Module everything
Available on crate feature
dep_sdl3
only.Expand description
Reexports of everything from the other modules
Structs§
- SDL_
AppResult - Return values for optional main callbacks.
- SDL_
Array Order - Array component order, low byte -> high byte.
- SDL_
Assert Data - Information about an assertion failure.
- SDL_
Assert State - Possible outcomes from a triggered assertion.
- SDL_
AsyncIO - The asynchronous I/O operation structure.
- SDL_
AsyncIO Outcome - Information about a completed asynchronous I/O request.
- SDL_
AsyncIO Queue - A queue of completed asynchronous I/O tasks.
- SDL_
AsyncIO Result - Possible outcomes of an asynchronous I/O task.
- SDL_
AsyncIO Task Type - Types of asynchronous I/O tasks.
- SDL_
Atomic Int - A type representing an atomic integer value.
- SDL_
Atomic U32 - A type representing an atomic unsigned 32-bit value.
- SDL_
Audio Device Event - Audio device event structure (event.adevice.*)
- SDL_
Audio Format - Audio format.
- SDL_
Audio Spec - Format specifier for audio data.
- SDL_
Audio Stream - The opaque handle that represents an audio stream.
- SDL_
Bitmap Order - Bitmap pixel order, high bit -> low bit.
- SDL_
Blend Factor - The normalized factor used to multiply pixel components.
- SDL_
Blend Operation - The blend operation used when combining source and destination pixel components.
- SDL_
Camera - The opaque structure used to identify an opened SDL camera.
- SDL_
Camera Device Event - Camera device event structure (event.cdevice.*)
- SDL_
Camera Position - The position of camera in relation to system device.
- SDL_
Camera Spec - The details of an output format for a camera device.
- SDL_
Capitalization - Auto capitalization type.
- SDL_
Chroma Location - Colorspace chroma sample location.
- SDL_
Clipboard Event - An event triggered when the clipboard contents have changed (event.clipboard.*)
- SDL_
Color - A structure that represents a color as RGBA components.
- SDL_
Color Primaries - Colorspace color primaries, as described by https://www.itu.int/rec/T-REC-H.273-201612-S/en
- SDL_
Color Range - Colorspace color range, as described by https://www.itu.int/rec/R-REC-BT.2100-2-201807-I/en
- SDL_
Color Type - Colorspace color type.
- SDL_
Colorspace - Colorspace definitions.
- SDL_
Common Event - Fields shared by every event
- SDL_
Condition - A means to block multiple threads until a condition is satisfied.
- SDL_
Cursor - The structure used to identify an SDL cursor.
- SDL_
Date Format - The preferred date format of the current system locale.
- SDL_
Date Time - A structure holding a calendar date and time broken down into its components.
- SDL_
Dialog File Filter - An entry for filters for file dialogs.
- SDL_
Display Event - Display state change event data (event.display.*)
- SDL_
Display Mode - The structure that defines a display mode.
- SDL_
Display Mode Data - Internal display mode data.
- SDL_
Display Orientation - Display orientation values; the way a display is rotated.
- SDL_
Drop Event - An event used to drop text or request a file open by the system (event.drop.*)
- SDL_
Enumeration Result - Possible results from an enumeration callback.
- SDL_
Environment - A thread-safe set of environment variables
- SDL_
Event Action - The type of action to request from
SDL_PeepEvents()
. - SDL_
Event Type - The types of events that can be delivered.
- SDL_
FColor - The bits of this structure can be directly reinterpreted as a float-packed
color which uses the
SDL_PIXELFORMAT_RGBA128_FLOAT
format - SDL_
FPoint - The structure that defines a point (using floating point values).
- SDL_
FRect - A rectangle, with the origin at the upper left (using floating point values).
- SDL_
File Dialog Type - Various types of file dialogs.
- SDL_
Finger - Data about a single finger in a multitouch event.
- SDL_
Flash Operation - Window flash operation.
- SDL_
Flip Mode - The flip mode.
- SDL_
Folder - The type of the OS-provided default folder for a specific purpose.
- SDL_
GLAttr - An enumeration of OpenGL configuration attributes.
- SDL_
GLContext State - SDL_
GPUBlend Factor - Specifies a blending factor to be used when pixels in a render target are blended with existing pixels in the texture.
- SDL_
GPUBlend Op - Specifies the operator to be used when pixels in a render target are blended with existing pixels in the texture.
- SDL_
GPUBlit Info - A structure containing parameters for a blit command.
- SDL_
GPUBlit Region - A structure specifying a region of a texture used in the blit operation.
- SDL_
GPUBuffer - An opaque handle representing a buffer.
- SDL_
GPUBuffer Binding - A structure specifying parameters in a buffer binding call.
- SDL_
GPUBuffer Create Info - A structure specifying the parameters of a buffer.
- SDL_
GPUBuffer Location - A structure specifying a location in a buffer.
- SDL_
GPUBuffer Region - A structure specifying a region of a buffer.
- SDL_
GPUColor Target Blend State - A structure specifying the blend state of a color target.
- SDL_
GPUColor Target Description - A structure specifying the parameters of color targets used in a graphics pipeline.
- SDL_
GPUColor Target Info - A structure specifying the parameters of a color target used by a render pass.
- SDL_
GPUCommand Buffer - An opaque handle representing a command buffer.
- SDL_
GPUCompare Op - Specifies a comparison operator for depth, stencil and sampler operations.
- SDL_
GPUCompute Pass - An opaque handle representing a compute pass.
- SDL_
GPUCompute Pipeline - An opaque handle representing a compute pipeline.
- SDL_
GPUCompute Pipeline Create Info - A structure specifying the parameters of a compute pipeline state.
- SDL_
GPUCopy Pass - An opaque handle representing a copy pass.
- SDL_
GPUCube MapFace - Specifies the face of a cube map.
- SDL_
GPUCull Mode - Specifies the facing direction in which triangle faces will be culled.
- SDL_
GPUDepth Stencil State - A structure specifying the parameters of the graphics pipeline depth stencil state.
- SDL_
GPUDepth Stencil Target Info - A structure specifying the parameters of a depth-stencil target used by a render pass.
- SDL_
GPUDevice - An opaque handle representing the SDL_GPU context.
- SDL_
GPUFence - An opaque handle representing a fence.
- SDL_
GPUFill Mode - Specifies the fill mode of the graphics pipeline.
- SDL_
GPUFilter - Specifies a filter operation used by a sampler.
- SDL_
GPUFront Face - Specifies the vertex winding that will cause a triangle to be determined to be front-facing.
- SDL_
GPUGraphics Pipeline - An opaque handle representing a graphics pipeline.
- SDL_
GPUGraphics Pipeline Create Info - A structure specifying the parameters of a graphics pipeline state.
- SDL_
GPUGraphics Pipeline Target Info - A structure specifying the descriptions of render targets used in a graphics pipeline.
- SDL_
GPUIndex Element Size - Specifies the size of elements in an index buffer.
- SDL_
GPUIndexed Indirect Draw Command - A structure specifying the parameters of an indexed indirect draw command.
- SDL_
GPUIndirect Dispatch Command - A structure specifying the parameters of an indexed dispatch command.
- SDL_
GPUIndirect Draw Command - A structure specifying the parameters of an indirect draw command.
- SDL_
GPULoad Op - Specifies how the contents of a texture attached to a render pass are treated at the beginning of the render pass.
- SDL_
GPUMultisample State - A structure specifying the parameters of the graphics pipeline multisample state.
- SDL_
GPUPresent Mode - Specifies the timing that will be used to present swapchain textures to the OS.
- SDL_
GPUPrimitive Type - Specifies the primitive topology of a graphics pipeline.
- SDL_
GPURasterizer State - A structure specifying the parameters of the graphics pipeline rasterizer state.
- SDL_
GPURender Pass - An opaque handle representing a render pass.
- SDL_
GPUSample Count - Specifies the sample count of a texture.
- SDL_
GPUSampler - An opaque handle representing a sampler.
- SDL_
GPUSampler Address Mode - Specifies behavior of texture sampling when the coordinates exceed the 0-1 range.
- SDL_
GPUSampler Create Info - A structure specifying the parameters of a sampler.
- SDL_
GPUSampler Mipmap Mode - Specifies a mipmap mode used by a sampler.
- SDL_
GPUShader - An opaque handle representing a compiled shader object.
- SDL_
GPUShader Create Info - A structure specifying code and metadata for creating a shader object.
- SDL_
GPUShader Stage - Specifies which stage a shader program corresponds to.
- SDL_
GPUStencil Op - Specifies what happens to a stored stencil value if stencil tests fail or pass.
- SDL_
GPUStencil OpState - A structure specifying the stencil operation state of a graphics pipeline.
- SDL_
GPUStorage Buffer Read Write Binding - A structure specifying parameters related to binding buffers in a compute pass.
- SDL_
GPUStorage Texture Read Write Binding - A structure specifying parameters related to binding textures in a compute pass.
- SDL_
GPUStore Op - Specifies how the contents of a texture attached to a render pass are treated at the end of the render pass.
- SDL_
GPUSwapchain Composition - Specifies the texture format and colorspace of the swapchain textures.
- SDL_
GPUTexture - An opaque handle representing a texture.
- SDL_
GPUTexture Create Info - A structure specifying the parameters of a texture.
- SDL_
GPUTexture Format - Specifies the pixel format of a texture.
- SDL_
GPUTexture Location - A structure specifying a location in a texture.
- SDL_
GPUTexture Region - A structure specifying a region of a texture.
- SDL_
GPUTexture Sampler Binding - A structure specifying parameters in a sampler binding call.
- SDL_
GPUTexture Transfer Info - A structure specifying parameters related to transferring data to or from a texture.
- SDL_
GPUTexture Type - Specifies the type of a texture.
- SDL_
GPUTransfer Buffer - An opaque handle representing a transfer buffer.
- SDL_
GPUTransfer Buffer Create Info - A structure specifying the parameters of a transfer buffer.
- SDL_
GPUTransfer Buffer Location - A structure specifying a location in a transfer buffer.
- SDL_
GPUTransfer Buffer Usage - Specifies how a transfer buffer is intended to be used by the client.
- SDL_
GPUVertex Attribute - A structure specifying a vertex attribute.
- SDL_
GPUVertex Buffer Description - A structure specifying the parameters of vertex buffers used in a graphics pipeline.
- SDL_
GPUVertex Element Format - Specifies the format of a vertex attribute.
- SDL_
GPUVertex Input Rate - Specifies the rate at which vertex attributes are pulled from buffers.
- SDL_
GPUVertex Input State - A structure specifying the parameters of a graphics pipeline vertex input state.
- SDL_
GPUViewport - A structure specifying a viewport.
- SDL_
GUID - An
SDL_GUID
is a 128-bit identifier for an input device that identifies that device across runs of SDL programs on the same platform. - SDL_
Gamepad - The structure used to identify an SDL gamepad
- SDL_
Gamepad Axis - The list of axes available on a gamepad
- SDL_
Gamepad Axis Event - Gamepad axis motion event structure (event.gaxis.*)
- SDL_
Gamepad Binding - A mapping between one joystick input to a gamepad control.
- SDL_
Gamepad Binding Type - Types of gamepad control bindings.
- SDL_
Gamepad Binding__ Anon Union1__ Anon Struct1 - SDL_
Gamepad Binding__ Anon Union1__ Anon Struct2 - SDL_
Gamepad Binding__ Anon Union2__ Anon Struct1 - SDL_
Gamepad Button - The list of buttons available on a gamepad
- SDL_
Gamepad Button Event - Gamepad button event structure (event.gbutton.*)
- SDL_
Gamepad Button Label - The set of gamepad button labels
- SDL_
Gamepad Device Event - Gamepad device event structure (event.gdevice.*)
- SDL_
Gamepad Sensor Event - Gamepad sensor event structure (event.gsensor.*)
- SDL_
Gamepad Touchpad Event - Gamepad touchpad event structure (event.gtouchpad.*)
- SDL_
Gamepad Type - Standard gamepad types.
- SDL_
Haptic - The haptic structure used to identify an SDL haptic.
- SDL_
Haptic Condition - A structure containing a template for a Condition effect.
- SDL_
Haptic Constant - A structure containing a template for a Constant effect.
- SDL_
Haptic Custom - A structure containing a template for the
SDL_HAPTIC_CUSTOM
effect. - SDL_
Haptic Direction - Structure that represents a haptic direction.
- SDL_
Haptic Left Right - A structure containing a template for a Left/Right effect.
- SDL_
Haptic Periodic - A structure containing a template for a Periodic effect.
- SDL_
Haptic Ramp - A structure containing a template for a Ramp effect.
- SDL_
Hint Priority - An enumeration of hint priorities.
- SDL_
HitTest Result - Possible return values from the
SDL_HitTest
callback. - SDL_
IOStatus SDL_IOStream
status, set by a read or write operation.- SDL_
IOStream - The read/write operation structure.
- SDL_
IOStream Interface - The function pointers that drive an
SDL_IOStream
. - SDL_
IOWhence - Possible
whence
values forSDL_IOStream
seeking. - SDL_
Init State - A structure used for thread-safe initialization and shutdown.
- SDL_
Init Status - The current status of an
SDL_InitState
structure. - SDL_
JoyAxis Event - Joystick axis motion event structure (event.jaxis.*)
- SDL_
JoyBall Event - Joystick trackball motion event structure (event.jball.*)
- SDL_
JoyBattery Event - Joystick battery level change event structure (event.jbattery.*)
- SDL_
JoyButton Event - Joystick button event structure (event.jbutton.*)
- SDL_
JoyDevice Event - Joystick device event structure (event.jdevice.*)
- SDL_
JoyHat Event - Joystick hat position change event structure (event.jhat.*)
- SDL_
Joystick - The joystick structure used to identify an SDL joystick.
- SDL_
Joystick Connection State - Possible connection states for a joystick device.
- SDL_
Joystick Type - An enum of some common joystick types.
- SDL_
Keyboard Device Event - Keyboard device event structure (event.kdevice.*)
- SDL_
Keyboard Event - Keyboard button event structure (event.key.*)
- SDL_
Locale - A struct to provide locale data.
- SDL_
LogCategory - The predefined log categories
- SDL_
LogPriority - The predefined log priorities
- SDL_
Matrix Coefficients - Colorspace matrix coefficients.
- SDL_
Message BoxButton Data - Individual button data.
- SDL_
Message BoxColor - RGB value used in a message box color scheme
- SDL_
Message BoxColor Scheme - A set of colors to use for message box dialogs
- SDL_
Message BoxColor Type - An enumeration of indices inside the colors array of
SDL_MessageBoxColorScheme
. - SDL_
Message BoxData - MessageBox structure containing title, text, window, etc.
- SDL_
Mouse Button Event - Mouse button event structure (event.button.*)
- SDL_
Mouse Device Event - Mouse device event structure (event.mdevice.*)
- SDL_
Mouse Motion Event - Mouse motion event structure (event.motion.*)
- SDL_
Mouse Wheel Direction - Scroll direction types for the Scroll event
- SDL_
Mouse Wheel Event - Mouse wheel event structure (event.wheel.*)
- SDL_
Mutex - A means to serialize access to a resource between threads.
- SDL_
Packed Layout - Packed component layout.
- SDL_
Packed Order - Packed component order, high bit -> low bit.
- SDL_
Palette - A set of indexed colors representing a palette.
- SDL_
Path Info - Information about a path on the filesystem.
- SDL_
Path Type - Types of filesystem entries.
- SDL_
PenAxis - Pen axis indices.
- SDL_
PenAxis Event - Pressure-sensitive pen pressure / angle event structure (event.paxis.*)
- SDL_
PenButton Event - Pressure-sensitive pen button event structure (event.pbutton.*)
- SDL_
PenMotion Event - Pressure-sensitive pen motion event structure (event.pmotion.*)
- SDL_
PenProximity Event - Pressure-sensitive pen proximity event structure (event.pmotion.*)
- SDL_
PenTouch Event - Pressure-sensitive pen touched event structure (event.ptouch.*)
- SDL_
Pixel Format - Pixel format.
- SDL_
Pixel Format Details - Details about the format of a pixel.
- SDL_
Pixel Type - Pixel type.
- SDL_
Point - The structure that defines a point (using integers).
- SDL_
Power State - The basic state for the system’s power supply.
- SDL_
Process - An opaque handle representing a system process.
- SDL_
ProcessIO - Description of where standard I/O should be directed when creating a process.
- SDL_
Property Type - SDL property type
- SDL_
Quit Event - The “quit requested” event
- SDL_
RWLock - A mutex that allows read-only threads to run in parallel.
- SDL_
Rect - A rectangle, with the origin at the upper left (using integers).
- SDL_
Render Event - Renderer event structure (event.render.*)
- SDL_
Renderer - A structure representing rendering state
- SDL_
Renderer Logical Presentation - How the logical size is mapped to the output.
- SDL_
Sandbox - Application sandbox environment.
- SDL_
Scale Mode - The scaling mode.
- SDL_
Scancode - The SDL keyboard scancode representation.
- SDL_
Semaphore - A means to manage access to a resource, by count, between threads.
- SDL_
Sensor - The opaque structure used to identify an opened SDL sensor.
- SDL_
Sensor Event - Sensor event structure (event.sensor.*)
- SDL_
Sensor Type - The different sensors defined by SDL.
- SDL_
Shared Object - An opaque datatype that represents a loaded shared object.
- SDL_
Storage - An abstract interface for filesystem access.
- SDL_
Storage Interface - Function interface for
SDL_Storage
. - SDL_
Surface - A collection of pixels used in software blitting.
- SDL_
System Cursor - Cursor types for
SDL_CreateSystemCursor()
. - SDL_
System Theme - System theme.
- SDL_
Text Editing Candidates Event - Keyboard IME candidates event structure (event.edit_candidates.*)
- SDL_
Text Editing Event - Keyboard text editing event structure (event.edit.*)
- SDL_
Text Input Event - Keyboard text input event structure (event.text.*)
- SDL_
Text Input Type - Text input type.
- SDL_
Texture - An efficient driver-specific representation of pixel data
- SDL_
Texture Access - The access pattern allowed for a texture.
- SDL_
Thread - The SDL thread object.
- SDL_
Thread Priority - The SDL thread priority.
- SDL_
Thread State - The SDL thread state.
- SDL_
Time Format - The preferred time format of the current system locale.
- SDL_
Touch Device Type - An enum that describes the type of a touch device.
- SDL_
Touch Finger Event - Touch finger event structure (event.tfinger.*)
- SDL_
Transfer Characteristics - Colorspace transfer characteristics.
- SDL_
Tray - An opaque handle representing a toplevel system tray object.
- SDL_
Tray Entry - An opaque handle representing an entry on a system tray object.
- SDL_
Tray Menu - An opaque handle representing a menu/submenu on a system tray object.
- SDL_
User Event - A user-defined event type (event.user.*)
- SDL_
Vertex - Vertex structure.
- SDL_
Virtual Joystick Desc - The structure that describes a virtual joystick.
- SDL_
Virtual Joystick Sensor Desc - The structure that describes a virtual joystick sensor.
- SDL_
Virtual Joystick Touchpad Desc - The structure that describes a virtual joystick touchpad.
- SDL_
Window - The struct used as an opaque handle to a window.
- SDL_
Window Event - Window state change event data (event.window.*)
- SDL_
hid_ bus_ type - HID underlying bus types.
- SDL_
hid_ device - An opaque handle representing an open HID device.
- SDL_
hid_ device_ info - Information about a connected HID device
- SDL_
iconv_ data_ t - VkAllocation
Callbacks - (
sdl3-sys
) Enable ause-ash-*
feature to alias this tovk::AllocationCallbacks::<'static>
from theash
crate. Otherwise it’s an opaque type.The'static
lifetime is too long.ash
requires a lifetime for this, but as it’s a C ffi type there’s no way forsdl3-sys
to set the correct lifetime.
Constants§
- SDLK_0
- ‘0’
- SDLK_1
- ‘1’
- SDLK_2
- ‘2’
- SDLK_3
- ‘3’
- SDLK_4
- ‘4’
- SDLK_5
- ‘5’
- SDLK_6
- ‘6’
- SDLK_7
- ‘7’
- SDLK_8
- ‘8’
- SDLK_9
- ‘9’
- SDLK_A
- ‘a’
- SDLK_
AC_ BACK - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_BACK
) - SDLK_
AC_ BOOKMARKS - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_BOOKMARKS
) - SDLK_
AC_ CLOSE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_CLOSE
) - SDLK_
AC_ EXIT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_EXIT
) - SDLK_
AC_ FORWARD - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_FORWARD
) - SDLK_
AC_ HOME - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_HOME
) - SDLK_
AC_ NEW - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_NEW
) - SDLK_
AC_ OPEN - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_OPEN
) - SDLK_
AC_ PRINT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_PRINT
) - SDLK_
AC_ PROPERTIES - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_PROPERTIES
) - SDLK_
AC_ REFRESH - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_REFRESH
) - SDLK_
AC_ SAVE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_SAVE
) - SDLK_
AC_ SEARCH - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_SEARCH
) - SDLK_
AC_ STOP - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AC_STOP
) - SDLK_
AGAIN - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_AGAIN
) - SDLK_
ALTERASE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_ALTERASE
) - SDLK_
AMPERSAND - ‘&’
- SDLK_
APOSTROPHE - ‘'’
- SDLK_
APPLICATION - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_APPLICATION
) - SDLK_
ASTERISK - ‘*’
- SDLK_AT
- ‘@’
- SDLK_B
- ‘b’
- SDLK_
BACKSLASH - ‘\’
- SDLK_
BACKSPACE - ‘\b’
- SDLK_C
- ‘c’
- SDLK_
CALL - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_CALL
) - SDLK_
CANCEL - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_CANCEL
) - SDLK_
CAPSLOCK - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_CAPSLOCK
) - SDLK_
CARET - ‘^’
- SDLK_
CHANNEL_ DECREMENT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_CHANNEL_DECREMENT
) - SDLK_
CHANNEL_ INCREMENT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_CHANNEL_INCREMENT
) - SDLK_
CLEAR - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_CLEAR
) - SDLK_
CLEARAGAIN - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_CLEARAGAIN
) - SDLK_
COLON - ‘:’
- SDLK_
COMMA - ‘,’
- SDLK_
COPY - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_COPY
) - SDLK_
CRSEL - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_CRSEL
) - SDLK_
CURRENCYSUBUNIT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_CURRENCYSUBUNIT
) - SDLK_
CURRENCYUNIT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_CURRENCYUNIT
) - SDLK_
CUT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_CUT
) - SDLK_D
- ‘d’
- SDLK_
DBLAPOSTROPHE - ‘“’
- SDLK_
DECIMALSEPARATOR - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_DECIMALSEPARATOR
) - SDLK_
DELETE - ‘\x7F’
- SDLK_
DOLLAR - ‘$’
- SDLK_
DOWN - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_DOWN
) - SDLK_E
- ‘e’
- SDLK_
END - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_END
) - SDLK_
ENDCALL - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_ENDCALL
) - SDLK_
EQUALS - ‘=’
- SDLK_
ESCAPE - ‘\x1B’
- SDLK_
EXCLAIM - ‘!’
- SDLK_
EXECUTE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_EXECUTE
) - SDLK_
EXSEL - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_EXSEL
) - SDLK_
EXTENDED_ MASK - SDLK_F
- ‘f’
- SDLK_F1
- SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F1
) - SDLK_F2
- SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F2
) - SDLK_F3
- SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F3
) - SDLK_F4
- SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F4
) - SDLK_F5
- SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F5
) - SDLK_F6
- SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F6
) - SDLK_F7
- SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F7
) - SDLK_F8
- SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F8
) - SDLK_F9
- SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F9
) - SDLK_
F10 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F10
) - SDLK_
F11 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F11
) - SDLK_
F12 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F12
) - SDLK_
F13 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F13
) - SDLK_
F14 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F14
) - SDLK_
F15 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F15
) - SDLK_
F16 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F16
) - SDLK_
F17 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F17
) - SDLK_
F18 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F18
) - SDLK_
F19 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F19
) - SDLK_
F20 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F20
) - SDLK_
F21 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F21
) - SDLK_
F22 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F22
) - SDLK_
F23 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F23
) - SDLK_
F24 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_F24
) - SDLK_
FIND - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_FIND
) - SDLK_G
- ‘g’
- SDLK_
GRAVE - ‘`’
- SDLK_
GREATER - ‘>’
- SDLK_H
- ‘h’
- SDLK_
HASH - ‘#’
- SDLK_
HELP - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_HELP
) - SDLK_
HOME - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_HOME
) - SDLK_I
- ‘i’
- SDLK_
INSERT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_INSERT
) - SDLK_J
- ‘j’
- SDLK_K
- ‘k’
- SDLK_
KP_ 0 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_0
) - SDLK_
KP_ 00 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_00
) - SDLK_
KP_ 000 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_000
) - SDLK_
KP_ 1 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_1
) - SDLK_
KP_ 2 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_2
) - SDLK_
KP_ 3 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_3
) - SDLK_
KP_ 4 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_4
) - SDLK_
KP_ 5 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_5
) - SDLK_
KP_ 6 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_6
) - SDLK_
KP_ 7 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_7
) - SDLK_
KP_ 8 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_8
) - SDLK_
KP_ 9 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_9
) - SDLK_
KP_ A - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_A
) - SDLK_
KP_ AMPERSAND - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_AMPERSAND
) - SDLK_
KP_ AT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_AT
) - SDLK_
KP_ B - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_B
) - SDLK_
KP_ BACKSPACE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_BACKSPACE
) - SDLK_
KP_ BINARY - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_BINARY
) - SDLK_
KP_ C - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_C
) - SDLK_
KP_ CLEAR - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_CLEAR
) - SDLK_
KP_ CLEARENTRY - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_CLEARENTRY
) - SDLK_
KP_ COLON - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_COLON
) - SDLK_
KP_ COMMA - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_COMMA
) - SDLK_
KP_ D - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_D
) - SDLK_
KP_ DBLAMPERSAND - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_DBLAMPERSAND
) - SDLK_
KP_ DBLVERTICALBAR - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_DBLVERTICALBAR
) - SDLK_
KP_ DECIMAL - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_DECIMAL
) - SDLK_
KP_ DIVIDE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_DIVIDE
) - SDLK_
KP_ E - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_E
) - SDLK_
KP_ ENTER - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_ENTER
) - SDLK_
KP_ EQUALS - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_EQUALS
) - SDLK_
KP_ EQUALSA S400 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_EQUALSAS400
) - SDLK_
KP_ EXCLAM - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_EXCLAM
) - SDLK_
KP_ F - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_F
) - SDLK_
KP_ GREATER - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_GREATER
) - SDLK_
KP_ HASH - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_HASH
) - SDLK_
KP_ HEXADECIMAL - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_HEXADECIMAL
) - SDLK_
KP_ LEFTBRACE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_LEFTBRACE
) - SDLK_
KP_ LEFTPAREN - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_LEFTPAREN
) - SDLK_
KP_ LESS - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_LESS
) - SDLK_
KP_ MEMADD - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_MEMADD
) - SDLK_
KP_ MEMCLEAR - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_MEMCLEAR
) - SDLK_
KP_ MEMDIVIDE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_MEMDIVIDE
) - SDLK_
KP_ MEMMULTIPLY - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_MEMMULTIPLY
) - SDLK_
KP_ MEMRECALL - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_MEMRECALL
) - SDLK_
KP_ MEMSTORE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_MEMSTORE
) - SDLK_
KP_ MEMSUBTRACT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_MEMSUBTRACT
) - SDLK_
KP_ MINUS - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_MINUS
) - SDLK_
KP_ MULTIPLY - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_MULTIPLY
) - SDLK_
KP_ OCTAL - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_OCTAL
) - SDLK_
KP_ PERCENT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_PERCENT
) - SDLK_
KP_ PERIOD - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_PERIOD
) - SDLK_
KP_ PLUS - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_PLUS
) - SDLK_
KP_ PLUSMINUS - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_PLUSMINUS
) - SDLK_
KP_ POWER - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_POWER
) - SDLK_
KP_ RIGHTBRACE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_RIGHTBRACE
) - SDLK_
KP_ RIGHTPAREN - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_RIGHTPAREN
) - SDLK_
KP_ SPACE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_SPACE
) - SDLK_
KP_ TAB - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_TAB
) - SDLK_
KP_ VERTICALBAR - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_VERTICALBAR
) - SDLK_
KP_ XOR - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_KP_XOR
) - SDLK_L
- ‘l’
- SDLK_
LALT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_LALT
) - SDLK_
LCTRL - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_LCTRL
) - SDLK_
LEFT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_LEFT
) - SDLK_
LEFTBRACE - ‘{’
- SDLK_
LEFTBRACKET - ‘[’
- SDLK_
LEFTPAREN - ‘(’
- SDLK_
LEFT_ TAB - Extended key Left Tab
- SDLK_
LESS - ‘<’
- SDLK_
LEVE L5_ SHIFT - Extended key Level 5 Shift
- SDLK_
LGUI - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_LGUI
) - SDLK_
LHYPER - Extended key Left Hyper
- SDLK_
LMETA - Extended key Left Meta
- SDLK_
LSHIFT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_LSHIFT
) - SDLK_M
- ‘m’
- SDLK_
MEDIA_ EJECT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MEDIA_EJECT
) - SDLK_
MEDIA_ FAST_ FORWARD - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MEDIA_FAST_FORWARD
) - SDLK_
MEDIA_ NEXT_ TRACK - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MEDIA_NEXT_TRACK
) - SDLK_
MEDIA_ PAUSE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MEDIA_PAUSE
) - SDLK_
MEDIA_ PLAY - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MEDIA_PLAY
) - SDLK_
MEDIA_ PLAY_ PAUSE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MEDIA_PLAY_PAUSE
) - SDLK_
MEDIA_ PREVIOUS_ TRACK - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MEDIA_PREVIOUS_TRACK
) - SDLK_
MEDIA_ RECORD - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MEDIA_RECORD
) - SDLK_
MEDIA_ REWIND - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MEDIA_REWIND
) - SDLK_
MEDIA_ SELECT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MEDIA_SELECT
) - SDLK_
MEDIA_ STOP - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MEDIA_STOP
) - SDLK_
MENU - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MENU
) - SDLK_
MINUS - ‘-’
- SDLK_
MODE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MODE
) - SDLK_
MULTI_ KEY_ COMPOSE - Extended key Multi-key Compose
- SDLK_
MUTE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_MUTE
) - SDLK_N
- ‘n’
- SDLK_
NUMLOCKCLEAR - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_NUMLOCKCLEAR
) - SDLK_O
- ‘o’
- SDLK_
OPER - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_OPER
) - SDLK_
OUT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_OUT
) - SDLK_P
- ‘p’
- SDLK_
PAGEDOWN - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_PAGEDOWN
) - SDLK_
PAGEUP - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_PAGEUP
) - SDLK_
PASTE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_PASTE
) - SDLK_
PAUSE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_PAUSE
) - SDLK_
PERCENT - ‘%’
- SDLK_
PERIOD - ‘.’
- SDLK_
PIPE - ‘|’
- SDLK_
PLUS - ‘+’
- SDLK_
PLUSMINUS - ‘\xB1’
- SDLK_
POWER - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_POWER
) - SDLK_
PRINTSCREEN - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_PRINTSCREEN
) - SDLK_
PRIOR - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_PRIOR
) - SDLK_Q
- ‘q’
- SDLK_
QUESTION - ‘?’
- SDLK_R
- ‘r’
- SDLK_
RALT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_RALT
) - SDLK_
RCTRL - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_RCTRL
) - SDLK_
RETURN - ‘\r’
- SDLK_
RETUR N2 - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_RETURN2
) - SDLK_
RGUI - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_RGUI
) - SDLK_
RHYPER - Extended key Right Hyper
- SDLK_
RIGHT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_RIGHT
) - SDLK_
RIGHTBRACE - ‘}’
- SDLK_
RIGHTBRACKET - ‘]’
- SDLK_
RIGHTPAREN - ‘)’
- SDLK_
RMETA - Extended key Right Meta
- SDLK_
RSHIFT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_RSHIFT
) - SDLK_S
- ‘s’
- SDLK_
SCANCODE_ MASK - SDLK_
SCROLLLOCK - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_SCROLLLOCK
) - SDLK_
SELECT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_SELECT
) - SDLK_
SEMICOLON - ‘;’
- SDLK_
SEPARATOR - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_SEPARATOR
) - SDLK_
SLASH - ‘/’
- SDLK_
SLEEP - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_SLEEP
) - SDLK_
SOFTLEFT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_SOFTLEFT
) - SDLK_
SOFTRIGHT - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_SOFTRIGHT
) - SDLK_
SPACE - ’ ’
- SDLK_
STOP - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_STOP
) - SDLK_
SYSREQ - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_SYSREQ
) - SDLK_T
- ‘t’
- SDLK_
TAB - ‘\t’
- SDLK_
THOUSANDSSEPARATOR - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_THOUSANDSSEPARATOR
) - SDLK_
TILDE - ‘~’
- SDLK_U
- ‘u’
- SDLK_
UNDERSCORE - ‘_’
- SDLK_
UNDO - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_UNDO
) - SDLK_
UNKNOWN - 0
- SDLK_UP
- SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_UP
) - SDLK_V
- ‘v’
- SDLK_
VOLUMEDOWN - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_VOLUMEDOWN
) - SDLK_
VOLUMEUP - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_VOLUMEUP
) - SDLK_W
- ‘w’
- SDLK_
WAKE - SDL_SCANCODE_TO_KEYCODE(
SDL_SCANCODE_WAKE
) - SDLK_X
- ‘x’
- SDLK_Y
- ‘y’
- SDLK_Z
- ‘z’
- SDL_
ADDEVENT - Add events to the back of the queue.
- SDL_
ALPHA_ OPAQUE - A fully opaque 8-bit alpha value.
- SDL_
ALPHA_ OPAQUE_ FLOAT - A fully opaque floating point alpha value.
- SDL_
ALPHA_ TRANSPARENT - A fully transparent 8-bit alpha value.
- SDL_
ALPHA_ TRANSPARENT_ FLOAT - A fully transparent floating point alpha value.
- SDL_
APP_ CONTINUE - Value that requests that the app continue from the main callbacks.
- SDL_
APP_ FAILURE - Value that requests termination with error from the main callbacks.
- SDL_
APP_ SUCCESS - Value that requests termination with success from the main callbacks.
- SDL_
ARRAYORDER_ ABGR - SDL_
ARRAYORDER_ ARGB - SDL_
ARRAYORDER_ BGR - SDL_
ARRAYORDER_ BGRA - SDL_
ARRAYORDER_ NONE - SDL_
ARRAYORDER_ RGB - SDL_
ARRAYORDER_ RGBA - SDL_
ASSERTION_ ABORT - Terminate the program.
- SDL_
ASSERTION_ ALWAYS_ IGNORE - Ignore the assert from now on.
- SDL_
ASSERTION_ BREAK - Make the debugger trigger a breakpoint.
- SDL_
ASSERTION_ IGNORE - Ignore the assert.
- SDL_
ASSERTION_ RETRY - Retry the assert immediately.
- SDL_
ASSERT_ LEVEL - SDL_
ASYNCIO_ CANCELED - request was canceled before completing.
- SDL_
ASYNCIO_ COMPLETE - request was completed without error
- SDL_
ASYNCIO_ FAILURE - request failed for some reason; check [
SDL_GetError()
]! - SDL_
ASYNCIO_ TASK_ CLOSE - A close operation.
- SDL_
ASYNCIO_ TASK_ READ - A read operation.
- SDL_
ASYNCIO_ TASK_ WRITE - A write operation.
- SDL_
AUDIO_ DEVICE_ DEFAULT_ PLAYBACK - A value used to request a default playback audio device.
- SDL_
AUDIO_ DEVICE_ DEFAULT_ RECORDING - A value used to request a default recording audio device.
- SDL_
AUDIO_ F32 - SDL_
AUDIO_ F32BE - As above, but big-endian byte order
- SDL_
AUDIO_ F32LE - 32-bit floating point samples
- SDL_
AUDIO_ MASK_ BIG_ ENDIAN - Mask of bits in an
SDL_AudioFormat
that contain the bigendian flag. - SDL_
AUDIO_ MASK_ BITSIZE - Mask of bits in an
SDL_AudioFormat
that contains the format bit size. - SDL_
AUDIO_ MASK_ FLOAT - Mask of bits in an
SDL_AudioFormat
that contain the floating point flag. - SDL_
AUDIO_ MASK_ SIGNED - Mask of bits in an
SDL_AudioFormat
that contain the signed data flag. - SDL_
AUDIO_ S8 - Signed 8-bit samples
- SDL_
AUDIO_ S16 - SDL_
AUDIO_ S32 - SDL_
AUDIO_ S16BE - As above, but big-endian byte order
- SDL_
AUDIO_ S16LE - Signed 16-bit samples
- SDL_
AUDIO_ S32BE - As above, but big-endian byte order
- SDL_
AUDIO_ S32LE - 32-bit integer samples
- SDL_
AUDIO_ U8 - Unsigned 8-bit samples
- SDL_
AUDIO_ UNKNOWN - Unspecified audio format
- SDL_
BITMAPORDER_ 1234 - SDL_
BITMAPORDER_ 4321 - SDL_
BITMAPORDER_ NONE - SDL_
BLENDFACTOR_ DST_ ALPHA - dstA, dstA, dstA, dstA
- SDL_
BLENDFACTOR_ DST_ COLOR - dstR, dstG, dstB, dstA
- SDL_
BLENDFACTOR_ ONE - 1, 1, 1, 1
- SDL_
BLENDFACTOR_ ONE_ MINUS_ DST_ ALPHA - 1-dstA, 1-dstA, 1-dstA, 1-dstA
- SDL_
BLENDFACTOR_ ONE_ MINUS_ DST_ COLOR - 1-dstR, 1-dstG, 1-dstB, 1-dstA
- SDL_
BLENDFACTOR_ ONE_ MINUS_ SRC_ ALPHA - 1-srcA, 1-srcA, 1-srcA, 1-srcA
- SDL_
BLENDFACTOR_ ONE_ MINUS_ SRC_ COLOR - 1-srcR, 1-srcG, 1-srcB, 1-srcA
- SDL_
BLENDFACTOR_ SRC_ ALPHA - srcA, srcA, srcA, srcA
- SDL_
BLENDFACTOR_ SRC_ COLOR - srcR, srcG, srcB, srcA
- SDL_
BLENDFACTOR_ ZERO - 0, 0, 0, 0
- SDL_
BLENDMODE_ ADD - additive blending: dstRGB = (srcRGB * srcA) + dstRGB, dstA = dstA
- SDL_
BLENDMODE_ ADD_ PREMULTIPLIED - pre-multiplied additive blending: dstRGB = srcRGB + dstRGB, dstA = dstA
- SDL_
BLENDMODE_ BLEND - alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)), dstA = srcA + (dstA * (1-srcA))
- SDL_
BLENDMODE_ BLEND_ PREMULTIPLIED - pre-multiplied alpha blending: dstRGBA = srcRGBA + (dstRGBA * (1-srcA))
- SDL_
BLENDMODE_ INVALID - SDL_
BLENDMODE_ MOD - color modulate: dstRGB = srcRGB * dstRGB, dstA = dstA
- SDL_
BLENDMODE_ MUL - color multiply: dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)), dstA = dstA
- SDL_
BLENDMODE_ NONE - no blending: dstRGBA = srcRGBA
- SDL_
BLENDOPERATION_ ADD - dst + src: supported by all renderers
- SDL_
BLENDOPERATION_ MAXIMUM - max(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan
- SDL_
BLENDOPERATION_ MINIMUM - min(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan
- SDL_
BLENDOPERATION_ REV_ SUBTRACT - dst - src : supported by D3D, OpenGL, OpenGLES, and Vulkan
- SDL_
BLENDOPERATION_ SUBTRACT - src - dst : supported by D3D, OpenGL, OpenGLES, and Vulkan
- SDL_
BUTTON_ LEFT - SDL_
BUTTON_ LMASK - SDL_
BUTTON_ MIDDLE - SDL_
BUTTON_ MMASK - SDL_
BUTTON_ RIGHT - SDL_
BUTTON_ RMASK - SDL_
BUTTON_ X1 - SDL_
BUTTON_ X2 - SDL_
BUTTON_ X1MASK - SDL_
BUTTON_ X2MASK - SDL_
Begin Thread Function - SDL_
CACHELINE_ SIZE - A guess for the cacheline size used for padding.
