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_ArrayOrder
Array component order, low byte -> high byte.
SDL_AssertData
Information about an assertion failure.
SDL_AssertState
Possible outcomes from a triggered assertion.
SDL_AsyncIO
The asynchronous I/O operation structure.
SDL_AsyncIOOutcome
Information about a completed asynchronous I/O request.
SDL_AsyncIOQueue
A queue of completed asynchronous I/O tasks.
SDL_AsyncIOResult
Possible outcomes of an asynchronous I/O task.
SDL_AsyncIOTaskType
Types of asynchronous I/O tasks.
SDL_AtomicInt
A type representing an atomic integer value.
SDL_AtomicU32
A type representing an atomic unsigned 32-bit value.
SDL_AudioDeviceEvent
Audio device event structure (event.adevice.*)
SDL_AudioFormat
Audio format.
SDL_AudioSpec
Format specifier for audio data.
SDL_AudioStream
The opaque handle that represents an audio stream.
SDL_BitmapOrder
Bitmap pixel order, high bit -> low bit.
SDL_BlendFactor
The normalized factor used to multiply pixel components.
SDL_BlendOperation
The blend operation used when combining source and destination pixel components.
SDL_Camera
The opaque structure used to identify an opened SDL camera.
SDL_CameraDeviceEvent
Camera device event structure (event.cdevice.*)
SDL_CameraPosition
The position of camera in relation to system device.
SDL_CameraSpec
The details of an output format for a camera device.
SDL_Capitalization
Auto capitalization type.
SDL_ChromaLocation
Colorspace chroma sample location.
SDL_ClipboardEvent
An event triggered when the clipboard contents have changed (event.clipboard.*)
SDL_Color
A structure that represents a color as RGBA components.
SDL_ColorPrimaries
Colorspace color primaries, as described by https://www.itu.int/rec/T-REC-H.273-201612-S/en
SDL_ColorRange
Colorspace color range, as described by https://www.itu.int/rec/R-REC-BT.2100-2-201807-I/en
SDL_ColorType
Colorspace color type.
SDL_Colorspace
Colorspace definitions.
SDL_CommonEvent
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_DateFormat
The preferred date format of the current system locale.
SDL_DateTime
A structure holding a calendar date and time broken down into its components.
SDL_DialogFileFilter
An entry for filters for file dialogs.
SDL_DisplayEvent
Display state change event data (event.display.*)
SDL_DisplayMode
The structure that defines a display mode.
SDL_DisplayModeData
Internal display mode data.
SDL_DisplayOrientation
Display orientation values; the way a display is rotated.
SDL_DropEvent
An event used to drop text or request a file open by the system (event.drop.*)
SDL_EnumerationResult
Possible results from an enumeration callback.
SDL_Environment
A thread-safe set of environment variables
SDL_EventAction
The type of action to request from SDL_PeepEvents().
SDL_EventType
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_FileDialogType
Various types of file dialogs.
SDL_Finger
Data about a single finger in a multitouch event.
SDL_FlashOperation
Window flash operation.
SDL_FlipMode
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_GLContextState
SDL_GPUBlendFactor
Specifies a blending factor to be used when pixels in a render target are blended with existing pixels in the texture.
SDL_GPUBlendOp
Specifies the operator to be used when pixels in a render target are blended with existing pixels in the texture.
SDL_GPUBlitInfo
A structure containing parameters for a blit command.
SDL_GPUBlitRegion
A structure specifying a region of a texture used in the blit operation.
SDL_GPUBuffer
An opaque handle representing a buffer.
SDL_GPUBufferBinding
A structure specifying parameters in a buffer binding call.
SDL_GPUBufferCreateInfo
A structure specifying the parameters of a buffer.
SDL_GPUBufferLocation
A structure specifying a location in a buffer.
SDL_GPUBufferRegion
A structure specifying a region of a buffer.
SDL_GPUColorTargetBlendState
A structure specifying the blend state of a color target.
SDL_GPUColorTargetDescription
A structure specifying the parameters of color targets used in a graphics pipeline.
SDL_GPUColorTargetInfo
A structure specifying the parameters of a color target used by a render pass.
SDL_GPUCommandBuffer
An opaque handle representing a command buffer.
SDL_GPUCompareOp
Specifies a comparison operator for depth, stencil and sampler operations.
SDL_GPUComputePass
An opaque handle representing a compute pass.
SDL_GPUComputePipeline
An opaque handle representing a compute pipeline.
SDL_GPUComputePipelineCreateInfo
A structure specifying the parameters of a compute pipeline state.
SDL_GPUCopyPass
An opaque handle representing a copy pass.
SDL_GPUCubeMapFace
Specifies the face of a cube map.
SDL_GPUCullMode
Specifies the facing direction in which triangle faces will be culled.
SDL_GPUDepthStencilState
A structure specifying the parameters of the graphics pipeline depth stencil state.
SDL_GPUDepthStencilTargetInfo
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_GPUFillMode
Specifies the fill mode of the graphics pipeline.
SDL_GPUFilter
Specifies a filter operation used by a sampler.
SDL_GPUFrontFace
Specifies the vertex winding that will cause a triangle to be determined to be front-facing.
SDL_GPUGraphicsPipeline
An opaque handle representing a graphics pipeline.
SDL_GPUGraphicsPipelineCreateInfo
A structure specifying the parameters of a graphics pipeline state.
SDL_GPUGraphicsPipelineTargetInfo
A structure specifying the descriptions of render targets used in a graphics pipeline.
SDL_GPUIndexElementSize
Specifies the size of elements in an index buffer.
SDL_GPUIndexedIndirectDrawCommand
A structure specifying the parameters of an indexed indirect draw command.
SDL_GPUIndirectDispatchCommand
A structure specifying the parameters of an indexed dispatch command.
SDL_GPUIndirectDrawCommand
A structure specifying the parameters of an indirect draw command.
SDL_GPULoadOp
Specifies how the contents of a texture attached to a render pass are treated at the beginning of the render pass.
SDL_GPUMultisampleState
A structure specifying the parameters of the graphics pipeline multisample state.
SDL_GPUPresentMode
Specifies the timing that will be used to present swapchain textures to the OS.
SDL_GPUPrimitiveType
Specifies the primitive topology of a graphics pipeline.
SDL_GPURasterizerState
A structure specifying the parameters of the graphics pipeline rasterizer state.
SDL_GPURenderPass
An opaque handle representing a render pass.
SDL_GPUSampleCount
Specifies the sample count of a texture.
SDL_GPUSampler
An opaque handle representing a sampler.
SDL_GPUSamplerAddressMode
Specifies behavior of texture sampling when the coordinates exceed the 0-1 range.
SDL_GPUSamplerCreateInfo
A structure specifying the parameters of a sampler.
SDL_GPUSamplerMipmapMode
Specifies a mipmap mode used by a sampler.
SDL_GPUShader
An opaque handle representing a compiled shader object.
SDL_GPUShaderCreateInfo
A structure specifying code and metadata for creating a shader object.
SDL_GPUShaderStage
Specifies which stage a shader program corresponds to.
SDL_GPUStencilOp
Specifies what happens to a stored stencil value if stencil tests fail or pass.
SDL_GPUStencilOpState
A structure specifying the stencil operation state of a graphics pipeline.
SDL_GPUStorageBufferReadWriteBinding
A structure specifying parameters related to binding buffers in a compute pass.
SDL_GPUStorageTextureReadWriteBinding
A structure specifying parameters related to binding textures in a compute pass.
SDL_GPUStoreOp
Specifies how the contents of a texture attached to a render pass are treated at the end of the render pass.
SDL_GPUSwapchainComposition
Specifies the texture format and colorspace of the swapchain textures.
SDL_GPUTexture
An opaque handle representing a texture.
SDL_GPUTextureCreateInfo
A structure specifying the parameters of a texture.
SDL_GPUTextureFormat
Specifies the pixel format of a texture.
SDL_GPUTextureLocation
A structure specifying a location in a texture.
SDL_GPUTextureRegion
A structure specifying a region of a texture.
SDL_GPUTextureSamplerBinding
A structure specifying parameters in a sampler binding call.
