this is just a request, the windowing system can deny the state change.
| window | the window to restore. |
\threadsafety This function should only be called on the main thread.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.
|
extern |
Set the window to fill the current document space (Emscripten only).
This will add or remove the window's SDL_WINDOW_FILL_DOCUMENT flag.
Currently this flag only applies to the Emscripten target.
When enabled, the canvas element fills the entire document. Resize events will be generated as the browser window is resized, as that will adjust the canvas size as well. The canvas will cover anything else on the page, including any controls provided by Emscripten in its generated HTML file (in fact, any elements on the page that aren't the canvas will be moved into a hidden div element).
Often times this is desirable for a browser-based game, but it means several things that we expect of an SDL window on other platforms might not work as expected, such as minimum window sizes and aspect ratios.
| window | the window of which to change the fill-document state. |
| fill | true to set the window to fill the document, false to disable. |
\threadsafety This function should only be called on the main thread.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.
|
extern |
Set the icon for a window.
If this function is passed a surface with alternate representations added using SDL_AddSurfaceAlternateImage(), 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.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.
|
extern |
Request that the window's position be set.
If the window is in an exclusive fullscreen or maximized state, this request has no effect.
This can be used to reposition fullscreen-desktop windows onto a different display, however, as exclusive fullscreen windows are locked to a specific display, they can only be repositioned programmatically via SDL_SetWindowFullscreenMode().
On some windowing systems this request is asynchronous and the new coordinates may not have have been applied immediately upon the return of this function. If an immediate change is required, call SDL_SyncWindow() to block until the changes have taken effect.
When the window position changes, an SDL_EVENT_WINDOW_MOVED event will be emitted with the window's new coordinates. Note that the new coordinates may not match the exact coordinates requested, as some windowing systems can restrict the position of the window in certain scenarios (e.g. constraining the position so the window is always within desktop bounds). Additionally, as this is just a request, it can be denied by the windowing system.
| 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.
References window.
|
extern |
Sets the state of the progress bar for the given window’s taskbar icon.
| window | the window whose progress state is to be modified. |
| state | the progress state. SDL_PROGRESS_STATE_NONE stops displaying the progress bar. |
\threadsafety This function should only be called on the main thread.
References window.
|
extern |
Sets the value of the progress bar for the given window’s taskbar icon.
| window | the window whose progress value is to be modified. |
| value | the progress value in the range of [0.0f - 1.0f]. If the value is outside the valid range, it gets clamped. |
\threadsafety This function should only be called on the main thread.
References window.
|
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.
References window.
|
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.
References window.
|
extern |
Request that the size of a window's client area be set.
If the window is in a fullscreen or maximized state, this request has no effect.
To change the exclusive fullscreen mode of a window, use SDL_SetWindowFullscreenMode().
On some windowing systems, this request is asynchronous and the new window size may not have have been applied immediately upon the return of this function. If an immediate change is required, call SDL_SyncWindow() to block until the changes have taken effect.
When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be emitted with the new window dimensions. Note that the new dimensions may not match the exact size requested, as some windowing systems can restrict the window size in certain scenarios (e.g. constraining the size of the content area to remain within the usable desktop bounds). Additionally, as this is just a request, it can be denied by the windowing system.
| 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.
References window.
|
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.
References window.
|
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.
References window.
|
extern |
Show a window.
| window | the window to show. |
\threadsafety This function should only be called on the main thread.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.
|
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.
References window.