- SDL_
CAMERA_ POSITION_ BACK_ FACING - SDL_
CAMERA_ POSITION_ FRONT_ FACING - SDL_
CAMERA_ POSITION_ UNKNOWN - SDL_
CAPITALIZE_ LETTERS - All letters will be capitalized
- SDL_
CAPITALIZE_ NONE - No auto-capitalization will be done
- SDL_
CAPITALIZE_ SENTENCES - The first letter of sentences will be capitalized
- SDL_
CAPITALIZE_ WORDS - The first letter of words will be capitalized
- SDL_
CHROMA_ LOCATION_ CENTER - In JPEG/JFIF, H.261, and MPEG-1, Cb and Cr are taken at the center of the 2x2 square. In other words, they are offset one-half pixel to the right and one-half pixel down compared to the top-left pixel.
- SDL_
CHROMA_ LOCATION_ LEFT - In MPEG-2, MPEG-4, and AVC, Cb and Cr are taken on midpoint of the left-edge of the 2x2 square. In other words, they have the same horizontal location as the top-left pixel, but is shifted one-half pixel down vertically.
- SDL_
CHROMA_ LOCATION_ NONE - RGB, no chroma sampling
- SDL_
CHROMA_ LOCATION_ TOPLEFT - In HEVC for BT.2020 and BT.2100 content (in particular on Blu-rays), Cb and Cr are sampled at the same location as the group’s top-left Y pixel (“co-sited”, “co-located”).
- SDL_
COLORSPACE_ BT601_ FULL - Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P601
- SDL_
COLORSPACE_ BT601_ LIMITED - Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P601
- SDL_
COLORSPACE_ BT709_ FULL - Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709
- SDL_
COLORSPACE_ BT709_ LIMITED - Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709
- SDL_
COLORSPACE_ BT2020_ FULL - Equivalent to DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P2020
- SDL_
COLORSPACE_ BT2020_ LIMITED - Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P2020
- SDL_
COLORSPACE_ HDR10 - Equivalent to DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020
- SDL_
COLORSPACE_ JPEG - Equivalent to DXGI_COLOR_SPACE_YCBCR_FULL_G22_NONE_P709_X601
- SDL_
COLORSPACE_ RGB_ DEFAULT - The default colorspace for RGB surfaces if no colorspace is specified
- SDL_
COLORSPACE_ SRGB - Equivalent to DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709
- SDL_
COLORSPACE_ SRGB_ LINEAR - Equivalent to DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709
- SDL_
COLORSPACE_ UNKNOWN - SDL_
COLORSPACE_ YUV_ DEFAULT - The default colorspace for YUV surfaces if no colorspace is specified
- SDL_
COLOR_ PRIMARIES_ BT601 - ITU-R BT.601-7 525, SMPTE 170M
- SDL_
COLOR_ PRIMARIES_ BT709 - ITU-R BT.709-6
- SDL_
COLOR_ PRIMARIES_ BT470BG - ITU-R BT.470-6 System B, G / ITU-R BT.601-7 625
- SDL_
COLOR_ PRIMARIES_ BT470M - ITU-R BT.470-6 System M
- SDL_
COLOR_ PRIMARIES_ BT2020 - ITU-R BT.2020-2 / ITU-R BT.2100-0
- SDL_
COLOR_ PRIMARIES_ CUSTOM - SDL_
COLOR_ PRIMARIES_ EBU3213 - EBU Tech. 3213-E
- SDL_
COLOR_ PRIMARIES_ GENERIC_ FILM - Generic film (color filters using Illuminant C)
- SDL_
COLOR_ PRIMARIES_ SMPT E240 - SMPTE 240M, functionally the same as
SDL_COLOR_PRIMARIES_BT601
- SDL_
COLOR_ PRIMARIES_ SMPT E431 - SMPTE RP 431-2
- SDL_
COLOR_ PRIMARIES_ SMPT E432 - SMPTE EG 432-1 / DCI P3
- SDL_
COLOR_ PRIMARIES_ UNKNOWN - SDL_
COLOR_ PRIMARIES_ UNSPECIFIED - SDL_
COLOR_ PRIMARIES_ XYZ - SMPTE ST 428-1
- SDL_
COLOR_ RANGE_ FULL - Full range, e.g. 0-255 for 8-bit RGB and luma, and 1-255 for 8-bit chroma
- SDL_
COLOR_ RANGE_ LIMITED - Narrow range, e.g. 16-235 for 8-bit RGB and luma, and 16-240 for 8-bit chroma
- SDL_
COLOR_ RANGE_ UNKNOWN - SDL_
COLOR_ TYPE_ RGB - SDL_
COLOR_ TYPE_ UNKNOWN - SDL_
COLOR_ TYPE_ YCBCR - SDL_
DATE_ FORMAT_ DDMMYYYY - Day/Month/Year
- SDL_
DATE_ FORMAT_ MMDDYYYY - Month/Day/Year
- SDL_
DATE_ FORMAT_ YYYYMMDD - Year/Month/Day
- SDL_
DEBUG_ TEXT_ FONT_ CHARACTER_ SIZE - The size, in pixels, of a single
SDL_RenderDebugText()
character. - SDL_
ENUM_ CONTINUE - Value that requests that enumeration continue.
- SDL_
ENUM_ FAILURE - Value that requests that enumeration stop, as a failure.
- SDL_
ENUM_ SUCCESS - Value that requests that enumeration stop, successfully.
- SDL_
EVENT_ AUDIO_ DEVICE_ ADDED - A new audio device is available
- SDL_
EVENT_ AUDIO_ DEVICE_ FORMAT_ CHANGED - An audio device’s format has been changed by the system.
- SDL_
EVENT_ AUDIO_ DEVICE_ REMOVED - An audio device has been removed.
- SDL_
EVENT_ CAMERA_ DEVICE_ ADDED - A new camera device is available
- SDL_
EVENT_ CAMERA_ DEVICE_ APPROVED - A camera device has been approved for use by the user.
- SDL_
EVENT_ CAMERA_ DEVICE_ DENIED - A camera device has been denied for use by the user.
- SDL_
EVENT_ CAMERA_ DEVICE_ REMOVED - A camera device has been removed.
- SDL_
EVENT_ CLIPBOARD_ UPDATE - The clipboard or primary selection changed
- SDL_
EVENT_ DID_ ENTER_ BACKGROUND - The application did enter the background and may not get CPU for some time. This event must be handled in a callback set with
SDL_AddEventWatch()
. Called on iOS in applicationDidEnterBackground() Called on Android in onPause() - SDL_
EVENT_ DID_ ENTER_ FOREGROUND - The application is now interactive. This event must be handled in a callback set with
SDL_AddEventWatch()
. Called on iOS in applicationDidBecomeActive() Called on Android in onResume() - SDL_
EVENT_ DISPLAY_ ADDED - Display has been added to the system
- SDL_
EVENT_ DISPLAY_ CONTENT_ SCALE_ CHANGED - Display has changed content scale
- SDL_
EVENT_ DISPLAY_ CURRENT_ MODE_ CHANGED - Display has changed current mode
- SDL_
EVENT_ DISPLAY_ DESKTOP_ MODE_ CHANGED - Display has changed desktop mode
- SDL_
EVENT_ DISPLAY_ FIRST - SDL_
EVENT_ DISPLAY_ LAST - SDL_
EVENT_ DISPLAY_ MOVED - Display has changed position
- SDL_
EVENT_ DISPLAY_ ORIENTATION - Display orientation has changed to data1
- SDL_
EVENT_ DISPLAY_ REMOVED - Display has been removed from the system
- SDL_
EVENT_ DROP_ BEGIN - A new set of drops is beginning (NULL filename)
- SDL_
EVENT_ DROP_ COMPLETE - Current set of drops is now complete (NULL filename)
- SDL_
EVENT_ DROP_ FILE - The system requests a file open
- SDL_
EVENT_ DROP_ POSITION - Position while moving over the window
- SDL_
EVENT_ DROP_ TEXT - text/plain drag-and-drop event
- SDL_
EVENT_ ENUM_ PADDING - SDL_
EVENT_ FINGER_ CANCELED - SDL_
EVENT_ FINGER_ DOWN - SDL_
EVENT_ FINGER_ MOTION - SDL_
EVENT_ FINGER_ UP - SDL_
EVENT_ FIRST - Unused (do not remove)
- SDL_
EVENT_ GAMEPAD_ ADDED - A new gamepad has been inserted into the system
- SDL_
EVENT_ GAMEPAD_ AXIS_ MOTION - Gamepad axis motion
- SDL_
EVENT_ GAMEPAD_ BUTTON_ DOWN - Gamepad button pressed
- SDL_
EVENT_ GAMEPAD_ BUTTON_ UP - Gamepad button released
- SDL_
EVENT_ GAMEPAD_ REMAPPED - The gamepad mapping was updated
- SDL_
EVENT_ GAMEPAD_ REMOVED - A gamepad has been removed
- SDL_
EVENT_ GAMEPAD_ SENSOR_ UPDATE - Gamepad sensor was updated
- SDL_
EVENT_ GAMEPAD_ STEAM_ HANDLE_ UPDATED - Gamepad Steam handle has changed
- SDL_
EVENT_ GAMEPAD_ TOUCHPAD_ DOWN - Gamepad touchpad was touched
- SDL_
EVENT_ GAMEPAD_ TOUCHPAD_ MOTION - Gamepad touchpad finger was moved
- SDL_
EVENT_ GAMEPAD_ TOUCHPAD_ UP - Gamepad touchpad finger was lifted
- SDL_
EVENT_ GAMEPAD_ UPDATE_ COMPLETE - Gamepad update is complete
- SDL_
EVENT_ JOYSTICK_ ADDED - A new joystick has been inserted into the system
- SDL_
EVENT_ JOYSTICK_ AXIS_ MOTION - Joystick axis motion
- SDL_
EVENT_ JOYSTICK_ BALL_ MOTION - Joystick trackball motion
- SDL_
EVENT_ JOYSTICK_ BATTERY_ UPDATED - Joystick battery level change
- SDL_
EVENT_ JOYSTICK_ BUTTON_ DOWN - Joystick button pressed
- SDL_
EVENT_ JOYSTICK_ BUTTON_ UP - Joystick button released
- SDL_
EVENT_ JOYSTICK_ HAT_ MOTION - Joystick hat position change
- SDL_
EVENT_ JOYSTICK_ REMOVED - An opened joystick has been removed
- SDL_
EVENT_ JOYSTICK_ UPDATE_ COMPLETE - Joystick update is complete
- SDL_
EVENT_ KEYBOARD_ ADDED - A new keyboard has been inserted into the system
- SDL_
EVENT_ KEYBOARD_ REMOVED - A keyboard has been removed
- SDL_
EVENT_ KEYMAP_ CHANGED - Keymap changed due to a system event such as an input language or keyboard layout change.
- SDL_
EVENT_ KEY_ DOWN - Key pressed
- SDL_
EVENT_ KEY_ UP - Key released
- SDL_
EVENT_ LAST - This last event is only for bounding internal arrays
- SDL_
EVENT_ LOCALE_ CHANGED - The user’s locale preferences have changed.
- SDL_
EVENT_ LOW_ MEMORY - The application is low on memory, free memory if possible. This event must be handled in a callback set with
SDL_AddEventWatch()
. Called on iOS in applicationDidReceiveMemoryWarning() Called on Android in onTrimMemory() - SDL_
EVENT_ MOUSE_ ADDED - A new mouse has been inserted into the system
- SDL_
EVENT_ MOUSE_ BUTTON_ DOWN - Mouse button pressed
- SDL_
EVENT_ MOUSE_ BUTTON_ UP - Mouse button released
- SDL_
EVENT_ MOUSE_ MOTION - Mouse moved
- SDL_
EVENT_ MOUSE_ REMOVED - A mouse has been removed
- SDL_
EVENT_ MOUSE_ WHEEL - Mouse wheel motion
- SDL_
EVENT_ PEN_ AXIS - Pressure-sensitive pen angle/pressure/etc changed
- SDL_
EVENT_ PEN_ BUTTON_ DOWN - Pressure-sensitive pen button pressed
- SDL_
EVENT_ PEN_ BUTTON_ UP - Pressure-sensitive pen button released
- SDL_
EVENT_ PEN_ DOWN - Pressure-sensitive pen touched drawing surface
- SDL_
EVENT_ PEN_ MOTION - Pressure-sensitive pen is moving on the tablet
- SDL_
EVENT_ PEN_ PROXIMITY_ IN - Pressure-sensitive pen has become available
- SDL_
EVENT_ PEN_ PROXIMITY_ OUT - Pressure-sensitive pen has become unavailable
- SDL_
EVENT_ PEN_ UP - Pressure-sensitive pen stopped touching drawing surface
- SDL_
EVENT_ POLL_ SENTINEL - Signals the end of an event poll cycle
- SDL_
EVENT_ PRIVAT E0 - SDL_
EVENT_ PRIVAT E1 - SDL_
EVENT_ PRIVAT E2 - SDL_
EVENT_ PRIVAT E3 - SDL_
EVENT_ QUIT - User-requested quit
- SDL_
EVENT_ RENDER_ DEVICE_ LOST - The device has been lost and can’t be recovered.
- SDL_
EVENT_ RENDER_ DEVICE_ RESET - The device has been reset and all textures need to be recreated
- SDL_
EVENT_ RENDER_ TARGETS_ RESET - The render targets have been reset and their contents need to be updated
- SDL_
EVENT_ SENSOR_ UPDATE - A sensor was updated
- SDL_
EVENT_ SYSTEM_ THEME_ CHANGED - The system theme changed
- SDL_
EVENT_ TERMINATING - The application is being terminated by the OS. This event must be handled in a callback set with
SDL_AddEventWatch()
. Called on iOS in applicationWillTerminate() Called on Android in onDestroy() - SDL_
EVENT_ TEXT_ EDITING - Keyboard text editing (composition)
- SDL_
EVENT_ TEXT_ EDITING_ CANDIDATES - Keyboard text editing candidates
- SDL_
EVENT_ TEXT_ INPUT - Keyboard text input
- SDL_
EVENT_ USER - Events
SDL_EVENT_USER
throughSDL_EVENT_LAST
are for your use, and should be allocated withSDL_RegisterEvents()
- SDL_
EVENT_ WILL_ ENTER_ BACKGROUND - The application is about to enter the background. This event must be handled in a callback set with
SDL_AddEventWatch()
. Called on iOS in applicationWillResignActive() Called on Android in onPause() - SDL_
EVENT_ WILL_ ENTER_ FOREGROUND - The application is about to enter the foreground. This event must be handled in a callback set with
SDL_AddEventWatch()
. Called on iOS in applicationWillEnterForeground() Called on Android in onResume() - SDL_
EVENT_ WINDOW_ CLOSE_ REQUESTED - The window manager requests that the window be closed
- SDL_
EVENT_ WINDOW_ DESTROYED - The window with the associated ID is being or has been destroyed. If this message is being handled in an event watcher, the window handle is still valid and can still be used to retrieve any properties associated with the window. Otherwise, the handle has already been destroyed and all resources associated with it are invalid
- SDL_
EVENT_ WINDOW_ DISPLAY_ CHANGED - Window has been moved to display data1
- SDL_
EVENT_ WINDOW_ DISPLAY_ SCALE_ CHANGED - Window display scale has been changed
- SDL_
EVENT_ WINDOW_ ENTER_ FULLSCREEN - The window has entered fullscreen mode
- SDL_
EVENT_ WINDOW_ EXPOSED - Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event
- SDL_
EVENT_ WINDOW_ FIRST - SDL_
EVENT_ WINDOW_ FOCUS_ GAINED - Window has gained keyboard focus
- SDL_
EVENT_ WINDOW_ FOCUS_ LOST - Window has lost keyboard focus
- SDL_
EVENT_ WINDOW_ HDR_ STATE_ CHANGED - Window HDR properties have changed
- SDL_
EVENT_ WINDOW_ HIDDEN - Window has been hidden
- SDL_
EVENT_ WINDOW_ HIT_ TEST - Window had a hit test that wasn’t
SDL_HITTEST_NORMAL
- SDL_
EVENT_ WINDOW_ ICCPROF_ CHANGED - The ICC profile of the window’s display has changed
- SDL_
EVENT_ WINDOW_ LAST - SDL_
EVENT_ WINDOW_ LEAVE_ FULLSCREEN - The window has left fullscreen mode
- SDL_
EVENT_ WINDOW_ MAXIMIZED - Window has been maximized
- SDL_
EVENT_ WINDOW_ METAL_ VIEW_ RESIZED - The pixel size of a Metal view associated with the window has changed
- SDL_
EVENT_ WINDOW_ MINIMIZED - Window has been minimized
- SDL_
EVENT_ WINDOW_ MOUSE_ ENTER - Window has gained mouse focus
- SDL_
EVENT_ WINDOW_ MOUSE_ LEAVE - Window has lost mouse focus
- SDL_
EVENT_ WINDOW_ MOVED - Window has been moved to data1, data2
- SDL_
EVENT_ WINDOW_ OCCLUDED - The window has been occluded
- SDL_
EVENT_ WINDOW_ PIXEL_ SIZE_ CHANGED - The pixel size of the window has changed to data1xdata2
- SDL_
EVENT_ WINDOW_ RESIZED - Window has been resized to data1xdata2
- SDL_
EVENT_ WINDOW_ RESTORED - Window has been restored to normal size and position
- SDL_
EVENT_ WINDOW_ SAFE_ AREA_ CHANGED - The window safe area has been changed
- SDL_
EVENT_ WINDOW_ SHOWN - Window has been shown
- SDL_
EndThread Function - SDL_
FILEDIALOG_ OPENFILE - SDL_
FILEDIALOG_ OPENFOLDER - SDL_
FILEDIALOG_ SAVEFILE - SDL_
FLASH_ BRIEFLY - Flash the window briefly to get attention
- SDL_
FLASH_ CANCEL - Cancel any window flash state
- SDL_
FLASH_ UNTIL_ FOCUSED - Flash the window until it gets focus
- SDL_
FLIP_ HORIZONTAL - flip horizontally
- SDL_
FLIP_ NONE - Do not flip
- SDL_
FLIP_ VERTICAL - flip vertically
- SDL_
FLT_ EPSILON - SDL_
FOLDER_ COUNT - Total number of types in this enum, not a folder type by itself.
- SDL_
FOLDER_ DESKTOP - The folder of files that are displayed on the desktop. Note that the existence of a desktop folder does not guarantee that the system does show icons on its desktop; certain GNU/Linux distros with a graphical environment may not have desktop icons.
- SDL_
FOLDER_ DOCUMENTS - User document files, possibly application-specific. This is a good place to save a user’s projects.
- SDL_
FOLDER_ DOWNLOADS - Standard folder for user files downloaded from the internet.
- SDL_
FOLDER_ HOME - The folder which contains all of the current user’s data, preferences, and documents. It usually contains most of the other folders. If a requested folder does not exist, the home folder can be considered a safe fallback to store a user’s documents.
- SDL_
FOLDER_ MUSIC - Music files that can be played using a standard music player (mp3, ogg…).
- SDL_
FOLDER_ PICTURES - Image files that can be displayed using a standard viewer (png, jpg…).
- SDL_
FOLDER_ PUBLICSHARE - Files that are meant to be shared with other users on the same computer.
- SDL_
FOLDER_ SAVEDGAMES - Save files for games.
- SDL_
FOLDER_ SCREENSHOTS - Application screenshots.
- SDL_
FOLDER_ TEMPLATES - Template files to be used when the user requests the desktop environment to create a new file in a certain folder, such as “New Text File.txt”. Any file in the Templates folder can be used as a starting point for a new file.
- SDL_
FOLDER_ VIDEOS - Video files that can be played using a standard video player (mp4, webm…).
- SDL_
GAMEPAD_ AXIS_ COUNT - SDL_
GAMEPAD_ AXIS_ INVALID - SDL_
GAMEPAD_ AXIS_ LEFTX - SDL_
GAMEPAD_ AXIS_ LEFTY - SDL_
GAMEPAD_ AXIS_ LEFT_ TRIGGER - SDL_
GAMEPAD_ AXIS_ RIGHTX - SDL_
GAMEPAD_ AXIS_ RIGHTY - SDL_
GAMEPAD_ AXIS_ RIGHT_ TRIGGER - SDL_
GAMEPAD_ BINDTYPE_ AXIS - SDL_
GAMEPAD_ BINDTYPE_ BUTTON - SDL_
GAMEPAD_ BINDTYPE_ HAT - SDL_
GAMEPAD_ BINDTYPE_ NONE - SDL_
GAMEPAD_ BUTTON_ BACK - SDL_
GAMEPAD_ BUTTON_ COUNT - SDL_
GAMEPAD_ BUTTON_ DPAD_ DOWN - SDL_
GAMEPAD_ BUTTON_ DPAD_ LEFT - SDL_
GAMEPAD_ BUTTON_ DPAD_ RIGHT - SDL_
GAMEPAD_ BUTTON_ DPAD_ UP - SDL_
GAMEPAD_ BUTTON_ EAST - Right face button (e.g. Xbox B button)
- SDL_
GAMEPAD_ BUTTON_ GUIDE - SDL_
GAMEPAD_ BUTTON_ INVALID - SDL_
GAMEPAD_ BUTTON_ LABEL_ A - SDL_
GAMEPAD_ BUTTON_ LABEL_ B - SDL_
GAMEPAD_ BUTTON_ LABEL_ CIRCLE - SDL_
GAMEPAD_ BUTTON_ LABEL_ CROSS - SDL_
GAMEPAD_ BUTTON_ LABEL_ SQUARE - SDL_
GAMEPAD_ BUTTON_ LABEL_ TRIANGLE - SDL_
GAMEPAD_ BUTTON_ LABEL_ UNKNOWN - SDL_
GAMEPAD_ BUTTON_ LABEL_ X - SDL_
GAMEPAD_ BUTTON_ LABEL_ Y - SDL_
GAMEPAD_ BUTTON_ LEFT_ PADDL E1 - Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3)
- SDL_
GAMEPAD_ BUTTON_ LEFT_ PADDL E2 - Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4)
- SDL_
GAMEPAD_ BUTTON_ LEFT_ SHOULDER - SDL_
GAMEPAD_ BUTTON_ LEFT_ STICK - SDL_
GAMEPAD_ BUTTON_ MISC1 - Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button)
- SDL_
GAMEPAD_ BUTTON_ MISC2 - Additional button
- SDL_
GAMEPAD_ BUTTON_ MISC3 - Additional button
- SDL_
GAMEPAD_ BUTTON_ MISC4 - Additional button
- SDL_
GAMEPAD_ BUTTON_ MISC5 - Additional button
- SDL_
GAMEPAD_ BUTTON_ MISC6 - Additional button
- SDL_
GAMEPAD_ BUTTON_ NORTH - Top face button (e.g. Xbox Y button)
- SDL_
GAMEPAD_ BUTTON_ RIGHT_ PADDL E1 - Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1)
- SDL_
GAMEPAD_ BUTTON_ RIGHT_ PADDL E2 - Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2)
- SDL_
GAMEPAD_ BUTTON_ RIGHT_ SHOULDER - SDL_
GAMEPAD_ BUTTON_ RIGHT_ STICK - SDL_
GAMEPAD_ BUTTON_ SOUTH - Bottom face button (e.g. Xbox A button)
- SDL_
GAMEPAD_ BUTTON_ START - SDL_
GAMEPAD_ BUTTON_ TOUCHPAD - PS4/PS5 touchpad button
- SDL_
GAMEPAD_ BUTTON_ WEST - Left face button (e.g. Xbox X button)
- SDL_
GAMEPAD_ TYPE_ COUNT - SDL_
GAMEPAD_ TYPE_ NINTENDO_ SWITCH_ JOYCON_ LEFT - SDL_
GAMEPAD_ TYPE_ NINTENDO_ SWITCH_ JOYCON_ PAIR - SDL_
GAMEPAD_ TYPE_ NINTENDO_ SWITCH_ JOYCON_ RIGHT - SDL_
GAMEPAD_ TYPE_ NINTENDO_ SWITCH_ PRO - SDL_
GAMEPAD_ TYPE_ PS3 - SDL_
GAMEPAD_ TYPE_ PS4 - SDL_
GAMEPAD_ TYPE_ PS5 - SDL_
GAMEPAD_ TYPE_ STANDARD - SDL_
GAMEPAD_ TYPE_ UNKNOWN - SDL_
GAMEPAD_ TYPE_ XBOX360 - SDL_
GAMEPAD_ TYPE_ XBOXONE - SDL_
GETEVENT - Retrieve/remove events from the front of the queue.
- SDL_
GLOB_ CASEINSENSITIVE - SDL_
GL_ ACCELERATED_ VISUAL - set to 1 to require hardware acceleration, set to 0 to force software rendering; defaults to allow either.
- SDL_
GL_ ACCUM_ ALPHA_ SIZE - the minimum number of bits for the alpha 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_ GREEN_ SIZE - the minimum number of bits for the green channel of the accumulation 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_ ALPHA_ SIZE - the minimum number of bits for the alpha channel of the color buffer; defaults to 0.
- SDL_
GL_ BLUE_ SIZE - the minimum number of bits for the blue channel of the color buffer; defaults to 2.
- SDL_
GL_ BUFFER_ SIZE - the minimum number of bits for frame buffer size; defaults to 0.
- SDL_
GL_ CONTEXT_ DEBUG_ FLAG - SDL_
GL_ CONTEXT_ FLAGS - some combination of 0 or more of elements of the
SDL_GLContextFlag
enumeration; defaults to 0. - SDL_
GL_ CONTEXT_ FORWARD_ COMPATIBLE_ FLAG - SDL_
GL_ CONTEXT_ MAJOR_ VERSION - OpenGL context major version.
- SDL_
GL_ CONTEXT_ MINOR_ VERSION - OpenGL context minor version.
- SDL_
GL_ CONTEXT_ NO_ ERROR - SDL_
GL_ CONTEXT_ PROFILE_ COMPATIBILITY - OpenGL Compatibility Profile context
- SDL_
GL_ CONTEXT_ PROFILE_ CORE - OpenGL Core Profile context
- SDL_
GL_ CONTEXT_ PROFILE_ ES - GLX_CONTEXT_ES2_PROFILE_BIT_EXT
- SDL_
GL_ CONTEXT_ PROFILE_ MASK - type of GL context (Core, Compatibility, ES). See
SDL_GLProfile
; default value depends on platform. - SDL_
GL_ CONTEXT_ RELEASE_ BEHAVIOR - sets context the release behavior. See
SDL_GLContextReleaseFlag
; defaults to FLUSH. - SDL_
GL_ CONTEXT_ RELEASE_ BEHAVIOR_ FLUSH - SDL_
GL_ CONTEXT_ RELEASE_ BEHAVIOR_ NONE - SDL_
GL_ CONTEXT_ RESET_ ISOLATION_ FLAG - SDL_
GL_ CONTEXT_ RESET_ LOSE_ CONTEXT - SDL_
GL_ CONTEXT_ RESET_ NOTIFICATION - set context reset notification. See
SDL_GLContextResetNotification
; defaults to NO_NOTIFICATION. - SDL_
GL_ CONTEXT_ RESET_ NO_ NOTIFICATION - SDL_
GL_ CONTEXT_ ROBUST_ ACCESS_ FLAG - SDL_
GL_ DEPTH_ SIZE - the minimum number of bits in the depth buffer; defaults to 16.
- SDL_
GL_ DOUBLEBUFFER - whether the output is single or double buffered; defaults to double buffering on.
- SDL_
GL_ EGL_ PLATFORM - SDL_
GL_ FLOATBUFFERS - SDL_
GL_ FRAMEBUFFER_ SRGB_ CAPABLE - requests sRGB capable visual; defaults to 0.
- SDL_
GL_ GREEN_ SIZE - the minimum number of bits for the green channel of the color buffer; defaults to 3.
- 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_ RED_ SIZE - the minimum number of bits for the red channel of the color buffer; defaults to 3.
- SDL_
GL_ RETAINED_ BACKING - not used (deprecated).
- SDL_
GL_ SHARE_ WITH_ CURRENT_ CONTEXT - OpenGL context sharing; defaults to 0.
- SDL_
GL_ STENCIL_ SIZE - the minimum number of bits in the stencil buffer; defaults to 0.
- SDL_
GL_ STEREO - whether the output is stereo 3D; defaults to off.
- SDL_
GPU_ BLENDFACTOR_ CONSTANT_ COLOR - blend constant
- SDL_
GPU_ BLENDFACTOR_ DST_ ALPHA - destination alpha
- SDL_
GPU_ BLENDFACTOR_ DST_ COLOR - destination color
- SDL_
GPU_ BLENDFACTOR_ INVALID - SDL_
GPU_ BLENDFACTOR_ ONE - 1
- SDL_
GPU_ BLENDFACTOR_ ONE_ MINUS_ CONSTANT_ COLOR - 1 - blend constant
- SDL_
GPU_ BLENDFACTOR_ ONE_ MINUS_ DST_ ALPHA - 1 - destination alpha
- SDL_
GPU_ BLENDFACTOR_ ONE_ MINUS_ DST_ COLOR - 1 - destination color
- SDL_
GPU_ BLENDFACTOR_ ONE_ MINUS_ SRC_ ALPHA - 1 - source alpha
- SDL_
GPU_ BLENDFACTOR_ ONE_ MINUS_ SRC_ COLOR - 1 - source color
- SDL_
GPU_ BLENDFACTOR_ SRC_ ALPHA - source alpha
- SDL_
GPU_ BLENDFACTOR_ SRC_ ALPHA_ SATURATE - min(source alpha, 1 - destination alpha)
- SDL_
GPU_ BLENDFACTOR_ SRC_ COLOR - source color
- SDL_
GPU_ BLENDFACTOR_ ZERO - 0
- SDL_
GPU_ BLENDOP_ ADD - (source * source_factor) + (destination * destination_factor)
- SDL_
GPU_ BLENDOP_ INVALID - SDL_
GPU_ BLENDOP_ MAX - max(source, destination)
- SDL_
GPU_ BLENDOP_ MIN - min(source, destination)
- SDL_
GPU_ BLENDOP_ REVERSE_ SUBTRACT - (destination * destination_factor) - (source * source_factor)
- SDL_
GPU_ BLENDOP_ SUBTRACT - (source * source_factor) - (destination * destination_factor)
- SDL_
GPU_ BUFFERUSAGE_ COMPUTE_ STORAGE_ READ - Buffer supports storage reads in the compute stage.
- SDL_
GPU_ BUFFERUSAGE_ COMPUTE_ STORAGE_ WRITE - Buffer supports storage writes in the compute stage.
- SDL_
GPU_ BUFFERUSAGE_ GRAPHICS_ STORAGE_ READ - Buffer supports storage reads in graphics stages.
- SDL_
GPU_ BUFFERUSAGE_ INDEX - Buffer is an index buffer.
- SDL_
GPU_ BUFFERUSAGE_ INDIRECT - Buffer is an indirect buffer.
- SDL_
GPU_ BUFFERUSAGE_ VERTEX - Buffer is a vertex buffer.
- SDL_
GPU_ COLORCOMPONENT_ A - the alpha component
- SDL_
GPU_ COLORCOMPONENT_ B - the blue component
- SDL_
GPU_ COLORCOMPONENT_ G - the green component
- SDL_
GPU_ COLORCOMPONENT_ R - the red component
- SDL_
GPU_ COMPAREOP_ ALWAYS - The comparison always evaluates true.
- SDL_
GPU_ COMPAREOP_ EQUAL - The comparison evaluates reference == test.
- SDL_
GPU_ COMPAREOP_ GREATER - The comparison evaluates reference > test.
- SDL_
GPU_ COMPAREOP_ GREATER_ OR_ EQUAL - The comparison evalutes reference >= test.
- SDL_
GPU_ COMPAREOP_ INVALID - SDL_
GPU_ COMPAREOP_ LESS - The comparison evaluates reference < test.
- SDL_
GPU_ COMPAREOP_ LESS_ OR_ EQUAL - The comparison evaluates reference <= test.
- SDL_
GPU_ COMPAREOP_ NEVER - The comparison always evaluates false.
- SDL_
GPU_ COMPAREOP_ NOT_ EQUAL - The comparison evaluates reference != test.
- SDL_
GPU_ CUBEMAPFACE_ NEGATIVEX - SDL_
GPU_ CUBEMAPFACE_ NEGATIVEY - SDL_
GPU_ CUBEMAPFACE_ NEGATIVEZ - SDL_
GPU_ CUBEMAPFACE_ POSITIVEX - SDL_
GPU_ CUBEMAPFACE_ POSITIVEY - SDL_
GPU_ CUBEMAPFACE_ POSITIVEZ - SDL_
GPU_ CULLMODE_ BACK - Back-facing triangles are culled.
- SDL_
GPU_ CULLMODE_ FRONT - Front-facing triangles are culled.
- SDL_
GPU_ CULLMODE_ NONE - No triangles are culled.
- SDL_
GPU_ FILLMODE_ FILL - Polygons will be rendered via rasterization.
- SDL_
GPU_ FILLMODE_ LINE - Polygon edges will be drawn as line segments.
- SDL_
GPU_ FILTER_ LINEAR - Linear filtering.
- SDL_
GPU_ FILTER_ NEAREST - Point filtering.
- SDL_
GPU_ FRONTFACE_ CLOCKWISE - A triangle with clockwise vertex winding will be considered front-facing.
- SDL_
GPU_ FRONTFACE_ COUNTER_ CLOCKWISE - A triangle with counter-clockwise vertex winding will be considered front-facing.
- SDL_
GPU_ INDEXELEMENTSIZE_ 16BIT - The index elements are 16-bit.
- SDL_
GPU_ INDEXELEMENTSIZE_ 32BIT - The index elements are 32-bit.
- SDL_
GPU_ LOADOP_ CLEAR - The contents of the texture will be cleared to a color.
- SDL_
GPU_ LOADOP_ DONT_ CARE - The previous contents of the texture need not be preserved. The contents will be undefined.
- SDL_
GPU_ LOADOP_ LOAD - The previous contents of the texture will be preserved.
- SDL_
GPU_ PRESENTMODE_ IMMEDIATE - SDL_
GPU_ PRESENTMODE_ MAILBOX - SDL_
GPU_ PRESENTMODE_ VSYNC - SDL_
GPU_ PRIMITIVETYPE_ LINELIST - A series of separate lines.
- SDL_
GPU_ PRIMITIVETYPE_ LINESTRIP - A series of connected lines.
- SDL_
GPU_ PRIMITIVETYPE_ POINTLIST - A series of separate points.
- SDL_
GPU_ PRIMITIVETYPE_ TRIANGLELIST - A series of separate triangles.
- SDL_
GPU_ PRIMITIVETYPE_ TRIANGLESTRIP - A series of connected triangles.
- SDL_
GPU_ SAMPLECOUNT_ 1 - No multisampling.
- SDL_
GPU_ SAMPLECOUNT_ 2 - MSAA 2x
- SDL_
GPU_ SAMPLECOUNT_ 4 - MSAA 4x
- SDL_
GPU_ SAMPLECOUNT_ 8 - MSAA 8x
- SDL_
GPU_ SAMPLERADDRESSMODE_ CLAMP_ TO_ EDGE - Specifies that the coordinates will clamp to the 0-1 range.
- SDL_
GPU_ SAMPLERADDRESSMODE_ MIRRORED_ REPEAT - Specifies that the coordinates will wrap around mirrored.
- SDL_
GPU_ SAMPLERADDRESSMODE_ REPEAT - Specifies that the coordinates will wrap around.
- SDL_
GPU_ SAMPLERMIPMAPMODE_ LINEAR - Linear filtering.
- SDL_
GPU_ SAMPLERMIPMAPMODE_ NEAREST - Point filtering.
- SDL_
GPU_ SHADERFORMAT_ DXBC - DXBC SM5_1 shaders for D3D12.
- SDL_
GPU_ SHADERFORMAT_ DXIL - DXIL SM6_0 shaders for D3D12.
- SDL_
GPU_ SHADERFORMAT_ INVALID - SDL_
GPU_ SHADERFORMAT_ METALLIB - Precompiled metallib shaders for Metal.
- SDL_
GPU_ SHADERFORMAT_ MSL - MSL shaders for Metal.
- SDL_
GPU_ SHADERFORMAT_ PRIVATE - Shaders for NDA’d platforms.
- SDL_
GPU_ SHADERFORMAT_ SPIRV - SPIR-V shaders for Vulkan.
- SDL_
GPU_ SHADERSTAGE_ FRAGMENT - SDL_
GPU_ SHADERSTAGE_ VERTEX - SDL_
GPU_ STENCILOP_ DECREMENT_ AND_ CLAMP - Decrements the current value and clamps to 0.
- SDL_
GPU_ STENCILOP_ DECREMENT_ AND_ WRAP - Decrements the current value and wraps to the maximum value.
- SDL_
GPU_ STENCILOP_ INCREMENT_ AND_ CLAMP - Increments the current value and clamps to the maximum value.
- SDL_
GPU_ STENCILOP_ INCREMENT_ AND_ WRAP - Increments the current value and wraps back to 0.
- SDL_
GPU_ STENCILOP_ INVALID - SDL_
GPU_ STENCILOP_ INVERT - Bitwise-inverts the current value.
- SDL_
GPU_ STENCILOP_ KEEP - Keeps the current value.
- SDL_
GPU_ STENCILOP_ REPLACE - Sets the value to reference.
- SDL_
GPU_ STENCILOP_ ZERO - Sets the value to 0.
- SDL_
GPU_ STOREOP_ DONT_ CARE - The contents generated during the render pass are not needed and may be discarded. The contents will be undefined.
- SDL_
GPU_ STOREOP_ RESOLVE - The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture may then be discarded and will be undefined.
- SDL_
GPU_ STOREOP_ RESOLVE_ AND_ STORE - The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture will be written to memory.
- SDL_
GPU_ STOREOP_ STORE - The contents generated during the render pass will be written to memory.