SDL_GPUTextureTransferInfo
A structure specifying parameters related to transferring data to or from a texture.
SDL_GPUTextureType
Specifies the type of a texture.
SDL_GPUTransferBuffer
An opaque handle representing a transfer buffer.
SDL_GPUTransferBufferCreateInfo
A structure specifying the parameters of a transfer buffer.
SDL_GPUTransferBufferLocation
A structure specifying a location in a transfer buffer.
SDL_GPUTransferBufferUsage
Specifies how a transfer buffer is intended to be used by the client.
SDL_GPUVertexAttribute
A structure specifying a vertex attribute.
SDL_GPUVertexBufferDescription
A structure specifying the parameters of vertex buffers used in a graphics pipeline.
SDL_GPUVertexElementFormat
Specifies the format of a vertex attribute.
SDL_GPUVertexInputRate
Specifies the rate at which vertex attributes are pulled from buffers.
SDL_GPUVertexInputState
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_GamepadAxis
The list of axes available on a gamepad
SDL_GamepadAxisEvent
Gamepad axis motion event structure (event.gaxis.*)
SDL_GamepadBinding
A mapping between one joystick input to a gamepad control.
SDL_GamepadBindingType
Types of gamepad control bindings.
SDL_GamepadBinding__AnonUnion1__AnonStruct1
SDL_GamepadBinding__AnonUnion1__AnonStruct2
SDL_GamepadBinding__AnonUnion2__AnonStruct1
SDL_GamepadButton
The list of buttons available on a gamepad
SDL_GamepadButtonEvent
Gamepad button event structure (event.gbutton.*)
SDL_GamepadButtonLabel
The set of gamepad button labels
SDL_GamepadDeviceEvent
Gamepad device event structure (event.gdevice.*)
SDL_GamepadSensorEvent
Gamepad sensor event structure (event.gsensor.*)
SDL_GamepadTouchpadEvent
Gamepad touchpad event structure (event.gtouchpad.*)
SDL_GamepadType
Standard gamepad types.
SDL_Haptic
The haptic structure used to identify an SDL haptic.
SDL_HapticCondition
A structure containing a template for a Condition effect.
SDL_HapticConstant
A structure containing a template for a Constant effect.
SDL_HapticCustom
A structure containing a template for the SDL_HAPTIC_CUSTOM effect.
SDL_HapticDirection
Structure that represents a haptic direction.
SDL_HapticLeftRight
A structure containing a template for a Left/Right effect.
SDL_HapticPeriodic
A structure containing a template for a Periodic effect.
SDL_HapticRamp
A structure containing a template for a Ramp effect.
SDL_HintPriority
An enumeration of hint priorities.
SDL_HitTestResult
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_IOStreamInterface
The function pointers that drive an SDL_IOStream.
SDL_IOWhence
Possible whence values for SDL_IOStream seeking.
SDL_InitState
A structure used for thread-safe initialization and shutdown.
SDL_InitStatus
The current status of an SDL_InitState structure.
SDL_JoyAxisEvent
Joystick axis motion event structure (event.jaxis.*)
SDL_JoyBallEvent
Joystick trackball motion event structure (event.jball.*)
SDL_JoyBatteryEvent
Joystick battery level change event structure (event.jbattery.*)
SDL_JoyButtonEvent
Joystick button event structure (event.jbutton.*)
SDL_JoyDeviceEvent
Joystick device event structure (event.jdevice.*)
SDL_JoyHatEvent
Joystick hat position change event structure (event.jhat.*)
SDL_Joystick
The joystick structure used to identify an SDL joystick.
SDL_JoystickConnectionState
Possible connection states for a joystick device.
SDL_JoystickType
An enum of some common joystick types.
SDL_KeyboardDeviceEvent
Keyboard device event structure (event.kdevice.*)
SDL_KeyboardEvent
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_MatrixCoefficients
Colorspace matrix coefficients.
SDL_MessageBoxButtonData
Individual button data.
SDL_MessageBoxColor
RGB value used in a message box color scheme
SDL_MessageBoxColorScheme
A set of colors to use for message box dialogs
SDL_MessageBoxColorType
An enumeration of indices inside the colors array of SDL_MessageBoxColorScheme.
SDL_MessageBoxData
MessageBox structure containing title, text, window, etc.
SDL_MouseButtonEvent
Mouse button event structure (event.button.*)
SDL_MouseDeviceEvent
Mouse device event structure (event.mdevice.*)
SDL_MouseMotionEvent
Mouse motion event structure (event.motion.*)
SDL_MouseWheelDirection
Scroll direction types for the Scroll event
SDL_MouseWheelEvent
Mouse wheel event structure (event.wheel.*)
SDL_Mutex
A means to serialize access to a resource between threads.
SDL_PackedLayout
Packed component layout.
SDL_PackedOrder
Packed component order, high bit -> low bit.
SDL_Palette
A set of indexed colors representing a palette.
SDL_PathInfo
Information about a path on the filesystem.
SDL_PathType
Types of filesystem entries.
SDL_PenAxis
Pen axis indices.
SDL_PenAxisEvent
Pressure-sensitive pen pressure / angle event structure (event.paxis.*)
SDL_PenButtonEvent
Pressure-sensitive pen button event structure (event.pbutton.*)
SDL_PenMotionEvent
Pressure-sensitive pen motion event structure (event.pmotion.*)
SDL_PenProximityEvent
Pressure-sensitive pen proximity event structure (event.pmotion.*)
SDL_PenTouchEvent
Pressure-sensitive pen touched event structure (event.ptouch.*)
SDL_PixelFormat
Pixel format.
SDL_PixelFormatDetails
Details about the format of a pixel.
SDL_PixelType
Pixel type.
SDL_Point
The structure that defines a point (using integers).
SDL_PowerState
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_PropertyType
SDL property type
SDL_QuitEvent
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_RenderEvent
Renderer event structure (event.render.*)
SDL_Renderer
A structure representing rendering state
SDL_RendererLogicalPresentation
How the logical size is mapped to the output.
SDL_Sandbox
Application sandbox environment.
SDL_ScaleMode
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_SensorEvent
Sensor event structure (event.sensor.*)
SDL_SensorType
The different sensors defined by SDL.
SDL_SharedObject
An opaque datatype that represents a loaded shared object.
SDL_Storage
An abstract interface for filesystem access.
SDL_StorageInterface
Function interface for SDL_Storage.
SDL_Surface
A collection of pixels used in software blitting.
SDL_SystemCursor
Cursor types for SDL_CreateSystemCursor().
SDL_SystemTheme
System theme.
SDL_TextEditingCandidatesEvent
Keyboard IME candidates event structure (event.edit_candidates.*)
SDL_TextEditingEvent
Keyboard text editing event structure (event.edit.*)
SDL_TextInputEvent
Keyboard text input event structure (event.text.*)
SDL_TextInputType
Text input type.
SDL_Texture
An efficient driver-specific representation of pixel data
SDL_TextureAccess
The access pattern allowed for a texture.
SDL_Thread
The SDL thread object.
SDL_ThreadPriority
The SDL thread priority.
SDL_ThreadState
The SDL thread state.
SDL_TimeFormat
The preferred time format of the current system locale.
SDL_TouchDeviceType
An enum that describes the type of a touch device.
SDL_TouchFingerEvent
Touch finger event structure (event.tfinger.*)
SDL_TransferCharacteristics
Colorspace transfer characteristics.
SDL_Tray
An opaque handle representing a toplevel system tray object.
SDL_TrayEntry
An opaque handle representing an entry on a system tray object.
SDL_TrayMenu
An opaque handle representing a menu/submenu on a system tray object.
SDL_UserEvent
A user-defined event type (event.user.*)
SDL_Vertex
Vertex structure.
SDL_VirtualJoystickDesc
The structure that describes a virtual joystick.
SDL_VirtualJoystickSensorDesc
The structure that describes a virtual joystick sensor.
SDL_VirtualJoystickTouchpadDesc
The structure that describes a virtual joystick touchpad.
SDL_Window
The struct used as an opaque handle to a window.