- SDL_
GPU_ SWAPCHAINCOMPOSITION_ HDR10_ ST2084 - SDL_
GPU_ SWAPCHAINCOMPOSITION_ HDR_ EXTENDED_ LINEAR - SDL_
GPU_ SWAPCHAINCOMPOSITION_ SDR - SDL_
GPU_ SWAPCHAINCOMPOSITION_ SDR_ LINEAR - SDL_
GPU_ TEXTUREFORMAT_ A8_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 4x4_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 4x4_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 4x4_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 5x4_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 5x4_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 5x4_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 5x5_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 5x5_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 5x5_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 6x5_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 6x5_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 6x5_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 6x6_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 6x6_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 6x6_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 8x5_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 8x5_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 8x5_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 8x6_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 8x6_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 8x6_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 8x8_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 8x8_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 8x8_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 10x5_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 10x5_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 10x5_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 10x6_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 10x6_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 10x6_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 10x8_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 10x8_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 10x8_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 10x10_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 10x10_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 10x10_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 12x10_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 12x10_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 12x10_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 12x12_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 12x12_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ ASTC_ 12x12_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ B4G4 R4A4_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ B5G5 R5A1_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ B5G6 R5_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ B8G8 R8A8_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ B8G8 R8A8_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ BC1_ RGBA_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ BC1_ RGBA_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ BC2_ RGBA_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ BC2_ RGBA_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ BC3_ RGBA_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ BC3_ RGBA_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ BC4_ R_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ BC5_ RG_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ BC6H_ RGB_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ BC6H_ RGB_ UFLOAT - SDL_
GPU_ TEXTUREFORMAT_ BC7_ RGBA_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ BC7_ RGBA_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ D16_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ D24_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ D24_ UNORM_ S8_ UINT - SDL_
GPU_ TEXTUREFORMAT_ D32_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ D32_ FLOAT_ S8_ UINT - SDL_
GPU_ TEXTUREFORMAT_ INVALID - SDL_
GPU_ TEXTUREFORMAT_ R8G8 B8A8_ INT - SDL_
GPU_ TEXTUREFORMAT_ R8G8 B8A8_ SNORM - SDL_
GPU_ TEXTUREFORMAT_ R8G8 B8A8_ UINT - SDL_
GPU_ TEXTUREFORMAT_ R8G8 B8A8_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ R8G8 B8A8_ UNORM_ SRGB - SDL_
GPU_ TEXTUREFORMAT_ R8G8_ INT - SDL_
GPU_ TEXTUREFORMAT_ R8G8_ SNORM - SDL_
GPU_ TEXTUREFORMAT_ R8G8_ UINT - SDL_
GPU_ TEXTUREFORMAT_ R8G8_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ R8_ INT - SDL_
GPU_ TEXTUREFORMAT_ R8_ SNORM - SDL_
GPU_ TEXTUREFORMAT_ R8_ UINT - SDL_
GPU_ TEXTUREFORMAT_ R8_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ R10G10 B10A2_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ R11G11 B10_ UFLOAT - SDL_
GPU_ TEXTUREFORMAT_ R16G16 B16A16_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ R16G16 B16A16_ INT - SDL_
GPU_ TEXTUREFORMAT_ R16G16 B16A16_ SNORM - SDL_
GPU_ TEXTUREFORMAT_ R16G16 B16A16_ UINT - SDL_
GPU_ TEXTUREFORMAT_ R16G16 B16A16_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ R16G16_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ R16G16_ INT - SDL_
GPU_ TEXTUREFORMAT_ R16G16_ SNORM - SDL_
GPU_ TEXTUREFORMAT_ R16G16_ UINT - SDL_
GPU_ TEXTUREFORMAT_ R16G16_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ R16_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ R16_ INT - SDL_
GPU_ TEXTUREFORMAT_ R16_ SNORM - SDL_
GPU_ TEXTUREFORMAT_ R16_ UINT - SDL_
GPU_ TEXTUREFORMAT_ R16_ UNORM - SDL_
GPU_ TEXTUREFORMAT_ R32G32 B32A32_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ R32G32 B32A32_ INT - SDL_
GPU_ TEXTUREFORMAT_ R32G32 B32A32_ UINT - SDL_
GPU_ TEXTUREFORMAT_ R32G32_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ R32G32_ INT - SDL_
GPU_ TEXTUREFORMAT_ R32G32_ UINT - SDL_
GPU_ TEXTUREFORMAT_ R32_ FLOAT - SDL_
GPU_ TEXTUREFORMAT_ R32_ INT - SDL_
GPU_ TEXTUREFORMAT_ R32_ UINT - SDL_
GPU_ TEXTURETYPE_ 2D - The texture is a 2-dimensional image.
- SDL_
GPU_ TEXTURETYPE_ 2D_ ARRAY - The texture is a 2-dimensional array image.
- SDL_
GPU_ TEXTURETYPE_ 3D - The texture is a 3-dimensional image.
- SDL_
GPU_ TEXTURETYPE_ CUBE - The texture is a cube image.
- SDL_
GPU_ TEXTURETYPE_ CUBE_ ARRAY - The texture is a cube array image.
- SDL_
GPU_ TEXTUREUSAGE_ COLOR_ TARGET - Texture is a color render target.
- SDL_
GPU_ TEXTUREUSAGE_ COMPUTE_ STORAGE_ READ - Texture supports storage reads in the compute stage.
- SDL_
GPU_ TEXTUREUSAGE_ COMPUTE_ STORAGE_ SIMULTANEOUS_ READ_ WRITE - Texture supports reads and writes in the same compute shader. This is NOT equivalent to READ | WRITE.
- SDL_
GPU_ TEXTUREUSAGE_ COMPUTE_ STORAGE_ WRITE - Texture supports storage writes in the compute stage.
- SDL_
GPU_ TEXTUREUSAGE_ DEPTH_ STENCIL_ TARGET - Texture is a depth stencil target.
- SDL_
GPU_ TEXTUREUSAGE_ GRAPHICS_ STORAGE_ READ - Texture supports storage reads in graphics stages.
- SDL_
GPU_ TEXTUREUSAGE_ SAMPLER - Texture supports sampling.
- SDL_
GPU_ TRANSFERBUFFERUSAGE_ DOWNLOAD - SDL_
GPU_ TRANSFERBUFFERUSAGE_ UPLOAD - SDL_
GPU_ VERTEXELEMENTFORMAT_ BYTE2 - SDL_
GPU_ VERTEXELEMENTFORMAT_ BYTE4 - SDL_
GPU_ VERTEXELEMENTFORMAT_ BYTE2_ NORM - SDL_
GPU_ VERTEXELEMENTFORMAT_ BYTE4_ NORM - SDL_
GPU_ VERTEXELEMENTFORMAT_ FLOAT - SDL_
GPU_ VERTEXELEMENTFORMAT_ FLOA T2 - SDL_
GPU_ VERTEXELEMENTFORMAT_ FLOA T3 - SDL_
GPU_ VERTEXELEMENTFORMAT_ FLOA T4 - SDL_
GPU_ VERTEXELEMENTFORMAT_ HALF2 - SDL_
GPU_ VERTEXELEMENTFORMAT_ HALF4 - SDL_
GPU_ VERTEXELEMENTFORMAT_ INT - SDL_
GPU_ VERTEXELEMENTFORMAT_ INT2 - SDL_
GPU_ VERTEXELEMENTFORMAT_ INT3 - SDL_
GPU_ VERTEXELEMENTFORMAT_ INT4 - SDL_
GPU_ VERTEXELEMENTFORMAT_ INVALID - SDL_
GPU_ VERTEXELEMENTFORMAT_ SHOR T2 - SDL_
GPU_ VERTEXELEMENTFORMAT_ SHOR T4 - SDL_
GPU_ VERTEXELEMENTFORMAT_ SHOR T2_ NORM - SDL_
GPU_ VERTEXELEMENTFORMAT_ SHOR T4_ NORM - SDL_
GPU_ VERTEXELEMENTFORMAT_ UBYT E2 - SDL_
GPU_ VERTEXELEMENTFORMAT_ UBYT E4 - SDL_
GPU_ VERTEXELEMENTFORMAT_ UBYT E2_ NORM - SDL_
GPU_ VERTEXELEMENTFORMAT_ UBYT E4_ NORM - SDL_
GPU_ VERTEXELEMENTFORMAT_ UINT - SDL_
GPU_ VERTEXELEMENTFORMAT_ UINT2 - SDL_
GPU_ VERTEXELEMENTFORMAT_ UINT3 - SDL_
GPU_ VERTEXELEMENTFORMAT_ UINT4 - SDL_
GPU_ VERTEXELEMENTFORMAT_ USHOR T2 - SDL_
GPU_ VERTEXELEMENTFORMAT_ USHOR T4 - SDL_
GPU_ VERTEXELEMENTFORMAT_ USHOR T2_ NORM - SDL_
GPU_ VERTEXELEMENTFORMAT_ USHOR T4_ NORM - SDL_
GPU_ VERTEXINPUTRATE_ INSTANCE - Attribute addressing is a function of the instance index.
- SDL_
GPU_ VERTEXINPUTRATE_ VERTEX - Attribute addressing is a function of the vertex index.
- SDL_
HAPTIC_ AUTOCENTER - Device can set autocenter.
- SDL_
HAPTIC_ CARTESIAN - Uses cartesian coordinates for the direction.
- SDL_
HAPTIC_ CONSTANT - Constant effect supported.
- SDL_
HAPTIC_ CUSTOM - Custom effect is supported.
- SDL_
HAPTIC_ DAMPER - Damper effect supported - uses axes velocity.
- SDL_
HAPTIC_ FRICTION - Friction effect supported - uses axes movement.
- SDL_
HAPTIC_ GAIN - Device can set global gain.
- SDL_
HAPTIC_ INERTIA - Inertia effect supported - uses axes acceleration.
- SDL_
HAPTIC_ INFINITY - Used to play a device an infinite number of times.
- SDL_
HAPTIC_ LEFTRIGHT - Left/Right effect supported.
- SDL_
HAPTIC_ PAUSE - Device can be paused.
- SDL_
HAPTIC_ POLAR - Uses polar coordinates for the direction.
- SDL_
HAPTIC_ RAMP - Ramp effect supported.
- SDL_
HAPTIC_ RESERVE D1 - Reserved for future use.
- SDL_
HAPTIC_ RESERVE D2 - Reserved for future use.
- SDL_
HAPTIC_ RESERVE D3 - Reserved for future use.
- SDL_
HAPTIC_ SAWTOOTHDOWN - Sawtoothdown wave effect supported.
- SDL_
HAPTIC_ SAWTOOTHUP - Sawtoothup wave effect supported.
- SDL_
HAPTIC_ SINE - Sine wave effect supported.
- SDL_
HAPTIC_ SPHERICAL - Uses spherical coordinates for the direction.
- SDL_
HAPTIC_ SPRING - Spring effect supported - uses axes position.
- SDL_
HAPTIC_ SQUARE - Square wave effect supported.
- SDL_
HAPTIC_ STATUS - Device can be queried for effect status.
- SDL_
HAPTIC_ STEERING_ AXIS - Use this value to play an effect on the steering wheel axis.
- SDL_
HAPTIC_ TRIANGLE - Triangle wave effect supported.
- SDL_
HAT_ CENTERED - SDL_
HAT_ DOWN - SDL_
HAT_ LEFT - SDL_
HAT_ LEFTDOWN - SDL_
HAT_ LEFTUP - SDL_
HAT_ RIGHT - SDL_
HAT_ RIGHTDOWN - SDL_
HAT_ RIGHTUP - SDL_
HAT_ UP - SDL_
HID_ API_ BUS_ BLUETOOTH - Bluetooth or Bluetooth LE bus Specifications: https://www.bluetooth.com/specifications/specs/human-interface-device-profile-1-1-1/ https://www.bluetooth.com/specifications/specs/hid-service-1-0/ https://www.bluetooth.com/specifications/specs/hid-over-gatt-profile-1-0/
- SDL_
HID_ API_ BUS_ I2C - I2C bus Specifications: https://docs.microsoft.com/previous-versions/windows/hardware/design/dn642101(v=vs.85)
- SDL_
HID_ API_ BUS_ SPI - SPI bus Specifications: https://www.microsoft.com/download/details.aspx?id=103325
- SDL_
HID_ API_ BUS_ UNKNOWN - Unknown bus type
- SDL_
HID_ API_ BUS_ USB - USB bus Specifications: https://usb.org/hid
- SDL_
HINT_ ALLOW_ ALT_ TAB_ WHILE_ GRABBED - Specify the behavior of Alt+Tab while the keyboard is grabbed.
- SDL_
HINT_ ANDROID_ ALLOW_ RECREATE_ ACTIVITY - A variable to control whether the SDL activity is allowed to be re-created.
- SDL_
HINT_ ANDROID_ BLOCK_ ON_ PAUSE - A variable to control whether the event loop will block itself when the app is paused.
- SDL_
HINT_ ANDROID_ LOW_ LATENCY_ AUDIO - A variable to control whether low latency audio should be enabled.
- SDL_
HINT_ ANDROID_ TRAP_ BACK_ BUTTON - A variable to control whether we trap the Android back button to handle it manually.
- SDL_
HINT_ APPLE_ TV_ CONTROLLER_ UI_ EVENTS - A variable controlling whether controllers used with the Apple TV generate UI events.
- SDL_
HINT_ APPLE_ TV_ REMOTE_ ALLOW_ ROTATION - A variable controlling whether the Apple TV remote’s joystick axes will automatically match the rotation of the remote.
- SDL_
HINT_ APP_ ID - A variable setting the app ID string.
- SDL_
HINT_ APP_ NAME - A variable setting the application name.
- SDL_
HINT_ ASSERT - A variable controlling response to [
SDL_assert
] failures. - SDL_
HINT_ AUDIO_ ALSA_ DEFAULT_ DEVICE - Specify the default ALSA audio device name.
- SDL_
HINT_ AUDIO_ ALSA_ DEFAULT_ PLAYBACK_ DEVICE - Specify the default ALSA audio playback device name.
- SDL_
HINT_ AUDIO_ ALSA_ DEFAULT_ RECORDING_ DEVICE - Specify the default ALSA audio recording device name.
- SDL_
HINT_ AUDIO_ CATEGORY - A variable controlling the audio category on iOS and macOS.
- SDL_
HINT_ AUDIO_ CHANNELS - A variable controlling the default audio channel count.
- SDL_
HINT_ AUDIO_ DEVICE_ APP_ ICON_ NAME - Specify an application icon name for an audio device.
- SDL_
HINT_ AUDIO_ DEVICE_ SAMPLE_ FRAMES - A variable controlling device buffer size.
- SDL_
HINT_ AUDIO_ DEVICE_ STREAM_ NAME - Specify an audio stream name for an audio device.
- SDL_
HINT_ AUDIO_ DEVICE_ STREAM_ ROLE - Specify an application role for an audio device.
- SDL_
HINT_ AUDIO_ DISK_ INPUT_ FILE - Specify the input file when recording audio using the disk audio driver.
- SDL_
HINT_ AUDIO_ DISK_ OUTPUT_ FILE - Specify the output file when playing audio using the disk audio driver.
- SDL_
HINT_ AUDIO_ DISK_ TIMESCALE - A variable controlling the audio rate when using the disk audio driver.
- SDL_
HINT_ AUDIO_ DRIVER - A variable that specifies an audio backend to use.
- SDL_
HINT_ AUDIO_ DUMMY_ TIMESCALE - A variable controlling the audio rate when using the dummy audio driver.
- SDL_
HINT_ AUDIO_ FORMAT - A variable controlling the default audio format.
- SDL_
HINT_ AUDIO_ FREQUENCY - A variable controlling the default audio frequency.
- SDL_
HINT_ AUDIO_ INCLUDE_ MONITORS - A variable that causes SDL to not ignore audio “monitors”.
- SDL_
HINT_ AUTO_ UPDATE_ JOYSTICKS - A variable controlling whether SDL updates joystick state when getting input events.
- SDL_
HINT_ AUTO_ UPDATE_ SENSORS - A variable controlling whether SDL updates sensor state when getting input events.
- SDL_
HINT_ BMP_ SAVE_ LEGACY_ FORMAT - Prevent SDL from using version 4 of the bitmap header when saving BMPs.
- SDL_
HINT_ CAMERA_ DRIVER - A variable that decides what camera backend to use.
- SDL_
HINT_ CPU_ FEATURE_ MASK - A variable that limits what CPU features are available.
- SDL_
HINT_ DEFAULT - SDL_
HINT_ DISPLAY_ USABLE_ BOUNDS - Override for [
SDL_GetDisplayUsableBounds()
]. - SDL_
HINT_ EGL_ LIBRARY - Specify the EGL library to load.
- SDL_
HINT_ EMSCRIPTEN_ ASYNCIFY - Disable giving back control to the browser automatically when running with asyncify.
- SDL_
HINT_ EMSCRIPTEN_ CANVAS_ SELECTOR - Specify the CSS selector used for the “default” window/canvas.
- SDL_
HINT_ EMSCRIPTEN_ KEYBOARD_ ELEMENT - Override the binding element for keyboard inputs for Emscripten builds.
- SDL_
HINT_ ENABLE_ SCREEN_ KEYBOARD - A variable that controls whether the on-screen keyboard should be shown when text input is active.
- SDL_
HINT_ EVDEV_ DEVICES - A variable containing a list of evdev devices to use if udev is not available.
- SDL_
HINT_ EVENT_ LOGGING - A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.
- SDL_
HINT_ FILE_ DIALOG_ DRIVER - A variable that specifies a dialog backend to use.
- SDL_
HINT_ FORCE_ RAISEWINDOW - A variable controlling whether raising the window should be done more forcefully.
- SDL_
HINT_ FRAMEBUFFER_ ACCELERATION - A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.
- SDL_
HINT_ GAMECONTROLLERCONFIG - A variable that lets you manually hint extra gamecontroller db entries.
- SDL_
HINT_ GAMECONTROLLERCONFIG_ FILE - A variable that lets you provide a file with extra gamecontroller db entries.
- SDL_
HINT_ GAMECONTROLLERTYPE - A variable that overrides the automatic controller type detection.
- SDL_
HINT_ GAMECONTROLLER_ IGNORE_ DEVICES - A variable containing a list of devices to skip when scanning for game controllers.
- SDL_
HINT_ GAMECONTROLLER_ IGNORE_ DEVICES_ EXCEPT - If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.
- SDL_
HINT_ GAMECONTROLLER_ SENSOR_ FUSION - A variable that controls whether the device’s built-in accelerometer and gyro should be used as sensors for gamepads.
- SDL_
HINT_ GDK_ TEXTINPUT_ DEFAULT_ TEXT - This variable sets the default text of the TextInput window on GDK platforms.
- SDL_
HINT_ GDK_ TEXTINPUT_ DESCRIPTION - This variable sets the description of the TextInput window on GDK platforms.
- SDL_
HINT_ GDK_ TEXTINPUT_ MAX_ LENGTH - This variable sets the maximum input length of the TextInput window on GDK platforms.
- SDL_
HINT_ GDK_ TEXTINPUT_ SCOPE - This variable sets the input scope of the TextInput window on GDK platforms.
- SDL_
HINT_ GDK_ TEXTINPUT_ TITLE - This variable sets the title of the TextInput window on GDK platforms.
- SDL_
HINT_ GPU_ DRIVER - A variable that specifies a GPU backend to use.
- SDL_
HINT_ HIDAPI_ ENUMERATE_ ONLY_ CONTROLLERS - A variable to control whether [
SDL_hid_enumerate()
] enumerates all HID devices or only controllers. - SDL_
HINT_ HIDAPI_ IGNORE_ DEVICES - A variable containing a list of devices to ignore in [
SDL_hid_enumerate()
]. - SDL_
HINT_ HIDAPI_ LIBUSB - A variable to control whether HIDAPI uses libusb for device access.
- SDL_
HINT_ HIDAPI_ LIBUSB_ WHITELIST - A variable to control whether HIDAPI uses libusb only for whitelisted devices.
- SDL_
HINT_ HIDAPI_ UDEV - A variable to control whether HIDAPI uses udev for device detection.
- SDL_
HINT_ IME_ IMPLEMENTED_ UI - A variable describing what IME UI elements the application can display.
- SDL_
HINT_ IOS_ HIDE_ HOME_ INDICATOR - A variable controlling whether the home indicator bar on iPhone X should be hidden.
- SDL_
HINT_ JOYSTICK_ ALLOW_ BACKGROUND_ EVENTS - A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.
- SDL_
HINT_ JOYSTICK_ ARCADESTICK_ DEVICES - A variable containing a list of arcade stick style controllers.
- SDL_
HINT_ JOYSTICK_ ARCADESTICK_ DEVICES_ EXCLUDED - A variable containing a list of devices that are not arcade stick style controllers.
- SDL_
HINT_ JOYSTICK_ BLACKLIST_ DEVICES - A variable containing a list of devices that should not be considered joysticks.
- SDL_
HINT_ JOYSTICK_ BLACKLIST_ DEVICES_ EXCLUDED - A variable containing a list of devices that should be considered joysticks.
- SDL_
HINT_ JOYSTICK_ DEVICE - A variable containing a comma separated list of devices to open as joysticks.
- SDL_
HINT_ JOYSTICK_ DIRECTINPUT - A variable controlling whether DirectInput should be used for controllers.
- SDL_
HINT_ JOYSTICK_ ENHANCED_ REPORTS - A variable controlling whether enhanced reports should be used for controllers when using the HIDAPI driver.
- SDL_
HINT_ JOYSTICK_ FLIGHTSTICK_ DEVICES - A variable containing a list of flightstick style controllers.
- SDL_
HINT_ JOYSTICK_ FLIGHTSTICK_ DEVICES_ EXCLUDED - A variable containing a list of devices that are not flightstick style controllers.
- SDL_
HINT_ JOYSTICK_ GAMECUBE_ DEVICES - A variable containing a list of devices known to have a GameCube form factor.
- SDL_
HINT_ JOYSTICK_ GAMECUBE_ DEVICES_ EXCLUDED - A variable containing a list of devices known not to have a GameCube form factor.
- SDL_
HINT_ JOYSTICK_ GAMEINPUT - A variable controlling whether GameInput should be used for controller handling on Windows.
- SDL_
HINT_ JOYSTICK_ HIDAPI - A variable controlling whether the HIDAPI joystick drivers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ COMBINE_ JOY_ CONS - A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ GAMECUBE - A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ GAMECUBE_ RUMBLE_ BRAKE - A variable controlling whether rumble is used to implement the GameCube controller’s 3 rumble modes, Stop(0), Rumble(1), and StopHard(2).
- SDL_
HINT_ JOYSTICK_ HIDAPI_ JOYCON_ HOME_ LED - A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ JOY_ CONS - A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ LUNA - A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ NINTENDO_ CLASSIC - A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ PS3 - A variable controlling whether the HIDAPI driver for PS3 controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ PS4 - A variable controlling whether the HIDAPI driver for PS4 controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ PS5 - A variable controlling whether the HIDAPI driver for PS5 controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ PS3_ SIXAXIS_ DRIVER - A variable controlling whether the Sony driver (sixaxis.sys) for PS3 controllers (Sixaxis/DualShock 3) should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ PS4_ REPORT_ INTERVAL - A variable controlling the update rate of the PS4 controller over Bluetooth when using the HIDAPI driver.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ PS5_ PLAYER_ LED - A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ SHIELD - A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ STADIA - A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ STEAM - A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ STEAMDECK - A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ STEAM_ HOME_ LED - A variable controlling whether the Steam button LED should be turned on when a Steam controller is opened.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ STEAM_ HORI - A variable controlling whether the HIDAPI driver for HORI licensed Steam controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ SWITCH - A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ SWITCH_ HOME_ LED - A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ SWITCH_ PLAYER_ LED - A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ VERTICAL_ JOY_ CONS - A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ WII - A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ WII_ PLAYER_ LED - A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ XBOX - A variable controlling whether the HIDAPI driver for XBox controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ XBOX_ 360 - A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ XBOX_ 360_ PLAYER_ LED - A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ XBOX_ 360_ WIRELESS - A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ XBOX_ ONE - A variable controlling whether the HIDAPI driver for XBox One controllers should be used.
- SDL_
HINT_ JOYSTICK_ HIDAPI_ XBOX_ ONE_ HOME_ LED - A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened.
- SDL_
HINT_ JOYSTICK_ IOKIT - A variable controlling whether IOKit should be used for controller handling.
- SDL_
HINT_ JOYSTICK_ LINUX_ CLASSIC - A variable controlling whether to use the classic /dev/input/js* joystick interface or the newer /dev/input/event* joystick interface on Linux.
- SDL_
HINT_ JOYSTICK_ LINUX_ DEADZONES - A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.
- SDL_
HINT_ JOYSTICK_ LINUX_ DIGITAL_ HATS - A variable controlling whether joysticks on Linux will always treat ‘hat’ axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.
- SDL_
HINT_ JOYSTICK_ LINUX_ HAT_ DEADZONES - A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.
- SDL_
HINT_ JOYSTICK_ MFI - A variable controlling whether GCController should be used for controller handling.
- SDL_
HINT_ JOYSTICK_ RAWINPUT - A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.
- SDL_
HINT_ JOYSTICK_ RAWINPUT_ CORRELATE_ XINPUT - A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.
- SDL_
HINT_ JOYSTICK_ ROG_ CHAKRAM - A variable controlling whether the ROG Chakram mice should show up as joysticks.
- SDL_
HINT_ JOYSTICK_ THREAD - A variable controlling whether a separate thread should be used for handling joystick detection and raw input messages on Windows.
- SDL_
HINT_ JOYSTICK_ THROTTLE_ DEVICES - A variable containing a list of throttle style controllers.
- SDL_
HINT_ JOYSTICK_ THROTTLE_ DEVICES_ EXCLUDED - A variable containing a list of devices that are not throttle style controllers.
- SDL_
HINT_ JOYSTICK_ WGI - A variable controlling whether Windows.Gaming.Input should be used for controller handling.
- SDL_
HINT_ JOYSTICK_ WHEEL_ DEVICES - A variable containing a list of wheel style controllers.
- SDL_
HINT_ JOYSTICK_ WHEEL_ DEVICES_ EXCLUDED - A variable containing a list of devices that are not wheel style controllers.
- SDL_
HINT_ JOYSTICK_ ZERO_ CENTERED_ DEVICES - A variable containing a list of devices known to have all axes centered at zero.
- SDL_
HINT_ KEYCODE_ OPTIONS - A variable that controls keycode representation in keyboard events.
- SDL_
HINT_ KMSDRM_ DEVICE_ INDEX - A variable that controls what KMSDRM device to use.
- SDL_
HINT_ KMSDRM_ REQUIRE_ DRM_ MASTER - A variable that controls whether SDL requires DRM master access in order to initialize the KMSDRM video backend.
- SDL_
HINT_ LOGGING - A variable controlling the default SDL log levels.
- SDL_
HINT_ MAC_ BACKGROUND_ APP - A variable controlling whether to force the application to become the foreground process when launched on macOS.
- SDL_
HINT_ MAC_ CTRL_ CLICK_ EMULATE_ RIGHT_ CLICK - A variable that determines whether Ctrl+Click should generate a right-click event on macOS.
- SDL_
HINT_ MAC_ OPENGL_ ASYNC_ DISPATCH - A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing on macOS.
- SDL_
HINT_ MAC_ OPTION_ AS_ ALT - A variable controlling whether the Option key on macOS should be remapped to act as the Alt key.
- SDL_
HINT_ MAC_ SCROLL_ MOMENTUM - A variable controlling whether [
SDL_EVENT_MOUSE_WHEEL
] event values will have momentum on macOS. - SDL_
HINT_ MAIN_ CALLBACK_ RATE - Request [
SDL_AppIterate()
] be called at a specific rate. - SDL_
HINT_ MOUSE_ AUTO_ CAPTURE - A variable controlling whether the mouse is captured while mouse buttons are pressed.
- SDL_
HINT_ MOUSE_ DEFAULT_ SYSTEM_ CURSOR - A variable setting which system cursor to use as the default cursor.
- SDL_
HINT_ MOUSE_ DOUBLE_ CLICK_ RADIUS - A variable setting the double click radius, in pixels.
- SDL_
HINT_ MOUSE_ DOUBLE_ CLICK_ TIME - A variable setting the double click time, in milliseconds.
- SDL_
HINT_ MOUSE_ EMULATE_ WARP_ WITH_ RELATIVE - A variable controlling whether warping a hidden mouse cursor will activate relative mouse mode.
- SDL_
HINT_ MOUSE_ FOCUS_ CLICKTHROUGH - Allow mouse click events when clicking to focus an SDL window.
- SDL_
HINT_ MOUSE_ NORMAL_ SPEED_ SCALE - A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode.
- SDL_
HINT_ MOUSE_ RELATIVE_ CURSOR_ VISIBLE - A variable controlling whether the hardware cursor stays visible when relative mode is active.
- SDL_
HINT_ MOUSE_ RELATIVE_ MODE_ CENTER - A variable controlling whether relative mouse mode constrains the mouse to the center of the window.
- SDL_
HINT_ MOUSE_ RELATIVE_ SPEED_ SCALE - A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode.
- SDL_
HINT_ MOUSE_ RELATIVE_ SYSTEM_ SCALE - A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.
- SDL_
HINT_ MOUSE_ RELATIVE_ WARP_ MOTION - A variable controlling whether a motion event should be generated for mouse warping in relative mode.
- SDL_
HINT_ MOUSE_ TOUCH_ EVENTS - A variable controlling whether mouse events should generate synthetic touch events.
- SDL_
HINT_ MUTE_ CONSOLE_ KEYBOARD - A variable controlling whether the keyboard should be muted on the console.
- SDL_
HINT_ NORMAL - SDL_
HINT_ NO_ SIGNAL_ HANDLERS - Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX platforms.
- SDL_
HINT_ OPENGL_ ES_ DRIVER - A variable controlling what driver to use for OpenGL ES contexts.
- SDL_
HINT_ OPENGL_ LIBRARY - Specify the OpenGL library to load.
- SDL_
HINT_ OPENVR_ LIBRARY - Mechanism to specify openvr_api library location
- SDL_
HINT_ ORIENTATIONS - A variable controlling which orientations are allowed on iOS/Android.
- SDL_
HINT_ OVERRIDE - SDL_
HINT_ PEN_ MOUSE_ EVENTS - A variable controlling whether pen events should generate synthetic mouse events.
- SDL_
HINT_ PEN_ TOUCH_ EVENTS - A variable controlling whether pen events should generate synthetic touch events.
- SDL_
HINT_ POLL_ SENTINEL - A variable controlling the use of a sentinel event when polling the event queue.
- SDL_
HINT_ PREFERRED_ LOCALES - Override for [
SDL_GetPreferredLocales()
]. - SDL_
HINT_ QUIT_ ON_ LAST_ WINDOW_ CLOSE - A variable that decides whether to send [
SDL_EVENT_QUIT
] when closing the last window. - SDL_
HINT_ RENDER_ DIREC T3D11_ DEBUG - A variable controlling whether to enable Direct3D 11+’s Debug Layer.
- SDL_
HINT_ RENDER_ DIREC T3D_ THREADSAFE - A variable controlling whether the Direct3D device is initialized for thread-safe operations.
- SDL_
HINT_ RENDER_ DRIVER - A variable specifying which render driver to use.
- SDL_
HINT_ RENDER_ GPU_ DEBUG - A variable controlling whether to create the GPU device in debug mode.
- SDL_
HINT_ RENDER_ GPU_ LOW_ POWER - A variable controlling whether to prefer a low-power GPU on multi-GPU systems.
- SDL_
HINT_ RENDER_ LINE_ METHOD - A variable controlling how the 2D render API renders lines.
- SDL_
HINT_ RENDER_ METAL_ PREFER_ LOW_ POWER_ DEVICE - A variable controlling whether the Metal render driver select low power device over default one.
- SDL_
HINT_ RENDER_ VSYNC - A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
- SDL_
HINT_ RENDER_ VULKAN_ DEBUG - A variable controlling whether to enable Vulkan Validation Layers.
- SDL_
HINT_ RETURN_ KEY_ HIDES_ IME - A variable to control whether the return key on the soft keyboard should hide the soft keyboard on Android and iOS.
- SDL_
HINT_ ROG_ GAMEPAD_ MICE - A variable containing a list of ROG gamepad capable mice.
- SDL_
HINT_ ROG_ GAMEPAD_ MICE_ EXCLUDED - A variable containing a list of devices that are not ROG gamepad capable mice.
- SDL_
HINT_ RPI_ VIDEO_ LAYER - A variable controlling which Dispmanx layer to use on a Raspberry PI.
- SDL_
HINT_ SCREENSAVER_ INHIBIT_ ACTIVITY_ NAME - Specify an “activity name” for screensaver inhibition.
- SDL_
HINT_ SHUTDOWN_ DBUS_ ON_ QUIT - A variable controlling whether SDL calls dbus_shutdown() on quit.
- SDL_
HINT_ STORAGE_ TITLE_ DRIVER - A variable that specifies a backend to use for title storage.
- SDL_
HINT_ STORAGE_ USER_ DRIVER - A variable that specifies a backend to use for user storage.
- SDL_
HINT_ THREAD_ FORCE_ REALTIME_ TIME_ CRITICAL - Specifies whether [
SDL_THREAD_PRIORITY_TIME_CRITICAL
] should be treated as realtime. - SDL_
HINT_ THREAD_ PRIORITY_ POLICY - A string specifying additional information to use with
[
SDL_SetCurrentThreadPriority
]. - SDL_
HINT_ TIMER_ RESOLUTION - A variable that controls the timer resolution, in milliseconds.
- SDL_
HINT_ TOUCH_ MOUSE_ EVENTS - A variable controlling whether touch events should generate synthetic mouse events.
- SDL_
HINT_ TRACKPAD_ IS_ TOUCH_ ONLY - A variable controlling whether trackpads should be treated as touch devices.
- SDL_
HINT_ TV_ REMOTE_ AS_ JOYSTICK - A variable controlling whether the Android / tvOS remotes should be listed as joystick devices, instead of sending keyboard events.
- SDL_
HINT_ VIDEO_ ALLOW_ SCREENSAVER - A variable controlling whether the screensaver is enabled.
- SDL_
HINT_ VIDEO_ DISPLAY_ PRIORITY - A comma separated list containing the names of the displays that SDL should sort to the front of the display list.
- SDL_
HINT_ VIDEO_ DOUBLE_ BUFFER - Tell the video driver that we only want a double buffer.
- SDL_
HINT_ VIDEO_ DRIVER - A variable that specifies a video backend to use.
- SDL_
HINT_ VIDEO_ DUMMY_ SAVE_ FRAMES - A variable controlling whether the dummy video driver saves output frames.
- SDL_
HINT_ VIDEO_ EGL_ ALLOW_ GETDISPLAY_ FALLBACK - If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay.
- SDL_
HINT_ VIDEO_ FORCE_ EGL - A variable controlling whether the OpenGL context should be created with EGL.
- SDL_
HINT_ VIDEO_ MAC_ FULLSCREEN_ MENU_ VISIBILITY - A variable that specifies the menu visibility when a window is fullscreen in Spaces on macOS.
- SDL_
HINT_ VIDEO_ MAC_ FULLSCREEN_ SPACES - A variable that specifies the policy for fullscreen Spaces on macOS.
- SDL_
HINT_ VIDEO_ MINIMIZE_ ON_ FOCUS_ LOSS - A variable controlling whether fullscreen windows are minimized when they lose focus.
- SDL_
HINT_ VIDEO_ OFFSCREEN_ SAVE_ FRAMES - A variable controlling whether the offscreen video driver saves output frames.
- SDL_
HINT_ VIDEO_ SYNC_ WINDOW_ OPERATIONS - A variable controlling whether all window operations will block until complete.
- SDL_
HINT_ VIDEO_ WAYLAND_ ALLOW_ LIBDECOR - A variable controlling whether the libdecor Wayland backend is allowed to be used.
- SDL_
HINT_ VIDEO_ WAYLAND_ MODE_ EMULATION - A variable controlling whether video mode emulation is enabled under Wayland.
- SDL_
HINT_ VIDEO_ WAYLAND_ MODE_ SCALING - A variable controlling how modes with a non-native aspect ratio are displayed under Wayland.
- SDL_
HINT_ VIDEO_ WAYLAND_ PREFER_ LIBDECOR - A variable controlling whether the libdecor Wayland backend is preferred over native decorations.
- SDL_
HINT_ VIDEO_ WAYLAND_ SCALE_ TO_ DISPLAY - A variable forcing non-DPI-aware Wayland windows to output at 1:1 scaling.
- SDL_
HINT_ VIDEO_ WIN_ D3DCOMPILER - A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries.
- SDL_
HINT_ VIDEO_ X11_ NET_ WM_ BYPASS_ COMPOSITOR - A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.
- SDL_
HINT_ VIDEO_ X11_ NET_ WM_ PING - A variable controlling whether the X11 _NET_WM_PING protocol should be supported.
- SDL_
HINT_ VIDEO_ X11_ NODIRECTCOLOR - A variable controlling whether SDL uses DirectColor visuals.
- SDL_
HINT_ VIDEO_ X11_ SCALING_ FACTOR - A variable forcing the content scaling factor for X11 displays.
- SDL_
HINT_ VIDEO_ X11_ VISUALID - A variable forcing the visual ID used for X11 display modes.
- SDL_
HINT_ VIDEO_ X11_ WINDOW_ VISUALID - A variable forcing the visual ID chosen for new X11 windows.
- SDL_
HINT_ VIDEO_ X11_ XRANDR - A variable controlling whether the X11 XRandR extension should be used.
- SDL_
HINT_ VITA_ ENABLE_ BACK_ TOUCH - A variable controlling whether touch should be enabled on the back panel of the PlayStation Vita.
- SDL_
HINT_ VITA_ ENABLE_ FRONT_ TOUCH - A variable controlling whether touch should be enabled on the front panel of the PlayStation Vita.
- SDL_
HINT_ VITA_ MODULE_ PATH - A variable controlling the module path on the PlayStation Vita.
- SDL_
HINT_ VITA_ PVR_ INIT - A variable controlling whether to perform PVR initialization on the PlayStation Vita.
- SDL_
HINT_ VITA_ PVR_ OPENGL - A variable controlling whether OpenGL should be used instead of OpenGL ES on the PlayStation Vita.
- SDL_
HINT_ VITA_ RESOLUTION - A variable overriding the resolution reported on the PlayStation Vita.
- SDL_
HINT_ VITA_ TOUCH_ MOUSE_ DEVICE - A variable controlling which touchpad should generate synthetic mouse events.
- SDL_
HINT_ VULKAN_ DISPLAY - A variable overriding the display index used in [
SDL_Vulkan_CreateSurface()
] - SDL_
HINT_ VULKAN_ LIBRARY - Specify the Vulkan library to load.
- SDL_
HINT_ WAVE_ CHUNK_ LIMIT - A variable controlling the maximum number of chunks in a WAVE file.
- SDL_
HINT_ WAVE_ FACT_ CHUNK - A variable controlling how the fact chunk affects the loading of a WAVE file.
- SDL_
HINT_ WAVE_ RIFF_ CHUNK_ SIZE - A variable controlling how the size of the RIFF chunk affects the loading of a WAVE file.
- SDL_
HINT_ WAVE_ TRUNCATION - A variable controlling how a truncated WAVE file is handled.
- SDL_
HINT_ WINDOWS_ CLOSE_ ON_ ALT_ F4 - A variable controlling whether SDL generates window-close events for Alt+F4 on Windows.
- SDL_
HINT_ WINDOWS_ ENABLE_ MENU_ MNEMONICS - A variable controlling whether menus can be opened with their keyboard shortcut (Alt+mnemonic).
- SDL_
HINT_ WINDOWS_ ENABLE_ MESSAGELOOP - A variable controlling whether the windows message loop is processed by SDL.
- SDL_
HINT_ WINDOWS_ ERASE_ BACKGROUND_ MODE - A variable controlling whether SDL will clear the window contents when the WM_ERASEBKGND message is received.
- SDL_
HINT_ WINDOWS_ FORCE_ SEMAPHORE_ KERNEL - A variable controlling whether SDL uses Kernel Semaphores on Windows.
- SDL_
HINT_ WINDOWS_ GAMEINPUT - A variable controlling whether GameInput is used for raw keyboard and mouse on Windows.
- SDL_
HINT_ WINDOWS_ INTRESOURCE_ ICON - A variable to specify custom icon resource id from RC file on Windows platform.
- SDL_
HINT_ WINDOWS_ INTRESOURCE_ ICON_ SMALL - A variable to specify custom icon resource id from RC file on Windows platform.
- SDL_
HINT_ WINDOWS_ RAW_ KEYBOARD - A variable controlling whether raw keyboard events are used on Windows.
- SDL_
HINT_ WINDOWS_ USE_ D3D9EX - A variable controlling whether SDL uses the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.
- SDL_
HINT_ WINDOW_ ACTIVATE_ WHEN_ RAISED - A variable controlling whether the window is activated when the
[
SDL_RaiseWindow
] function is called. - SDL_
HINT_ WINDOW_ ACTIVATE_ WHEN_ SHOWN - A variable controlling whether the window is activated when the
[
SDL_ShowWindow
] function is called. - SDL_
HINT_ WINDOW_ ALLOW_ TOPMOST - If set to “0” then never set the top-most flag on an SDL Window even if the application requests it.
- SDL_
HINT_ WINDOW_ FRAME_ USABLE_ WHILE_ CURSOR_ HIDDEN - A variable controlling whether the window frame and title bar are interactive when the cursor is hidden.
- SDL_
HINT_ X11_ FORCE_ OVERRIDE_ REDIRECT - A variable controlling whether X11 windows are marked as override-redirect.
- SDL_
HINT_ X11_ WINDOW_ TYPE - A variable specifying the type of an X11 window.
- SDL_
HINT_ X11_ XCB_ LIBRARY - Specify the XCB library to load for the X11 driver.
- SDL_
HINT_ XINPUT_ ENABLED - A variable controlling whether XInput should be used for controller handling.
- SDL_
HITTEST_ DRAGGABLE - Region can drag entire window.
- SDL_
HITTEST_ NORMAL - Region is normal. No special properties.
- SDL_
HITTEST_ RESIZE_ BOTTOM - Region is the resizable bottom border.
- SDL_
HITTEST_ RESIZE_ BOTTOMLEFT - Region is the resizable bottom-left corner border.
- SDL_
HITTEST_ RESIZE_ BOTTOMRIGHT - Region is the resizable bottom-right corner border.
- SDL_
HITTEST_ RESIZE_ LEFT - Region is the resizable left border.
- SDL_
HITTEST_ RESIZE_ RIGHT - Region is the resizable right border.
- SDL_
HITTEST_ RESIZE_ TOP - Region is the resizable top border.
- SDL_
HITTEST_ RESIZE_ TOPLEFT - Region is the resizable top-left corner border.
- SDL_
HITTEST_ RESIZE_ TOPRIGHT - Region is the resizable top-right corner border.
- SDL_
ICONV_ E2BIG - Output buffer was too small.
- SDL_
ICONV_ EILSEQ - Invalid input sequence was encountered.
- SDL_
ICONV_ EINVAL - Incomplete input sequence was encountered.
- SDL_
ICONV_ ERROR - Generic error. Check [
SDL_GetError()
]? - SDL_
INIT_ AUDIO SDL_INIT_AUDIO
impliesSDL_INIT_EVENTS
- SDL_
INIT_ CAMERA SDL_INIT_CAMERA
impliesSDL_INIT_EVENTS
- SDL_
INIT_ EVENTS - SDL_
INIT_ GAMEPAD SDL_INIT_GAMEPAD
impliesSDL_INIT_JOYSTICK
- SDL_
INIT_ HAPTIC - SDL_
INIT_ JOYSTICK SDL_INIT_JOYSTICK
impliesSDL_INIT_EVENTS
, should be initialized on the same thread asSDL_INIT_VIDEO
on Windows if you don’t set [SDL_HINT_JOYSTICK_THREAD
]- SDL_
INIT_ SENSOR SDL_INIT_SENSOR
impliesSDL_INIT_EVENTS
- SDL_
INIT_ STATUS_ INITIALIZED - SDL_
INIT_ STATUS_ INITIALIZING - SDL_
INIT_ STATUS_ UNINITIALIZED - SDL_
INIT_ STATUS_ UNINITIALIZING - SDL_
INIT_ VIDEO SDL_INIT_VIDEO
impliesSDL_INIT_EVENTS
, should be initialized on the main thread- SDL_
INVALID_ UNICODE_ CODEPOINT - The Unicode REPLACEMENT CHARACTER codepoint.
- SDL_
IO_ SEEK_ CUR - Seek relative to current read point
- SDL_
IO_ SEEK_ END - Seek relative to the end of data
- SDL_
IO_ SEEK_ SET - Seek from the beginning of data
- SDL_
IO_ STATUS_ EOF - End of file
- SDL_
IO_ STATUS_ ERROR - Read or write I/O error
- SDL_
IO_ STATUS_ NOT_ READY - Non blocking I/O, not ready
- SDL_
IO_ STATUS_ READONLY - Tried to write a read-only buffer
- SDL_
IO_ STATUS_ READY - Everything is ready (no errors and not EOF).
- SDL_
IO_ STATUS_ WRITEONLY - Tried to read a write-only buffer
- SDL_
JOYSTICK_ AXIS_ MAX - The largest value an SDL_Joystick’s axis can report.
- SDL_
JOYSTICK_ AXIS_ MIN - The smallest value an SDL_Joystick’s axis can report.
- SDL_
JOYSTICK_ CONNECTION_ INVALID - SDL_
JOYSTICK_ CONNECTION_ UNKNOWN - SDL_
JOYSTICK_ CONNECTION_ WIRED - SDL_
JOYSTICK_ CONNECTION_ WIRELESS - SDL_
JOYSTICK_ TYPE_ ARCADE_ PAD - SDL_
JOYSTICK_ TYPE_ ARCADE_ STICK - SDL_
JOYSTICK_ TYPE_ COUNT - SDL_
JOYSTICK_ TYPE_ DANCE_ PAD - SDL_
JOYSTICK_ TYPE_ DRUM_ KIT - SDL_
JOYSTICK_ TYPE_ FLIGHT_ STICK - SDL_
JOYSTICK_ TYPE_ GAMEPAD - SDL_
JOYSTICK_ TYPE_ GUITAR - SDL_
JOYSTICK_ TYPE_ THROTTLE - SDL_
JOYSTICK_ TYPE_ UNKNOWN - SDL_
JOYSTICK_ TYPE_ WHEEL - SDL_
KMOD_ ALT - Any Alt key is down.
- SDL_
KMOD_ CAPS - the Caps Lock key is down.
- SDL_
KMOD_ CTRL - Any Ctrl key is down.
- SDL_
KMOD_ GUI - Any GUI key is down.
- SDL_
KMOD_ LALT - the left Alt key is down.
- SDL_
KMOD_ LCTRL - the left Ctrl (Control) key is down.
- SDL_
KMOD_ LEVE L5 - the Level 5 Shift key is down.
- SDL_
KMOD_ LGUI - the left GUI key (often the Windows key) is down.
- SDL_
KMOD_ LSHIFT - the left Shift key is down.
- SDL_
KMOD_ MODE - the !AltGr key is down.
- SDL_
KMOD_ NONE - no modifier is applicable.
- SDL_
KMOD_ NUM - the Num Lock key (may be located on an extended keypad) is down.
- SDL_
KMOD_ RALT - the right Alt key is down.
- SDL_
KMOD_ RCTRL - the right Ctrl (Control) key is down.
- SDL_
KMOD_ RGUI - the right GUI key (often the Windows key) is down.
- SDL_
KMOD_ RSHIFT - the right Shift key is down.
- SDL_
KMOD_ SCROLL - the Scroll Lock key is down.
- SDL_
KMOD_ SHIFT - Any Shift key is down.
- SDL_
LOGICAL_ PRESENTATION_ DISABLED - There is no logical size in effect
- SDL_
LOGICAL_ PRESENTATION_ INTEGER_ SCALE - The rendered content is scaled up by integer multiples to fit the output resolution
- SDL_
LOGICAL_ PRESENTATION_ LETTERBOX - The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars
- SDL_
LOGICAL_ PRESENTATION_ OVERSCAN - The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds
- SDL_
LOGICAL_ PRESENTATION_ STRETCH - The rendered content is stretched to the output resolution
- SDL_
LOG_ CATEGORY_ APPLICATION - SDL_
LOG_ CATEGORY_ ASSERT - SDL_
LOG_ CATEGORY_ AUDIO - SDL_
LOG_ CATEGORY_ CUSTOM - SDL_
LOG_ CATEGORY_ ERROR - SDL_
LOG_ CATEGORY_ GPU - SDL_
LOG_ CATEGORY_ INPUT - SDL_
LOG_ CATEGORY_ RENDER - SDL_
LOG_ CATEGORY_ RESERVE D2 - SDL_
LOG_ CATEGORY_ RESERVE D3 - SDL_
LOG_ CATEGORY_ RESERVE D4 - SDL_
LOG_ CATEGORY_ RESERVE D5 - SDL_
LOG_ CATEGORY_ RESERVE D6 - SDL_
LOG_ CATEGORY_ RESERVE D7 - SDL_
LOG_ CATEGORY_ RESERVE D8 - SDL_
LOG_ CATEGORY_ RESERVE D9 - SDL_
LOG_ CATEGORY_ RESERVE D10 - SDL_
LOG_ CATEGORY_ SYSTEM - SDL_
LOG_ CATEGORY_ TEST - SDL_
LOG_ CATEGORY_ VIDEO - SDL_
LOG_ PRIORITY_ COUNT - SDL_
LOG_ PRIORITY_ CRITICAL - SDL_
LOG_ PRIORITY_ DEBUG - SDL_
LOG_ PRIORITY_ ERROR - SDL_
LOG_ PRIORITY_ INFO - SDL_
LOG_ PRIORITY_ INVALID - SDL_
LOG_ PRIORITY_ TRACE - SDL_
LOG_ PRIORITY_ VERBOSE - SDL_
LOG_ PRIORITY_ WARN - SDL_
MAJOR_ VERSION - The current major version of SDL headers.
- SDL_
MATRIX_ COEFFICIENTS_ BT601 - ITU-R BT.601-7 525
- SDL_
MATRIX_ COEFFICIENTS_ BT709 - ITU-R BT.709-6
- SDL_
MATRIX_ COEFFICIENTS_ BT470BG - ITU-R BT.470-6 System B, G / ITU-R BT.601-7 625, functionally the same as
SDL_MATRIX_COEFFICIENTS_BT601
- SDL_
MATRIX_ COEFFICIENTS_ BT2020_ CL - ITU-R BT.2020-2 constant luminance
- SDL_
MATRIX_ COEFFICIENTS_ BT2020_ NCL - ITU-R BT.2020-2 non-constant luminance
- SDL_
MATRIX_ COEFFICIENTS_ CHROMA_ DERIVED_ CL - SDL_
MATRIX_ COEFFICIENTS_ CHROMA_ DERIVED_ NCL - SDL_
MATRIX_ COEFFICIENTS_ CUSTOM - SDL_
MATRIX_ COEFFICIENTS_ FCC - US FCC Title 47
- SDL_
MATRIX_ COEFFICIENTS_ ICTCP - ITU-R BT.2100-0 ICTCP
- SDL_
MATRIX_ COEFFICIENTS_ IDENTITY - SDL_
MATRIX_ COEFFICIENTS_ SMPT E240 - SMPTE 240M
- SDL_
MATRIX_ COEFFICIENTS_ SMPT E2085 - SMPTE ST 2085
- SDL_
MATRIX_ COEFFICIENTS_ UNSPECIFIED - SDL_
MATRIX_ COEFFICIENTS_ YCGCO - SDL_
MAX_ SINT8 - SDL_
MAX_ SINT16 - SDL_
MAX_ SINT32 - SDL_
MAX_ SINT64 - SDL_
MAX_ TIME - SDL_
MAX_ UINT8 - SDL_
MAX_ UINT16 - SDL_
MAX_ UINT32 - SDL_
MAX_ UINT64 - SDL_
MESSAGEBOX_ BUTTONS_ LEFT_ TO_ RIGHT - buttons placed left to right
- SDL_
MESSAGEBOX_ BUTTONS_ RIGHT_ TO_ LEFT - buttons placed right to left
- SDL_
MESSAGEBOX_ BUTTON_ ESCAPEKEY_ DEFAULT - Marks the default button when escape is hit
- SDL_
MESSAGEBOX_ BUTTON_ RETURNKEY_ DEFAULT - Marks the default button when return is hit
- SDL_
MESSAGEBOX_ COLOR_ BACKGROUND - SDL_
MESSAGEBOX_ COLOR_ BUTTON_ BACKGROUND - SDL_
MESSAGEBOX_ COLOR_ BUTTON_ BORDER - SDL_
MESSAGEBOX_ COLOR_ BUTTON_ SELECTED - SDL_
MESSAGEBOX_ COLOR_ COUNT - Size of the colors array of
SDL_MessageBoxColorScheme
. - SDL_
MESSAGEBOX_ COLOR_ TEXT - SDL_
MESSAGEBOX_ ERROR - error dialog
- SDL_
MESSAGEBOX_ INFORMATION - informational dialog
- SDL_
MESSAGEBOX_ WARNING - warning dialog
- SDL_
MICRO_ VERSION - The current micro (or patchlevel) version of the SDL headers.
- SDL_
MINOR_ VERSION - The current minor version of the SDL headers.
- SDL_
MIN_ SINT8 - SDL_
MIN_ SINT16 - SDL_
MIN_ SINT32 - SDL_
MIN_ SINT64 - SDL_
MIN_ TIME - SDL_
MIN_ UINT8 - SDL_
MIN_ UINT16 - SDL_
MIN_ UINT32 - SDL_
MIN_ UINT64 - SDL_
MOUSEWHEEL_ FLIPPED - The scroll direction is flipped / natural
- SDL_
MOUSEWHEEL_ NORMAL - The scroll direction is normal
- SDL_
MOUSE_ TOUCHID - The
SDL_TouchID
for touch events simulated with mouse input. - SDL_
MS_ PER_ SECOND - Number of milliseconds in a second.
- SDL_
NS_ PER_ MS - Number of nanoseconds in a millisecond.
- SDL_
NS_ PER_ SECOND - Number of nanoseconds in a second.
- SDL_
NS_ PER_ US - Number of nanoseconds in a microsecond.
- 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_
ORIENTATION_ UNKNOWN - The display orientation can’t be determined
- SDL_
PACKEDLAYOUT_ 332 - SDL_
PACKEDLAYOUT_ 565 - SDL_
PACKEDLAYOUT_ 1555 - SDL_
PACKEDLAYOUT_ 4444 - SDL_
PACKEDLAYOUT_ 5551 - SDL_
PACKEDLAYOUT_ 8888 - SDL_
PACKEDLAYOUT_ 1010102 - SDL_
PACKEDLAYOUT_ 2101010 - SDL_
PACKEDLAYOUT_ NONE - SDL_
PACKEDORDER_ ABGR - SDL_
PACKEDORDER_ ARGB - SDL_
PACKEDORDER_ BGRA - SDL_
PACKEDORDER_ BGRX - SDL_
PACKEDORDER_ NONE - SDL_
PACKEDORDER_ RGBA - SDL_
PACKEDORDER_ RGBX - SDL_
PACKEDORDER_ XBGR - SDL_
PACKEDORDER_ XRGB - SDL_
PATHTYPE_ DIRECTORY - a directory
- SDL_
PATHTYPE_ FILE - a normal file
- SDL_
PATHTYPE_ NONE - path does not exist
- SDL_
PATHTYPE_ OTHER - something completely different like a device node (not a symlink, those are always followed)
- SDL_
PEEKEVENT - Check but don’t remove events from the queue front.
- SDL_
PEN_ AXIS_ COUNT - Total known pen axis types in this version of SDL. This number may grow in future releases!
- SDL_
PEN_ AXIS_ DISTANCE - Pen distance to drawing surface. Unidirectional: 0.0 to 1.0
- SDL_
PEN_ AXIS_ PRESSURE - Pen pressure. Unidirectional: 0 to 1.0
- SDL_
PEN_ AXIS_ ROTATION - Pen barrel rotation. Bidirectional: -180 to 179.9 (clockwise, 0 is facing up, -180.0 is facing down).
- SDL_
PEN_ AXIS_ SLIDER - Pen finger wheel or slider (e.g., Airbrush Pen). Unidirectional: 0 to 1.0
- SDL_
PEN_ AXIS_ TANGENTIAL_ PRESSURE - Pressure from squeezing the pen (“barrel pressure”).
- SDL_
PEN_ AXIS_ XTILT - Pen horizontal tilt angle. Bidirectional: -90.0 to 90.0 (left-to-right).
- SDL_
PEN_ AXIS_ YTILT - Pen vertical tilt angle. Bidirectional: -90.0 to 90.0 (top-to-down).
- SDL_
PEN_ INPUT_ BUTTON_ 1 - button 1 is pressed
- SDL_
PEN_ INPUT_ BUTTON_ 2 - button 2 is pressed
- SDL_
PEN_ INPUT_ BUTTON_ 3 - button 3 is pressed
- SDL_
PEN_ INPUT_ BUTTON_ 4 - button 4 is pressed
- SDL_
PEN_ INPUT_ BUTTON_ 5 - button 5 is pressed
- SDL_
PEN_ INPUT_ DOWN - pen is pressed down
- SDL_
PEN_ INPUT_ ERASER_ TIP - eraser tip is used
- SDL_
PEN_ MOUSEID - The
SDL_MouseID
for mouse events simulated with pen input. - SDL_
PEN_ TOUCHID - The
SDL_TouchID
for touch events simulated with pen input. - SDL_
PIXELFORMAT_ ABGR32 - SDL_
PIXELFORMAT_ ABGR64 - SDL_
PIXELFORMAT_ ABGR64_ FLOAT - SDL_
PIXELFORMAT_ ABGR128_ FLOAT - SDL_
PIXELFORMAT_ ABGR1555 - SDL_
PIXELFORMAT_ ABGR4444 - SDL_
PIXELFORMAT_ ABGR8888 - SDL_
PIXELFORMAT_ ABGR2101010 - SDL_
PIXELFORMAT_ ARGB32 - SDL_
PIXELFORMAT_ ARGB64 - SDL_
PIXELFORMAT_ ARGB64_ FLOAT - SDL_
PIXELFORMAT_ ARGB128_ FLOAT - SDL_
PIXELFORMAT_ ARGB1555 - SDL_
PIXELFORMAT_ ARGB4444 - SDL_
PIXELFORMAT_ ARGB8888 - SDL_
PIXELFORMAT_ ARGB2101010 - SDL_
PIXELFORMAT_ BGR24 - SDL_
PIXELFORMAT_ BGR48 - SDL_
PIXELFORMAT_ BGR48_ FLOAT - SDL_
PIXELFORMAT_ BGR96_ FLOAT - SDL_
PIXELFORMAT_ BGR565 - SDL_
PIXELFORMAT_ BGRA32 - SDL_
PIXELFORMAT_ BGRA64 - SDL_
PIXELFORMAT_ BGRA64_ FLOAT - SDL_
PIXELFORMAT_ BGRA128_ FLOAT - SDL_
PIXELFORMAT_ BGRA4444 - SDL_
PIXELFORMAT_ BGRA5551 - SDL_
PIXELFORMAT_ BGRA8888 - SDL_
PIXELFORMAT_ BGRX32 - SDL_
PIXELFORMAT_ BGRX8888 - SDL_
PIXELFORMAT_ EXTERNAL_ OES - Android video texture format
- SDL_
PIXELFORMAT_ INDE X8 - SDL_
PIXELFORMAT_ INDE X1LSB - SDL_
PIXELFORMAT_ INDE X1MSB - SDL_
PIXELFORMAT_ INDE X2LSB - SDL_
PIXELFORMAT_ INDE X2MSB - SDL_
PIXELFORMAT_ INDE X4LSB - SDL_
PIXELFORMAT_ INDE X4MSB - SDL_
PIXELFORMAT_ IYUV - Planar mode: Y + U + V (3 planes)
- SDL_
PIXELFORMAT_ NV12 - Planar mode: Y + U/V interleaved (2 planes)
- SDL_
PIXELFORMAT_ NV21 - Planar mode: Y + V/U interleaved (2 planes)
- SDL_
PIXELFORMAT_ P010 - Planar mode: Y + U/V interleaved (2 planes)
- SDL_
PIXELFORMAT_ RGB24 - SDL_
PIXELFORMAT_ RGB48 - SDL_
PIXELFORMAT_ RGB48_ FLOAT - SDL_
PIXELFORMAT_ RGB96_ FLOAT - SDL_
PIXELFORMAT_ RGB332 - SDL_
PIXELFORMAT_ RGB565 - SDL_
PIXELFORMAT_ RGBA32 - SDL_
PIXELFORMAT_ RGBA64 - SDL_
PIXELFORMAT_ RGBA64_ FLOAT - SDL_
PIXELFORMAT_ RGBA128_ FLOAT - SDL_
PIXELFORMAT_ RGBA4444 - SDL_
PIXELFORMAT_ RGBA5551 - SDL_
PIXELFORMAT_ RGBA8888 - SDL_
PIXELFORMAT_ RGBX32 - SDL_
PIXELFORMAT_ RGBX8888 - SDL_
PIXELFORMAT_ UNKNOWN - SDL_
PIXELFORMAT_ UYVY - Packed mode: U0+Y0+V0+Y1 (1 plane)
- SDL_
PIXELFORMAT_ XBGR32 - SDL_
PIXELFORMAT_ XBGR1555 - SDL_
PIXELFORMAT_ XBGR4444 - SDL_
PIXELFORMAT_ XBGR8888 - SDL_
PIXELFORMAT_ XBGR2101010 - SDL_
PIXELFORMAT_ XRGB32 - SDL_
PIXELFORMAT_ XRGB1555 - SDL_
PIXELFORMAT_ XRGB4444 - SDL_
PIXELFORMAT_ XRGB8888 - SDL_
PIXELFORMAT_ XRGB2101010 - SDL_
PIXELFORMAT_ YUY2 - Packed mode: Y0+U0+Y1+V0 (1 plane)
- SDL_
PIXELFORMAT_ YV12 - Planar mode: Y + V + U (3 planes)
- SDL_
PIXELFORMAT_ YVYU - Packed mode: Y0+V0+Y1+U0 (1 plane)
- SDL_
PIXELTYPE_ ARRAY F16 - SDL_
PIXELTYPE_ ARRAY F32 - SDL_
PIXELTYPE_ ARRAY U8 - SDL_
PIXELTYPE_ ARRAY U16 - SDL_
PIXELTYPE_ ARRAY U32 - SDL_
PIXELTYPE_ INDE X1 - SDL_
PIXELTYPE_ INDE X2 - SDL_
PIXELTYPE_ INDE X4 - SDL_
PIXELTYPE_ INDE X8 - SDL_
PIXELTYPE_ PACKE D8 - SDL_
PIXELTYPE_ PACKE D16 - SDL_
PIXELTYPE_ PACKE D32 - SDL_
PIXELTYPE_ UNKNOWN - SDL_
PI_ D - The value of Pi, as a double-precision floating point literal.
- SDL_
PI_ F - The value of Pi, as a single-precision floating point literal.
- SDL_
POWERSTATE_ CHARGED - Plugged in, battery charged
- SDL_
POWERSTATE_ CHARGING - Plugged in, charging battery
- SDL_
POWERSTATE_ ERROR - error determining power status
- SDL_
POWERSTATE_ NO_ BATTERY - Plugged in, no battery available
- SDL_
POWERSTATE_ ON_ BATTERY - Not plugged in, running on the battery
- SDL_
POWERSTATE_ UNKNOWN - cannot determine power status
- SDL_
PRILLX - SDL_
PRILL_ PREFIX - SDL_
PRIL Ld - SDL_
PRIL Lu - SDL_
PRIL Lx - SDL_
PRIX32 - SDL_
PRIX64 - SDL_
PRIs32 - SDL_
PRIs64 - SDL_
PRIu32 - SDL_
PRIu64 - SDL_
PRIx32 - SDL_
PRIx64 - SDL_
PROCESS_ STDIO_ APP - The I/O stream is connected to a new
SDL_IOStream
that the application can read or write - SDL_
PROCESS_ STDIO_ INHERITED - The I/O stream is inherited from the application.
- SDL_
PROCESS_ STDIO_ NULL - The I/O stream is ignored.
- SDL_
PROCESS_ STDIO_ REDIRECT - The I/O stream is redirected to an existing
SDL_IOStream
. - SDL_
PROPERTY_ TYPE_ BOOLEAN - SDL_
PROPERTY_ TYPE_ FLOAT - SDL_
PROPERTY_ TYPE_ INVALID - SDL_
PROPERTY_ TYPE_ NUMBER - SDL_
PROPERTY_ TYPE_ POINTER - SDL_
PROPERTY_ TYPE_ STRING - SDL_
PROP_ APP_ METADATA_ COPYRIGHT_ STRING - SDL_
PROP_ APP_ METADATA_ CREATOR_ STRING - SDL_
PROP_ APP_ METADATA_ IDENTIFIER_ STRING - SDL_
PROP_ APP_ METADATA_ NAME_ STRING - SDL_
PROP_ APP_ METADATA_ TYPE_ STRING - SDL_
PROP_ APP_ METADATA_ URL_ STRING - SDL_
PROP_ APP_ METADATA_ VERSION_ STRING - SDL_
PROP_ DISPLAY_ HDR_ ENABLED_ BOOLEAN - SDL_
PROP_ DISPLAY_ KMSDRM_ PANEL_ ORIENTATION_ NUMBER - SDL_
PROP_ FILE_ DIALOG_ ACCEPT_ STRING - SDL_
PROP_ FILE_ DIALOG_ CANCEL_ STRING - SDL_
PROP_ FILE_ DIALOG_ FILTERS_ POINTER - SDL_
PROP_ FILE_ DIALOG_ LOCATION_ STRING - SDL_
PROP_ FILE_ DIALOG_ MANY_ BOOLEAN - SDL_
PROP_ FILE_ DIALOG_ NFILTERS_ NUMBER - SDL_
PROP_ FILE_ DIALOG_ TITLE_ STRING - SDL_
PROP_ FILE_ DIALOG_ WINDOW_ POINTER - SDL_
PROP_ GAMEPAD_ CAP_ MONO_ LED_ BOOLEAN - SDL_
PROP_ GAMEPAD_ CAP_ PLAYER_ LED_ BOOLEAN - SDL_
PROP_ GAMEPAD_ CAP_ RGB_ LED_ BOOLEAN - SDL_
PROP_ GAMEPAD_ CAP_ RUMBLE_ BOOLEAN - SDL_
PROP_ GAMEPAD_ CAP_ TRIGGER_ RUMBLE_ BOOLEAN - SDL_
PROP_ GLOBAL_ VIDEO_ WAYLAND_ WL_ DISPLAY_ POINTER - The pointer to the global
wl_display
object used by the Wayland video backend. - SDL_
PROP_ GPU_ BUFFER_ CREATE_ NAME_ STRING - SDL_
PROP_ GPU_ COMPUTEPIPELINE_ CREATE_ NAME_ STRING - SDL_
PROP_ GPU_ DEVICE_ CREATE_ D3D12_ SEMANTIC_ NAME_ STRING - SDL_
PROP_ GPU_ DEVICE_ CREATE_ DEBUGMODE_ BOOLEAN - SDL_
PROP_ GPU_ DEVICE_ CREATE_ NAME_ STRING - SDL_
PROP_ GPU_ DEVICE_ CREATE_ PREFERLOWPOWER_ BOOLEAN - SDL_
PROP_ GPU_ DEVICE_ CREATE_ SHADERS_ DXBC_ BOOLEAN - SDL_
PROP_ GPU_ DEVICE_ CREATE_ SHADERS_ DXIL_ BOOLEAN - SDL_
PROP_ GPU_ DEVICE_ CREATE_ SHADERS_ METALLIB_ BOOLEAN - SDL_
PROP_ GPU_ DEVICE_ CREATE_ SHADERS_ MSL_ BOOLEAN - SDL_
PROP_ GPU_ DEVICE_ CREATE_ SHADERS_ PRIVATE_ BOOLEAN - SDL_
PROP_ GPU_ DEVICE_ CREATE_ SHADERS_ SPIRV_ BOOLEAN - SDL_
PROP_ GPU_ GRAPHICSPIPELINE_ CREATE_ NAME_ STRING - SDL_
PROP_ GPU_ SAMPLER_ CREATE_ NAME_ STRING - SDL_
PROP_ GPU_ SHADER_ CREATE_ NAME_ STRING - SDL_
PROP_ GPU_ TEXTURE_ CREATE_ D3D12_ CLEAR_ A_ FLOAT - SDL_
PROP_ GPU_ TEXTURE_ CREATE_ D3D12_ CLEAR_ B_ FLOAT - SDL_
PROP_ GPU_ TEXTURE_ CREATE_ D3D12_ CLEAR_ DEPTH_ FLOAT - SDL_
PROP_ GPU_ TEXTURE_ CREATE_ D3D12_ CLEAR_ G_ FLOAT - SDL_
PROP_ GPU_ TEXTURE_ CREATE_ D3D12_ CLEAR_ R_ FLOAT - SDL_
PROP_ GPU_ TEXTURE_ CREATE_ D3D12_ CLEAR_ STENCIL_ UINT8 - SDL_
PROP_ GPU_ TEXTURE_ CREATE_ NAME_ STRING - SDL_
PROP_ GPU_ TRANSFERBUFFER_ CREATE_ NAME_ STRING - SDL_
PROP_ IOSTREAM_ ANDROID_ AASSET_ POINTER - SDL_
PROP_ IOSTREAM_ DYNAMIC_ CHUNKSIZE_ NUMBER - SDL_
PROP_ IOSTREAM_ DYNAMIC_ MEMORY_ POINTER - SDL_
PROP_ IOSTREAM_ FILE_ DESCRIPTOR_ NUMBER - SDL_
PROP_ IOSTREAM_ MEMORY_ POINTER - SDL_
PROP_ IOSTREAM_ MEMORY_ SIZE_ NUMBER - SDL_
PROP_ IOSTREAM_ STDIO_ FILE_ POINTER - SDL_
PROP_ IOSTREAM_ WINDOWS_ HANDLE_ POINTER - SDL_
PROP_ JOYSTICK_ CAP_ MONO_ LED_ BOOLEAN - SDL_
PROP_ JOYSTICK_ CAP_ PLAYER_ LED_ BOOLEAN - SDL_
PROP_ JOYSTICK_ CAP_ RGB_ LED_ BOOLEAN - SDL_
PROP_ JOYSTICK_ CAP_ RUMBLE_ BOOLEAN - SDL_
PROP_ JOYSTICK_ CAP_ TRIGGER_ RUMBLE_ BOOLEAN - SDL_
PROP_ PROCESS_ BACKGROUND_ BOOLEAN - SDL_
PROP_ PROCESS_ CREATE_ ARGS_ POINTER - SDL_
PROP_ PROCESS_ CREATE_ BACKGROUND_ BOOLEAN - SDL_
PROP_ PROCESS_ CREATE_ ENVIRONMENT_ POINTER - SDL_
PROP_ PROCESS_ CREATE_ STDERR_ NUMBER - SDL_
PROP_ PROCESS_ CREATE_ STDERR_ POINTER - SDL_
PROP_ PROCESS_ CREATE_ STDERR_ TO_ STDOUT_ BOOLEAN - SDL_
PROP_ PROCESS_ CREATE_ STDIN_ NUMBER - SDL_
PROP_ PROCESS_ CREATE_ STDIN_ POINTER - SDL_
PROP_ PROCESS_ CREATE_ STDOUT_ NUMBER - SDL_
PROP_ PROCESS_ CREATE_ STDOUT_ POINTER - SDL_
PROP_ PROCESS_ PID_ NUMBER - SDL_
PROP_ PROCESS_ STDERR_ POINTER - SDL_
PROP_ PROCESS_ STDIN_ POINTER - SDL_
PROP_ PROCESS_ STDOUT_ POINTER - SDL_
PROP_ RENDERER_ CREATE_ NAME_ STRING - SDL_
PROP_ RENDERER_ CREATE_ OUTPUT_ COLORSPACE_ NUMBER - SDL_
PROP_ RENDERER_ CREATE_ PRESENT_ VSYNC_ NUMBER - SDL_
PROP_ RENDERER_ CREATE_ SURFACE_ POINTER - SDL_
PROP_ RENDERER_ CREATE_ VULKAN_ DEVICE_ POINTER - SDL_
PROP_ RENDERER_ CREATE_ VULKAN_ GRAPHICS_ QUEUE_ FAMILY_ INDEX_ NUMBER - SDL_
PROP_ RENDERER_ CREATE_ VULKAN_ INSTANCE_ POINTER - SDL_
PROP_ RENDERER_ CREATE_ VULKAN_ PHYSICAL_ DEVICE_ POINTER - SDL_
PROP_ RENDERER_ CREATE_ VULKAN_ PRESENT_ QUEUE_ FAMILY_ INDEX_ NUMBER - SDL_
PROP_ RENDERER_ CREATE_ VULKAN_ SURFACE_ NUMBER - SDL_
PROP_ RENDERER_ CREATE_ WINDOW_ POINTER - SDL_
PROP_ RENDERER_ D3D9_ DEVICE_ POINTER - SDL_
PROP_ RENDERER_ D3D11_ DEVICE_ POINTER - SDL_
PROP_ RENDERER_ D3D11_ SWAPCHAIN_ POINTER - SDL_
PROP_ RENDERER_ D3D12_ COMMAND_ QUEUE_ POINTER - SDL_
PROP_ RENDERER_ D3D12_ DEVICE_ POINTER - SDL_
PROP_ RENDERER_ D3D12_ SWAPCHAIN_ POINTER - SDL_
PROP_ RENDERER_ GPU_ DEVICE_ POINTER - SDL_
PROP_ RENDERER_ HDR_ ENABLED_ BOOLEAN - SDL_
PROP_ RENDERER_ HDR_ HEADROOM_ FLOAT - SDL_
PROP_ RENDERER_ MAX_ TEXTURE_ SIZE_ NUMBER - SDL_
PROP_ RENDERER_ NAME_ STRING - SDL_
PROP_ RENDERER_ OUTPUT_ COLORSPACE_ NUMBER - SDL_
PROP_ RENDERER_ SDR_ WHITE_ POINT_ FLOAT - SDL_
PROP_ RENDERER_ SURFACE_ POINTER - SDL_
PROP_ RENDERER_ TEXTURE_ FORMATS_ POINTER - SDL_
PROP_ RENDERER_ VSYNC_ NUMBER - SDL_
PROP_ RENDERER_ VULKAN_ DEVICE_ POINTER - SDL_
PROP_ RENDERER_ VULKAN_ GRAPHICS_ QUEUE_ FAMILY_ INDEX_ NUMBER - SDL_
PROP_ RENDERER_ VULKAN_ INSTANCE_ POINTER - SDL_
PROP_ RENDERER_ VULKAN_ PHYSICAL_ DEVICE_ POINTER - SDL_
PROP_ RENDERER_ VULKAN_ PRESENT_ QUEUE_ FAMILY_ INDEX_ NUMBER - SDL_
PROP_ RENDERER_ VULKAN_ SURFACE_ NUMBER - SDL_
PROP_ RENDERER_ VULKAN_ SWAPCHAIN_ IMAGE_ COUNT_ NUMBER - SDL_
PROP_ RENDERER_ WINDOW_ POINTER - SDL_
PROP_ SURFACE_ HDR_ HEADROOM_ FLOAT - SDL_
PROP_ SURFACE_ SDR_ WHITE_ POINT_ FLOAT - SDL_
PROP_ SURFACE_ TONEMAP_ OPERATOR_ STRING - SDL_
PROP_ TEXTINPUT_ ANDROID_ INPUTTYPE_ NUMBER - SDL_
PROP_ TEXTINPUT_ AUTOCORRECT_ BOOLEAN - SDL_
PROP_ TEXTINPUT_ CAPITALIZATION_ NUMBER - SDL_
PROP_ TEXTINPUT_ MULTILINE_ BOOLEAN - SDL_
PROP_ TEXTINPUT_ TYPE_ NUMBER - SDL_
PROP_ TEXTURE_ ACCESS_ NUMBER - SDL_
PROP_ TEXTURE_ COLORSPACE_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ ACCESS_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ COLORSPACE_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ D3D11_ TEXTURE_ POINTER - SDL_
PROP_ TEXTURE_ CREATE_ D3D11_ TEXTURE_ U_ POINTER - SDL_
PROP_ TEXTURE_ CREATE_ D3D11_ TEXTURE_ V_ POINTER - SDL_
PROP_ TEXTURE_ CREATE_ D3D12_ TEXTURE_ POINTER - SDL_
PROP_ TEXTURE_ CREATE_ D3D12_ TEXTURE_ U_ POINTER - SDL_
PROP_ TEXTURE_ CREATE_ D3D12_ TEXTURE_ V_ POINTER - SDL_
PROP_ TEXTURE_ CREATE_ FORMAT_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ HDR_ HEADROOM_ FLOAT - SDL_
PROP_ TEXTURE_ CREATE_ HEIGHT_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ METAL_ PIXELBUFFER_ POINTER - SDL_
PROP_ TEXTURE_ CREATE_ OPENGLE S2_ TEXTURE_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ OPENGLE S2_ TEXTURE_ UV_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ OPENGLE S2_ TEXTURE_ U_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ OPENGLE S2_ TEXTURE_ V_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ OPENGL_ TEXTURE_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ OPENGL_ TEXTURE_ UV_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ OPENGL_ TEXTURE_ U_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ OPENGL_ TEXTURE_ V_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ SDR_ WHITE_ POINT_ FLOAT - SDL_
PROP_ TEXTURE_ CREATE_ VULKAN_ TEXTURE_ NUMBER - SDL_
PROP_ TEXTURE_ CREATE_ WIDTH_ NUMBER - SDL_
PROP_ TEXTURE_ D3D11_ TEXTURE_ POINTER - SDL_
PROP_ TEXTURE_ D3D11_ TEXTURE_ U_ POINTER - SDL_
PROP_ TEXTURE_ D3D11_ TEXTURE_ V_ POINTER - SDL_
PROP_ TEXTURE_ D3D12_ TEXTURE_ POINTER - SDL_
PROP_ TEXTURE_ D3D12_ TEXTURE_ U_ POINTER - SDL_
PROP_ TEXTURE_ D3D12_ TEXTURE_ V_ POINTER - SDL_
PROP_ TEXTURE_ FORMAT_ NUMBER - SDL_
PROP_ TEXTURE_ HDR_ HEADROOM_ FLOAT - SDL_
PROP_ TEXTURE_ HEIGHT_ NUMBER - SDL_
PROP_ TEXTURE_ OPENGLE S2_ TEXTURE_ NUMBER - SDL_
PROP_ TEXTURE_ OPENGLE S2_ TEXTURE_ TARGET_ NUMBER - SDL_
PROP_ TEXTURE_ OPENGLE S2_ TEXTURE_ UV_ NUMBER - SDL_
PROP_ TEXTURE_ OPENGLE S2_ TEXTURE_ U_ NUMBER - SDL_
PROP_ TEXTURE_ OPENGLE S2_ TEXTURE_ V_ NUMBER - SDL_
PROP_ TEXTURE_ OPENGL_ TEXTURE_ NUMBER - SDL_
PROP_ TEXTURE_ OPENGL_ TEXTURE_ TARGET_ NUMBER - SDL_
PROP_ TEXTURE_ OPENGL_ TEXTURE_ UV_ NUMBER - SDL_
PROP_ TEXTURE_ OPENGL_ TEXTURE_ U_ NUMBER - SDL_
PROP_ TEXTURE_ OPENGL_ TEXTURE_ V_ NUMBER - SDL_
PROP_ TEXTURE_ OPENGL_ TEX_ H_ FLOAT - SDL_
PROP_ TEXTURE_ OPENGL_ TEX_ W_ FLOAT - SDL_
PROP_ TEXTURE_ SDR_ WHITE_ POINT_ FLOAT - SDL_
PROP_ TEXTURE_ VULKAN_ TEXTURE_ NUMBER - SDL_
PROP_ TEXTURE_ WIDTH_ NUMBER - SDL_
PROP_ THREAD_ CREATE_ ENTRY_ FUNCTION_ POINTER - SDL_
PROP_ THREAD_ CREATE_ NAME_ STRING - SDL_
PROP_ THREAD_ CREATE_ STACKSIZE_ NUMBER - SDL_
PROP_ THREAD_ CREATE_ USERDATA_ POINTER - SDL_
PROP_ WINDOW_ ANDROID_ SURFACE_ POINTER - SDL_
PROP_ WINDOW_ ANDROID_ WINDOW_ POINTER - SDL_
PROP_ WINDOW_ COCOA_ METAL_ VIEW_ TAG_ NUMBER - SDL_
PROP_ WINDOW_ COCOA_ WINDOW_ POINTER - SDL_
PROP_ WINDOW_ CREATE_ ALWAYS_ ON_ TOP_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ BORDERLESS_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ COCOA_ VIEW_ POINTER - SDL_
PROP_ WINDOW_ CREATE_ COCOA_ WINDOW_ POINTER - SDL_
PROP_ WINDOW_ CREATE_ EXTERNAL_ GRAPHICS_ CONTEXT_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ FLAGS_ NUMBER - SDL_
PROP_ WINDOW_ CREATE_ FOCUSABLE_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ FULLSCREEN_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ HEIGHT_ NUMBER - SDL_
PROP_ WINDOW_ CREATE_ HIDDEN_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ HIGH_ PIXEL_ DENSITY_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ MAXIMIZED_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ MENU_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ METAL_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ MINIMIZED_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ MODAL_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ MOUSE_ GRABBED_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ OPENGL_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ PARENT_ POINTER - SDL_
PROP_ WINDOW_ CREATE_ RESIZABLE_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ TITLE_ STRING - SDL_
PROP_ WINDOW_ CREATE_ TOOLTIP_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ TRANSPARENT_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ UTILITY_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ VULKAN_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ WAYLAND_ CREATE_ EGL_ WINDOW_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ WAYLAND_ SURFACE_ ROLE_ CUSTOM_ BOOLEAN - SDL_
PROP_ WINDOW_ CREATE_ WAYLAND_ WL_ SURFACE_ POINTER - SDL_
PROP_ WINDOW_ CREATE_ WIDTH_ NUMBER - SDL_
PROP_ WINDOW_ CREATE_ WIN32_ HWND_ POINTER - SDL_
PROP_ WINDOW_ CREATE_ WIN32_ PIXEL_ FORMAT_ HWND_ POINTER - SDL_
PROP_ WINDOW_ CREATE_ X11_ WINDOW_ NUMBER - SDL_
PROP_ WINDOW_ CREATE_ X_ NUMBER - SDL_
PROP_ WINDOW_ CREATE_ Y_ NUMBER - SDL_
PROP_ WINDOW_ HDR_ ENABLED_ BOOLEAN - SDL_
PROP_ WINDOW_ HDR_ HEADROOM_ FLOAT - SDL_
PROP_ WINDOW_ KMSDRM_ DEVICE_ INDEX_ NUMBER - SDL_
PROP_ WINDOW_ KMSDRM_ DRM_ FD_ NUMBER - SDL_
PROP_ WINDOW_ KMSDRM_ GBM_ DEVICE_ POINTER - SDL_
PROP_ WINDOW_ OPENVR_ OVERLAY_ ID - SDL_
PROP_ WINDOW_ SDR_ WHITE_ LEVEL_ FLOAT - SDL_
PROP_ WINDOW_ SHAPE_ POINTER - SDL_
PROP_ WINDOW_ UIKIT_ METAL_ VIEW_ TAG_ NUMBER - SDL_
PROP_ WINDOW_ UIKIT_ OPENGL_ FRAMEBUFFER_ NUMBER - SDL_
PROP_ WINDOW_ UIKIT_ OPENGL_ RENDERBUFFER_ NUMBER - SDL_
PROP_ WINDOW_ UIKIT_ OPENGL_ RESOLVE_ FRAMEBUFFER_ NUMBER - SDL_
PROP_ WINDOW_ UIKIT_ WINDOW_ POINTER - SDL_
PROP_ WINDOW_ VIVANTE_ DISPLAY_ POINTER - SDL_
PROP_ WINDOW_ VIVANTE_ SURFACE_ POINTER - SDL_
PROP_ WINDOW_ VIVANTE_ WINDOW_ POINTER - SDL_
PROP_ WINDOW_ WAYLAND_ DISPLAY_ POINTER - SDL_
PROP_ WINDOW_ WAYLAND_ EGL_ WINDOW_ POINTER - SDL_
PROP_ WINDOW_ WAYLAND_ SURFACE_ POINTER - SDL_
PROP_ WINDOW_ WAYLAND_ VIEWPORT_ POINTER - SDL_
PROP_ WINDOW_ WAYLAND_ XDG_ POPUP_ POINTER - SDL_
PROP_ WINDOW_ WAYLAND_ XDG_ POSITIONER_ POINTER - SDL_
PROP_ WINDOW_ WAYLAND_ XDG_ SURFACE_ POINTER - SDL_
PROP_ WINDOW_ WAYLAND_ XDG_ TOPLEVEL_ EXPORT_ HANDLE_ STRING - SDL_
PROP_ WINDOW_ WAYLAND_ XDG_ TOPLEVEL_ POINTER - SDL_
PROP_ WINDOW_ WIN32_ HDC_ POINTER - SDL_
PROP_ WINDOW_ WIN32_ HWND_ POINTER - SDL_
PROP_ WINDOW_ WIN32_ INSTANCE_ POINTER - SDL_
PROP_ WINDOW_ X11_ DISPLAY_ POINTER - SDL_
PROP_ WINDOW_ X11_ SCREEN_ NUMBER - SDL_
PROP_ WINDOW_ X11_ WINDOW_ NUMBER - SDL_
RENDERER_ VSYNC_ ADAPTIVE - SDL_
RENDERER_ VSYNC_ DISABLED - SDL_
REVISION - SDL_
SANDBOX_ FLATPAK - SDL_
SANDBOX_ MACOS - SDL_
SANDBOX_ NONE - SDL_
SANDBOX_ SNAP - SDL_
SANDBOX_ UNKNOWN_ CONTAINER - SDL_
SCALEMODE_ LINEAR - linear filtering
- SDL_
SCALEMODE_ NEAREST - nearest pixel sampling
- SDL_
SCANCODE_ 0 - SDL_
SCANCODE_ 1 - SDL_
SCANCODE_ 2 - SDL_
SCANCODE_ 3 - SDL_
SCANCODE_ 4 - SDL_
SCANCODE_ 5 - SDL_
SCANCODE_ 6 - SDL_
SCANCODE_ 7 - SDL_
SCANCODE_ 8 - SDL_
SCANCODE_ 9 - SDL_
SCANCODE_ A - SDL_
SCANCODE_ AC_ BACK - AC Back
- SDL_
SCANCODE_ AC_ BOOKMARKS - AC Bookmarks
- SDL_
SCANCODE_ AC_ CLOSE - AC Close
- SDL_
SCANCODE_ AC_ EXIT - AC Exit
- SDL_
SCANCODE_ AC_ FORWARD - AC Forward
- SDL_
SCANCODE_ AC_ HOME - AC Home
- SDL_
SCANCODE_ AC_ NEW - AC New
- SDL_
SCANCODE_ AC_ OPEN - AC Open
- SDL_
SCANCODE_ AC_ PRINT - AC Print
- SDL_
SCANCODE_ AC_ PROPERTIES - AC Properties
- SDL_
SCANCODE_ AC_ REFRESH - AC Refresh
- SDL_
SCANCODE_ AC_ SAVE - AC Save
- SDL_
SCANCODE_ AC_ SEARCH - AC Search
- SDL_
SCANCODE_ AC_ STOP - AC Stop
- SDL_
SCANCODE_ AGAIN - AC Redo/Repeat
- SDL_
SCANCODE_ ALTERASE - Erase-Eaze
- SDL_
SCANCODE_ APOSTROPHE - SDL_
SCANCODE_ APPLICATION - windows contextual menu, compose
- SDL_
SCANCODE_ B - SDL_
SCANCODE_ BACKSLASH - Located at the lower left of the return key on ISO keyboards and at the right end of the QWERTY row on ANSI keyboards. Produces REVERSE SOLIDUS (backslash) and VERTICAL LINE in a US layout, REVERSE SOLIDUS and VERTICAL LINE in a UK Mac layout, NUMBER SIGN and TILDE in a UK Windows layout, DOLLAR SIGN and POUND SIGN in a Swiss German layout, NUMBER SIGN and APOSTROPHE in a German layout, GRAVE ACCENT and POUND SIGN in a French Mac layout, and ASTERISK and MICRO SIGN in a French Windows layout.