SDL_WindowEvent
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
VkAllocationCallbacks
(sdl3-sys) Enable a use-ash-* feature to alias this to vk::AllocationCallbacks::<'static> from the ash 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 for sdl3-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_EQUALSAS400
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_LEVEL5_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_RETURN2
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_BeginThreadFunction
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_SMPTE240
SMPTE 240M, functionally the same as SDL_COLOR_PRIMARIES_BT601
SDL_COLOR_PRIMARIES_SMPTE431
SMPTE RP 431-2
SDL_COLOR_PRIMARIES_SMPTE432
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_PRIVATE0
SDL_EVENT_PRIVATE1
SDL_EVENT_PRIVATE2
SDL_EVENT_PRIVATE3
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 through SDL_EVENT_LAST are for your use, and should be allocated with SDL_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_EndThreadFunction
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_PADDLE1
Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3)
SDL_GAMEPAD_BUTTON_LEFT_PADDLE2
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_PADDLE1
Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1)
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2
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_B4G4R4A4_UNORM
SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM
SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM
SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM
SDL_GPU_TEXTUREFORMAT_B8G8R8A8_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_R8G8B8A8_INT
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM
SDL_GPU_TEXTUREFORMAT_R8G8B8A8_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_R10G10B10A2_UNORM
SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT
SDL_GPU_TEXTUREFORMAT_R16G16B16A16_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_R32G32B32A32_FLOAT
SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT
SDL_GPU_TEXTUREFORMAT_R32G32B32A32_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_FLOAT2
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3
SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4
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_SHORT2
SDL_GPU_VERTEXELEMENTFORMAT_SHORT4
SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM
SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM
SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM
SDL_GPU_VERTEXELEMENTFORMAT_UINT
SDL_GPU_VERTEXELEMENTFORMAT_UINT2
SDL_GPU_VERTEXELEMENTFORMAT_UINT3
SDL_GPU_VERTEXELEMENTFORMAT_UINT4
SDL_GPU_VERTEXELEMENTFORMAT_USHORT2
SDL_GPU_VERTEXELEMENTFORMAT_USHORT4
SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM
SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_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_RESERVED1
Reserved for future use.
SDL_HAPTIC_RESERVED2
Reserved for future use.
SDL_HAPTIC_RESERVED3
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_DIRECT3D11_DEBUG
A variable controlling whether to enable Direct3D 11+’s Debug Layer.
SDL_HINT_RENDER_DIRECT3D_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 implies SDL_INIT_EVENTS
SDL_INIT_CAMERA
SDL_INIT_CAMERA implies SDL_INIT_EVENTS
SDL_INIT_EVENTS
SDL_INIT_GAMEPAD
SDL_INIT_GAMEPAD implies SDL_INIT_JOYSTICK
SDL_INIT_HAPTIC
SDL_INIT_JOYSTICK
SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS, should be initialized on the same thread as SDL_INIT_VIDEO on Windows if you don’t set [SDL_HINT_JOYSTICK_THREAD]
SDL_INIT_SENSOR
SDL_INIT_SENSOR implies SDL_INIT_EVENTS
SDL_INIT_STATUS_INITIALIZED
SDL_INIT_STATUS_INITIALIZING
SDL_INIT_STATUS_UNINITIALIZED
SDL_INIT_STATUS_UNINITIALIZING
SDL_INIT_VIDEO
SDL_INIT_VIDEO implies SDL_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_LEVEL5
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_RESERVED2
SDL_LOG_CATEGORY_RESERVED3
SDL_LOG_CATEGORY_RESERVED4
SDL_LOG_CATEGORY_RESERVED5
SDL_LOG_CATEGORY_RESERVED6
SDL_LOG_CATEGORY_RESERVED7
SDL_LOG_CATEGORY_RESERVED8
SDL_LOG_CATEGORY_RESERVED9
SDL_LOG_CATEGORY_RESERVED10
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_SMPTE240
SMPTE 240M
SDL_MATRIX_COEFFICIENTS_SMPTE2085
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_INDEX8
SDL_PIXELFORMAT_INDEX1LSB
SDL_PIXELFORMAT_INDEX1MSB
SDL_PIXELFORMAT_INDEX2LSB
SDL_PIXELFORMAT_INDEX2MSB
SDL_PIXELFORMAT_INDEX4LSB
SDL_PIXELFORMAT_INDEX4MSB
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_ARRAYF16
SDL_PIXELTYPE_ARRAYF32
SDL_PIXELTYPE_ARRAYU8
SDL_PIXELTYPE_ARRAYU16
SDL_PIXELTYPE_ARRAYU32
SDL_PIXELTYPE_INDEX1
SDL_PIXELTYPE_INDEX2
SDL_PIXELTYPE_INDEX4
SDL_PIXELTYPE_INDEX8
SDL_PIXELTYPE_PACKED8
SDL_PIXELTYPE_PACKED16
SDL_PIXELTYPE_PACKED32
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_PRILLd
SDL_PRILLu
SDL_PRILLx
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_OPENGLES2_TEXTURE_NUMBER
SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER
SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER
SDL_PROP_TEXTURE_CREATE_OPENGLES2_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_OPENGLES2_TEXTURE_NUMBER
SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER
SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER
SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER
SDL_PROP_TEXTURE_OPENGLES2_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_INTERNATIONAL1
used on Asian keyboards, see footnotes in USB doc
SDL_SCANCODE_INTERNATIONAL2
SDL_SCANCODE_INTERNATIONAL3
Yen
SDL_SCANCODE_INTERNATIONAL4
SDL_SCANCODE_INTERNATIONAL5
SDL_SCANCODE_INTERNATIONAL6
SDL_SCANCODE_INTERNATIONAL7
SDL_SCANCODE_INTERNATIONAL8
SDL_SCANCODE_INTERNATIONAL9
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_EQUALSAS400
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_RETURN2
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_GAMMA22
ITU-R BT.470-6 System M / ITU-R BT1700 625 PAL & SECAM
SDL_TRANSFER_CHARACTERISTICS_GAMMA28
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_SMPTE240
SMPTE ST 240M
SDL_TRANSFER_CHARACTERISTICS_SMPTE428
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_AcquireCameraFrame
Acquire a frame.
SDL_AcquireGPUCommandBuffer
Acquire a command buffer.
SDL_AcquireGPUSwapchainTexture
Acquire a texture to use in presentation.
SDL_AddAtomicInt
Add to an atomic variable.
SDL_AddEventWatch
Add a callback to be triggered when an event is added to the event queue.
SDL_AddGamepadMapping
Add support for gamepads that SDL is unaware of or change the binding of an existing gamepad.
SDL_AddGamepadMappingsFromFile
Load a set of gamepad mappings from a file.
SDL_AddGamepadMappingsFromIO
Load a set of gamepad mappings from an SDL_IOStream.
SDL_AddHintCallback
Add a function to watch a particular hint.
SDL_AddSurfaceAlternateImage
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_AddVulkanRenderSemaphores
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_AssertBreakpoint
SDL_AsyncIOFromFile
Use this function to create a new SDL_AsyncIO object for reading from and/or writing to a named file.
SDL_AtomicDecRef
Decrement an atomic variable used as a reference count.
SDL_AtomicIncRef
Increment an atomic variable used as a reference count.
SDL_AttachVirtualJoystick
Attach a new virtual joystick.
SDL_AudioDevicePaused
Use this function to query if an audio device is paused.
SDL_AudioStreamDevicePaused
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_BeginGPUComputePass
Begins a compute pass on a command buffer.
SDL_BeginGPUCopyPass
Begins a copy pass on a command buffer.
SDL_BeginGPURenderPass
Begins a render pass on a command buffer.
SDL_BindAudioStream
Bind a single audio stream to an audio device.
SDL_BindAudioStreams
Bind a list of audio streams to an audio device.
SDL_BindGPUComputePipeline
Binds a compute pipeline on a command buffer for use in compute dispatch.
SDL_BindGPUComputeSamplers
Binds texture-sampler pairs for use on the compute shader.
SDL_BindGPUComputeStorageBuffers
Binds storage buffers as readonly for use on the compute pipeline.