- SDL_
SCANCODE_ BACKSPACE - SDL_
SCANCODE_ C - SDL_
SCANCODE_ CALL - Used for accepting phone calls.
- SDL_
SCANCODE_ CANCEL - AC Cancel
- SDL_
SCANCODE_ CAPSLOCK - SDL_
SCANCODE_ CHANNEL_ DECREMENT - Channel Decrement
- SDL_
SCANCODE_ CHANNEL_ INCREMENT - Channel Increment
- SDL_
SCANCODE_ CLEAR - SDL_
SCANCODE_ CLEARAGAIN - SDL_
SCANCODE_ COMMA - SDL_
SCANCODE_ COPY - AC Copy
- SDL_
SCANCODE_ COUNT - not a key, just marks the number of scancodes for array bounds
- SDL_
SCANCODE_ CRSEL - SDL_
SCANCODE_ CURRENCYSUBUNIT - SDL_
SCANCODE_ CURRENCYUNIT - SDL_
SCANCODE_ CUT - AC Cut
- SDL_
SCANCODE_ D - SDL_
SCANCODE_ DECIMALSEPARATOR - SDL_
SCANCODE_ DELETE - SDL_
SCANCODE_ DOWN - SDL_
SCANCODE_ E - SDL_
SCANCODE_ END - SDL_
SCANCODE_ ENDCALL - Used for rejecting phone calls.
- SDL_
SCANCODE_ EQUALS - SDL_
SCANCODE_ ESCAPE - SDL_
SCANCODE_ EXECUTE - SDL_
SCANCODE_ EXSEL - SDL_
SCANCODE_ F - SDL_
SCANCODE_ F1 - SDL_
SCANCODE_ F2 - SDL_
SCANCODE_ F3 - SDL_
SCANCODE_ F4 - SDL_
SCANCODE_ F5 - SDL_
SCANCODE_ F6 - SDL_
SCANCODE_ F7 - SDL_
SCANCODE_ F8 - SDL_
SCANCODE_ F9 - SDL_
SCANCODE_ F10 - SDL_
SCANCODE_ F11 - SDL_
SCANCODE_ F12 - SDL_
SCANCODE_ F13 - SDL_
SCANCODE_ F14 - SDL_
SCANCODE_ F15 - SDL_
SCANCODE_ F16 - SDL_
SCANCODE_ F17 - SDL_
SCANCODE_ F18 - SDL_
SCANCODE_ F19 - SDL_
SCANCODE_ F20 - SDL_
SCANCODE_ F21 - SDL_
SCANCODE_ F22 - SDL_
SCANCODE_ F23 - SDL_
SCANCODE_ F24 - SDL_
SCANCODE_ FIND - AC Find
- SDL_
SCANCODE_ G - SDL_
SCANCODE_ GRAVE - Located in the top left corner (on both ANSI and ISO keyboards). Produces GRAVE ACCENT and TILDE in a US Windows layout and in US and UK Mac layouts on ANSI keyboards, GRAVE ACCENT and NOT SIGN in a UK Windows layout, SECTION SIGN and PLUS-MINUS SIGN in US and UK Mac layouts on ISO keyboards, SECTION SIGN and DEGREE SIGN in a Swiss German layout (Mac: only on ISO keyboards), CIRCUMFLEX ACCENT and DEGREE SIGN in a German layout (Mac: only on ISO keyboards), SUPERSCRIPT TWO and TILDE in a French Windows layout, COMMERCIAL AT and NUMBER SIGN in a French Mac layout on ISO keyboards, and LESS-THAN SIGN and GREATER-THAN SIGN in a Swiss German, German, or French Mac layout on ANSI keyboards.
- SDL_
SCANCODE_ H - SDL_
SCANCODE_ HELP - AL Integrated Help Center
- SDL_
SCANCODE_ HOME - SDL_
SCANCODE_ I - SDL_
SCANCODE_ INSERT - insert on PC, help on some Mac keyboards (but does send code 73, not 117)
- SDL_
SCANCODE_ INTERNATIONA L1 - used on Asian keyboards, see footnotes in USB doc
- SDL_
SCANCODE_ INTERNATIONA L2 - SDL_
SCANCODE_ INTERNATIONA L3 - Yen
- SDL_
SCANCODE_ INTERNATIONA L4 - SDL_
SCANCODE_ INTERNATIONA L5 - SDL_
SCANCODE_ INTERNATIONA L6 - SDL_
SCANCODE_ INTERNATIONA L7 - SDL_
SCANCODE_ INTERNATIONA L8 - SDL_
SCANCODE_ INTERNATIONA L9 - SDL_
SCANCODE_ J - SDL_
SCANCODE_ K - SDL_
SCANCODE_ KP_ 0 - SDL_
SCANCODE_ KP_ 00 - SDL_
SCANCODE_ KP_ 000 - SDL_
SCANCODE_ KP_ 1 - SDL_
SCANCODE_ KP_ 2 - SDL_
SCANCODE_ KP_ 3 - SDL_
SCANCODE_ KP_ 4 - SDL_
SCANCODE_ KP_ 5 - SDL_
SCANCODE_ KP_ 6 - SDL_
SCANCODE_ KP_ 7 - SDL_
SCANCODE_ KP_ 8 - SDL_
SCANCODE_ KP_ 9 - SDL_
SCANCODE_ KP_ A - SDL_
SCANCODE_ KP_ AMPERSAND - SDL_
SCANCODE_ KP_ AT - SDL_
SCANCODE_ KP_ B - SDL_
SCANCODE_ KP_ BACKSPACE - SDL_
SCANCODE_ KP_ BINARY - SDL_
SCANCODE_ KP_ C - SDL_
SCANCODE_ KP_ CLEAR - SDL_
SCANCODE_ KP_ CLEARENTRY - SDL_
SCANCODE_ KP_ COLON - SDL_
SCANCODE_ KP_ COMMA - SDL_
SCANCODE_ KP_ D - SDL_
SCANCODE_ KP_ DBLAMPERSAND - SDL_
SCANCODE_ KP_ DBLVERTICALBAR - SDL_
SCANCODE_ KP_ DECIMAL - SDL_
SCANCODE_ KP_ DIVIDE - SDL_
SCANCODE_ KP_ E - SDL_
SCANCODE_ KP_ ENTER - SDL_
SCANCODE_ KP_ EQUALS - SDL_
SCANCODE_ KP_ EQUALSA S400 - SDL_
SCANCODE_ KP_ EXCLAM - SDL_
SCANCODE_ KP_ F - SDL_
SCANCODE_ KP_ GREATER - SDL_
SCANCODE_ KP_ HASH - SDL_
SCANCODE_ KP_ HEXADECIMAL - SDL_
SCANCODE_ KP_ LEFTBRACE - SDL_
SCANCODE_ KP_ LEFTPAREN - SDL_
SCANCODE_ KP_ LESS - SDL_
SCANCODE_ KP_ MEMADD - SDL_
SCANCODE_ KP_ MEMCLEAR - SDL_
SCANCODE_ KP_ MEMDIVIDE - SDL_
SCANCODE_ KP_ MEMMULTIPLY - SDL_
SCANCODE_ KP_ MEMRECALL - SDL_
SCANCODE_ KP_ MEMSTORE - SDL_
SCANCODE_ KP_ MEMSUBTRACT - SDL_
SCANCODE_ KP_ MINUS - SDL_
SCANCODE_ KP_ MULTIPLY - SDL_
SCANCODE_ KP_ OCTAL - SDL_
SCANCODE_ KP_ PERCENT - SDL_
SCANCODE_ KP_ PERIOD - SDL_
SCANCODE_ KP_ PLUS - SDL_
SCANCODE_ KP_ PLUSMINUS - SDL_
SCANCODE_ KP_ POWER - SDL_
SCANCODE_ KP_ RIGHTBRACE - SDL_
SCANCODE_ KP_ RIGHTPAREN - SDL_
SCANCODE_ KP_ SPACE - SDL_
SCANCODE_ KP_ TAB - SDL_
SCANCODE_ KP_ VERTICALBAR - SDL_
SCANCODE_ KP_ XOR - SDL_
SCANCODE_ L - SDL_
SCANCODE_ LALT - alt, option
- SDL_
SCANCODE_ LANG1 - Hangul/English toggle
- SDL_
SCANCODE_ LANG2 - Hanja conversion
- SDL_
SCANCODE_ LANG3 - Katakana
- SDL_
SCANCODE_ LANG4 - Hiragana
- SDL_
SCANCODE_ LANG5 - Zenkaku/Hankaku
- SDL_
SCANCODE_ LANG6 - reserved
- SDL_
SCANCODE_ LANG7 - reserved
- SDL_
SCANCODE_ LANG8 - reserved
- SDL_
SCANCODE_ LANG9 - reserved
- SDL_
SCANCODE_ LCTRL - SDL_
SCANCODE_ LEFT - SDL_
SCANCODE_ LEFTBRACKET - SDL_
SCANCODE_ LGUI - windows, command (apple), meta
- SDL_
SCANCODE_ LSHIFT - SDL_
SCANCODE_ M - SDL_
SCANCODE_ MEDIA_ EJECT - Eject
- SDL_
SCANCODE_ MEDIA_ FAST_ FORWARD - Fast Forward
- SDL_
SCANCODE_ MEDIA_ NEXT_ TRACK - Next Track
- SDL_
SCANCODE_ MEDIA_ PAUSE - Pause
- SDL_
SCANCODE_ MEDIA_ PLAY - Play
- SDL_
SCANCODE_ MEDIA_ PLAY_ PAUSE - Play / Pause
- SDL_
SCANCODE_ MEDIA_ PREVIOUS_ TRACK - Previous Track
- SDL_
SCANCODE_ MEDIA_ RECORD - Record
- SDL_
SCANCODE_ MEDIA_ REWIND - Rewind
- SDL_
SCANCODE_ MEDIA_ SELECT - SDL_
SCANCODE_ MEDIA_ STOP - Stop
- SDL_
SCANCODE_ MENU - Menu (show menu)
- SDL_
SCANCODE_ MINUS - SDL_
SCANCODE_ MODE - I’m not sure if this is really not covered
by any of the above, but since there’s a
special [
SDL_KMOD_MODE
] for it I’m adding it here - SDL_
SCANCODE_ MUTE - SDL_
SCANCODE_ N - SDL_
SCANCODE_ NONUSBACKSLASH - This is the additional key that ISO keyboards have over ANSI ones, located between left shift and Y. Produces GRAVE ACCENT and TILDE in a US or UK Mac layout, REVERSE SOLIDUS (backslash) and VERTICAL LINE in a US or UK Windows layout, and LESS-THAN SIGN and GREATER-THAN SIGN in a Swiss German, German, or French layout.
- SDL_
SCANCODE_ NONUSHASH - ISO USB keyboards actually use this code
instead of 49 for the same key, but all
OSes I’ve seen treat the two codes
identically. So, as an implementor, unless
your keyboard generates both of those
codes and your OS treats them differently,
you should generate
SDL_SCANCODE_BACKSLASH
instead of this code. As a user, you should not rely on this code because SDL will never generate it with most (all?) keyboards. - SDL_
SCANCODE_ NUMLOCKCLEAR - num lock on PC, clear on Mac keyboards
- SDL_
SCANCODE_ O - SDL_
SCANCODE_ OPER - SDL_
SCANCODE_ OUT - SDL_
SCANCODE_ P - SDL_
SCANCODE_ PAGEDOWN - SDL_
SCANCODE_ PAGEUP - SDL_
SCANCODE_ PASTE - AC Paste
- SDL_
SCANCODE_ PAUSE - SDL_
SCANCODE_ PERIOD - SDL_
SCANCODE_ POWER - The USB document says this is a status flag, not a physical key - but some Mac keyboards do have a power key.
- SDL_
SCANCODE_ PRINTSCREEN - SDL_
SCANCODE_ PRIOR - SDL_
SCANCODE_ Q - SDL_
SCANCODE_ R - SDL_
SCANCODE_ RALT - alt gr, option
- SDL_
SCANCODE_ RCTRL - SDL_
SCANCODE_ RESERVED - 400-500 reserved for dynamic keycodes
- SDL_
SCANCODE_ RETURN - SDL_
SCANCODE_ RETUR N2 - SDL_
SCANCODE_ RGUI - windows, command (apple), meta
- SDL_
SCANCODE_ RIGHT - SDL_
SCANCODE_ RIGHTBRACKET - SDL_
SCANCODE_ RSHIFT - SDL_
SCANCODE_ S - SDL_
SCANCODE_ SCROLLLOCK - SDL_
SCANCODE_ SELECT - SDL_
SCANCODE_ SEMICOLON - SDL_
SCANCODE_ SEPARATOR - SDL_
SCANCODE_ SLASH - SDL_
SCANCODE_ SLEEP - Sleep
- SDL_
SCANCODE_ SOFTLEFT - Usually situated below the display on phones and used as a multi-function feature key for selecting a software defined function shown on the bottom left of the display.
- SDL_
SCANCODE_ SOFTRIGHT - Usually situated below the display on phones and used as a multi-function feature key for selecting a software defined function shown on the bottom right of the display.
- SDL_
SCANCODE_ SPACE - SDL_
SCANCODE_ STOP - AC Stop
- SDL_
SCANCODE_ SYSREQ - SDL_
SCANCODE_ T - SDL_
SCANCODE_ TAB - SDL_
SCANCODE_ THOUSANDSSEPARATOR - SDL_
SCANCODE_ U - SDL_
SCANCODE_ UNDO - AC Undo
- SDL_
SCANCODE_ UNKNOWN - SDL_
SCANCODE_ UP - SDL_
SCANCODE_ V - SDL_
SCANCODE_ VOLUMEDOWN - SDL_
SCANCODE_ VOLUMEUP - SDL_
SCANCODE_ W - SDL_
SCANCODE_ WAKE - Wake
- SDL_
SCANCODE_ X - SDL_
SCANCODE_ Y - SDL_
SCANCODE_ Z - SDL_
SENSOR_ ACCEL - Accelerometer
- SDL_
SENSOR_ ACCEL_ L - Accelerometer for left Joy-Con controller and Wii nunchuk
- SDL_
SENSOR_ ACCEL_ R - Accelerometer for right Joy-Con controller
- SDL_
SENSOR_ GYRO - Gyroscope
- SDL_
SENSOR_ GYRO_ L - Gyroscope for left Joy-Con controller
- SDL_
SENSOR_ GYRO_ R - Gyroscope for right Joy-Con controller
- SDL_
SENSOR_ INVALID - Returned for an invalid sensor
- SDL_
SENSOR_ UNKNOWN - Unknown sensor type
- SDL_
SIZE_ MAX - SDL_
SOFTWARE_ RENDERER - The name of the software renderer.
- SDL_
STANDARD_ GRAVITY - A constant to represent standard gravity for accelerometer sensors.
- SDL_
SURFACE_ LOCKED - Surface is currently locked
- SDL_
SURFACE_ LOCK_ NEEDED - Surface needs to be locked to access pixels
- SDL_
SURFACE_ PREALLOCATED - Surface uses preallocated pixel memory
- SDL_
SURFACE_ SIMD_ ALIGNED - Surface uses pixel memory allocated with
SDL_aligned_alloc()
- SDL_
SYSTEM_ CURSOR_ COUNT - SDL_
SYSTEM_ CURSOR_ CROSSHAIR - Crosshair.
- SDL_
SYSTEM_ CURSOR_ DEFAULT - Default cursor. Usually an arrow.
- SDL_
SYSTEM_ CURSOR_ EW_ RESIZE - Double arrow pointing west and east.
- SDL_
SYSTEM_ CURSOR_ E_ RESIZE - Window resize right. May be EW_RESIZE.
- SDL_
SYSTEM_ CURSOR_ MOVE - Four pointed arrow pointing north, south, east, and west.
- SDL_
SYSTEM_ CURSOR_ NESW_ RESIZE - Double arrow pointing northeast and southwest.
- SDL_
SYSTEM_ CURSOR_ NE_ RESIZE - Window resize top-right. May be NESW_RESIZE.
- SDL_
SYSTEM_ CURSOR_ NOT_ ALLOWED - Not permitted. Usually a slashed circle or crossbones.
- SDL_
SYSTEM_ CURSOR_ NS_ RESIZE - Double arrow pointing north and south.
- SDL_
SYSTEM_ CURSOR_ NWSE_ RESIZE - Double arrow pointing northwest and southeast.
- SDL_
SYSTEM_ CURSOR_ NW_ RESIZE - Window resize top-left. This may be a single arrow or a double arrow like NWSE_RESIZE.
- SDL_
SYSTEM_ CURSOR_ N_ RESIZE - Window resize top. May be NS_RESIZE.
- SDL_
SYSTEM_ CURSOR_ POINTER - Pointer that indicates a link. Usually a pointing hand.
- SDL_
SYSTEM_ CURSOR_ PROGRESS - Program is busy but still interactive. Usually it’s WAIT with an arrow.
- SDL_
SYSTEM_ CURSOR_ SE_ RESIZE - Window resize bottom-right. May be NWSE_RESIZE.
- SDL_
SYSTEM_ CURSOR_ SW_ RESIZE - Window resize bottom-left. May be NESW_RESIZE.
- SDL_
SYSTEM_ CURSOR_ S_ RESIZE - Window resize bottom. May be NS_RESIZE.
- SDL_
SYSTEM_ CURSOR_ TEXT - Text selection. Usually an I-beam.
- SDL_
SYSTEM_ CURSOR_ WAIT - Wait. Usually an hourglass or watch or spinning ball.
- SDL_
SYSTEM_ CURSOR_ W_ RESIZE - Window resize left. May be EW_RESIZE.
- SDL_
SYSTEM_ THEME_ DARK - Dark colored system theme
- SDL_
SYSTEM_ THEME_ LIGHT - Light colored system theme
- SDL_
SYSTEM_ THEME_ UNKNOWN - Unknown system theme
- SDL_
TEXTINPUT_ TYPE_ NUMBER - The input is a number
- SDL_
TEXTINPUT_ TYPE_ NUMBER_ PASSWORD_ HIDDEN - The input is a secure PIN that is hidden
- SDL_
TEXTINPUT_ TYPE_ NUMBER_ PASSWORD_ VISIBLE - The input is a secure PIN that is visible
- SDL_
TEXTINPUT_ TYPE_ TEXT - The input is text
- SDL_
TEXTINPUT_ TYPE_ TEXT_ EMAIL - The input is an e-mail address
- SDL_
TEXTINPUT_ TYPE_ TEXT_ NAME - The input is a person’s name
- SDL_
TEXTINPUT_ TYPE_ TEXT_ PASSWORD_ HIDDEN - The input is a secure password that is hidden
- SDL_
TEXTINPUT_ TYPE_ TEXT_ PASSWORD_ VISIBLE - The input is a secure password that is visible
- SDL_
TEXTINPUT_ TYPE_ TEXT_ USERNAME - The input is a username
- SDL_
TEXTUREACCESS_ STATIC - Changes rarely, not lockable
- SDL_
TEXTUREACCESS_ STREAMING - Changes frequently, lockable
- SDL_
TEXTUREACCESS_ TARGET - Texture can be used as a render target
- SDL_
THREAD_ ALIVE - The thread is currently running
- SDL_
THREAD_ COMPLETE - The thread has finished and should be cleaned up with
SDL_WaitThread()
- SDL_
THREAD_ DETACHED - The thread is detached and can’t be waited on
- SDL_
THREAD_ PRIORITY_ HIGH - SDL_
THREAD_ PRIORITY_ LOW - SDL_
THREAD_ PRIORITY_ NORMAL - SDL_
THREAD_ PRIORITY_ TIME_ CRITICAL - SDL_
THREAD_ UNKNOWN - The thread is not valid
- SDL_
TIME_ FORMAT_ 12HR - 12 hour time
- SDL_
TIME_ FORMAT_ 24HR - 24 hour time
- SDL_
TOUCH_ DEVICE_ DIRECT - touch screen with window-relative coordinates
- SDL_
TOUCH_ DEVICE_ INDIRECT_ ABSOLUTE - trackpad with absolute device coordinates
- SDL_
TOUCH_ DEVICE_ INDIRECT_ RELATIVE - trackpad with screen cursor-relative coordinates
- SDL_
TOUCH_ DEVICE_ INVALID - SDL_
TOUCH_ MOUSEID - The
SDL_MouseID
for mouse events simulated with touch input. - SDL_
TRANSFER_ CHARACTERISTICS_ BT601 - SMPTE ST 170M / ITU-R BT.601-7 525 or 625
- SDL_
TRANSFER_ CHARACTERISTICS_ BT709 - Rec. ITU-R BT.709-6 / ITU-R BT1361
- SDL_
TRANSFER_ CHARACTERISTICS_ BT1361 - ITU-R BT1361 Extended Colour Gamut
- SDL_
TRANSFER_ CHARACTERISTICS_ BT2020_ 10BIT - ITU-R BT2020 for 10-bit system
- SDL_
TRANSFER_ CHARACTERISTICS_ BT2020_ 12BIT - ITU-R BT2020 for 12-bit system
- SDL_
TRANSFER_ CHARACTERISTICS_ CUSTOM - SDL_
TRANSFER_ CHARACTERISTICS_ GAMM A22 - ITU-R BT.470-6 System M / ITU-R BT1700 625 PAL & SECAM
- SDL_
TRANSFER_ CHARACTERISTICS_ GAMM A28 - ITU-R BT.470-6 System B, G
- SDL_
TRANSFER_ CHARACTERISTICS_ HLG - ARIB STD-B67, known as “hybrid log-gamma” (HLG)
- SDL_
TRANSFER_ CHARACTERISTICS_ IEC61966 - IEC 61966-2-4
- SDL_
TRANSFER_ CHARACTERISTICS_ LINEAR - SDL_
TRANSFER_ CHARACTERISTICS_ LOG100 - SDL_
TRANSFER_ CHARACTERISTICS_ LOG100_ SQRT10 - SDL_
TRANSFER_ CHARACTERISTICS_ PQ - SMPTE ST 2084 for 10-, 12-, 14- and 16-bit systems
- SDL_
TRANSFER_ CHARACTERISTICS_ SMPT E240 - SMPTE ST 240M
- SDL_
TRANSFER_ CHARACTERISTICS_ SMPT E428 - SMPTE ST 428-1
- SDL_
TRANSFER_ CHARACTERISTICS_ SRGB - IEC 61966-2-1 (sRGB or sYCC)
- SDL_
TRANSFER_ CHARACTERISTICS_ UNKNOWN - SDL_
TRANSFER_ CHARACTERISTICS_ UNSPECIFIED - SDL_
TRAYENTRY_ BUTTON - Make the entry a simple button. Required.
- SDL_
TRAYENTRY_ CHECKBOX - Make the entry a checkbox. Required.
- SDL_
TRAYENTRY_ CHECKED - Make the entry checked. This is valid only for checkboxes. Optional.
- SDL_
TRAYENTRY_ DISABLED - Make the entry disabled. Optional.
- SDL_
TRAYENTRY_ SUBMENU - Prepare the entry to have a submenu. Required
- SDL_
US_ PER_ SECOND - Number of microseconds in a second.
- SDL_
VERSION - This is the version number macro for the current SDL version.
- SDL_
WINDOWPOS_ CENTERED - Used to indicate that the window position should be centered.
- SDL_
WINDOWPOS_ CENTERED_ MASK - A magic value used with
SDL_WINDOWPOS_CENTERED
. - SDL_
WINDOWPOS_ UNDEFINED - Used to indicate that you don’t care what the window position/display is.
- SDL_
WINDOWPOS_ UNDEFINED_ MASK - A magic value used with
SDL_WINDOWPOS_UNDEFINED
. - SDL_
WINDOW_ ALWAYS_ ON_ TOP - window should always be above others
- SDL_
WINDOW_ BORDERLESS - no window decoration
- SDL_
WINDOW_ EXTERNAL - window not created by SDL
- SDL_
WINDOW_ FULLSCREEN - window is in fullscreen mode
- SDL_
WINDOW_ HIDDEN - window is neither mapped onto the desktop nor shown in the taskbar/dock/window list;
SDL_ShowWindow()
is required for it to become visible - SDL_
WINDOW_ HIGH_ PIXEL_ DENSITY - window uses high pixel density back buffer if possible
- SDL_
WINDOW_ INPUT_ FOCUS - window has input focus
- SDL_
WINDOW_ KEYBOARD_ GRABBED - window has grabbed keyboard input
- SDL_
WINDOW_ MAXIMIZED - window is maximized
- SDL_
WINDOW_ METAL - window usable for Metal view
- SDL_
WINDOW_ MINIMIZED - window is minimized
- SDL_
WINDOW_ MODAL - window is modal
- SDL_
WINDOW_ MOUSE_ CAPTURE - window has mouse captured (unrelated to MOUSE_GRABBED)
- SDL_
WINDOW_ MOUSE_ FOCUS - window has mouse focus
- SDL_
WINDOW_ MOUSE_ GRABBED - window has grabbed mouse input
- SDL_
WINDOW_ MOUSE_ RELATIVE_ MODE - window has relative mode enabled
- SDL_
WINDOW_ NOT_ FOCUSABLE - window should not be focusable
- SDL_
WINDOW_ OCCLUDED - window is occluded
- SDL_
WINDOW_ OPENGL - window usable with OpenGL context
- SDL_
WINDOW_ POPUP_ MENU - window should be treated as a popup menu, requires a parent window
- SDL_
WINDOW_ RESIZABLE - window can be resized
- SDL_
WINDOW_ SURFACE_ VSYNC_ ADAPTIVE - SDL_
WINDOW_ SURFACE_ VSYNC_ DISABLED - SDL_
WINDOW_ TOOLTIP - window should be treated as a tooltip and does not get mouse or keyboard focus, requires a parent window
- SDL_
WINDOW_ TRANSPARENT - window with transparent buffer
- SDL_
WINDOW_ UTILITY - window should be treated as a utility window, not showing in the task bar and window list
- SDL_
WINDOW_ VULKAN - window usable for Vulkan surface
Functions§
- SDL_
AUDIO_ BITSIZE - Retrieve the size, in bits, from an
SDL_AudioFormat
. - SDL_
AUDIO_ BYTESIZE - Retrieve the size, in bytes, from an
SDL_AudioFormat
. - SDL_
AUDIO_ FRAMESIZE - Calculate the size of each audio frame (in bytes) from an
SDL_AudioSpec
. - SDL_
AUDIO_ ISBIGENDIAN - Determine if an
SDL_AudioFormat
represents bigendian data. - SDL_
AUDIO_ ISFLOAT - Determine if an
SDL_AudioFormat
represents floating point data. - SDL_
AUDIO_ ISINT - Determine if an
SDL_AudioFormat
represents integer data. - SDL_
AUDIO_ ISLITTLEENDIAN - Determine if an
SDL_AudioFormat
represents littleendian data. - SDL_
AUDIO_ ISSIGNED - Determine if an
SDL_AudioFormat
represents signed data. - SDL_
AUDIO_ ISUNSIGNED - Determine if an
SDL_AudioFormat
represents unsigned data. - SDL_
Acquire ⚠Camera Frame - Acquire a frame.
- SDL_
AcquireGPU ⚠Command Buffer - Acquire a command buffer.
- SDL_
AcquireGPU ⚠Swapchain Texture - Acquire a texture to use in presentation.
- SDL_
AddAtomic ⚠Int - Add to an atomic variable.
- SDL_
AddEvent ⚠Watch - Add a callback to be triggered when an event is added to the event queue.
- SDL_
AddGamepad ⚠Mapping - Add support for gamepads that SDL is unaware of or change the binding of an existing gamepad.
- SDL_
AddGamepad ⚠Mappings From File - Load a set of gamepad mappings from a file.
- SDL_
AddGamepad ⚠Mappings FromIO - Load a set of gamepad mappings from an
SDL_IOStream
. - SDL_
AddHint ⚠Callback - Add a function to watch a particular hint.
- SDL_
AddSurface ⚠Alternate Image - Add an alternate version of a surface.
- SDL_
AddTimer ⚠ - Call a callback function at a future time.
- SDL_
AddTimerNS ⚠ - Call a callback function at a future time.
- SDL_
AddVulkan ⚠Render Semaphores - Add a set of synchronization semaphores for the current frame.
- SDL_
AppEvent ⚠ - App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps.
- SDL_
AppInit ⚠ - App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps.
- SDL_
AppIterate ⚠ - App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps.
- SDL_
AppQuit ⚠ - App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps.
- SDL_
Assert ⚠Breakpoint - SDL_
AsyncIO ⚠From File - Use this function to create a new
SDL_AsyncIO
object for reading from and/or writing to a named file. - SDL_
Atomic ⚠DecRef - Decrement an atomic variable used as a reference count.
- SDL_
Atomic ⚠IncRef - Increment an atomic variable used as a reference count.
- SDL_
Attach ⚠Virtual Joystick - Attach a new virtual joystick.
- SDL_
Audio ⚠Device Paused - Use this function to query if an audio device is paused.
- SDL_
Audio ⚠Stream Device Paused - Use this function to query if an audio device associated with a stream is paused.
- SDL_
BITSPERPIXEL - A macro to determine an SDL_PixelFormat’s bits per pixel.
- SDL_
BUTTON_ MASK - SDL_
BYTESPERPIXEL - A macro to determine an SDL_PixelFormat’s bytes per pixel.
- SDL_
BeginGPU ⚠Compute Pass - Begins a compute pass on a command buffer.
- SDL_
BeginGPU ⚠Copy Pass - Begins a copy pass on a command buffer.
- SDL_
BeginGPU ⚠Render Pass - Begins a render pass on a command buffer.
- SDL_
Bind ⚠Audio Stream - Bind a single audio stream to an audio device.
- SDL_
Bind ⚠Audio Streams - Bind a list of audio streams to an audio device.
- SDL_
BindGPU ⚠Compute Pipeline - Binds a compute pipeline on a command buffer for use in compute dispatch.
- SDL_
BindGPU ⚠Compute Samplers - Binds texture-sampler pairs for use on the compute shader.
- SDL_
BindGPU ⚠Compute Storage Buffers - Binds storage buffers as readonly for use on the compute pipeline.
- SDL_
BindGPU ⚠Compute Storage Textures - Binds storage textures as readonly for use on the compute pipeline.
- SDL_
BindGPU ⚠Fragment Samplers - Binds texture-sampler pairs for use on the fragment shader.
- SDL_
BindGPU ⚠Fragment Storage Buffers - Binds storage buffers for use on the fragment shader.
- SDL_
BindGPU ⚠Fragment Storage Textures - Binds storage textures for use on the fragment shader.
- SDL_
BindGPU ⚠Graphics Pipeline - Binds a graphics pipeline on a render pass to be used in rendering.
- SDL_
BindGPU ⚠Index Buffer - Binds an index buffer on a command buffer for use with subsequent draw calls.
- SDL_
BindGPU ⚠Vertex Buffers - Binds vertex buffers on a command buffer for use with subsequent draw calls.
- SDL_
BindGPU ⚠Vertex Samplers - Binds texture-sampler pairs for use on the vertex shader.
- SDL_
BindGPU ⚠Vertex Storage Buffers - Binds storage buffers for use on the vertex shader.
- SDL_
BindGPU ⚠Vertex Storage Textures - Binds storage textures for use on the vertex shader.
- SDL_
BlitGPU ⚠Texture - Blits from a source texture region to a destination texture region.
- SDL_
Blit ⚠Surface - Performs a fast blit from the source surface to the destination surface with clipping.
- SDL_
Blit ⚠Surface9 Grid - Perform a scaled blit using the 9-grid algorithm to a destination surface, which may be of a different format.
- SDL_
Blit ⚠Surface Scaled - Perform a scaled blit to a destination surface, which may be of a different format.
- SDL_
Blit ⚠Surface Tiled - Perform a tiled blit to a destination surface, which may be of a different format.
- SDL_
Blit ⚠Surface Tiled With Scale - Perform a scaled and tiled blit to a destination surface, which may be of a different format.
- SDL_
Blit ⚠Surface Unchecked - Perform low-level surface blitting only.
- SDL_
Blit ⚠Surface Unchecked Scaled - Perform low-level surface scaled blitting only.
- SDL_
Broadcast ⚠Condition - Restart all threads that are waiting on the condition variable.
- SDL_
COLORSPACECHROMA - A macro to retrieve the chroma sample location of an
SDL_Colorspace
. - SDL_
COLORSPACEMATRIX - A macro to retrieve the matrix coefficients of an
SDL_Colorspace
. - SDL_
COLORSPACEPRIMARIES - A macro to retrieve the primaries of an
SDL_Colorspace
. - SDL_
COLORSPACERANGE - A macro to retrieve the range of an
SDL_Colorspace
. - SDL_
COLORSPACETRANSFER - A macro to retrieve the transfer characteristics of an
SDL_Colorspace
. - SDL_
COLORSPACETYPE - A macro to retrieve the type of an
SDL_Colorspace
. - SDL_
CPUPause Instruction - SDL_
CalculateGPU ⚠Texture Format Size - Calculate the size in bytes of a texture format with dimensions.
- SDL_
CancelGPU ⚠Command Buffer - Cancels a command buffer.
- SDL_
Capture ⚠Mouse - Capture the mouse and to track input outside an SDL window.
- SDL_
Claim ⚠Window ForGPU Device - Claims a window, creating a swapchain structure for it.
- SDL_
CleanupTLS ⚠ - Cleanup all TLS data for this thread.
- SDL_
Clear ⚠Audio Stream - Clear any pending data in the stream.
- SDL_
Clear ⚠Clipboard Data - Clear the clipboard data.
- SDL_
Clear ⚠Composition - Dismiss the composition window/IME without disabling the subsystem.
- SDL_
Clear ⚠Error - Clear any previous error message for this thread.
- SDL_
Clear ⚠Property - Clear a property from a group of properties.
- SDL_
Clear ⚠Surface - Clear a surface with a specific color, with floating point precision.
- SDL_
Click ⚠Tray Entry - Simulate a click on a tray entry.
- SDL_
Close ⚠AsyncIO - Close and free any allocated resources for an async I/O object.
- SDL_
Close ⚠Audio Device - Close a previously-opened audio device.
- SDL_
Close ⚠Camera - Use this function to shut down camera processing and close the camera device.
- SDL_
Close ⚠Gamepad - Close a gamepad previously opened with
SDL_OpenGamepad()
. - SDL_
Close ⚠Haptic - Close a haptic device previously opened with
SDL_OpenHaptic()
. - SDL_
CloseIO ⚠ - Close and free an allocated
SDL_IOStream
structure. - SDL_
Close ⚠Joystick - Close a joystick previously opened with
SDL_OpenJoystick()
. - SDL_
Close ⚠Sensor - Close a sensor previously opened with
SDL_OpenSensor()
. - SDL_
Close ⚠Storage - Closes and frees a storage container.
- SDL_
Compare ⚠AndSwap Atomic Int - Set an atomic variable to a new value if it is currently an old value.
- SDL_
Compare ⚠AndSwap Atomic Pointer - Set a pointer to a new value if it is currently an old value.
- SDL_
Compare ⚠AndSwap Atomic U32 - Set an atomic variable to a new value if it is currently an old value.
- SDL_
Compiler Barrier - SDL_
Compose ⚠Custom Blend Mode - Compose a custom blend mode for renderers.
- SDL_
Convert ⚠Audio Samples - Convert some audio data of one format to another format.
- SDL_
Convert ⚠Event ToRender Coordinates - Convert the coordinates in an event to render coordinates.
- SDL_
Convert ⚠Pixels - Copy a block of pixels of one format to another format.
- SDL_
Convert ⚠Pixels AndColorspace - Copy a block of pixels of one format and colorspace to another format and colorspace.
- SDL_
Convert ⚠Surface - Copy an existing surface to a new surface of the specified format.
- SDL_
Convert ⚠Surface AndColorspace - Copy an existing surface to a new surface of the specified format and colorspace.
- SDL_
Copy ⚠File - Copy a file.
- SDL_
CopyGPU ⚠Buffer ToBuffer - Performs a buffer-to-buffer copy.
- SDL_
CopyGPU ⚠Texture ToTexture - Performs a texture-to-texture copy.
- SDL_
Copy ⚠Properties - Copy a group of properties.
- SDL_
Copy ⚠Storage File - Copy a file in a writable storage container.
- SDL_
Create ⚠AsyncIO Queue - Create a task queue for tracking multiple I/O operations.
- SDL_
Create ⚠Audio Stream - Create a new audio stream.
- SDL_
Create ⚠Color Cursor - Create a color cursor.
- SDL_
Create ⚠Condition - Create a condition variable.
- SDL_
Create ⚠Cursor - Create a cursor using the specified bitmap data and mask (in MSB format).
- SDL_
Create ⚠Directory - Create a directory, and any missing parent directories.
- SDL_
Create ⚠Environment - Create a set of environment variables
- SDL_
CreateGPU ⚠Buffer - Creates a buffer object to be used in graphics or compute workflows.
- SDL_
CreateGPU ⚠Compute Pipeline - Creates a pipeline object to be used in a compute workflow.
- SDL_
CreateGPU ⚠Device - Creates a GPU context.
- SDL_
CreateGPU ⚠Device With Properties - Creates a GPU context.
- SDL_
CreateGPU ⚠Graphics Pipeline - Creates a pipeline object to be used in a graphics workflow.
- SDL_
CreateGPU ⚠Sampler - Creates a sampler object to be used when binding textures in a graphics workflow.
- SDL_
CreateGPU ⚠Shader - Creates a shader to be used when creating a graphics pipeline.
- SDL_
CreateGPU ⚠Texture - Creates a texture object to be used in graphics or compute workflows.
- SDL_
CreateGPU ⚠Transfer Buffer - Creates a transfer buffer to be used when uploading to or downloading from graphics resources.
- SDL_
Create ⚠Haptic Effect - Create a new haptic effect on a specified device.
- SDL_
Create ⚠Mutex - Create a new mutex.
- SDL_
Create ⚠Palette - Create a palette structure with the specified number of color entries.
- SDL_
Create ⚠Popup Window - Create a child popup window of the specified parent window.
- SDL_
Create ⚠Process - Create a new process.
- SDL_
Create ⚠Process With Properties - Create a new process with the specified properties.
- SDL_
Create ⚠Properties - Create a group of properties.
- SDL_
CreateRW ⚠Lock - Create a new read/write lock.
- SDL_
Create ⚠Renderer - Create a 2D rendering context for a window.
- SDL_
Create ⚠Renderer With Properties - Create a 2D rendering context for a window, with the specified properties.
- SDL_
Create ⚠Semaphore - Create a semaphore.
- SDL_
Create ⚠Software Renderer - Create a 2D software rendering context for a surface.
- SDL_
Create ⚠Storage Directory - Create a directory in a writable storage container.
- SDL_
Create ⚠Surface - Allocate a new surface with a specific pixel format.
- SDL_
Create ⚠Surface From - Allocate a new surface with a specific pixel format and existing pixel data.
- SDL_
Create ⚠Surface Palette - Create a palette and associate it with a surface.
- SDL_
Create ⚠System Cursor - Create a system cursor.
- SDL_
Create ⚠Texture - Create a texture for a rendering context.
- SDL_
Create ⚠Texture From Surface - Create a texture from an existing surface.
- SDL_
Create ⚠Texture With Properties - Create a texture for a rendering context with the specified properties.
- SDL_
Create ⚠Thread - SDL_
Create ⚠Thread Runtime - The actual entry point for
SDL_CreateThread
. - SDL_
Create ⚠Thread With Properties - SDL_
Create ⚠Thread With Properties Runtime - The actual entry point for
SDL_CreateThreadWithProperties
. - SDL_
Create ⚠Tray - Create an icon to be placed in the operating system’s tray, or equivalent.
- SDL_
Create ⚠Tray Menu - Create a menu for a system tray.
- SDL_
Create ⚠Tray Submenu - Create a submenu for a system tray entry.
- SDL_
Create ⚠Window - Create a window with the specified dimensions and flags.
- SDL_
Create ⚠Window AndRenderer - Create a window and default renderer.
- SDL_
Create ⚠Window With Properties - Create a window with the specified properties.
- SDL_
Cursor ⚠Visible - Return whether the cursor is currently being shown.
- SDL_
DEFINE_ AUDIO_ FORMAT - Define an
SDL_AudioFormat
value. - SDL_
DEFINE_ COLORSPACE - A macro for defining custom
SDL_Colorspace
formats. - SDL_
DEFINE_ PIXELFORMAT - A macro for defining custom non-FourCC pixel formats.
- SDL_
DEFINE_ PIXELFOURCC - A macro for defining custom FourCC pixel formats.
- SDL_
Date ⚠Time ToTime - Converts a calendar time to an
SDL_Time
in nanoseconds since the epoch. - SDL_
Delay ⚠ - Wait a specified number of milliseconds before returning.
- SDL_
DelayNS ⚠ - Wait a specified number of nanoseconds before returning.
- SDL_
Delay ⚠Precise - Wait a specified number of nanoseconds before returning.
- SDL_
Destroy ⚠AsyncIO Queue - Destroy a previously-created async I/O task queue.
- SDL_
Destroy ⚠Audio Stream - Free an audio stream.
- SDL_
Destroy ⚠Condition - Destroy a condition variable.
- SDL_
Destroy ⚠Cursor - Free a previously-created cursor.
- SDL_
Destroy ⚠Environment - Destroy a set of environment variables.
- SDL_
DestroyGPU ⚠Device - Destroys a GPU context previously returned by
SDL_CreateGPUDevice
. - SDL_
Destroy ⚠Haptic Effect - Destroy a haptic effect on the device.
- SDL_
Destroy ⚠Mutex - Destroy a mutex created with
SDL_CreateMutex()
. - SDL_
Destroy ⚠Palette - Free a palette created with
SDL_CreatePalette()
. - SDL_
Destroy ⚠Process - Destroy a previously created process object.
- SDL_
Destroy ⚠Properties - Destroy a group of properties.
- SDL_
DestroyRW ⚠Lock - Destroy a read/write lock created with
SDL_CreateRWLock()
. - SDL_
Destroy ⚠Renderer - Destroy the rendering context for a window and free all associated textures.
- SDL_
Destroy ⚠Semaphore - Destroy a semaphore.
- SDL_
Destroy ⚠Surface - Free a surface.
- SDL_
Destroy ⚠Texture - Destroy the specified texture.
- SDL_
Destroy ⚠Tray - Destroys a tray object.
- SDL_
Destroy ⚠Window - Destroy a window.
- SDL_
Destroy ⚠Window Surface - Destroy the surface associated with the window.
- SDL_
Detach ⚠Thread - Let a thread clean up on exit without intervention.
- SDL_
Detach ⚠Virtual Joystick - Detach a virtual joystick.
- SDL_
Disable ⚠Screen Saver - Prevent the screen from being blanked by a screen saver.
- SDL_
DispatchGPU ⚠Compute - Dispatches compute work.
- SDL_
DispatchGPU ⚠Compute Indirect - Dispatches compute work with parameters set from a buffer.
- SDL_
Download ⚠FromGPU Buffer - Copies data from a buffer to a transfer buffer on the GPU timeline.
- SDL_
Download ⚠FromGPU Texture - Copies data from a texture to a transfer buffer on the GPU timeline.
- SDL_
DrawGPU ⚠Indexed Primitives - Draws data using bound graphics state with an index buffer and instancing enabled.
- SDL_
DrawGPU ⚠Indexed Primitives Indirect - Draws data using bound graphics state with an index buffer enabled and with draw parameters set from a buffer.
- SDL_
DrawGPU ⚠Primitives - Draws data using bound graphics state.
- SDL_
DrawGPU ⚠Primitives Indirect - Draws data using bound graphics state and with draw parameters set from a buffer.
- SDL_
Duplicate ⚠Surface - Creates a new surface identical to the existing surface.
- SDL_
EGL_ ⚠GetCurrent Config - Get the currently active EGL config.
- SDL_
EGL_ ⚠GetCurrent Display - Get the currently active EGL display.
- SDL_
EGL_ ⚠GetProc Address - Get an EGL library function by name.
- SDL_
EGL_ ⚠GetWindow Surface - Get the EGL surface associated with the window.
- SDL_
EGL_ ⚠SetAttribute Callbacks - Sets the callbacks for defining custom EGLAttrib arrays for EGL initialization.
- SDL_
Enable ⚠Screen Saver - Allow the screen to be blanked by a screen saver.
- SDL_
EndGPU ⚠Compute Pass - Ends the current compute pass.
- SDL_
EndGPU ⚠Copy Pass - Ends the current copy pass.
- SDL_
EndGPU ⚠Render Pass - Ends the given render pass.
- SDL_
Enter ⚠AppMain Callbacks - An entry point for SDL’s use in SDL_MAIN_USE_CALLBACKS.
- SDL_
Enumerate ⚠Directory - Enumerate a directory through a callback function.
- SDL_
Enumerate ⚠Properties - Enumerate the properties contained in a group of properties.
- SDL_
Enumerate ⚠Storage Directory - Enumerate a directory in a storage container through a callback function.
- SDL_
Event ⚠Enabled - Query the state of processing events by type.
- SDL_
FOURCC - Define a four character code as a Uint32.
- SDL_
Fill ⚠Surface Rect - Perform a fast fill of a rectangle with a specific color.
- SDL_
Fill ⚠Surface Rects - Perform a fast fill of a set of rectangles with a specific color.
- SDL_
Filter ⚠Events - Run a specific filter function on the current event queue, removing any events for which the filter returns false.
- SDL_
Flash ⚠Window - Request a window to demand attention from the user.
- SDL_
Flip ⚠Surface - Flip a surface vertically or horizontally.
- SDL_
Flush ⚠Audio Stream - Tell the stream that you’re done sending data, and anything being buffered should be converted/resampled and made available immediately.
- SDL_
Flush ⚠Event - Clear events of a specific type from the event queue.
- SDL_
Flush ⚠Events - Clear events of a range of types from the event queue.
- SDL_
FlushIO ⚠ - Flush any buffered data in the stream.
- SDL_
Flush ⚠Renderer - Force the rendering context to flush any pending commands and state.
- SDL_
GDKSuspend ⚠Complete - Callback from the application to let the suspend continue.
- SDL_
GL_ ⚠Create Context - Create an OpenGL context for an OpenGL window, and make it current.
- SDL_
GL_ ⚠Destroy Context - Delete an OpenGL context.
- SDL_
GL_ ⚠Extension Supported - Check if an OpenGL extension is supported for the current context.
- SDL_
GL_ ⚠GetAttribute - Get the actual value for an attribute from the current context.
- SDL_
GL_ ⚠GetCurrent Context - Get the currently active OpenGL context.
- SDL_
GL_ ⚠GetCurrent Window - Get the currently active OpenGL window.
- SDL_
GL_ ⚠GetProc Address - Get an OpenGL function by name.
- SDL_
GL_ ⚠GetSwap Interval - Get the swap interval for the current OpenGL context.
- SDL_
GL_ ⚠Load Library - Dynamically load an OpenGL library.
- SDL_
GL_ ⚠Make Current - Set up an OpenGL context for rendering into an OpenGL window.
- SDL_
GL_ ⚠Reset Attributes - Reset all previously set OpenGL context attributes to their default values.
- SDL_
GL_ ⚠SetAttribute - Set an OpenGL window attribute before window creation.
- SDL_
GL_ ⚠SetSwap Interval - Set the swap interval for the current OpenGL context.
- SDL_
GL_ ⚠Swap Window - Update a window with OpenGL rendering.
- SDL_
GL_ ⚠Unload Library - Unload the OpenGL library previously loaded by
SDL_GL_LoadLibrary()
. - SDL_
GPUSupports ⚠Properties - Checks for GPU runtime support.
- SDL_
GPUSupports ⚠Shader Formats - Checks for GPU runtime support.
- SDL_
GPUTexture ⚠Format Texel Block Size - Obtains the texel block size for a texture format.
- SDL_
GPUTexture ⚠Supports Format - Determines whether a texture format is supported for a given type and usage.
- SDL_
GPUTexture ⚠Supports Sample Count - Determines if a sample count for a texture format is supported.
- SDL_
GUID ⚠ToString - Get an ASCII string representation for a given
SDL_GUID
. - SDL_
Gamepad ⚠Connected - Check if a gamepad has been opened and is currently connected.
- SDL_
Gamepad ⚠Events Enabled - Query the state of gamepad event processing.
- SDL_
Gamepad ⚠HasAxis - Query whether a gamepad has a given axis.
- SDL_
Gamepad ⚠HasButton - Query whether a gamepad has a given button.
- SDL_
Gamepad ⚠HasSensor - Return whether a gamepad has a particular sensor.
- SDL_
Gamepad ⚠Sensor Enabled - Query whether sensor data reporting is enabled for a gamepad.
- SDL_
Generate ⚠Mipmaps ForGPU Texture - Generates mipmaps for the given texture.
- SDL_
GetApp ⚠Metadata Property - Get metadata about your app.
- SDL_
GetAssertion ⚠Handler - Get the current assertion handler.
- SDL_
GetAssertion ⚠Report - Get a list of all assertion failures.
- SDL_
GetAsyncIO ⚠Result - Query an async I/O task queue for completed tasks.
- SDL_
GetAsyncIO ⚠Size - Use this function to get the size of the data stream in an
SDL_AsyncIO
. - SDL_
GetAtomic ⚠Int - Get the value of an atomic variable.
- SDL_
GetAtomic ⚠Pointer - Get the value of a pointer atomically.
- SDL_
GetAtomic ⚠U32 - Get the value of an atomic variable.
- SDL_
GetAudio ⚠Device Channel Map - Get the current channel map of an audio device.
- SDL_
GetAudio ⚠Device Format - Get the current audio format of a specific audio device.
- SDL_
GetAudio ⚠Device Gain - Get the gain of an audio device.
- SDL_
GetAudio ⚠Device Name - Get the human-readable name of a specific audio device.
- SDL_
GetAudio ⚠Driver - Use this function to get the name of a built in audio driver.
- SDL_
GetAudio ⚠Format Name - Get the human readable name of an audio format.
- SDL_
GetAudio ⚠Playback Devices - Get a list of currently-connected audio playback devices.
- SDL_
GetAudio ⚠Recording Devices - Get a list of currently-connected audio recording devices.
- SDL_
GetAudio ⚠Stream Available - Get the number of converted/resampled bytes available.
- SDL_
GetAudio ⚠Stream Data - Get converted/resampled data from the stream.
- SDL_
GetAudio ⚠Stream Device - Query an audio stream for its currently-bound device.
- SDL_
GetAudio ⚠Stream Format - Query the current format of an audio stream.
- SDL_
GetAudio ⚠Stream Frequency Ratio - Get the frequency ratio of an audio stream.
- SDL_
GetAudio ⚠Stream Gain - Get the gain of an audio stream.
- SDL_
GetAudio ⚠Stream Input Channel Map - Get the current input channel map of an audio stream.
- SDL_
GetAudio ⚠Stream Output Channel Map - Get the current output channel map of an audio stream.
- SDL_
GetAudio ⚠Stream Properties - Get the properties associated with an audio stream.
- SDL_
GetAudio ⚠Stream Queued - Get the number of bytes currently queued.
- SDL_
GetBase ⚠Path - Get the directory where the application was run from.
- SDL_
GetBoolean ⚠Property - Get a boolean property from a group of properties.
- SDL_
GetCPU ⚠Cache Line Size - Determine the L1 cache line size of the CPU.
- SDL_
GetCamera ⚠Driver - Use this function to get the name of a built in camera driver.
- SDL_
GetCamera ⚠Format - Get the spec that a camera is using when generating images.
- SDL_
GetCameraID ⚠ - Get the instance ID of an opened camera.
- SDL_
GetCamera ⚠Name - Get the human-readable device name for a camera.
- SDL_
GetCamera ⚠Permission State - Query if camera access has been approved by the user.
- SDL_
GetCamera ⚠Position - Get the position of the camera in relation to the system.
- SDL_
GetCamera ⚠Properties - Get the properties associated with an opened camera.
- SDL_
GetCamera ⚠Supported Formats - Get the list of native formats/sizes a camera supports.
- SDL_
GetCameras ⚠ - Get a list of currently connected camera devices.
- SDL_
GetClipboard ⚠Data - Get the data from clipboard for a given mime type.
- SDL_
GetClipboard ⚠Mime Types - Retrieve the list of mime types available in the clipboard.
- SDL_
GetClipboard ⚠Text - Get UTF-8 text from the clipboard.
- SDL_
GetClosest ⚠Fullscreen Display Mode - Get the closest match to the requested display mode.
- SDL_
GetCurrent ⚠Audio Driver - Get the name of the current audio driver.
- SDL_
GetCurrent ⚠Camera Driver - Get the name of the current camera driver.
- SDL_
GetCurrent ⚠Directory - Get what the system believes is the “current working directory.”
- SDL_
GetCurrent ⚠Display Mode - Get information about the current display mode.
- SDL_
GetCurrent ⚠Display Orientation - Get the orientation of a display.
- SDL_
GetCurrent ⚠Render Output Size - Get the current output size in pixels of a rendering context.
- SDL_
GetCurrent ⚠ThreadID - Get the thread identifier for the current thread.
- SDL_
GetCurrent ⚠Time - Gets the current value of the system realtime clock in nanoseconds since Jan 1, 1970 in Universal Coordinated Time (UTC).
- SDL_
GetCurrent ⚠Video Driver - Get the name of the currently initialized video driver.
- SDL_
GetCursor ⚠ - Get the active cursor.
- SDL_
GetDate ⚠Time Locale Preferences - Gets the current preferred date and time format for the system locale.
- SDL_
GetDay ⚠OfWeek - Get the day of week for a calendar date.
- SDL_
GetDay ⚠OfYear - Get the day of year for a calendar date.
- SDL_
GetDays ⚠InMonth - Get the number of days in a month for a given year.
- SDL_
GetDefault ⚠Assertion Handler - Get the default assertion handler.
- SDL_
GetDefault ⚠Cursor - Get the default cursor.
- SDL_
GetDefault ⚠LogOutput Function - Get the default log output function.
- SDL_
GetDesktop ⚠Display Mode - Get information about the desktop’s display mode.
- SDL_
GetDisplay ⚠Bounds - Get the desktop area represented by a display.
- SDL_
GetDisplay ⚠Content Scale - Get the content scale of a display.
- SDL_
GetDisplay ⚠ForPoint - Get the display containing a point.
- SDL_
GetDisplay ⚠ForRect - Get the display primarily containing a rect.
- SDL_
GetDisplay ⚠ForWindow - Get the display associated with a window.
- SDL_
GetDisplay ⚠Name - Get the name of a display in UTF-8 encoding.
- SDL_
GetDisplay ⚠Properties - Get the properties associated with a display.
- SDL_
GetDisplay ⚠Usable Bounds - Get the usable desktop area represented by a display, in screen coordinates.
- SDL_
GetDisplays ⚠ - Get a list of currently connected displays.
- SDL_
GetEnvironment ⚠ - Get the process environment.
- SDL_
GetEnvironment ⚠Variable - Get the value of a variable in the environment.
- SDL_
GetEnvironment ⚠Variables - Get all variables in the environment.
- SDL_
GetError ⚠ - Retrieve a message about the last error that occurred on the current thread.
- SDL_
GetEvent ⚠Filter - Query the current event filter.
- SDL_
GetFloat ⚠Property - Get a floating point property from a group of properties.
- SDL_
GetFullscreen ⚠Display Modes - Get a list of fullscreen display modes available on a display.
- SDL_
GetGPU ⚠Device Driver - Returns the name of the backend used to create this GPU context.
- SDL_
GetGPU ⚠Driver - Get the name of a built in GPU driver.
- SDL_
GetGPU ⚠Shader Formats - Returns the supported shader formats for this GPU context.
- SDL_
GetGPU ⚠Swapchain Texture Format - Obtains the texture format of the swapchain for the given window.
- SDL_
GetGamepad ⚠AppleSF Symbols Name ForAxis - Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
- SDL_
GetGamepad ⚠AppleSF Symbols Name ForButton - Return the sfSymbolsName for a given button on a gamepad on Apple platforms.
- SDL_
GetGamepad ⚠Axis - Get the current state of an axis control on a gamepad.
- SDL_
GetGamepad ⚠Axis From String - Convert a string into
SDL_GamepadAxis
enum. - SDL_
GetGamepad ⚠Bindings - Get the SDL joystick layer bindings for a gamepad.
- SDL_
GetGamepad ⚠Button - Get the current state of a button on a gamepad.
- SDL_
GetGamepad ⚠Button From String - Convert a string into an
SDL_GamepadButton
enum. - SDL_
GetGamepad ⚠Button Label - Get the label of a button on a gamepad.
- SDL_
GetGamepad ⚠Button Label ForType - Get the label of a button on a gamepad.
- SDL_
GetGamepad ⚠Connection State - Get the connection state of a gamepad.
- SDL_
GetGamepad ⚠Firmware Version - Get the firmware version of an opened gamepad, if available.
- SDL_
GetGamepad ⚠FromID - Get the
SDL_Gamepad
associated with a joystick instance ID, if it has been opened. - SDL_
GetGamepad ⚠From Player Index - Get the
SDL_Gamepad
associated with a player index. - SDL_
GetGamepadGUID ⚠ForID - Get the implementation-dependent GUID of a gamepad.
- SDL_
GetGamepadID ⚠ - Get the instance ID of an opened gamepad.
- SDL_
GetGamepad ⚠Joystick - Get the underlying joystick from a gamepad.
- SDL_
GetGamepad ⚠Mapping - Get the current mapping of a gamepad.
- SDL_
GetGamepad ⚠Mapping ForGUID - Get the gamepad mapping string for a given GUID.
- SDL_
GetGamepad ⚠Mapping ForID - Get the mapping of a gamepad.
- SDL_
GetGamepad ⚠Mappings - Get the current gamepad mappings.
- SDL_
GetGamepad ⚠Name - Get the implementation-dependent name for an opened gamepad.
- SDL_
GetGamepad ⚠Name ForID - Get the implementation dependent name of a gamepad.
- SDL_
GetGamepad ⚠Path - Get the implementation-dependent path for an opened gamepad.
- SDL_
GetGamepad ⚠Path ForID - Get the implementation dependent path of a gamepad.
- SDL_
GetGamepad ⚠Player Index - Get the player index of an opened gamepad.
- SDL_
GetGamepad ⚠Player Index ForID - Get the player index of a gamepad.
- SDL_
GetGamepad ⚠Power Info - Get the battery state of a gamepad.
- SDL_
GetGamepad ⚠Product - Get the USB product ID of an opened gamepad, if available.
- SDL_
GetGamepad ⚠Product ForID - Get the USB product ID of a gamepad, if available.
- SDL_
GetGamepad ⚠Product Version - Get the product version of an opened gamepad, if available.
- SDL_
GetGamepad ⚠Product Version ForID - Get the product version of a gamepad, if available.
- SDL_
GetGamepad ⚠Properties - Get the properties associated with an opened gamepad.
- SDL_
GetGamepad ⚠Sensor Data - Get the current state of a gamepad sensor.
- SDL_
GetGamepad ⚠Sensor Data Rate - Get the data rate (number of events per second) of a gamepad sensor.
- SDL_
GetGamepad ⚠Serial - Get the serial number of an opened gamepad, if available.
- SDL_
GetGamepad ⚠Steam Handle - Get the Steam Input handle of an opened gamepad, if available.
- SDL_
GetGamepad ⚠String ForAxis - Convert from an
SDL_GamepadAxis
enum to a string. - SDL_
GetGamepad ⚠String ForButton - Convert from an
SDL_GamepadButton
enum to a string. - SDL_
GetGamepad ⚠String ForType - Convert from an
SDL_GamepadType
enum to a string. - SDL_
GetGamepad ⚠Touchpad Finger - Get the current state of a finger on a touchpad on a gamepad.
- SDL_
GetGamepad ⚠Type - Get the type of an opened gamepad.
- SDL_
GetGamepad ⚠Type ForID - Get the type of a gamepad.
- SDL_
GetGamepad ⚠Type From String - Convert a string into
SDL_GamepadType
enum. - SDL_
GetGamepad ⚠Vendor - Get the USB vendor ID of an opened gamepad, if available.
- SDL_
GetGamepad ⚠Vendor ForID - Get the USB vendor ID of a gamepad, if available.
- SDL_
GetGamepads ⚠ - Get a list of currently connected gamepads.
- SDL_
GetGlobal ⚠Mouse State - Query the platform for the asynchronous mouse button state and the desktop-relative platform-cursor position.
- SDL_
GetGlobal ⚠Properties - Get the global SDL properties.
- SDL_
GetGrabbed ⚠Window - Get the window that currently has an input grab enabled.
- SDL_
GetHaptic ⚠Effect Status - Get the status of the current effect on the specified haptic device.
- SDL_
GetHaptic ⚠Features - Get the haptic device’s supported features in bitwise manner.
- SDL_
GetHaptic ⚠FromID - Get the
SDL_Haptic
associated with an instance ID, if it has been opened. - SDL_
GetHapticID ⚠ - Get the instance ID of an opened haptic device.
- SDL_
GetHaptic ⚠Name - Get the implementation dependent name of a haptic device.
- SDL_
GetHaptic ⚠Name ForID - Get the implementation dependent name of a haptic device.
- SDL_
GetHaptics ⚠ - Get a list of currently connected haptic devices.
- SDL_
GetHint ⚠ - Get the value of a hint.
- SDL_
GetHint ⚠Boolean - Get the boolean value of a hint variable.
- SDL_
GetIO ⚠Properties - Get the properties associated with an
SDL_IOStream
. - SDL_
GetIO ⚠Size - Use this function to get the size of the data stream in an
SDL_IOStream
. - SDL_
GetIO ⚠Status - Query the stream status of an
SDL_IOStream
. - SDL_
GetJoystick ⚠Axis - Get the current state of an axis control on a joystick.
- SDL_
GetJoystick ⚠Axis Initial State - Get the initial state of an axis control on a joystick.
- SDL_
GetJoystick ⚠Ball - Get the ball axis change since the last poll.
- SDL_
GetJoystick ⚠Button - Get the current state of a button on a joystick.
- SDL_
GetJoystick ⚠Connection State - Get the connection state of a joystick.
- SDL_
GetJoystick ⚠Firmware Version - Get the firmware version of an opened joystick, if available.
- SDL_
GetJoystick ⚠FromID - Get the
SDL_Joystick
associated with an instance ID, if it has been opened. - SDL_
GetJoystick ⚠From Player Index - Get the
SDL_Joystick
associated with a player index. - SDL_
GetJoystickGUID ⚠ - Get the implementation-dependent GUID for the joystick.
- SDL_
GetJoystickGUID ⚠ForID - Get the implementation-dependent GUID of a joystick.
- SDL_
GetJoystickGUID ⚠Info - Get the device information encoded in a
SDL_GUID
structure. - SDL_
GetJoystick ⚠Hat - Get the current state of a POV hat on a joystick.
- SDL_
GetJoystickID ⚠ - Get the instance ID of an opened joystick.
- SDL_
GetJoystick ⚠Name - Get the implementation dependent name of a joystick.
- SDL_
GetJoystick ⚠Name ForID - Get the implementation dependent name of a joystick.
- SDL_
GetJoystick ⚠Path - Get the implementation dependent path of a joystick.
- SDL_
GetJoystick ⚠Path ForID - Get the implementation dependent path of a joystick.
- SDL_
GetJoystick ⚠Player Index - Get the player index of an opened joystick.
- SDL_
GetJoystick ⚠Player Index ForID - Get the player index of a joystick.
- SDL_
GetJoystick ⚠Power Info - Get the battery state of a joystick.
- SDL_
GetJoystick ⚠Product - Get the USB product ID of an opened joystick, if available.
- SDL_
GetJoystick ⚠Product ForID - Get the USB product ID of a joystick, if available.
- SDL_
GetJoystick ⚠Product Version - Get the product version of an opened joystick, if available.
- SDL_
GetJoystick ⚠Product Version ForID - Get the product version of a joystick, if available.
- SDL_
GetJoystick ⚠Properties - Get the properties associated with a joystick.
- SDL_
GetJoystick ⚠Serial - Get the serial number of an opened joystick, if available.
- SDL_
GetJoystick ⚠Type - Get the type of an opened joystick.
- SDL_
GetJoystick ⚠Type ForID - Get the type of a joystick, if available.
- SDL_
GetJoystick ⚠Vendor - Get the USB vendor ID of an opened joystick, if available.
- SDL_
GetJoystick ⚠Vendor ForID - Get the USB vendor ID of a joystick, if available.
- SDL_
GetJoysticks ⚠ - Get a list of currently connected joysticks.
- SDL_
GetKey ⚠From Name - Get a key code from a human-readable name.
- SDL_
GetKey ⚠From Scancode - Get the key code corresponding to the given scancode according to the current keyboard layout.
- SDL_
GetKey ⚠Name - Get a human-readable name for a key.
- SDL_
GetKeyboard ⚠Focus - Query the window which currently has keyboard focus.
- SDL_
GetKeyboard ⚠Name ForID - Get the name of a keyboard.
- SDL_
GetKeyboard ⚠State - Get a snapshot of the current state of the keyboard.
- SDL_
GetKeyboards ⚠ - Get a list of currently connected keyboards.
- SDL_
GetLog ⚠Output Function - Get the current log output function.
- SDL_
GetLog ⚠Priority - Get the priority of a particular log category.
- SDL_
GetMasks ⚠ForPixel Format - Convert one of the enumerated pixel formats to a bpp value and RGBA masks.
- SDL_
GetMax ⚠Haptic Effects - Get the number of effects a haptic device can store.
- SDL_
GetMax ⚠Haptic Effects Playing - Get the number of effects a haptic device can play at the same time.
- SDL_
GetMemory ⚠Functions - Get the current set of SDL memory functions.
- SDL_
GetMice ⚠ - Get a list of currently connected mice.
- SDL_
GetMod ⚠State - Get the current key modifier state for the keyboard.
- SDL_
GetMouse ⚠Focus - Get the window which currently has mouse focus.
- SDL_
GetMouse ⚠Name ForID - Get the name of a mouse.
- SDL_
GetMouse ⚠State - Query SDL’s cache for the synchronous mouse button state and the window-relative SDL-cursor position.
- SDL_
GetNatural ⚠Display Orientation - Get the orientation of a display when it is unrotated.
- SDL_
GetNum ⚠Allocations - Get the number of outstanding (unfreed) allocations.
- SDL_
GetNum ⚠Audio Drivers - Use this function to get the number of built-in audio drivers.
- SDL_
GetNum ⚠Camera Drivers - Use this function to get the number of built-in camera drivers.
- SDL_
GetNumGPU ⚠Drivers - Get the number of GPU drivers compiled into SDL.
- SDL_
GetNum ⚠Gamepad Touchpad Fingers - Get the number of supported simultaneous fingers on a touchpad on a game gamepad.
- SDL_
GetNum ⚠Gamepad Touchpads - Get the number of touchpads on a gamepad.
- SDL_
GetNum ⚠Haptic Axes - Get the number of haptic axes the device has.
- SDL_
GetNum ⚠Joystick Axes - Get the number of general axis controls on a joystick.
- SDL_
GetNum ⚠Joystick Balls - Get the number of trackballs on a joystick.
- SDL_
GetNum ⚠Joystick Buttons - Get the number of buttons on a joystick.
- SDL_
GetNum ⚠Joystick Hats - Get the number of POV hats on a joystick.
- SDL_
GetNum ⚠LogicalCPU Cores - Get the number of logical CPU cores available.
- SDL_
GetNum ⚠Render Drivers - Get the number of 2D rendering drivers available for the current display.
- SDL_
GetNum ⚠Video Drivers - Get the number of video drivers compiled into SDL.
- SDL_
GetNumber ⚠Property - Get a number property from a group of properties.
- SDL_
GetOriginal ⚠Memory Functions - Get the original set of SDL memory functions.
- SDL_
GetPath ⚠Info - Get information about a filesystem path.
- SDL_
GetPerformance ⚠Counter - Get the current value of the high resolution counter.
- SDL_
GetPerformance ⚠Frequency - Get the count per second of the high resolution counter.
- SDL_
GetPixel ⚠Format Details - Create an
SDL_PixelFormatDetails
structure corresponding to a pixel format. - SDL_
GetPixel ⚠Format ForMasks - Convert a bpp value and RGBA masks to an enumerated pixel format.
- SDL_
GetPixel ⚠Format Name - Get the human readable name of a pixel format.
- SDL_
GetPlatform ⚠ - Get the name of the platform.
- SDL_
GetPointer ⚠Property - Get a pointer property from a group of properties.
- SDL_
GetPower ⚠Info - Get the current power supply details.
- SDL_
GetPref ⚠Path - Get the user-and-app-specific path where files can be written.
- SDL_
GetPreferred ⚠Locales - Report the user’s preferred locale.
- SDL_
GetPrimary ⚠Display - Return the primary display.
- SDL_
GetPrimary ⚠Selection Text - Get UTF-8 text from the primary selection.
- SDL_
GetProcess ⚠Input - Get the
SDL_IOStream
associated with process standard input. - SDL_
GetProcess ⚠Output - Get the
SDL_IOStream
associated with process standard output. - SDL_
GetProcess ⚠Properties - Get the properties associated with a process.
- SDL_
GetProperty ⚠Type - Get the type of a property in a group of properties.
- SDL_
GetRGB ⚠ - Get RGB values from a pixel in the specified format.
- SDL_
GetRGBA ⚠ - Get RGBA values from a pixel in the specified format.
- SDL_
GetReal ⚠Gamepad Type - Get the type of an opened gamepad, ignoring any mapping override.
- SDL_
GetReal ⚠Gamepad Type ForID - Get the type of a gamepad, ignoring any mapping override.
- SDL_
GetRect ⚠AndLine Intersection - Calculate the intersection of a rectangle and line segment.
- SDL_
GetRect ⚠AndLine Intersection Float - Calculate the intersection of a rectangle and line segment with float precision.
- SDL_
GetRect ⚠Enclosing Points - Calculate a minimal rectangle enclosing a set of points.
- SDL_
GetRect ⚠Enclosing Points Float - Calculate a minimal rectangle enclosing a set of points with float precision.
- SDL_
GetRect ⚠Intersection - Calculate the intersection of two rectangles.
- SDL_
GetRect ⚠Intersection Float - Calculate the intersection of two rectangles with float precision.
- SDL_
GetRect ⚠Union - Calculate the union of two rectangles.
- SDL_
GetRect ⚠Union Float - Calculate the union of two rectangles with float precision.
- SDL_
GetRelative ⚠Mouse State - Query SDL’s cache for the synchronous mouse button state and accumulated mouse delta since last call.
- SDL_
GetRender ⚠Clip Rect - Get the clip rectangle for the current target.
- SDL_
GetRender ⚠Color Scale - Get the color scale used for render operations.
- SDL_
GetRender ⚠Draw Blend Mode - Get the blend mode used for drawing operations.
- SDL_
GetRender ⚠Draw Color - Get the color used for drawing operations (Rect, Line and Clear).
- SDL_
GetRender ⚠Draw Color Float - Get the color used for drawing operations (Rect, Line and Clear).
- SDL_
GetRender ⚠Driver - Use this function to get the name of a built in 2D rendering driver.
- SDL_
GetRender ⚠Logical Presentation - Get device independent resolution and presentation mode for rendering.
- SDL_
GetRender ⚠Logical Presentation Rect - Get the final presentation rectangle for rendering.
- SDL_
GetRender ⚠Metal Command Encoder - Get the Metal command encoder for the current frame.
- SDL_
GetRender ⚠Metal Layer - Get the CAMetalLayer associated with the given Metal renderer.
- SDL_
GetRender ⚠Output Size - Get the output size in pixels of a rendering context.
- SDL_
GetRender ⚠Safe Area - Get the safe area for rendering within the current viewport.
- SDL_
GetRender ⚠Scale - Get the drawing scale for the current target.
- SDL_
GetRender ⚠Target - Get the current render target.
- SDL_
GetRenderV ⚠Sync - Get VSync of the given renderer.
- SDL_
GetRender ⚠Viewport - Get the drawing area for the current target.
- SDL_
GetRender ⚠Window - Get the window associated with a renderer.
- SDL_
GetRenderer ⚠ - Get the renderer associated with a window.
- SDL_
GetRenderer ⚠From Texture - Get the renderer that created an
SDL_Texture
. - SDL_
GetRenderer ⚠Name - Get the name of a renderer.
- SDL_
GetRenderer ⚠Properties - Get the properties associated with a renderer.
- SDL_
GetRevision ⚠ - Get the code revision of SDL that is linked against your program.