SDL_BindGPUComputeStorageTextures
Binds storage textures as readonly for use on the compute pipeline.
SDL_BindGPUFragmentSamplers
Binds texture-sampler pairs for use on the fragment shader.
SDL_BindGPUFragmentStorageBuffers
Binds storage buffers for use on the fragment shader.
SDL_BindGPUFragmentStorageTextures
Binds storage textures for use on the fragment shader.
SDL_BindGPUGraphicsPipeline
Binds a graphics pipeline on a render pass to be used in rendering.
SDL_BindGPUIndexBuffer
Binds an index buffer on a command buffer for use with subsequent draw calls.
SDL_BindGPUVertexBuffers
Binds vertex buffers on a command buffer for use with subsequent draw calls.
SDL_BindGPUVertexSamplers
Binds texture-sampler pairs for use on the vertex shader.
SDL_BindGPUVertexStorageBuffers
Binds storage buffers for use on the vertex shader.
SDL_BindGPUVertexStorageTextures
Binds storage textures for use on the vertex shader.
SDL_BlitGPUTexture
Blits from a source texture region to a destination texture region.
SDL_BlitSurface
Performs a fast blit from the source surface to the destination surface with clipping.
SDL_BlitSurface9Grid
Perform a scaled blit using the 9-grid algorithm to a destination surface, which may be of a different format.
SDL_BlitSurfaceScaled
Perform a scaled blit to a destination surface, which may be of a different format.
SDL_BlitSurfaceTiled
Perform a tiled blit to a destination surface, which may be of a different format.
SDL_BlitSurfaceTiledWithScale
Perform a scaled and tiled blit to a destination surface, which may be of a different format.
SDL_BlitSurfaceUnchecked
Perform low-level surface blitting only.
SDL_BlitSurfaceUncheckedScaled
Perform low-level surface scaled blitting only.
SDL_BroadcastCondition
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_CPUPauseInstruction
SDL_CalculateGPUTextureFormatSize
Calculate the size in bytes of a texture format with dimensions.
SDL_CancelGPUCommandBuffer
Cancels a command buffer.
SDL_CaptureMouse
Capture the mouse and to track input outside an SDL window.
SDL_ClaimWindowForGPUDevice
Claims a window, creating a swapchain structure for it.
SDL_CleanupTLS
Cleanup all TLS data for this thread.
SDL_ClearAudioStream
Clear any pending data in the stream.
SDL_ClearClipboardData
Clear the clipboard data.
SDL_ClearComposition
Dismiss the composition window/IME without disabling the subsystem.
SDL_ClearError
Clear any previous error message for this thread.
SDL_ClearProperty
Clear a property from a group of properties.
SDL_ClearSurface
Clear a surface with a specific color, with floating point precision.
SDL_ClickTrayEntry
Simulate a click on a tray entry.
SDL_CloseAsyncIO
Close and free any allocated resources for an async I/O object.
SDL_CloseAudioDevice
Close a previously-opened audio device.
SDL_CloseCamera
Use this function to shut down camera processing and close the camera device.
SDL_CloseGamepad
Close a gamepad previously opened with SDL_OpenGamepad().
SDL_CloseHaptic
Close a haptic device previously opened with SDL_OpenHaptic().
SDL_CloseIO
Close and free an allocated SDL_IOStream structure.
SDL_CloseJoystick
Close a joystick previously opened with SDL_OpenJoystick().
SDL_CloseSensor
Close a sensor previously opened with SDL_OpenSensor().
SDL_CloseStorage
Closes and frees a storage container.
SDL_CompareAndSwapAtomicInt
Set an atomic variable to a new value if it is currently an old value.
SDL_CompareAndSwapAtomicPointer
Set a pointer to a new value if it is currently an old value.
SDL_CompareAndSwapAtomicU32
Set an atomic variable to a new value if it is currently an old value.
SDL_CompilerBarrier
SDL_ComposeCustomBlendMode
Compose a custom blend mode for renderers.
SDL_ConvertAudioSamples
Convert some audio data of one format to another format.
SDL_ConvertEventToRenderCoordinates
Convert the coordinates in an event to render coordinates.
SDL_ConvertPixels
Copy a block of pixels of one format to another format.
SDL_ConvertPixelsAndColorspace
Copy a block of pixels of one format and colorspace to another format and colorspace.
SDL_ConvertSurface
Copy an existing surface to a new surface of the specified format.
SDL_ConvertSurfaceAndColorspace
Copy an existing surface to a new surface of the specified format and colorspace.
SDL_CopyFile
Copy a file.
SDL_CopyGPUBufferToBuffer
Performs a buffer-to-buffer copy.
SDL_CopyGPUTextureToTexture
Performs a texture-to-texture copy.
SDL_CopyProperties
Copy a group of properties.
SDL_CopyStorageFile
Copy a file in a writable storage container.
SDL_CreateAsyncIOQueue
Create a task queue for tracking multiple I/O operations.
SDL_CreateAudioStream
Create a new audio stream.
SDL_CreateColorCursor
Create a color cursor.
SDL_CreateCondition
Create a condition variable.
SDL_CreateCursor
Create a cursor using the specified bitmap data and mask (in MSB format).
SDL_CreateDirectory
Create a directory, and any missing parent directories.
SDL_CreateEnvironment
Create a set of environment variables
SDL_CreateGPUBuffer
Creates a buffer object to be used in graphics or compute workflows.
SDL_CreateGPUComputePipeline
Creates a pipeline object to be used in a compute workflow.
SDL_CreateGPUDevice
Creates a GPU context.
SDL_CreateGPUDeviceWithProperties
Creates a GPU context.
SDL_CreateGPUGraphicsPipeline
Creates a pipeline object to be used in a graphics workflow.
SDL_CreateGPUSampler
Creates a sampler object to be used when binding textures in a graphics workflow.
SDL_CreateGPUShader
Creates a shader to be used when creating a graphics pipeline.
SDL_CreateGPUTexture
Creates a texture object to be used in graphics or compute workflows.
SDL_CreateGPUTransferBuffer
Creates a transfer buffer to be used when uploading to or downloading from graphics resources.
SDL_CreateHapticEffect
Create a new haptic effect on a specified device.
SDL_CreateMutex
Create a new mutex.
SDL_CreatePalette
Create a palette structure with the specified number of color entries.
SDL_CreatePopupWindow
Create a child popup window of the specified parent window.
SDL_CreateProcess
Create a new process.
SDL_CreateProcessWithProperties
Create a new process with the specified properties.
SDL_CreateProperties
Create a group of properties.
SDL_CreateRWLock
Create a new read/write lock.
SDL_CreateRenderer
Create a 2D rendering context for a window.
SDL_CreateRendererWithProperties
Create a 2D rendering context for a window, with the specified properties.
SDL_CreateSemaphore
Create a semaphore.
SDL_CreateSoftwareRenderer
Create a 2D software rendering context for a surface.
SDL_CreateStorageDirectory
Create a directory in a writable storage container.
SDL_CreateSurface
Allocate a new surface with a specific pixel format.
SDL_CreateSurfaceFrom
Allocate a new surface with a specific pixel format and existing pixel data.
SDL_CreateSurfacePalette
Create a palette and associate it with a surface.
SDL_CreateSystemCursor
Create a system cursor.
SDL_CreateTexture
Create a texture for a rendering context.
SDL_CreateTextureFromSurface
Create a texture from an existing surface.
SDL_CreateTextureWithProperties
Create a texture for a rendering context with the specified properties.
SDL_CreateThread
SDL_CreateThreadRuntime
The actual entry point for SDL_CreateThread.
SDL_CreateThreadWithProperties
SDL_CreateThreadWithPropertiesRuntime
The actual entry point for SDL_CreateThreadWithProperties.
SDL_CreateTray
Create an icon to be placed in the operating system’s tray, or equivalent.
SDL_CreateTrayMenu
Create a menu for a system tray.
SDL_CreateTraySubmenu
Create a submenu for a system tray entry.
SDL_CreateWindow
Create a window with the specified dimensions and flags.
SDL_CreateWindowAndRenderer
Create a window and default renderer.
SDL_CreateWindowWithProperties
Create a window with the specified properties.
SDL_CursorVisible
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_DateTimeToTime
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_DelayPrecise
Wait a specified number of nanoseconds before returning.
SDL_DestroyAsyncIOQueue
Destroy a previously-created async I/O task queue.
SDL_DestroyAudioStream
Free an audio stream.
SDL_DestroyCondition
Destroy a condition variable.
SDL_DestroyCursor
Free a previously-created cursor.
SDL_DestroyEnvironment
Destroy a set of environment variables.
SDL_DestroyGPUDevice
Destroys a GPU context previously returned by SDL_CreateGPUDevice.
SDL_DestroyHapticEffect
Destroy a haptic effect on the device.
SDL_DestroyMutex
Destroy a mutex created with SDL_CreateMutex().
SDL_DestroyPalette
Free a palette created with SDL_CreatePalette().
SDL_DestroyProcess
Destroy a previously created process object.
SDL_DestroyProperties
Destroy a group of properties.
SDL_DestroyRWLock
Destroy a read/write lock created with SDL_CreateRWLock().
SDL_DestroyRenderer
Destroy the rendering context for a window and free all associated textures.
SDL_DestroySemaphore
Destroy a semaphore.
SDL_DestroySurface
Free a surface.
SDL_DestroyTexture
Destroy the specified texture.
SDL_DestroyTray
Destroys a tray object.
SDL_DestroyWindow
Destroy a window.
SDL_DestroyWindowSurface
Destroy the surface associated with the window.
SDL_DetachThread
Let a thread clean up on exit without intervention.
SDL_DetachVirtualJoystick
Detach a virtual joystick.
SDL_DisableScreenSaver
Prevent the screen from being blanked by a screen saver.
SDL_DispatchGPUCompute
Dispatches compute work.
SDL_DispatchGPUComputeIndirect
Dispatches compute work with parameters set from a buffer.
SDL_DownloadFromGPUBuffer
Copies data from a buffer to a transfer buffer on the GPU timeline.
SDL_DownloadFromGPUTexture
Copies data from a texture to a transfer buffer on the GPU timeline.
SDL_DrawGPUIndexedPrimitives
Draws data using bound graphics state with an index buffer and instancing enabled.
SDL_DrawGPUIndexedPrimitivesIndirect
Draws data using bound graphics state with an index buffer enabled and with draw parameters set from a buffer.
SDL_DrawGPUPrimitives
Draws data using bound graphics state.
SDL_DrawGPUPrimitivesIndirect
Draws data using bound graphics state and with draw parameters set from a buffer.
SDL_DuplicateSurface
Creates a new surface identical to the existing surface.
SDL_EGL_GetCurrentConfig
Get the currently active EGL config.
SDL_EGL_GetCurrentDisplay
Get the currently active EGL display.
SDL_EGL_GetProcAddress
Get an EGL library function by name.
SDL_EGL_GetWindowSurface
Get the EGL surface associated with the window.
SDL_EGL_SetAttributeCallbacks
Sets the callbacks for defining custom EGLAttrib arrays for EGL initialization.
SDL_EnableScreenSaver
Allow the screen to be blanked by a screen saver.
SDL_EndGPUComputePass
Ends the current compute pass.
SDL_EndGPUCopyPass
Ends the current copy pass.
SDL_EndGPURenderPass
Ends the given render pass.
SDL_EnterAppMainCallbacks
An entry point for SDL’s use in SDL_MAIN_USE_CALLBACKS.
SDL_EnumerateDirectory
Enumerate a directory through a callback function.
SDL_EnumerateProperties
Enumerate the properties contained in a group of properties.
SDL_EnumerateStorageDirectory
Enumerate a directory in a storage container through a callback function.
SDL_EventEnabled
Query the state of processing events by type.
SDL_FOURCC
Define a four character code as a Uint32.
SDL_FillSurfaceRect
Perform a fast fill of a rectangle with a specific color.
SDL_FillSurfaceRects
Perform a fast fill of a set of rectangles with a specific color.
SDL_FilterEvents
Run a specific filter function on the current event queue, removing any events for which the filter returns false.
SDL_FlashWindow
Request a window to demand attention from the user.
SDL_FlipSurface
Flip a surface vertically or horizontally.
SDL_FlushAudioStream
Tell the stream that you’re done sending data, and anything being buffered should be converted/resampled and made available immediately.
SDL_FlushEvent
Clear events of a specific type from the event queue.
SDL_FlushEvents
Clear events of a range of types from the event queue.
SDL_FlushIO
Flush any buffered data in the stream.
SDL_FlushRenderer
Force the rendering context to flush any pending commands and state.
SDL_GDKSuspendComplete
Callback from the application to let the suspend continue.
SDL_GL_CreateContext
Create an OpenGL context for an OpenGL window, and make it current.
SDL_GL_DestroyContext
Delete an OpenGL context.
SDL_GL_ExtensionSupported
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_GetCurrentContext
Get the currently active OpenGL context.
SDL_GL_GetCurrentWindow
Get the currently active OpenGL window.
SDL_GL_GetProcAddress
Get an OpenGL function by name.
SDL_GL_GetSwapInterval
Get the swap interval for the current OpenGL context.
SDL_GL_LoadLibrary
Dynamically load an OpenGL library.
SDL_GL_MakeCurrent
Set up an OpenGL context for rendering into an OpenGL window.
SDL_GL_ResetAttributes
Reset all previously set OpenGL context attributes to their default values.
SDL_GL_SetAttribute
Set an OpenGL window attribute before window creation.
SDL_GL_SetSwapInterval
Set the swap interval for the current OpenGL context.
SDL_GL_SwapWindow
Update a window with OpenGL rendering.
SDL_GL_UnloadLibrary
Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
SDL_GPUSupportsProperties
Checks for GPU runtime support.
SDL_GPUSupportsShaderFormats
Checks for GPU runtime support.
SDL_GPUTextureFormatTexelBlockSize
Obtains the texel block size for a texture format.
SDL_GPUTextureSupportsFormat
Determines whether a texture format is supported for a given type and usage.
SDL_GPUTextureSupportsSampleCount
Determines if a sample count for a texture format is supported.
SDL_GUIDToString
Get an ASCII string representation for a given SDL_GUID.
SDL_GamepadConnected
Check if a gamepad has been opened and is currently connected.
SDL_GamepadEventsEnabled
Query the state of gamepad event processing.
SDL_GamepadHasAxis
Query whether a gamepad has a given axis.
SDL_GamepadHasButton
Query whether a gamepad has a given button.
SDL_GamepadHasSensor
Return whether a gamepad has a particular sensor.
SDL_GamepadSensorEnabled
Query whether sensor data reporting is enabled for a gamepad.
SDL_GenerateMipmapsForGPUTexture
Generates mipmaps for the given texture.
SDL_GetAppMetadataProperty
Get metadata about your app.
SDL_GetAssertionHandler
Get the current assertion handler.
SDL_GetAssertionReport
Get a list of all assertion failures.
SDL_GetAsyncIOResult
Query an async I/O task queue for completed tasks.
SDL_GetAsyncIOSize
Use this function to get the size of the data stream in an SDL_AsyncIO.
SDL_GetAtomicInt
Get the value of an atomic variable.
SDL_GetAtomicPointer
Get the value of a pointer atomically.
SDL_GetAtomicU32
Get the value of an atomic variable.
SDL_GetAudioDeviceChannelMap
Get the current channel map of an audio device.
SDL_GetAudioDeviceFormat
Get the current audio format of a specific audio device.
SDL_GetAudioDeviceGain
Get the gain of an audio device.
SDL_GetAudioDeviceName
Get the human-readable name of a specific audio device.
SDL_GetAudioDriver
Use this function to get the name of a built in audio driver.
SDL_GetAudioFormatName
Get the human readable name of an audio format.
SDL_GetAudioPlaybackDevices
Get a list of currently-connected audio playback devices.
SDL_GetAudioRecordingDevices
Get a list of currently-connected audio recording devices.
SDL_GetAudioStreamAvailable
Get the number of converted/resampled bytes available.