- SDL_
GetSIMD ⚠Alignment - Report the alignment this system needs for SIMD allocations.
- SDL_
GetSandbox ⚠ - Get the application sandbox environment, if any.
- SDL_
GetScancode ⚠From Key - Get the scancode corresponding to the given key code according to the current keyboard layout.
- SDL_
GetScancode ⚠From Name - Get a scancode from a human-readable name.
- SDL_
GetScancode ⚠Name - Get a human-readable name for a scancode.
- SDL_
GetSemaphore ⚠Value - Get the current value of a semaphore.
- SDL_
GetSensor ⚠Data - Get the current state of an opened sensor.
- SDL_
GetSensor ⚠FromID - Return the
SDL_Sensor
associated with an instance ID. - SDL_
GetSensorID ⚠ - Get the instance ID of a sensor.
- SDL_
GetSensor ⚠Name - Get the implementation dependent name of a sensor.
- SDL_
GetSensor ⚠Name ForID - Get the implementation dependent name of a sensor.
- SDL_
GetSensor ⚠NonPortable Type - Get the platform dependent type of a sensor.
- SDL_
GetSensor ⚠NonPortable Type ForID - Get the platform dependent type of a sensor.
- SDL_
GetSensor ⚠Properties - Get the properties associated with a sensor.
- SDL_
GetSensor ⚠Type - Get the type of a sensor.
- SDL_
GetSensor ⚠Type ForID - Get the type of a sensor.
- SDL_
GetSensors ⚠ - Get a list of currently connected sensors.
- SDL_
GetSilence ⚠Value ForFormat - Get the appropriate memset value for silencing an audio format.
- SDL_
GetStorage ⚠File Size - Query the size of a file within a storage container.
- SDL_
GetStorage ⚠Path Info - Get information about a filesystem path in a storage container.
- SDL_
GetStorage ⚠Space Remaining - Queries the remaining space in a storage container.
- SDL_
GetString ⚠Property - Get a string property from a group of properties.
- SDL_
GetSurface ⚠Alpha Mod - Get the additional alpha value used in blit operations.
- SDL_
GetSurface ⚠Blend Mode - Get the blend mode used for blit operations.
- SDL_
GetSurface ⚠Clip Rect - Get the clipping rectangle for a surface.
- SDL_
GetSurface ⚠Color Key - Get the color key (transparent pixel) for a surface.
- SDL_
GetSurface ⚠Color Mod - Get the additional color value multiplied into blit operations.
- SDL_
GetSurface ⚠Colorspace - Get the colorspace used by a surface.
- SDL_
GetSurface ⚠Images - Get an array including all versions of a surface.
- SDL_
GetSurface ⚠Palette - Get the palette used by a surface.
- SDL_
GetSurface ⚠Properties - Get the properties associated with a surface.
- SDL_
GetSystemRAM ⚠ - Get the amount of RAM configured in the system.
- SDL_
GetSystem ⚠Theme - Get the current system theme.
- SDL_
GetTLS ⚠ - Get the current thread’s value associated with a thread local storage ID.
- SDL_
GetText ⚠Input Area - Get the area used to type Unicode text input.
- SDL_
GetTexture ⚠Alpha Mod - Get the additional alpha value multiplied into render copy operations.
- SDL_
GetTexture ⚠Alpha ModFloat - Get the additional alpha value multiplied into render copy operations.
- SDL_
GetTexture ⚠Blend Mode - Get the blend mode used for texture copy operations.
- SDL_
GetTexture ⚠Color Mod - Get the additional color value multiplied into render copy operations.
- SDL_
GetTexture ⚠Color ModFloat - Get the additional color value multiplied into render copy operations.
- SDL_
GetTexture ⚠Properties - Get the properties associated with a texture.
- SDL_
GetTexture ⚠Scale Mode - Get the scale mode used for texture scale operations.
- SDL_
GetTexture ⚠Size - Get the size of a texture, as floating point values.
- SDL_
GetThreadID ⚠ - Get the thread identifier for the specified thread.
- SDL_
GetThread ⚠Name - Get the thread name as it was specified in
SDL_CreateThread()
. - SDL_
GetThread ⚠State - Get the current state of a thread.
- SDL_
GetTicks ⚠ - Get the number of milliseconds since SDL library initialization.
- SDL_
GetTicksNS ⚠ - Get the number of nanoseconds since SDL library initialization.
- SDL_
GetTouch ⚠Device Name - Get the touch device name as reported from the driver.
- SDL_
GetTouch ⚠Device Type - Get the type of the given touch device.
- SDL_
GetTouch ⚠Devices - Get a list of registered touch devices.
- SDL_
GetTouch ⚠Fingers - Get a list of active fingers for a given touch device.
- SDL_
GetTray ⚠Entries - Returns a list of entries in the menu, in order.
- SDL_
GetTray ⚠Entry Checked - Gets whether or not an entry is checked.
- SDL_
GetTray ⚠Entry Enabled - Gets whether or not an entry is enabled.
- SDL_
GetTray ⚠Entry Label - Gets the label of an entry.
- SDL_
GetTray ⚠Entry Parent - Gets the menu containing a certain tray entry.
- SDL_
GetTray ⚠Menu - Gets a previously created tray menu.
- SDL_
GetTray ⚠Menu Parent Entry - Gets the entry for which the menu is a submenu, if the current menu is a submenu.
- SDL_
GetTray ⚠Menu Parent Tray - Gets the tray for which this menu is the first-level menu, if the current menu isn’t a submenu.
- SDL_
GetTray ⚠Submenu - Gets a previously created tray entry submenu.
- SDL_
GetUser ⚠Folder - Finds the most suitable user folder for a specific purpose.
- SDL_
GetVersion ⚠ - Get the version of SDL that is linked against your program.
- SDL_
GetVideo ⚠Driver - Get the name of a built in video driver.
- SDL_
GetWindow ⚠Aspect Ratio - Get the size of a window’s client area.
- SDL_
GetWindow ⚠Borders Size - Get the size of a window’s borders (decorations) around the client area.
- SDL_
GetWindow ⚠Display Scale - Get the content display scale relative to a window’s pixel size.
- SDL_
GetWindow ⚠Flags - Get the window flags.
- SDL_
GetWindow ⚠From Event - Get window associated with an event.
- SDL_
GetWindow ⚠FromID - Get a window from a stored ID.
- SDL_
GetWindow ⚠Fullscreen Mode - Query the display mode to use when a window is visible at fullscreen.
- SDL_
GetWindowICC ⚠Profile - Get the raw ICC profile data for the screen the window is currently on.
- SDL_
GetWindowID ⚠ - Get the numeric ID of a window.
- SDL_
GetWindow ⚠Keyboard Grab - Get a window’s keyboard grab mode.
- SDL_
GetWindow ⚠Maximum Size - Get the maximum size of a window’s client area.
- SDL_
GetWindow ⚠Minimum Size - Get the minimum size of a window’s client area.
- SDL_
GetWindow ⚠Mouse Grab - Get a window’s mouse grab mode.
- SDL_
GetWindow ⚠Mouse Rect - Get the mouse confinement rectangle of a window.
- SDL_
GetWindow ⚠Opacity - Get the opacity of a window.
- SDL_
GetWindow ⚠Parent - Get parent of a window.
- SDL_
GetWindow ⚠Pixel Density - Get the pixel density of a window.
- SDL_
GetWindow ⚠Pixel Format - Get the pixel format associated with the window.
- SDL_
GetWindow ⚠Position - Get the position of a window.
- SDL_
GetWindow ⚠Properties - Get the properties associated with a window.
- SDL_
GetWindow ⚠Relative Mouse Mode - Query whether relative mouse mode is enabled for a window.
- SDL_
GetWindow ⚠Safe Area - Get the safe area for this window.
- SDL_
GetWindow ⚠Size - Get the size of a window’s client area.
- SDL_
GetWindow ⚠Size InPixels - Get the size of a window’s client area, in pixels.
- SDL_
GetWindow ⚠Surface - Get the SDL surface associated with the window.
- SDL_
GetWindow ⚠SurfaceV Sync - Get VSync for the window surface.
- SDL_
GetWindow ⚠Title - Get the title of a window.
- SDL_
GetWindows ⚠ - Get a list of valid windows.
- SDL_
Glob ⚠Directory - Enumerate a directory tree, filtered by pattern, and return a list.
- SDL_
Glob ⚠Storage Directory - Enumerate a directory tree, filtered by pattern, and return a list.
- SDL_
Haptic ⚠Effect Supported - Check to see if an effect is supported by a haptic device.
- SDL_
Haptic ⚠Rumble Supported - Check whether rumble is supported on a haptic device.
- SDL_
HasARMSIMD ⚠ - Determine whether the CPU has ARM SIMD (ARMv6) features.
- SDL_
HasAVX ⚠ - Determine whether the CPU has AVX features.
- SDL_
HasAV ⚠X2 - Determine whether the CPU has AVX2 features.
- SDL_
HasAV ⚠X512F - Determine whether the CPU has AVX-512F (foundation) features.
- SDL_
HasAlti ⚠Vec - Determine whether the CPU has AltiVec features.
- SDL_
HasClipboard ⚠Data - Query whether there is data in the clipboard for the provided mime type.
- SDL_
HasClipboard ⚠Text - Query whether the clipboard exists and contains a non-empty text string.
- SDL_
HasEvent ⚠ - Check for the existence of a certain event type in the event queue.
- SDL_
HasEvents ⚠ - Check for the existence of certain event types in the event queue.
- SDL_
HasExactly OneBit Set32 - Determine if a unsigned 32-bit value has exactly one bit set.
- SDL_
HasGamepad ⚠ - Return whether a gamepad is currently connected.
- SDL_
HasJoystick ⚠ - Return whether a joystick is currently connected.
- SDL_
HasKeyboard ⚠ - Return whether a keyboard is currently connected.
- SDL_
HasLASX ⚠ - Determine whether the CPU has LASX (LOONGARCH SIMD) features.
- SDL_
HasLSX ⚠ - Determine whether the CPU has LSX (LOONGARCH SIMD) features.
- SDL_
HasMMX ⚠ - Determine whether the CPU has MMX features.
- SDL_
HasMouse ⚠ - Return whether a mouse is currently connected.
- SDL_
HasNEON ⚠ - Determine whether the CPU has NEON (ARM SIMD) features.
- SDL_
HasPrimary ⚠Selection Text - Query whether the primary selection exists and contains a non-empty text string.
- SDL_
HasProperty ⚠ - Return whether a property exists in a group of properties.
- SDL_
HasRect ⚠Intersection - Determine whether two rectangles intersect.
- SDL_
HasRect ⚠Intersection Float - Determine whether two rectangles intersect with float precision.
- SDL_
HasSSE ⚠ - Determine whether the CPU has SSE features.
- SDL_
HasSS ⚠E2 - Determine whether the CPU has SSE2 features.
- SDL_
HasSS ⚠E3 - Determine whether the CPU has SSE3 features.
- SDL_
HasSS ⚠E41 - Determine whether the CPU has SSE4.1 features.
- SDL_
HasSS ⚠E42 - Determine whether the CPU has SSE4.2 features.
- SDL_
HasScreen ⚠Keyboard Support - Check whether the platform has screen keyboard support.
- SDL_
Hide ⚠Cursor - Hide the cursor.
- SDL_
Hide ⚠Window - Hide a window.
- SDL_
INIT_ ⚠INTERFACE - A macro to initialize an SDL interface.
- SDL_
IOFrom ⚠Const Mem - Use this function to prepare a read-only memory buffer for use with
SDL_IOStream
. - SDL_
IOFrom ⚠Dynamic Mem - Use this function to create an
SDL_IOStream
that is backed by dynamically allocated memory. - SDL_
IOFrom ⚠File - Use this function to create a new
SDL_IOStream
structure for reading from and/or writing to a named file. - SDL_
IOFrom ⚠Mem - Use this function to prepare a read-write memory buffer for use with
SDL_IOStream
. - SDL_
IOprintf ⚠ - Print to an
SDL_IOStream
data stream. - SDL_
IOvprintf ⚠ - Print to an
SDL_IOStream
data stream. - SDL_
ISCOLORSPACE_ FULL_ RANGE - A macro to determine if an
SDL_Colorspace
has a full range. - SDL_
ISCOLORSPACE_ LIMITED_ RANGE - A macro to determine if an
SDL_Colorspace
has a limited range. - SDL_
ISCOLORSPACE_ MATRIX_ BT601 - A macro to determine if an
SDL_Colorspace
uses BT601 (or BT470BG) matrix coefficients. - SDL_
ISCOLORSPACE_ MATRIX_ BT709 - A macro to determine if an
SDL_Colorspace
uses BT709 matrix coefficients. - SDL_
ISCOLORSPACE_ MATRIX_ BT2020_ NCL - A macro to determine if an
SDL_Colorspace
uses BT2020_NCL matrix coefficients. - SDL_
ISPIXELFORMAT_ 10BIT - A macro to determine if an
SDL_PixelFormat
is a 10-bit format. - SDL_
ISPIXELFORMAT_ ALPHA - A macro to determine if an
SDL_PixelFormat
has an alpha channel. - SDL_
ISPIXELFORMAT_ ARRAY - A macro to determine if an
SDL_PixelFormat
is an array format. - SDL_
ISPIXELFORMAT_ FLOAT - A macro to determine if an
SDL_PixelFormat
is a floating point format. - SDL_
ISPIXELFORMAT_ FOURCC - A macro to determine if an
SDL_PixelFormat
is a “FourCC” format. - SDL_
ISPIXELFORMAT_ INDEXED - A macro to determine if an
SDL_PixelFormat
is an indexed format. - SDL_
ISPIXELFORMAT_ PACKED - A macro to determine if an
SDL_PixelFormat
is a packed format. - SDL_
Init ⚠ - Initialize the SDL library.
- SDL_
Init ⚠Haptic Rumble - Initialize a haptic device for simple rumble playback.
- SDL_
Init ⚠SubSystem - Compatibility function to initialize the SDL library.
- SDL_
InsertGPU ⚠Debug Label - Inserts an arbitrary string label into the command buffer callstream.
- SDL_
Insert ⚠Tray Entry At - Insert a tray entry at a given position.
- SDL_
Invalid ⚠Param Error - A macro to standardize error reporting on unsupported operations.
- SDL_
IsAudio ⚠Device Physical - Determine if an audio device is physical (instead of logical).
- SDL_
IsAudio ⚠Device Playback - Determine if an audio device is a playback device (instead of recording).
- SDL_
IsGamepad ⚠ - Check if the given joystick is supported by the gamepad interface.
- SDL_
IsJoystick ⚠Haptic - Query if a joystick has haptic features.
- SDL_
IsJoystick ⚠Virtual - Query whether or not a joystick is virtual.
- SDL_
IsMain ⚠Thread - Return whether this is the main thread.
- SDL_
IsMouse ⚠Haptic - Query whether or not the current mouse has haptic capabilities.
- SDL_
IsTV ⚠ - Query if the current device is a TV.
- SDL_
IsTablet ⚠ - Query if the current device is a tablet.
- SDL_
Joystick ⚠Connected - Get the status of a specified joystick.
- SDL_
Joystick ⚠Events Enabled - Query the state of joystick event processing.
- SDL_
Kill ⚠Process - Stop a process.
- SDL_
LoadBMP ⚠ - Load a BMP image from a file.
- SDL_
LoadBMP_ ⚠IO - Load a BMP image from a seekable SDL data stream.
- SDL_
Load ⚠File - Load all the data from a file path.
- SDL_
Load ⚠File Async - Load all the data from a file path, asynchronously.
- SDL_
Load ⚠File_ IO - Load all the data from an SDL data stream.
- SDL_
Load ⚠Function - Look up the address of the named function in a shared object.
- SDL_
Load ⚠Object - Dynamically load a shared object.
- SDL_
LoadWAV ⚠ - Loads a WAV from a file path.
- SDL_
LoadWAV_ ⚠IO - Load the audio data of a WAVE file into memory.
- SDL_
Lock ⚠Audio Stream - Lock an audio stream for serialized access.
- SDL_
Lock ⚠Joysticks - Locking for atomic access to the joystick API.
- SDL_
Lock ⚠Mutex - Lock the mutex.
- SDL_
Lock ⚠Properties - Lock a group of properties.
- SDL_
LockRW ⚠Lock ForReading - Lock the read/write lock for read only operations.
- SDL_
LockRW ⚠Lock ForWriting - Lock the read/write lock for write operations.
- SDL_
Lock ⚠Spinlock - Lock a spin lock by setting it to a non-zero value.
- SDL_
Lock ⚠Surface - Set up a surface for directly accessing the pixels.
- SDL_
Lock ⚠Texture - Lock a portion of the texture for write-only pixel access.
- SDL_
Lock ⚠Texture ToSurface - Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.
- SDL_Log⚠
- Log a message with
SDL_LOG_CATEGORY_APPLICATION
andSDL_LOG_PRIORITY_INFO
. - SDL_
LogCritical ⚠ - Log a message with
SDL_LOG_PRIORITY_CRITICAL
. - SDL_
LogDebug ⚠ - Log a message with
SDL_LOG_PRIORITY_DEBUG
. - SDL_
LogError ⚠ - Log a message with
SDL_LOG_PRIORITY_ERROR
. - SDL_
LogInfo ⚠ - Log a message with
SDL_LOG_PRIORITY_INFO
. - SDL_
LogMessage ⚠ - Log a message with the specified category and priority.
- SDL_
LogMessageV ⚠ - Log a message with the specified category and priority.
- SDL_
LogTrace ⚠ - Log a message with
SDL_LOG_PRIORITY_TRACE
. - SDL_
LogVerbose ⚠ - Log a message with
SDL_LOG_PRIORITY_VERBOSE
. - SDL_
LogWarn ⚠ - Log a message with
SDL_LOG_PRIORITY_WARN
. - SDL_
MS_ TO_ NS - Convert milliseconds to nanoseconds.
- SDL_
MUSTLOCK ⚠ - Evaluates to true if the surface needs to be locked before access.
- SDL_
MapGPU ⚠Transfer Buffer - Maps a transfer buffer into application address space.
- SDL_
MapRGB ⚠ - Map an RGB triple to an opaque pixel value for a given pixel format.
- SDL_
MapRGBA ⚠ - Map an RGBA quadruple to a pixel value for a given pixel format.
- SDL_
MapSurfaceRGB ⚠ - Map an RGB triple to an opaque pixel value for a surface.
- SDL_
MapSurfaceRGBA ⚠ - Map an RGBA quadruple to a pixel value for a surface.
- SDL_
Maximize ⚠Window - Request that the window be made as large as possible.
- SDL_
Memory Barrier Acquire - SDL_
Memory ⚠Barrier Acquire Function - Insert a memory acquire barrier (function version).
- SDL_
Memory Barrier Release - SDL_
Memory ⚠Barrier Release Function - Insert a memory release barrier (function version).
- SDL_
Metal_ ⚠Create View - Create a CAMetalLayer-backed NSView/UIView and attach it to the specified window.
- SDL_
Metal_ ⚠Destroy View - Destroy an existing
SDL_MetalView
object. - SDL_
Metal_ ⚠GetLayer - Get a pointer to the backing CAMetalLayer for the given view.
- SDL_
Minimize ⚠Window - Request that the window be minimized to an iconic representation.
- SDL_
MixAudio ⚠ - Mix audio data in a specified format.
- SDL_
Most Significant BitIndex32 - Get the index of the most significant (set) bit in a 32-bit number.
- SDL_
NS_ TO_ MS - Convert nanoseconds to milliseconds.
- SDL_
NS_ TO_ SECONDS - Convert nanoseconds to seconds.
- SDL_
NS_ TO_ US - Convert nanoseconds to microseconds.
- SDL_
OnApplication ⚠DidEnter Background - Let iOS apps with external event handling report onApplicationDidEnterBackground.
- SDL_
OnApplication ⚠DidEnter Foreground - Let iOS apps with external event handling report onApplicationDidBecomeActive.
- SDL_
OnApplication ⚠DidReceive Memory Warning - Let iOS apps with external event handling report onApplicationDidReceiveMemoryWarning.
- SDL_
OnApplication ⚠Will Enter Background - Let iOS apps with external event handling report onApplicationWillResignActive.
- SDL_
OnApplication ⚠Will Enter Foreground - Let iOS apps with external event handling report onApplicationWillEnterForeground.
- SDL_
OnApplication ⚠Will Terminate - Let iOS apps with external event handling report onApplicationWillTerminate.
- SDL_
Open ⚠Audio Device - Open a specific audio device.
- SDL_
Open ⚠Audio Device Stream - Convenience function for straightforward audio init for the common case.
- SDL_
Open ⚠Camera - Open a video recording device (a “camera”).
- SDL_
Open ⚠File Storage - Opens up a container for local filesystem storage.
- SDL_
Open ⚠Gamepad - Open a gamepad for use.
- SDL_
Open ⚠Haptic - Open a haptic device for use.
- SDL_
Open ⚠Haptic From Joystick - Open a haptic device for use from a joystick device.
- SDL_
Open ⚠Haptic From Mouse - Try to open a haptic device from the current mouse.
- SDL_
OpenIO ⚠ - Create a custom
SDL_IOStream
. - SDL_
Open ⚠Joystick - Open a joystick for use.
- SDL_
Open ⚠Sensor - Open a sensor for use.
- SDL_
Open ⚠Storage - Opens up a container using a client-provided storage interface.
- SDL_
Open ⚠Title Storage - Opens up a read-only container for the application’s filesystem.
- SDL_
OpenURL ⚠ - Open a URL/URI in the browser or other appropriate external application.
- SDL_
Open ⚠User Storage - Opens up a container for a user’s unique read/write filesystem.
- SDL_
OutOf ⚠Memory - Set an error indicating that memory allocation failed.
- SDL_
PIXELFLAG - A macro to retrieve the flags of an
SDL_PixelFormat
. - SDL_
PIXELLAYOUT - A macro to retrieve the layout of an
SDL_PixelFormat
. - SDL_
PIXELORDER - A macro to retrieve the order of an
SDL_PixelFormat
. - SDL_
PIXELTYPE - A macro to retrieve the type of an
SDL_PixelFormat
. - SDL_
Pause ⚠Audio Device - Use this function to pause audio playback on a specified device.
- SDL_
Pause ⚠Audio Stream Device - Use this function to pause audio playback on the audio device associated with an audio stream.
- SDL_
Pause ⚠Haptic - Pause a haptic device.
- SDL_
Peep ⚠Events - Check the event queue for messages and optionally return them.
- SDL_
Play ⚠Haptic Rumble - Run a simple rumble effect on a haptic device.
- SDL_
Point ⚠InRect - Determine whether a point resides inside a rectangle.
- SDL_
Point ⚠InRect Float - Determine whether a point resides inside a floating point rectangle.
- SDL_
Poll ⚠Event - Poll for currently pending events.
- SDL_
PopGPU ⚠Debug Group - Ends the most-recently pushed debug group.
- SDL_
Premultiply ⚠Alpha - Premultiply the alpha on a block of pixels.
- SDL_
Premultiply ⚠Surface Alpha - Premultiply the alpha in a surface.
- SDL_
Pump ⚠Events - Pump the event loop, gathering events from the input devices.
- SDL_
Push ⚠Event - Add an event to the event queue.
- SDL_
PushGPU ⚠Compute Uniform Data - Pushes data to a uniform slot on the command buffer.
- SDL_
PushGPU ⚠Debug Group - Begins a debug group with an arbitary name.
- SDL_
PushGPU ⚠Fragment Uniform Data - Pushes data to a fragment uniform slot on the command buffer.
- SDL_
PushGPU ⚠Vertex Uniform Data - Pushes data to a vertex uniform slot on the command buffer.
- SDL_
PutAudio ⚠Stream Data - Add data to the stream.
- SDL_
QueryGPU ⚠Fence - Checks the status of a fence.
- SDL_
Quit ⚠ - Clean up all initialized subsystems.
- SDL_
Quit ⚠SubSystem - Shut down specific SDL subsystems.
- SDL_
Raise ⚠Window - Request that a window be raised above other windows and gain the input focus.
- SDL_
Read ⚠AsyncIO - Start an async read.
- SDL_
ReadIO ⚠ - Read from a data source.
- SDL_
Read ⚠Process - Read all the output from a process.
- SDL_
Read ⚠S8 - Use this function to read a signed byte from an
SDL_IOStream
. - SDL_
Read ⚠S16BE - Use this function to read 16 bits of big-endian data from an
SDL_IOStream
and return in native format. - SDL_
Read ⚠S16LE - Use this function to read 16 bits of little-endian data from an
SDL_IOStream
and return in native format. - SDL_
Read ⚠S32BE - Use this function to read 32 bits of big-endian data from an
SDL_IOStream
and return in native format. - SDL_
Read ⚠S32LE - Use this function to read 32 bits of little-endian data from an
SDL_IOStream
and return in native format. - SDL_
Read ⚠S64BE - Use this function to read 64 bits of big-endian data from an
SDL_IOStream
and return in native format. - SDL_
Read ⚠S64LE - Use this function to read 64 bits of little-endian data from an
SDL_IOStream
and return in native format. - SDL_
Read ⚠Storage File - Synchronously read a file from a storage container into a client-provided buffer.
- SDL_
Read ⚠Surface Pixel - Retrieves a single pixel from a surface.
- SDL_
Read ⚠Surface Pixel Float - Retrieves a single pixel from a surface.
- SDL_
Read ⚠U8 - Use this function to read a byte from an
SDL_IOStream
. - SDL_
Read ⚠U16BE - Use this function to read 16 bits of big-endian data from an
SDL_IOStream
and return in native format. - SDL_
Read ⚠U16LE - Use this function to read 16 bits of little-endian data from an
SDL_IOStream
and return in native format. - SDL_
Read ⚠U32BE - Use this function to read 32 bits of big-endian data from an
SDL_IOStream
and return in native format. - SDL_
Read ⚠U32LE - Use this function to read 32 bits of little-endian data from an
SDL_IOStream
and return in native format. - SDL_
Read ⚠U64BE - Use this function to read 64 bits of big-endian data from an
SDL_IOStream
and return in native format. - SDL_
Read ⚠U64LE - Use this function to read 64 bits of little-endian data from an
SDL_IOStream
and return in native format. - SDL_
Rect ⚠Empty - Determine whether a rectangle has no area.
- SDL_
Rect ⚠Empty Float - Determine whether a floating point rectangle can contain any point.
- SDL_
Rect ⚠ToFRect - Convert an
SDL_Rect
toSDL_FRect
- SDL_
Rects ⚠Equal - Determine whether two rectangles are equal.
- SDL_
Rects ⚠Equal Epsilon - Determine whether two floating point rectangles are equal, within some given epsilon.
- SDL_
Rects ⚠Equal Float - Determine whether two floating point rectangles are equal, within a default epsilon.
- SDL_
Register ⚠Events - Allocate a set of user-defined events, and return the beginning event number for that set of events.
- SDL_
Release ⚠Camera Frame - Release a frame of video acquired from a camera.
- SDL_
ReleaseGPU ⚠Buffer - Frees the given buffer as soon as it is safe to do so.
- SDL_
ReleaseGPU ⚠Compute Pipeline - Frees the given compute pipeline as soon as it is safe to do so.
- SDL_
ReleaseGPU ⚠Fence - Releases a fence obtained from
SDL_SubmitGPUCommandBufferAndAcquireFence
. - SDL_
ReleaseGPU ⚠Graphics Pipeline - Frees the given graphics pipeline as soon as it is safe to do so.
- SDL_
ReleaseGPU ⚠Sampler - Frees the given sampler as soon as it is safe to do so.
- SDL_
ReleaseGPU ⚠Shader - Frees the given shader as soon as it is safe to do so.
- SDL_
ReleaseGPU ⚠Texture - Frees the given texture as soon as it is safe to do so.
- SDL_
ReleaseGPU ⚠Transfer Buffer - Frees the given transfer buffer as soon as it is safe to do so.
- SDL_
Release ⚠Window FromGPU Device - Unclaims a window, destroying its swapchain structure.
- SDL_
Reload ⚠Gamepad Mappings - Reinitialize the SDL mapping database to its initial state.
- SDL_
Remove ⚠Event Watch - Remove an event watch callback added with
SDL_AddEventWatch()
. - SDL_
Remove ⚠Hint Callback - Remove a function watching a particular hint.
- SDL_
Remove ⚠Path - Remove a file or an empty directory.
- SDL_
Remove ⚠Storage Path - Remove a file or an empty directory in a writable storage container.
- SDL_
Remove ⚠Surface Alternate Images - Remove all alternate versions of a surface.
- SDL_
Remove ⚠Timer - Remove a timer created with
SDL_AddTimer()
. - SDL_
Remove ⚠Tray Entry - Removes a tray entry.
- SDL_
Rename ⚠Path - Rename a file or directory.
- SDL_
Rename ⚠Storage Path - Rename a file or directory in a writable storage container.
- SDL_
Render ⚠Clear - Clear the current rendering target with the drawing color.
- SDL_
Render ⚠Clip Enabled - Get whether clipping is enabled on the given renderer.
- SDL_
Render ⚠Coordinates From Window - Get a point in render coordinates when given a point in window coordinates.
- SDL_
Render ⚠Coordinates ToWindow - Get a point in window coordinates when given a point in render coordinates.
- SDL_
Render ⚠Debug Text - Draw debug text to an
SDL_Renderer
. - SDL_
Render ⚠Debug Text Format - Draw debug text to an
SDL_Renderer
. - SDL_
Render ⚠Fill Rect - Fill a rectangle on the current rendering target with the drawing color at subpixel precision.
- SDL_
Render ⚠Fill Rects - Fill some number of rectangles on the current rendering target with the drawing color at subpixel precision.
- SDL_
Render ⚠Geometry - Render a list of triangles, optionally using a texture and indices into the
vertex array Color and alpha modulation is done per vertex
(
SDL_SetTextureColorMod
andSDL_SetTextureAlphaMod
are ignored). - SDL_
Render ⚠Geometry Raw - Render a list of triangles, optionally using a texture and indices into the
vertex arrays Color and alpha modulation is done per vertex
(
SDL_SetTextureColorMod
andSDL_SetTextureAlphaMod
are ignored). - SDL_
Render ⚠Line - Draw a line on the current rendering target at subpixel precision.
- SDL_
Render ⚠Lines - Draw a series of connected lines on the current rendering target at subpixel precision.
- SDL_
Render ⚠Point - Draw a point on the current rendering target at subpixel precision.
- SDL_
Render ⚠Points - Draw multiple points on the current rendering target at subpixel precision.
- SDL_
Render ⚠Present - Update the screen with any rendering performed since the previous call.
- SDL_
Render ⚠Read Pixels - Read pixels from the current rendering target.
- SDL_
Render ⚠Rect - Draw a rectangle on the current rendering target at subpixel precision.
- SDL_
Render ⚠Rects - Draw some number of rectangles on the current rendering target at subpixel precision.
- SDL_
Render ⚠Texture - Copy a portion of the texture to the current rendering target at subpixel precision.
- SDL_
Render ⚠Texture9 Grid - Perform a scaled copy using the 9-grid algorithm to the current rendering target at subpixel precision.
- SDL_
Render ⚠Texture Affine - Copy a portion of the source texture to the current rendering target, with affine transform, at subpixel precision.
- SDL_
Render ⚠Texture Rotated - Copy a portion of the source texture to the current rendering target, with rotation and flipping, at subpixel precision.
- SDL_
Render ⚠Texture Tiled - Tile a portion of the texture to the current rendering target at subpixel precision.
- SDL_
Render ⚠Viewport Set - Return whether an explicit rectangle was set as the viewport.
- SDL_
Report ⚠Assertion - Never call this directly.
- SDL_
Reset ⚠Assertion Report - Clear the list of all assertion failures.
- SDL_
Reset ⚠Hint - Reset a hint to the default value.
- SDL_
Reset ⚠Hints - Reset all hints to the default values.
- SDL_
Reset ⚠Keyboard - Clear the state of the keyboard.
- SDL_
Reset ⚠LogPriorities - Reset all priorities to default.
- SDL_
Restore ⚠Window - Request that the size and position of a minimized or maximized window be restored.
- SDL_
Resume ⚠Audio Device - Use this function to unpause audio playback on a specified device.
- SDL_
Resume ⚠Audio Stream Device - Use this function to unpause audio playback on the audio device associated with an audio stream.
- SDL_
Resume ⚠Haptic - Resume a haptic device.
- SDL_
Rumble ⚠Gamepad - Start a rumble effect on a gamepad.
- SDL_
Rumble ⚠Gamepad Triggers - Start a rumble effect in the gamepad’s triggers.
- SDL_
Rumble ⚠Joystick - Start a rumble effect.
- SDL_
Rumble ⚠Joystick Triggers - Start a rumble effect in the joystick’s triggers.
- SDL_
RunApp ⚠ - Initializes and launches an SDL application, by doing platform-specific initialization before calling your mainFunction and cleanups after it returns, if that is needed for a specific platform, otherwise it just calls mainFunction.
- SDL_
RunHaptic ⚠Effect - Run the haptic effect on its associated haptic device.
- SDL_
RunOn ⚠Main Thread - Call a function on the main thread during event processing.
- SDL_
SCANCODE_ TO_ KEYCODE - SDL_
SECONDS_ TO_ NS - Convert seconds to nanoseconds.
- SDL_
SaveBMP ⚠ - Save a surface to a file.
- SDL_
SaveBMP_ ⚠IO - Save a surface to a seekable SDL data stream in BMP format.
- SDL_
Save ⚠File - Save all the data into a file path.
- SDL_
Save ⚠File_ IO - Save all the data into an SDL data stream.
- SDL_
Scale ⚠Surface - Creates a new surface identical to the existing surface, scaled to the desired size.
- SDL_
Screen ⚠Keyboard Shown - Check whether the screen keyboard is shown for given window.
- SDL_
Screen ⚠Saver Enabled - Check whether the screensaver is currently enabled.
- SDL_
SeekIO ⚠ - Seek within an
SDL_IOStream
data stream. - SDL_
Send ⚠Gamepad Effect - Send a gamepad specific effect packet.
- SDL_
Send ⚠Joystick Effect - Send a joystick specific effect packet.
- SDL_
Send ⚠Joystick Virtual Sensor Data - Send a sensor update for an opened virtual joystick.
- SDL_
SetApp ⚠Metadata - Specify basic metadata about your app.
- SDL_
SetApp ⚠Metadata Property - Specify metadata about your app through a set of properties.
- SDL_
SetAssertion ⚠Handler - Set an application-defined assertion handler.
- SDL_
SetAtomic ⚠Int - Set an atomic variable to a value.
- SDL_
SetAtomic ⚠Pointer - Set a pointer to a value atomically.
- SDL_
SetAtomic ⚠U32 - Set an atomic variable to a value.
- SDL_
SetAudio ⚠Device Gain - Change the gain of an audio device.
- SDL_
SetAudio ⚠Postmix Callback - Set a callback that fires when data is about to be fed to an audio device.
- SDL_
SetAudio ⚠Stream Format - Change the input and output formats of an audio stream.
- SDL_
SetAudio ⚠Stream Frequency Ratio - Change the frequency ratio of an audio stream.
- SDL_
SetAudio ⚠Stream Gain - Change the gain of an audio stream.
- SDL_
SetAudio ⚠Stream GetCallback - Set a callback that runs when data is requested from an audio stream.
- SDL_
SetAudio ⚠Stream Input Channel Map - Set the current input channel map of an audio stream.
- SDL_
SetAudio ⚠Stream Output Channel Map - Set the current output channel map of an audio stream.
- SDL_
SetAudio ⚠Stream PutCallback - Set a callback that runs when data is added to an audio stream.
- SDL_
SetBoolean ⚠Property - Set a boolean property in a group of properties.
- SDL_
SetClipboard ⚠Data - Offer clipboard data to the OS.
- SDL_
SetClipboard ⚠Text - Put UTF-8 text into the clipboard.
- SDL_
SetCurrent ⚠Thread Priority - Set the priority for the current thread.
- SDL_
SetCursor ⚠ - Set the active cursor.
- SDL_
SetEnvironment ⚠Variable - Set the value of a variable in the environment.
- SDL_
SetError ⚠ - Set the SDL error message for the current thread.
- SDL_
SetErrorV ⚠ - Set the SDL error message for the current thread.
- SDL_
SetEvent ⚠Enabled - Set the state of processing events by type.
- SDL_
SetEvent ⚠Filter - Set up a filter to process all events before they are added to the internal event queue.
- SDL_
SetFloat ⚠Property - Set a floating point property in a group of properties.
- SDL_
SetGPU ⚠Allowed Frames InFlight - Configures the maximum allowed number of frames in flight.
- SDL_
SetGPU ⚠Blend Constants - Sets the current blend constants on a command buffer.
- SDL_
SetGPU ⚠Buffer Name - Sets an arbitrary string constant to label a buffer.
- SDL_
SetGPU ⚠Scissor - Sets the current scissor state on a command buffer.
- SDL_
SetGPU ⚠Stencil Reference - Sets the current stencil reference value on a command buffer.
- SDL_
SetGPU ⚠Swapchain Parameters - Changes the swapchain parameters for the given claimed window.
- SDL_
SetGPU ⚠Texture Name - Sets an arbitrary string constant to label a texture.
- SDL_
SetGPU ⚠Viewport - Sets the current viewport state on a command buffer.
- SDL_
SetGamepad ⚠Events Enabled - Set the state of gamepad event processing.
- SDL_
SetGamepadLED ⚠ - Update a gamepad’s LED color.
- SDL_
SetGamepad ⚠Mapping - Set the current mapping of a joystick or gamepad.
- SDL_
SetGamepad ⚠Player Index - Set the player index of an opened gamepad.
- SDL_
SetGamepad ⚠Sensor Enabled - Set whether data reporting for a gamepad sensor is enabled.
- SDL_
SetHaptic ⚠Autocenter - Set the global autocenter of the device.
- SDL_
SetHaptic ⚠Gain - Set the global gain of the specified haptic device.
- SDL_
SetHint ⚠ - Set a hint with normal priority.
- SDL_
SetHint ⚠With Priority - Set a hint with a specific priority.
- SDL_
SetInitialized ⚠ - Finish an initialization state transition.
- SDL_
SetJoystick ⚠Events Enabled - Set the state of joystick event processing.
- SDL_
SetJoystickLED ⚠ - Update a joystick’s LED color.
- SDL_
SetJoystick ⚠Player Index - Set the player index of an opened joystick.
- SDL_
SetJoystick ⚠Virtual Axis - Set the state of an axis on an opened virtual joystick.
- SDL_
SetJoystick ⚠Virtual Ball - Generate ball motion on an opened virtual joystick.
- SDL_
SetJoystick ⚠Virtual Button - Set the state of a button on an opened virtual joystick.
- SDL_
SetJoystick ⚠Virtual Hat - Set the state of a hat on an opened virtual joystick.
- SDL_
SetJoystick ⚠Virtual Touchpad - Set touchpad finger state on an opened virtual joystick.
- SDL_
SetLinux ⚠Thread Priority - Sets the UNIX nice value for a thread.
- SDL_
SetLinux ⚠Thread Priority AndPolicy - Sets the priority (not nice level) and scheduling policy for a thread.
- SDL_
SetLog ⚠Output Function - Replace the default log output function with one of your own.
- SDL_
SetLog ⚠Priorities - Set the priority of all log categories.
- SDL_
SetLog ⚠Priority - Set the priority of a particular log category.
- SDL_
SetLog ⚠Priority Prefix - Set the text prepended to log messages of a given priority.
- SDL_
SetMain ⚠Ready - Circumvent failure of
SDL_Init()
when not usingSDL_main()
as an entry point. - SDL_
SetMemory ⚠Functions - Replace SDL’s memory allocation functions with a custom set.
- SDL_
SetMod ⚠State - Set the current key modifier state for the keyboard.
- SDL_
SetNumber ⚠Property - Set an integer property in a group of properties.
- SDL_
SetPalette ⚠Colors - Set a range of colors in a palette.
- SDL_
SetPointer ⚠Property - Set a pointer property in a group of properties.