SDL_GetAudioStreamData
Get converted/resampled data from the stream.
SDL_GetAudioStreamDevice
Query an audio stream for its currently-bound device.
SDL_GetAudioStreamFormat
Query the current format of an audio stream.
SDL_GetAudioStreamFrequencyRatio
Get the frequency ratio of an audio stream.
SDL_GetAudioStreamGain
Get the gain of an audio stream.
SDL_GetAudioStreamInputChannelMap
Get the current input channel map of an audio stream.
SDL_GetAudioStreamOutputChannelMap
Get the current output channel map of an audio stream.
SDL_GetAudioStreamProperties
Get the properties associated with an audio stream.
SDL_GetAudioStreamQueued
Get the number of bytes currently queued.
SDL_GetBasePath
Get the directory where the application was run from.
SDL_GetBooleanProperty
Get a boolean property from a group of properties.
SDL_GetCPUCacheLineSize
Determine the L1 cache line size of the CPU.
SDL_GetCameraDriver
Use this function to get the name of a built in camera driver.
SDL_GetCameraFormat
Get the spec that a camera is using when generating images.
SDL_GetCameraID
Get the instance ID of an opened camera.
SDL_GetCameraName
Get the human-readable device name for a camera.
SDL_GetCameraPermissionState
Query if camera access has been approved by the user.
SDL_GetCameraPosition
Get the position of the camera in relation to the system.
SDL_GetCameraProperties
Get the properties associated with an opened camera.
SDL_GetCameraSupportedFormats
Get the list of native formats/sizes a camera supports.
SDL_GetCameras
Get a list of currently connected camera devices.
SDL_GetClipboardData
Get the data from clipboard for a given mime type.
SDL_GetClipboardMimeTypes
Retrieve the list of mime types available in the clipboard.
SDL_GetClipboardText
Get UTF-8 text from the clipboard.
SDL_GetClosestFullscreenDisplayMode
Get the closest match to the requested display mode.
SDL_GetCurrentAudioDriver
Get the name of the current audio driver.
SDL_GetCurrentCameraDriver
Get the name of the current camera driver.
SDL_GetCurrentDirectory
Get what the system believes is the “current working directory.”
SDL_GetCurrentDisplayMode
Get information about the current display mode.
SDL_GetCurrentDisplayOrientation
Get the orientation of a display.
SDL_GetCurrentRenderOutputSize
Get the current output size in pixels of a rendering context.
SDL_GetCurrentThreadID
Get the thread identifier for the current thread.
SDL_GetCurrentTime
Gets the current value of the system realtime clock in nanoseconds since Jan 1, 1970 in Universal Coordinated Time (UTC).
SDL_GetCurrentVideoDriver
Get the name of the currently initialized video driver.
SDL_GetCursor
Get the active cursor.
SDL_GetDateTimeLocalePreferences
Gets the current preferred date and time format for the system locale.
SDL_GetDayOfWeek
Get the day of week for a calendar date.
SDL_GetDayOfYear
Get the day of year for a calendar date.
SDL_GetDaysInMonth
Get the number of days in a month for a given year.
SDL_GetDefaultAssertionHandler
Get the default assertion handler.
SDL_GetDefaultCursor
Get the default cursor.
SDL_GetDefaultLogOutputFunction
Get the default log output function.
SDL_GetDesktopDisplayMode
Get information about the desktop’s display mode.
SDL_GetDisplayBounds
Get the desktop area represented by a display.
SDL_GetDisplayContentScale
Get the content scale of a display.
SDL_GetDisplayForPoint
Get the display containing a point.
SDL_GetDisplayForRect
Get the display primarily containing a rect.
SDL_GetDisplayForWindow
Get the display associated with a window.
SDL_GetDisplayName
Get the name of a display in UTF-8 encoding.
SDL_GetDisplayProperties
Get the properties associated with a display.
SDL_GetDisplayUsableBounds
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_GetEnvironmentVariable
Get the value of a variable in the environment.
SDL_GetEnvironmentVariables
Get all variables in the environment.
SDL_GetError
Retrieve a message about the last error that occurred on the current thread.
SDL_GetEventFilter
Query the current event filter.
SDL_GetFloatProperty
Get a floating point property from a group of properties.
SDL_GetFullscreenDisplayModes
Get a list of fullscreen display modes available on a display.
SDL_GetGPUDeviceDriver
Returns the name of the backend used to create this GPU context.
SDL_GetGPUDriver
Get the name of a built in GPU driver.
SDL_GetGPUShaderFormats
Returns the supported shader formats for this GPU context.
SDL_GetGPUSwapchainTextureFormat
Obtains the texture format of the swapchain for the given window.
SDL_GetGamepadAppleSFSymbolsNameForAxis
Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
SDL_GetGamepadAppleSFSymbolsNameForButton
Return the sfSymbolsName for a given button on a gamepad on Apple platforms.
SDL_GetGamepadAxis
Get the current state of an axis control on a gamepad.
SDL_GetGamepadAxisFromString
Convert a string into SDL_GamepadAxis enum.
SDL_GetGamepadBindings
Get the SDL joystick layer bindings for a gamepad.
SDL_GetGamepadButton
Get the current state of a button on a gamepad.
SDL_GetGamepadButtonFromString
Convert a string into an SDL_GamepadButton enum.
SDL_GetGamepadButtonLabel
Get the label of a button on a gamepad.
SDL_GetGamepadButtonLabelForType
Get the label of a button on a gamepad.
SDL_GetGamepadConnectionState
Get the connection state of a gamepad.
SDL_GetGamepadFirmwareVersion
Get the firmware version of an opened gamepad, if available.
SDL_GetGamepadFromID
Get the SDL_Gamepad associated with a joystick instance ID, if it has been opened.
SDL_GetGamepadFromPlayerIndex
Get the SDL_Gamepad associated with a player index.
SDL_GetGamepadGUIDForID
Get the implementation-dependent GUID of a gamepad.
SDL_GetGamepadID
Get the instance ID of an opened gamepad.
SDL_GetGamepadJoystick
Get the underlying joystick from a gamepad.
SDL_GetGamepadMapping
Get the current mapping of a gamepad.
SDL_GetGamepadMappingForGUID
Get the gamepad mapping string for a given GUID.
SDL_GetGamepadMappingForID
Get the mapping of a gamepad.
SDL_GetGamepadMappings
Get the current gamepad mappings.
SDL_GetGamepadName
Get the implementation-dependent name for an opened gamepad.
SDL_GetGamepadNameForID
Get the implementation dependent name of a gamepad.
SDL_GetGamepadPath
Get the implementation-dependent path for an opened gamepad.
SDL_GetGamepadPathForID
Get the implementation dependent path of a gamepad.
SDL_GetGamepadPlayerIndex
Get the player index of an opened gamepad.
SDL_GetGamepadPlayerIndexForID
Get the player index of a gamepad.
SDL_GetGamepadPowerInfo
Get the battery state of a gamepad.
SDL_GetGamepadProduct
Get the USB product ID of an opened gamepad, if available.
SDL_GetGamepadProductForID
Get the USB product ID of a gamepad, if available.
SDL_GetGamepadProductVersion
Get the product version of an opened gamepad, if available.
SDL_GetGamepadProductVersionForID
Get the product version of a gamepad, if available.
SDL_GetGamepadProperties
Get the properties associated with an opened gamepad.
SDL_GetGamepadSensorData
Get the current state of a gamepad sensor.
SDL_GetGamepadSensorDataRate
Get the data rate (number of events per second) of a gamepad sensor.
SDL_GetGamepadSerial
Get the serial number of an opened gamepad, if available.
SDL_GetGamepadSteamHandle
Get the Steam Input handle of an opened gamepad, if available.
SDL_GetGamepadStringForAxis
Convert from an SDL_GamepadAxis enum to a string.
SDL_GetGamepadStringForButton
Convert from an SDL_GamepadButton enum to a string.
SDL_GetGamepadStringForType
Convert from an SDL_GamepadType enum to a string.
SDL_GetGamepadTouchpadFinger
Get the current state of a finger on a touchpad on a gamepad.
SDL_GetGamepadType
Get the type of an opened gamepad.
SDL_GetGamepadTypeForID
Get the type of a gamepad.
SDL_GetGamepadTypeFromString
Convert a string into SDL_GamepadType enum.
SDL_GetGamepadVendor
Get the USB vendor ID of an opened gamepad, if available.
SDL_GetGamepadVendorForID
Get the USB vendor ID of a gamepad, if available.
SDL_GetGamepads
Get a list of currently connected gamepads.
SDL_GetGlobalMouseState
Query the platform for the asynchronous mouse button state and the desktop-relative platform-cursor position.
SDL_GetGlobalProperties
Get the global SDL properties.
SDL_GetGrabbedWindow
Get the window that currently has an input grab enabled.
SDL_GetHapticEffectStatus
Get the status of the current effect on the specified haptic device.
SDL_GetHapticFeatures
Get the haptic device’s supported features in bitwise manner.
SDL_GetHapticFromID
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_GetHapticName
Get the implementation dependent name of a haptic device.
SDL_GetHapticNameForID
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_GetHintBoolean
Get the boolean value of a hint variable.
SDL_GetIOProperties
Get the properties associated with an SDL_IOStream.
SDL_GetIOSize
Use this function to get the size of the data stream in an SDL_IOStream.
SDL_GetIOStatus
Query the stream status of an SDL_IOStream.
SDL_GetJoystickAxis
Get the current state of an axis control on a joystick.
SDL_GetJoystickAxisInitialState
Get the initial state of an axis control on a joystick.
SDL_GetJoystickBall
Get the ball axis change since the last poll.
SDL_GetJoystickButton
Get the current state of a button on a joystick.
SDL_GetJoystickConnectionState
Get the connection state of a joystick.
SDL_GetJoystickFirmwareVersion
Get the firmware version of an opened joystick, if available.
SDL_GetJoystickFromID
Get the SDL_Joystick associated with an instance ID, if it has been opened.
SDL_GetJoystickFromPlayerIndex
Get the SDL_Joystick associated with a player index.
SDL_GetJoystickGUID
Get the implementation-dependent GUID for the joystick.
SDL_GetJoystickGUIDForID
Get the implementation-dependent GUID of a joystick.
SDL_GetJoystickGUIDInfo
Get the device information encoded in a SDL_GUID structure.
SDL_GetJoystickHat
Get the current state of a POV hat on a joystick.
SDL_GetJoystickID
Get the instance ID of an opened joystick.
SDL_GetJoystickName
Get the implementation dependent name of a joystick.
SDL_GetJoystickNameForID
Get the implementation dependent name of a joystick.
SDL_GetJoystickPath
Get the implementation dependent path of a joystick.
SDL_GetJoystickPathForID
Get the implementation dependent path of a joystick.
SDL_GetJoystickPlayerIndex
Get the player index of an opened joystick.
SDL_GetJoystickPlayerIndexForID
Get the player index of a joystick.
SDL_GetJoystickPowerInfo
Get the battery state of a joystick.
SDL_GetJoystickProduct
Get the USB product ID of an opened joystick, if available.
SDL_GetJoystickProductForID
Get the USB product ID of a joystick, if available.
SDL_GetJoystickProductVersion
Get the product version of an opened joystick, if available.
SDL_GetJoystickProductVersionForID
Get the product version of a joystick, if available.
SDL_GetJoystickProperties
Get the properties associated with a joystick.
SDL_GetJoystickSerial
Get the serial number of an opened joystick, if available.
SDL_GetJoystickType
Get the type of an opened joystick.
SDL_GetJoystickTypeForID
Get the type of a joystick, if available.
SDL_GetJoystickVendor
Get the USB vendor ID of an opened joystick, if available.
SDL_GetJoystickVendorForID
Get the USB vendor ID of a joystick, if available.
SDL_GetJoysticks
Get a list of currently connected joysticks.
SDL_GetKeyFromName
Get a key code from a human-readable name.
SDL_GetKeyFromScancode
Get the key code corresponding to the given scancode according to the current keyboard layout.
SDL_GetKeyName
Get a human-readable name for a key.
SDL_GetKeyboardFocus
Query the window which currently has keyboard focus.
SDL_GetKeyboardNameForID
Get the name of a keyboard.
SDL_GetKeyboardState
Get a snapshot of the current state of the keyboard.
SDL_GetKeyboards
Get a list of currently connected keyboards.
SDL_GetLogOutputFunction
Get the current log output function.
SDL_GetLogPriority
Get the priority of a particular log category.
SDL_GetMasksForPixelFormat
Convert one of the enumerated pixel formats to a bpp value and RGBA masks.
SDL_GetMaxHapticEffects
Get the number of effects a haptic device can store.
SDL_GetMaxHapticEffectsPlaying
Get the number of effects a haptic device can play at the same time.
SDL_GetMemoryFunctions
Get the current set of SDL memory functions.
SDL_GetMice
Get a list of currently connected mice.
SDL_GetModState
Get the current key modifier state for the keyboard.
SDL_GetMouseFocus
Get the window which currently has mouse focus.
SDL_GetMouseNameForID
Get the name of a mouse.
SDL_GetMouseState
Query SDL’s cache for the synchronous mouse button state and the window-relative SDL-cursor position.
SDL_GetNaturalDisplayOrientation
Get the orientation of a display when it is unrotated.
SDL_GetNumAllocations
Get the number of outstanding (unfreed) allocations.
SDL_GetNumAudioDrivers
Use this function to get the number of built-in audio drivers.
SDL_GetNumCameraDrivers
Use this function to get the number of built-in camera drivers.
SDL_GetNumGPUDrivers
Get the number of GPU drivers compiled into SDL.
SDL_GetNumGamepadTouchpadFingers
Get the number of supported simultaneous fingers on a touchpad on a game gamepad.
SDL_GetNumGamepadTouchpads
Get the number of touchpads on a gamepad.
SDL_GetNumHapticAxes
Get the number of haptic axes the device has.
SDL_GetNumJoystickAxes
Get the number of general axis controls on a joystick.
SDL_GetNumJoystickBalls
Get the number of trackballs on a joystick.
SDL_GetNumJoystickButtons
Get the number of buttons on a joystick.
SDL_GetNumJoystickHats
Get the number of POV hats on a joystick.
SDL_GetNumLogicalCPUCores
Get the number of logical CPU cores available.
SDL_GetNumRenderDrivers
Get the number of 2D rendering drivers available for the current display.
SDL_GetNumVideoDrivers
Get the number of video drivers compiled into SDL.
SDL_GetNumberProperty
Get a number property from a group of properties.
SDL_GetOriginalMemoryFunctions
Get the original set of SDL memory functions.
SDL_GetPathInfo
Get information about a filesystem path.
SDL_GetPerformanceCounter
Get the current value of the high resolution counter.
SDL_GetPerformanceFrequency
Get the count per second of the high resolution counter.
SDL_GetPixelFormatDetails
Create an SDL_PixelFormatDetails structure corresponding to a pixel format.
SDL_GetPixelFormatForMasks
Convert a bpp value and RGBA masks to an enumerated pixel format.
SDL_GetPixelFormatName
Get the human readable name of a pixel format.
SDL_GetPlatform
Get the name of the platform.
SDL_GetPointerProperty
Get a pointer property from a group of properties.
SDL_GetPowerInfo
Get the current power supply details.
SDL_GetPrefPath
Get the user-and-app-specific path where files can be written.
SDL_GetPreferredLocales
Report the user’s preferred locale.
SDL_GetPrimaryDisplay
Return the primary display.
SDL_GetPrimarySelectionText
Get UTF-8 text from the primary selection.
SDL_GetProcessInput
Get the SDL_IOStream associated with process standard input.
SDL_GetProcessOutput
Get the SDL_IOStream associated with process standard output.
SDL_GetProcessProperties
Get the properties associated with a process.
SDL_GetPropertyType
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_GetRealGamepadType
Get the type of an opened gamepad, ignoring any mapping override.
SDL_GetRealGamepadTypeForID
Get the type of a gamepad, ignoring any mapping override.
SDL_GetRectAndLineIntersection
Calculate the intersection of a rectangle and line segment.