- SDL_
SetPointer ⚠Property With Cleanup - Set a pointer property in a group of properties with a cleanup function that is called when the property is deleted.
- SDL_
SetPrimary ⚠Selection Text - Put UTF-8 text into the primary selection.
- SDL_
SetRender ⚠Clip Rect - Set the clip rectangle for rendering on the specified target.
- SDL_
SetRender ⚠Color Scale - Set the color scale used for render operations.
- SDL_
SetRender ⚠Draw Blend Mode - Set the blend mode used for drawing operations (Fill and Line).
- SDL_
SetRender ⚠Draw Color - Set the color used for drawing operations.
- SDL_
SetRender ⚠Draw Color Float - Set the color used for drawing operations (Rect, Line and Clear).
- SDL_
SetRender ⚠Logical Presentation - Set a device independent resolution and presentation mode for rendering.
- SDL_
SetRender ⚠Scale - Set the drawing scale for rendering on the current target.
- SDL_
SetRender ⚠Target - Set a texture as the current rendering target.
- SDL_
SetRenderV ⚠Sync - Toggle VSync of the given renderer.
- SDL_
SetRender ⚠Viewport - Set the drawing area for rendering on the current target.
- SDL_
SetScancode ⚠Name - Set a human-readable name for a scancode.
- SDL_
SetString ⚠Property - Set a string property in a group of properties.
- SDL_
SetSurface ⚠Alpha Mod - Set an additional alpha value used in blit operations.
- SDL_
SetSurface ⚠Blend Mode - Set the blend mode used for blit operations.
- SDL_
SetSurface ⚠Clip Rect - Set the clipping rectangle for a surface.
- SDL_
SetSurface ⚠Color Key - Set the color key (transparent pixel) in a surface.
- SDL_
SetSurface ⚠Color Mod - Set an additional color value multiplied into blit operations.
- SDL_
SetSurface ⚠Colorspace - Set the colorspace used by a surface.
- SDL_
SetSurface ⚠Palette - Set the palette used by a surface.
- SDL_
SetSurfaceRLE ⚠ - Set the RLE acceleration hint for a surface.
- SDL_
SetTLS ⚠ - Set the current thread’s value associated with a thread local storage ID.
- SDL_
SetText ⚠Input Area - Set the area used to type Unicode text input.
- SDL_
SetTexture ⚠Alpha Mod - Set an additional alpha value multiplied into render copy operations.
- SDL_
SetTexture ⚠Alpha ModFloat - Set an additional alpha value multiplied into render copy operations.
- SDL_
SetTexture ⚠Blend Mode - Set the blend mode for a texture, used by
SDL_RenderTexture()
. - SDL_
SetTexture ⚠Color Mod - Set an additional color value multiplied into render copy operations.
- SDL_
SetTexture ⚠Color ModFloat - Set an additional color value multiplied into render copy operations.
- SDL_
SetTexture ⚠Scale Mode - Set the scale mode used for texture scale operations.
- SDL_
SetTray ⚠Entry Callback - Sets a callback to be invoked when the entry is selected.
- SDL_
SetTray ⚠Entry Checked - Sets whether or not an entry is checked.
- SDL_
SetTray ⚠Entry Enabled - Sets whether or not an entry is enabled.
- SDL_
SetTray ⚠Entry Label - Sets the label of an entry.
- SDL_
SetTray ⚠Icon - Updates the system tray icon’s icon.
- SDL_
SetTray ⚠Tooltip - Updates the system tray icon’s tooltip.
- SDL_
SetWindow ⚠Always OnTop - Set the window to always be above the others.
- SDL_
SetWindow ⚠Aspect Ratio - Request that the aspect ratio of a window’s client area be set.
- SDL_
SetWindow ⚠Bordered - Set the border state of a window.
- SDL_
SetWindow ⚠Focusable - Set whether the window may have input focus.
- SDL_
SetWindow ⚠Fullscreen - Request that the window’s fullscreen state be changed.
- SDL_
SetWindow ⚠Fullscreen Mode - Set the display mode to use when a window is visible and fullscreen.
- SDL_
SetWindow ⚠HitTest - Provide a callback that decides if a window region has special properties.
- SDL_
SetWindow ⚠Icon - Set the icon for a window.
- SDL_
SetWindow ⚠Keyboard Grab - Set a window’s keyboard grab mode.
- SDL_
SetWindow ⚠Maximum Size - Set the maximum size of a window’s client area.
- SDL_
SetWindow ⚠Minimum Size - Set the minimum size of a window’s client area.
- SDL_
SetWindow ⚠Modal - Toggle the state of the window as modal.
- SDL_
SetWindow ⚠Mouse Grab - Set a window’s mouse grab mode.
- SDL_
SetWindow ⚠Mouse Rect - Confines the cursor to the specified area of a window.
- SDL_
SetWindow ⚠Opacity - Set the opacity for a window.
- SDL_
SetWindow ⚠Parent - Set the window as a child of a parent window.
- SDL_
SetWindow ⚠Position - Request that the window’s position be set.
- SDL_
SetWindow ⚠Relative Mouse Mode - Set relative mouse mode for a window.
- SDL_
SetWindow ⚠Resizable - Set the user-resizable state of a window.
- SDL_
SetWindow ⚠Shape - Set the shape of a transparent window.
- SDL_
SetWindow ⚠Size - Request that the size of a window’s client area be set.
- SDL_
SetWindow ⚠SurfaceV Sync - Toggle VSync for the window surface.
- SDL_
SetWindow ⚠Title - Set the title of a window.
- SDL_
SetX11 ⚠Event Hook - Set a callback for every X11 event.
- SDL_
Should ⚠Init - Return whether initialization should be done.
- SDL_
Should ⚠Quit - Return whether cleanup should be done.
- SDL_
Show ⚠Cursor - Show the cursor.
- SDL_
Show ⚠File Dialog With Properties - Create and launch a file dialog with the specified properties.
- SDL_
Show ⚠Message Box - Create a modal message box.
- SDL_
Show ⚠Open File Dialog - Displays a dialog that lets the user select a file on their filesystem.
- SDL_
Show ⚠Open Folder Dialog - Displays a dialog that lets the user select a folder on their filesystem.
- SDL_
Show ⚠Save File Dialog - Displays a dialog that lets the user choose a new or existing file on their filesystem.
- SDL_
Show ⚠Simple Message Box - Display a simple modal message box.
- SDL_
Show ⚠Window - Show a window.
- SDL_
Show ⚠Window System Menu - Display the system-level window menu.
- SDL_
Signal ⚠AsyncIO Queue - Wake up any threads that are blocking in
SDL_WaitAsyncIOResult()
. - SDL_
Signal ⚠Condition - Restart one of the threads that are waiting on the condition variable.
- SDL_
Signal ⚠Semaphore - Atomically increment a semaphore’s value and wake waiting threads.
- SDL_
Start ⚠Text Input - Start accepting Unicode text input events in a window.
- SDL_
Start ⚠Text Input With Properties - Start accepting Unicode text input events in a window, with properties describing the input.
- SDL_
Step ⚠BackUT F8 - Decode a UTF-8 string in reverse, one Unicode codepoint at a time.
- SDL_
StepUT ⚠F8 - Decode a UTF-8 string, one Unicode codepoint at a time.
- SDL_
Stop ⚠Haptic Effect - Stop the haptic effect on its associated haptic device.
- SDL_
Stop ⚠Haptic Effects - Stop all the currently playing effects on a haptic device.
- SDL_
Stop ⚠Haptic Rumble - Stop the simple rumble on a haptic device.
- SDL_
Stop ⚠Text Input - Stop receiving any text input events in a window.
- SDL_
Storage ⚠Ready - Checks if the storage container is ready to use.
- SDL_
Stretch ⚠Surface - Perform a stretched pixel copy from one surface to another.
- SDL_
String ⚠ToGUID - Convert a GUID string into a
SDL_GUID
structure. - SDL_
SubmitGPU ⚠Command Buffer - Submits a command buffer so its commands can be processed on the GPU.
- SDL_
SubmitGPU ⚠Command Buffer AndAcquire Fence - Submits a command buffer so its commands can be processed on the GPU, and acquires a fence associated with the command buffer.
- SDL_
Surface ⚠HasAlternate Images - Return whether a surface has alternate versions available.
- SDL_
Surface ⚠HasColor Key - Returns whether the surface has a color key.
- SDL_
Surface ⚠HasRLE - Returns whether the surface is RLE enabled.
- SDL_
Sync ⚠Window - Block until any pending window state is finalized.
- SDL_
TellIO ⚠ - Determine the current read/write offset in an
SDL_IOStream
data stream. - SDL_
Text ⚠Input Active - Check whether or not Unicode text input events are enabled for a window.
- SDL_
Time ⚠From Windows - Converts a Windows FILETIME (100-nanosecond intervals since January 1, 1601) to an SDL time.
- SDL_
Time ⚠ToDate Time - Converts an
SDL_Time
in nanoseconds since the epoch to a calendar time in theSDL_DateTime
format. - SDL_
Time ⚠ToWindows - Converts an SDL time into a Windows FILETIME (100-nanosecond intervals since January 1, 1601).
- SDL_
Trigger ⚠Breakpoint - SDL_
TryLock ⚠Mutex - Try to lock a mutex without blocking.
- SDL_
TryLockRW ⚠Lock ForReading - Try to lock a read/write lock for reading without blocking.
- SDL_
TryLockRW ⚠Lock ForWriting - Try to lock a read/write lock for writing without blocking.
- SDL_
TryLock ⚠Spinlock - Try to lock a spin lock by setting it to a non-zero value.
- SDL_
TryWait ⚠Semaphore - See if a semaphore has a positive value and decrement it if it does.
- SDL_
UCS4 ⚠ToUT F8 - Convert a single Unicode codepoint to UTF-8.
- SDL_
US_ TO_ NS - Convert microseconds to nanoseconds.
- SDL_
Unbind ⚠Audio Stream - Unbind a single audio stream from its audio device.
- SDL_
Unbind ⚠Audio Streams - Unbind a list of audio streams from their audio devices.
- SDL_
Unload ⚠Object - Unload a shared object from memory.
- SDL_
Unlock ⚠Audio Stream - Unlock an audio stream for serialized access.
- SDL_
Unlock ⚠Joysticks - Unlocking for atomic access to the joystick API.
- SDL_
Unlock ⚠Mutex - Unlock the mutex.
- SDL_
Unlock ⚠Properties - Unlock a group of properties.
- SDL_
UnlockRW ⚠Lock - Unlock the read/write lock.
- SDL_
Unlock ⚠Spinlock - Unlock a spin lock by setting it to 0.
- SDL_
Unlock ⚠Surface - Release a surface after directly accessing the pixels.
- SDL_
Unlock ⚠Texture - Unlock a texture, uploading the changes to video memory, if needed.
- SDL_
UnmapGPU ⚠Transfer Buffer - Unmaps a previously mapped transfer buffer.
- SDL_
Unset ⚠Environment Variable - Clear a variable from the environment.
- SDL_
Unsupported ⚠ - A macro to standardize error reporting on unsupported operations.
- SDL_
Update ⚠Gamepads - Manually pump gamepad updates if not using the loop.
- SDL_
Update ⚠Haptic Effect - Update the properties of an effect.
- SDL_
Update ⚠Joysticks - Update the current state of the open joysticks.
- SDL_
UpdateNV ⚠Texture - Update a rectangle within a planar NV12 or NV21 texture with new pixels.
- SDL_
Update ⚠Sensors - Update the current state of the open sensors.
- SDL_
Update ⚠Texture - Update the given texture rectangle with new pixel data.
- SDL_
Update ⚠Trays - Update the trays.
- SDL_
Update ⚠Window Surface - Copy the window surface to the screen.
- SDL_
Update ⚠Window Surface Rects - Copy areas of the window surface to the screen.
- SDL_
UpdateYUV ⚠Texture - Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
- SDL_
Upload ⚠ToGPU Buffer - Uploads data from a transfer buffer to a buffer.
- SDL_
Upload ⚠ToGPU Texture - Uploads data from a transfer buffer to a texture.
- SDL_
VERSIONNUM - This macro turns the version numbers into a numeric value.
- SDL_
VERSIONNUM_ MAJOR - This macro extracts the major version from a version number
- SDL_
VERSIONNUM_ MICRO - This macro extracts the micro version from a version number
- SDL_
VERSIONNUM_ MINOR - This macro extracts the minor version from a version number
- SDL_
VERSION_ ATLEAST - This macro will evaluate to true if compiled with SDL at least X.Y.Z.
- SDL_
Vulkan_ ⚠Create Surface - Create a Vulkan rendering surface for a window.
- SDL_
Vulkan_ ⚠Destroy Surface - Destroy the Vulkan rendering surface of a window.
- SDL_
Vulkan_ ⚠GetInstance Extensions - Get the Vulkan instance extensions needed for vkCreateInstance.
- SDL_
Vulkan_ ⚠GetPresentation Support - Query support for presentation via a given physical device and queue family.
- SDL_
Vulkan_ ⚠GetVk GetInstance Proc Addr - Get the address of the
vkGetInstanceProcAddr
function. - SDL_
Vulkan_ ⚠Load Library - Dynamically load the Vulkan loader library.
- SDL_
Vulkan_ ⚠Unload Library - Unload the Vulkan library previously loaded by
SDL_Vulkan_LoadLibrary()
. - SDL_
WINDOWPOS_ CENTERED_ DISPLAY - Used to indicate that the window position should be centered.
- SDL_
WINDOWPOS_ ISCENTERED - A macro to test if the window position is marked as “centered.”
- SDL_
WINDOWPOS_ ISUNDEFINED - A macro to test if the window position is marked as “undefined.”
- SDL_
WINDOWPOS_ UNDEFINED_ DISPLAY - Used to indicate that you don’t care what the window position is.
- SDL_
Wait ⚠AndAcquireGPU Swapchain Texture - Blocks the thread until a swapchain texture is available to be acquired, and then acquires it.
- SDL_
Wait ⚠AsyncIO Result - Block until an async I/O task queue has a completed task.
- SDL_
Wait ⚠Condition - Wait until a condition variable is signaled.
- SDL_
Wait ⚠Condition Timeout - Wait until a condition variable is signaled or a certain time has passed.
- SDL_
Wait ⚠Event - Wait indefinitely for the next available event.
- SDL_
Wait ⚠Event Timeout - Wait until the specified timeout (in milliseconds) for the next available event.
- SDL_
Wait ⚠ForGPU Fences - Blocks the thread until the given fences are signaled.
- SDL_
Wait ⚠ForGPU Idle - Blocks the thread until the GPU is completely idle.
- SDL_
Wait ⚠ForGPU Swapchain - Blocks the thread until a swapchain texture is available to be acquired.
- SDL_
Wait ⚠Process - Wait for a process to finish.
- SDL_
Wait ⚠Semaphore - Wait until a semaphore has a positive value and then decrements it.
- SDL_
Wait ⚠Semaphore Timeout - Wait until a semaphore has a positive value and then decrements it.
- SDL_
Wait ⚠Thread - Wait for a thread to finish.
- SDL_
Warp ⚠Mouse Global - Move the mouse to the given position in global screen space.
- SDL_
Warp ⚠Mouse InWindow - Move the mouse cursor to the given position within the window.
- SDL_
WasInit ⚠ - Get a mask of the specified subsystems which are currently initialized.
- SDL_
Window ⚠HasSurface - Return whether the window has a surface associated with it.
- SDL_
Window ⚠SupportsGPU Present Mode - Determines whether a presentation mode is supported by the window.
- SDL_
Window ⚠SupportsGPU Swapchain Composition - Determines whether a swapchain composition is supported by the window.
- SDL_
Write ⚠AsyncIO - Start an async write.
- SDL_
WriteIO ⚠ - Write to an
SDL_IOStream
data stream. - SDL_
Write ⚠S8 - Use this function to write a signed byte to an
SDL_IOStream
. - SDL_
Write ⚠S16BE - Use this function to write 16 bits in native format to an
SDL_IOStream
as big-endian data. - SDL_
Write ⚠S16LE - Use this function to write 16 bits in native format to an
SDL_IOStream
as little-endian data. - SDL_
Write ⚠S32BE - Use this function to write 32 bits in native format to an
SDL_IOStream
as big-endian data. - SDL_
Write ⚠S32LE - Use this function to write 32 bits in native format to an
SDL_IOStream
as little-endian data. - SDL_
Write ⚠S64BE - Use this function to write 64 bits in native format to an
SDL_IOStream
as big-endian data. - SDL_
Write ⚠S64LE - Use this function to write 64 bits in native format to an
SDL_IOStream
as little-endian data. - SDL_
Write ⚠Storage File - Synchronously write a file from client memory into a storage container.
- SDL_
Write ⚠Surface Pixel - Writes a single pixel to a surface.
- SDL_
Write ⚠Surface Pixel Float - Writes a single pixel to a surface.
- SDL_
Write ⚠U8 - Use this function to write a byte to an
SDL_IOStream
. - SDL_
Write ⚠U16BE - Use this function to write 16 bits in native format to an
SDL_IOStream
as big-endian data. - SDL_
Write ⚠U16LE - Use this function to write 16 bits in native format to an
SDL_IOStream
as little-endian data. - SDL_
Write ⚠U32BE - Use this function to write 32 bits in native format to an
SDL_IOStream
as big-endian data. - SDL_
Write ⚠U32LE - Use this function to write 32 bits in native format to an
SDL_IOStream
as little-endian data. - SDL_
Write ⚠U64BE - Use this function to write 64 bits in native format to an
SDL_IOStream
as big-endian data. - SDL_
Write ⚠U64LE - Use this function to write 64 bits in native format to an
SDL_IOStream
as little-endian data. - SDL_abs⚠
- Compute the absolute value of
x
. - SDL_
acos ⚠ - Compute the arc cosine of
x
. - SDL_
acosf ⚠ - Compute the arc cosine of
x
. - SDL_
aligned_ ⚠alloc - Allocate memory aligned to a specific alignment.
- SDL_
aligned_ ⚠free - Free memory allocated by
SDL_aligned_alloc()
. - SDL_
asin ⚠ - Compute the arc sine of
x
. - SDL_
asinf ⚠ - Compute the arc sine of
x
. - SDL_
asprintf ⚠ - This works exactly like asprintf() but doesn’t require access to a C runtime.
- SDL_
atan ⚠ - Compute the arc tangent of
x
. - SDL_
atan2 ⚠ - Compute the arc tangent of
y / x
, using the signs of x and y to adjust the result’s quadrant. - SDL_
atan2f ⚠ - Compute the arc tangent of
y / x
, using the signs of x and y to adjust the result’s quadrant. - SDL_
atanf ⚠ - Compute the arc tangent of
x
. - SDL_
atof ⚠ - Parse a
double
from a string. - SDL_
atoi ⚠ - Parse an
int
from a string. - SDL_
bsearch ⚠ - Perform a binary search on a previously sorted array.
- SDL_
bsearch_ ⚠r - Perform a binary search on a previously sorted array, passing a userdata pointer to the compare function.
- SDL_
calloc ⚠ - Allocate a zero-initialized array.
- SDL_
ceil ⚠ - Compute the ceiling of
x
. - SDL_
ceilf ⚠ - Compute the ceiling of
x
. - SDL_
clamp - SDL_
copyp ⚠ - A macro to copy memory between objects, with basic type checking.
- SDL_
copysign ⚠ - Copy the sign of one floating-point value to another.
- SDL_
copysignf ⚠ - Copy the sign of one floating-point value to another.
- SDL_cos⚠
- Compute the cosine of
x
. - SDL_
cosf ⚠ - Compute the cosine of
x
. - SDL_
crc16 ⚠ - Calculate a CRC-16 value.
- SDL_
crc32 ⚠ - Calculate a CRC-32 value.
- SDL_exp⚠
- Compute the exponential of
x
. - SDL_
expf ⚠ - Compute the exponential of
x
. - SDL_
fabs ⚠ - Compute the absolute value of
x
- SDL_
fabsf ⚠ - Compute the absolute value of
x
- SDL_
floor ⚠ - Compute the floor of
x
. - SDL_
floorf ⚠ - Compute the floor of
x
. - SDL_
fmod ⚠ - Return the floating-point remainder of
x / y
- SDL_
fmodf ⚠ - Return the floating-point remainder of
x / y
- SDL_
free ⚠ - Free allocated memory.
- SDL_
getenv ⚠ - Get the value of a variable in the environment.
- SDL_
getenv_ ⚠unsafe - Get the value of a variable in the environment.
- SDL_
hid_ ⚠ble_ scan - Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers.
- SDL_
hid_ ⚠close - Close a HID device.
- SDL_
hid_ ⚠device_ change_ count - Check to see if devices may have been added or removed.
- SDL_
hid_ ⚠enumerate - Enumerate the HID Devices.
- SDL_
hid_ ⚠exit - Finalize the HIDAPI library.
- SDL_
hid_ ⚠free_ enumeration - Free an enumeration linked list.
- SDL_
hid_ ⚠get_ device_ info - Get the device info from a HID device.
- SDL_
hid_ ⚠get_ feature_ report - Get a feature report from a HID device.
- SDL_
hid_ ⚠get_ indexed_ string - Get a string from a HID device, based on its string index.
- SDL_
hid_ ⚠get_ input_ report - Get an input report from a HID device.
- SDL_
hid_ ⚠get_ manufacturer_ string - Get The Manufacturer String from a HID device.
- SDL_
hid_ ⚠get_ product_ string - Get The Product String from a HID device.
- SDL_
hid_ ⚠get_ report_ descriptor - Get a report descriptor from a HID device.
- SDL_
hid_ ⚠get_ serial_ number_ string - Get The Serial Number String from a HID device.
- SDL_
hid_ ⚠init - Initialize the HIDAPI library.
- SDL_
hid_ ⚠open - Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally a serial number.
- SDL_
hid_ ⚠open_ path - Open a HID device by its path name.
- SDL_
hid_ ⚠read - Read an Input report from a HID device.
- SDL_
hid_ ⚠read_ timeout - Read an Input report from a HID device with timeout.
- SDL_
hid_ ⚠send_ feature_ report - Send a Feature report to the device.
- SDL_
hid_ ⚠set_ nonblocking - Set the device handle to be non-blocking.
- SDL_
hid_ ⚠write - Write an Output report to a HID device.
- SDL_
iconv ⚠ - This function converts text between encodings, reading from and writing to a buffer.
- SDL_
iconv_ ⚠close - This function frees a context used for character set conversion.
- SDL_
iconv_ ⚠open - This function allocates a context for the specified character set conversion.
- SDL_
iconv_ ⚠string - Helper function to convert a string’s encoding in one call.
- SDL_
iconv_ ⚠utf8_ locale - Convert a UTF-8 string to the current locale’s character encoding.
- SDL_
iconv_ ⚠utf8_ ucs2 - Convert a UTF-8 string to UCS-2.
- SDL_
iconv_ ⚠utf8_ ucs4 - Convert a UTF-8 string to UCS-4.
- SDL_
iconv_ ⚠wchar_ utf8 - Convert a wchar_t string to UTF-8.
- SDL_
isalnum ⚠ - Query if a character is alphabetic (a letter) or a number.
- SDL_
isalpha ⚠ - Query if a character is alphabetic (a letter).
- SDL_
isblank ⚠ - Report if a character is blank (a space or tab).
- SDL_
iscntrl ⚠ - Report if a character is a control character.
- SDL_
isdigit ⚠ - Report if a character is a numeric digit.
- SDL_
isgraph ⚠ - Report if a character is any “printable” except space.
- SDL_
isinf ⚠ - Return whether the value is infinity.
- SDL_
isinff ⚠ - Return whether the value is infinity.
- SDL_
islower ⚠ - Report if a character is lower case.
- SDL_
isnan ⚠ - Return whether the value is NaN.
- SDL_
isnanf ⚠ - Return whether the value is NaN.
- SDL_
isprint ⚠ - Report if a character is “printable”.
- SDL_
ispunct ⚠ - Report if a character is a punctuation mark.
- SDL_
isspace ⚠ - Report if a character is whitespace.
- SDL_
isupper ⚠ - Report if a character is upper case.
- SDL_
isxdigit ⚠ - Report if a character is a hexadecimal digit.
- SDL_
itoa ⚠ - Convert an integer into a string.
- SDL_
lltoa ⚠ - Convert a long long integer into a string.
- SDL_log⚠
- Compute the natural logarithm of
x
. - SDL_
log10 ⚠ - Compute the base-10 logarithm of
x
. - SDL_
log10f ⚠ - Compute the base-10 logarithm of
x
. - SDL_
logf ⚠ - Compute the natural logarithm of
x
. - SDL_
lround ⚠ - Round
x
to the nearest integer representable as a long - SDL_
lroundf ⚠ - Round
x
to the nearest integer representable as a long - SDL_
ltoa ⚠ - Convert a long integer into a string.
- SDL_
main ⚠ - An app-supplied function for program entry.
- SDL_
malloc ⚠ - Allocate uninitialized memory.
- SDL_max
- SDL_
memcmp ⚠ - Compare two buffers of memory.
- SDL_
memcpy ⚠ - Copy non-overlapping memory.
- SDL_
memmove ⚠ - Copy memory ranges that might overlap.
- SDL_
memset ⚠ - Initialize all bytes of buffer of memory to a specific value.
- SDL_
memset4 ⚠ - Initialize all 32-bit words of buffer of memory to a specific value.
- SDL_min
- SDL_
modf ⚠ - Split
x
into integer and fractional parts - SDL_
modff ⚠ - Split
x
into integer and fractional parts - SDL_
murmur3_ ⚠32 - Calculate a 32-bit MurmurHash3 value for a block of data.
- SDL_pow⚠
- Raise
x
to the powery
- SDL_
powf ⚠ - Raise
x
to the powery
- SDL_
qsort ⚠ - Sort an array.
- SDL_
qsort_ ⚠r - Sort an array, passing a userdata pointer to the compare function.
- SDL_
rand ⚠ - Generate a pseudo-random number less than n for positive n
- SDL_
rand_ ⚠bits - Generate 32 pseudo-random bits.
- SDL_
rand_ ⚠bits_ r - Generate 32 pseudo-random bits.
- SDL_
rand_ ⚠r - Generate a pseudo-random number less than n for positive n
- SDL_
randf ⚠ - Generate a uniform pseudo-random floating point number less than 1.0
- SDL_
randf_ ⚠r - Generate a uniform pseudo-random floating point number less than 1.0
- SDL_
realloc ⚠ - Change the size of allocated memory.
- SDL_
round ⚠ - Round
x
to the nearest integer. - SDL_
roundf ⚠ - Round
x
to the nearest integer. - SDL_
scalbn ⚠ - Scale
x
by an integer power of two. - SDL_
scalbnf ⚠ - Scale
x
by an integer power of two. - SDL_
setenv_ ⚠unsafe - Set the value of a variable in the environment.
- SDL_sin⚠
- Compute the sine of
x
. - SDL_
sinf ⚠ - Compute the sine of
x
. - SDL_
size_ ⚠add_ check_ overflow - Add two integers, checking for overflow.
- SDL_
size_ ⚠mul_ check_ overflow - Multiply two integers, checking for overflow.
- SDL_
snprintf ⚠ - This works exactly like snprintf() but doesn’t require access to a C runtime.
- SDL_
sqrt ⚠ - Compute the square root of
x
. - SDL_
sqrtf ⚠ - Compute the square root of
x
. - SDL_
srand ⚠ - Seeds the pseudo-random number generator.
- SDL_
sscanf ⚠ - This works exactly like sscanf() but doesn’t require access to a C runtime.
- SDL_
strcasecmp ⚠ - Compare two null-terminated UTF-8 strings, case-insensitively.
- SDL_
strcasestr ⚠ - Search a UTF-8 string for the first instance of a specific substring, case-insensitively.
- SDL_
strchr ⚠ - Search a string for the first instance of a specific byte.
- SDL_
strcmp ⚠ - Compare two null-terminated UTF-8 strings.
- SDL_
strdup ⚠ - Allocate a copy of a string.
- SDL_
strlcat ⚠ - Concatenate strings.
- SDL_
strlcpy ⚠ - Copy a string.
- SDL_
strlen ⚠ - This works exactly like strlen() but doesn’t require access to a C runtime.
- SDL_
strlwr ⚠ - Convert a string to lowercase.
- SDL_
strncasecmp ⚠ - Compare two UTF-8 strings, case-insensitively, up to a number of bytes.
- SDL_
strncmp ⚠ - Compare two UTF-8 strings up to a number of bytes.
- SDL_
strndup ⚠ - Allocate a copy of a string, up to n characters.
- SDL_
strnlen ⚠ - This works exactly like strnlen() but doesn’t require access to a C runtime.
- SDL_
strnstr ⚠ - Search a string, up to n bytes, for the first instance of a specific substring.
- SDL_
strpbrk ⚠ - Searches a string for the first occurence of any character contained in a breakset, and returns a pointer from the string to that character.
- SDL_
strrchr ⚠ - Search a string for the last instance of a specific byte.
- SDL_
strrev ⚠ - Reverse a string’s contents.
- SDL_
strstr ⚠ - Search a string for the first instance of a specific substring.
- SDL_
strtod ⚠ - Parse a
double
from a string. - SDL_
strtok_ ⚠r - This works exactly like strtok_r() but doesn’t require access to a C runtime.
- SDL_
strtol ⚠ - Parse a
long
from a string. - SDL_
strtoll ⚠ - Parse a
long long
from a string. - SDL_
strtoul ⚠ - Parse an
unsigned long
from a string. - SDL_
strtoull ⚠ - Parse an
unsigned long long
from a string. - SDL_
strupr ⚠ - Convert a string to uppercase.
- SDL_
swprintf ⚠ - This works exactly like swprintf() but doesn’t require access to a C runtime.
- SDL_tan⚠
- Compute the tangent of
x
. - SDL_
tanf ⚠ - Compute the tangent of
x
. - SDL_
tolower ⚠ - Convert low-ASCII English letters to lowercase.
- SDL_
toupper ⚠ - Convert low-ASCII English letters to uppercase.
- SDL_
trunc ⚠ - Truncate
x
to an integer. - SDL_
truncf ⚠ - Truncate
x
to an integer. - SDL_
uitoa ⚠ - Convert an unsigned integer into a string.
- SDL_
ulltoa ⚠ - Convert an unsigned long long integer into a string.
- SDL_
ultoa ⚠ - Convert an unsigned long integer into a string.
- SDL_
unsetenv_ ⚠unsafe - Clear a variable from the environment.
- SDL_
utf8strlcpy ⚠ - Copy an UTF-8 string.
- SDL_
utf8strlen ⚠ - Count the number of codepoints in a UTF-8 string.
- SDL_
utf8strnlen ⚠ - Count the number of codepoints in a UTF-8 string, up to n bytes.
- SDL_
vasprintf ⚠ - This works exactly like vasprintf() but doesn’t require access to a C runtime.
- SDL_
vsnprintf ⚠ - This works exactly like vsnprintf() but doesn’t require access to a C runtime.
- SDL_
vsscanf ⚠ - This works exactly like vsscanf() but doesn’t require access to a C runtime.
- SDL_
vswprintf ⚠ - This works exactly like vswprintf() but doesn’t require access to a C runtime.
- SDL_
wcscasecmp ⚠ - Compare two null-terminated wide strings, case-insensitively.
- SDL_
wcscmp ⚠ - Compare two null-terminated wide strings.
- SDL_
wcsdup ⚠ - Allocate a copy of a wide string.
- SDL_
wcslcat ⚠ - Concatenate wide strings.
- SDL_
wcslcpy ⚠ - Copy a wide string.
- SDL_
wcslen ⚠ - This works exactly like wcslen() but doesn’t require access to a C runtime.
- SDL_
wcsncasecmp ⚠ - Compare two wide strings, case-insensitively, up to a number of wchar_t.
- SDL_
wcsncmp ⚠ - Compare two wide strings up to a number of wchar_t values.
- SDL_
wcsnlen ⚠ - This works exactly like wcsnlen() but doesn’t require access to a C runtime.
- SDL_
wcsnstr ⚠ - Search a wide string, up to n wide chars, for the first instance of a specific substring.
- SDL_
wcsstr ⚠ - Search a wide string for the first instance of a specific substring.
- SDL_
wcstol ⚠ - Parse a
long
from a wide string. - SDL_
zerop ⚠ - Clear an object’s memory to zero, using a pointer.
Type Aliases§
- SDL_
AppEvent_ func - Function pointer typedef for [
SDL_AppEvent
]. - SDL_
AppInit_ func - Function pointer typedef for [
SDL_AppInit
]. - SDL_
AppIterate_ func - Function pointer typedef for [
SDL_AppIterate
]. - SDL_
AppQuit_ func - Function pointer typedef for [
SDL_AppQuit
]. - SDL_
Assertion Handler - A callback that fires when an SDL assertion fails.
- SDL_
Audio DeviceID - SDL Audio Device instance IDs.
- SDL_
Audio Postmix Callback - A callback that fires when data is about to be fed to an audio device.
- SDL_
Audio Stream Callback - A callback that fires when data passes through an
SDL_AudioStream
. - SDL_
Blend Mode - A set of blend modes used in drawing operations.
- SDL_
CameraID - This is a unique ID for a camera device for the time it is connected to the system, and is never reused for the lifetime of the application.
- SDL_
Cleanup Property Callback - A callback used to free resources when a property is deleted.
- SDL_
Clipboard Cleanup Callback - Callback function that will be called when the clipboard is cleared, or new data is set.
- SDL_
Clipboard Data Callback - Callback function that will be called when data for the specified mime-type is requested by the OS.
- SDL_
Compare Callback - A callback used with SDL sorting and binary search functions.
- SDL_
Compare Callback_ r - A callback used with SDL sorting and binary search functions.
- SDL_
Dialog File Callback - Callback used by file dialog functions.
- SDL_
DisplayID - 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.
- SDL_
EGLAttrib - An EGL attribute, used when creating an EGL context.
- SDL_
EGLAttrib Array Callback - EGL platform attribute initialization callback.
- SDL_
EGLConfig - Opaque type for an EGL config.
- SDL_
EGLDisplay - Opaque type for an EGL display.
- SDL_
EGLInt Array Callback - EGL surface/context attribute initialization callback types.
- SDL_
EGLSurface - Opaque type for an EGL surface.
- SDL_
EGLint - An EGL integer attribute, used when creating an EGL surface.
- SDL_
Enumerate Directory Callback - Callback for directory enumeration.
- SDL_
Enumerate Properties Callback - A callback used to enumerate all the properties in a group of properties.
- SDL_
Event Filter - A function pointer used for callbacks that watch the event queue.
- SDL_
FingerID - A unique ID for a single finger on a touch device.
- SDL_
Function Pointer - SDL_
GLContext - An opaque handle to an OpenGL context.
- SDL_
GLContext Flag - Possible flags to be set for the
SDL_GL_CONTEXT_FLAGS
attribute. - SDL_
GLContext Release Flag - Possible values to be set for the
SDL_GL_CONTEXT_RELEASE_BEHAVIOR
attribute. - SDL_
GLContext Reset Notification - Possible values to be set
SDL_GL_CONTEXT_RESET_NOTIFICATION
attribute. - SDL_
GLProfile - Possible values to be set for the
SDL_GL_CONTEXT_PROFILE_MASK
attribute. - SDL_
GPUBuffer Usage Flags - Specifies how a buffer is intended to be used by the client.
- SDL_
GPUColor Component Flags - Specifies which color components are written in a graphics pipeline.
- SDL_
GPUShader Format - Specifies the format of shader code.
- SDL_
GPUTexture Usage Flags - Specifies how a texture is intended to be used by the client.
- SDL_
Glob Flags - Flags for path matching.
- SDL_
HapticID - This is a unique ID for a haptic device for the time it is connected to the system, and is never reused for the lifetime of the application.
- SDL_
Hint Callback - A callback used to send notifications of hint value changes.
- SDL_
HitTest - Callback used for hit-testing.
- SDL_
Init Flags - Initialization flags for
SDL_Init
and/orSDL_InitSubSystem
- SDL_
JoystickID - This is a unique ID for a joystick for the time it is connected to the system, and is never reused for the lifetime of the application.
- SDL_
KeyboardID - This is a unique ID for a keyboard for the time it is connected to the system, and is never reused for the lifetime of the application.
- SDL_
Keycode - The SDL virtual key representation.
- SDL_
Keymod - Valid key modifiers (possibly OR’d together).
- SDL_
LogOutput Function - The prototype for the log output callback function.
- SDL_
Main Thread Callback - Callback run on the main thread.
- SDL_
Message BoxButton Flags SDL_MessageBoxButtonData
flags.- SDL_
Message BoxFlags - Message box flags.
- SDL_
Metal View - A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS).
- SDL_
Mouse Button Flags - A bitmask of pressed mouse buttons, as reported by
SDL_GetMouseState
, etc. - SDL_
MouseID - This is a unique ID for a mouse for the time it is connected to the system, and is never reused for the lifetime of the application.
- SDL_
NSTimer Callback - Function prototype for the nanosecond timer callback function.
- SDL_
PenID - SDL pen instance IDs.
- SDL_
PenInput Flags - Pen input flags, as reported by various pen events’
pen_state
field. - SDL_
PropertiesID - SDL properties ID
- SDL_
SensorID - This is a unique ID for a sensor for the time it is connected to the system, and is never reused for the lifetime of the application.
- SDL_
Spin Lock - An atomic spinlock.
- SDL_
Surface Flags - The flags on an
SDL_Surface
. - SDL_
TLSDestructor Callback - The callback used to cleanup data passed to
SDL_SetTLS
. - SDL_
TLSID - Thread local storage ID.
- SDL_
Thread Function - The function passed to
SDL_CreateThread()
as the new thread’s entry point. - SDL_
ThreadID - A unique numeric ID that identifies a thread.
- SDL_
Time - SDL times are signed, 64-bit integers representing nanoseconds since the Unix epoch (Jan 1, 1970).
- SDL_
Timer Callback - Function prototype for the millisecond timer callback function.
- SDL_
TimerID - Definition of the timer ID type.
- SDL_
TouchID - A unique ID for a touch device.
- SDL_
Tray Callback - A callback that is invoked when a tray entry is selected.
- SDL_
Tray Entry Flags - Flags that control the creation of system tray entries.
- SDL_
Window Flags - The flags on a window.
- SDL_
WindowID - This is a unique ID for a window.
- SDL_
X11Event Hook - A callback to be used with
SDL_SetX11EventHook
. - SDL_
calloc_ func - A callback used to implement
SDL_calloc()
. - SDL_
free_ func - A callback used to implement
SDL_free()
. - SDL_
iconv_ t - An opaque handle representing string encoding conversion state.
- SDL_
main_ func - The prototype for the application’s main() function
- SDL_
malloc_ func - A callback used to implement
SDL_malloc()
. - SDL_
realloc_ func - A callback used to implement
SDL_realloc()
. - Sint8
- A signed 8-bit integer type.
- Sint16
- A signed 16-bit integer type.
- Sint32
- A signed 32-bit integer type.
- Sint64
- A signed 64-bit integer type.
- Uint8
- An unsigned 8-bit integer type.
- Uint16
- An unsigned 16-bit integer type.
- Uint32
- An unsigned 32-bit integer type.
- Uint64
- An unsigned 64-bit integer type.
- VkInstance
- (
sdl3-sys
) Enable ause-ash-*
feature to alias this tovk::Instance
from theash
crate. Otherwise it’s a pointer to an opaque struct. - VkPhysical
Device - (
sdl3-sys
) Enable ause-ash-*
feature to alias this tovk::PhysicalDevice
from theash
crate. Otherwise it’s a pointer to an opaque struct. - VkSurfaceKHR
- XEvent
- (
sdl3-sys
) Enable either ause-x11-*
or ause-x11-dl-*
feature to alias this toXEvent
from thex11
orx11-dl
crates, respectively. Otherwise it’s an opaque struct.
Unions§
- SDL_
Event - The structure for all events in SDL.
- SDL_
Gamepad Binding__ Anon Union1 - SDL_
Gamepad Binding__ Anon Union2 - SDL_
Haptic Effect - The generic template for any haptic effect.