SDL_GetRectAndLineIntersectionFloat
Calculate the intersection of a rectangle and line segment with float precision.
SDL_GetRectEnclosingPoints
Calculate a minimal rectangle enclosing a set of points.
SDL_GetRectEnclosingPointsFloat
Calculate a minimal rectangle enclosing a set of points with float precision.
SDL_GetRectIntersection
Calculate the intersection of two rectangles.
SDL_GetRectIntersectionFloat
Calculate the intersection of two rectangles with float precision.
SDL_GetRectUnion
Calculate the union of two rectangles.
SDL_GetRectUnionFloat
Calculate the union of two rectangles with float precision.
SDL_GetRelativeMouseState
Query SDL’s cache for the synchronous mouse button state and accumulated mouse delta since last call.
SDL_GetRenderClipRect
Get the clip rectangle for the current target.
SDL_GetRenderColorScale
Get the color scale used for render operations.
SDL_GetRenderDrawBlendMode
Get the blend mode used for drawing operations.
SDL_GetRenderDrawColor
Get the color used for drawing operations (Rect, Line and Clear).
SDL_GetRenderDrawColorFloat
Get the color used for drawing operations (Rect, Line and Clear).
SDL_GetRenderDriver
Use this function to get the name of a built in 2D rendering driver.
SDL_GetRenderLogicalPresentation
Get device independent resolution and presentation mode for rendering.
SDL_GetRenderLogicalPresentationRect
Get the final presentation rectangle for rendering.
SDL_GetRenderMetalCommandEncoder
Get the Metal command encoder for the current frame.
SDL_GetRenderMetalLayer
Get the CAMetalLayer associated with the given Metal renderer.
SDL_GetRenderOutputSize
Get the output size in pixels of a rendering context.
SDL_GetRenderSafeArea
Get the safe area for rendering within the current viewport.
SDL_GetRenderScale
Get the drawing scale for the current target.
SDL_GetRenderTarget
Get the current render target.
SDL_GetRenderVSync
Get VSync of the given renderer.
SDL_GetRenderViewport
Get the drawing area for the current target.
SDL_GetRenderWindow
Get the window associated with a renderer.
SDL_GetRenderer
Get the renderer associated with a window.
SDL_GetRendererFromTexture
Get the renderer that created an SDL_Texture.
SDL_GetRendererName
Get the name of a renderer.
SDL_GetRendererProperties
Get the properties associated with a renderer.
SDL_GetRevision
Get the code revision of SDL that is linked against your program.
SDL_GetSIMDAlignment
Report the alignment this system needs for SIMD allocations.
SDL_GetSandbox
Get the application sandbox environment, if any.
SDL_GetScancodeFromKey
Get the scancode corresponding to the given key code according to the current keyboard layout.
SDL_GetScancodeFromName
Get a scancode from a human-readable name.
SDL_GetScancodeName
Get a human-readable name for a scancode.
SDL_GetSemaphoreValue
Get the current value of a semaphore.
SDL_GetSensorData
Get the current state of an opened sensor.
SDL_GetSensorFromID
Return the SDL_Sensor associated with an instance ID.
SDL_GetSensorID
Get the instance ID of a sensor.
SDL_GetSensorName
Get the implementation dependent name of a sensor.
SDL_GetSensorNameForID
Get the implementation dependent name of a sensor.
SDL_GetSensorNonPortableType
Get the platform dependent type of a sensor.
SDL_GetSensorNonPortableTypeForID
Get the platform dependent type of a sensor.
SDL_GetSensorProperties
Get the properties associated with a sensor.
SDL_GetSensorType
Get the type of a sensor.
SDL_GetSensorTypeForID
Get the type of a sensor.
SDL_GetSensors
Get a list of currently connected sensors.
SDL_GetSilenceValueForFormat
Get the appropriate memset value for silencing an audio format.
SDL_GetStorageFileSize
Query the size of a file within a storage container.
SDL_GetStoragePathInfo
Get information about a filesystem path in a storage container.
SDL_GetStorageSpaceRemaining
Queries the remaining space in a storage container.
SDL_GetStringProperty
Get a string property from a group of properties.
SDL_GetSurfaceAlphaMod
Get the additional alpha value used in blit operations.
SDL_GetSurfaceBlendMode
Get the blend mode used for blit operations.
SDL_GetSurfaceClipRect
Get the clipping rectangle for a surface.
SDL_GetSurfaceColorKey
Get the color key (transparent pixel) for a surface.
SDL_GetSurfaceColorMod
Get the additional color value multiplied into blit operations.
SDL_GetSurfaceColorspace
Get the colorspace used by a surface.
SDL_GetSurfaceImages
Get an array including all versions of a surface.
SDL_GetSurfacePalette
Get the palette used by a surface.
SDL_GetSurfaceProperties
Get the properties associated with a surface.
SDL_GetSystemRAM
Get the amount of RAM configured in the system.
SDL_GetSystemTheme
Get the current system theme.
SDL_GetTLS
Get the current thread’s value associated with a thread local storage ID.
SDL_GetTextInputArea
Get the area used to type Unicode text input.
SDL_GetTextureAlphaMod
Get the additional alpha value multiplied into render copy operations.
SDL_GetTextureAlphaModFloat
Get the additional alpha value multiplied into render copy operations.
SDL_GetTextureBlendMode
Get the blend mode used for texture copy operations.
SDL_GetTextureColorMod
Get the additional color value multiplied into render copy operations.
SDL_GetTextureColorModFloat
Get the additional color value multiplied into render copy operations.
SDL_GetTextureProperties
Get the properties associated with a texture.
SDL_GetTextureScaleMode
Get the scale mode used for texture scale operations.
SDL_GetTextureSize
Get the size of a texture, as floating point values.
SDL_GetThreadID
Get the thread identifier for the specified thread.
SDL_GetThreadName
Get the thread name as it was specified in SDL_CreateThread().
SDL_GetThreadState
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_GetTouchDeviceName
Get the touch device name as reported from the driver.
SDL_GetTouchDeviceType
Get the type of the given touch device.
SDL_GetTouchDevices
Get a list of registered touch devices.
SDL_GetTouchFingers
Get a list of active fingers for a given touch device.
SDL_GetTrayEntries
Returns a list of entries in the menu, in order.
SDL_GetTrayEntryChecked
Gets whether or not an entry is checked.
SDL_GetTrayEntryEnabled
Gets whether or not an entry is enabled.
SDL_GetTrayEntryLabel
Gets the label of an entry.
SDL_GetTrayEntryParent
Gets the menu containing a certain tray entry.
SDL_GetTrayMenu
Gets a previously created tray menu.
SDL_GetTrayMenuParentEntry
Gets the entry for which the menu is a submenu, if the current menu is a submenu.
SDL_GetTrayMenuParentTray
Gets the tray for which this menu is the first-level menu, if the current menu isn’t a submenu.
SDL_GetTraySubmenu
Gets a previously created tray entry submenu.
SDL_GetUserFolder
Finds the most suitable user folder for a specific purpose.
SDL_GetVersion
Get the version of SDL that is linked against your program.
SDL_GetVideoDriver
Get the name of a built in video driver.
SDL_GetWindowAspectRatio
Get the size of a window’s client area.
SDL_GetWindowBordersSize
Get the size of a window’s borders (decorations) around the client area.
SDL_GetWindowDisplayScale
Get the content display scale relative to a window’s pixel size.
SDL_GetWindowFlags
Get the window flags.
SDL_GetWindowFromEvent
Get window associated with an event.
SDL_GetWindowFromID
Get a window from a stored ID.
SDL_GetWindowFullscreenMode
Query the display mode to use when a window is visible at fullscreen.
SDL_GetWindowICCProfile
Get the raw ICC profile data for the screen the window is currently on.
SDL_GetWindowID
Get the numeric ID of a window.
SDL_GetWindowKeyboardGrab
Get a window’s keyboard grab mode.
SDL_GetWindowMaximumSize
Get the maximum size of a window’s client area.
SDL_GetWindowMinimumSize
Get the minimum size of a window’s client area.
SDL_GetWindowMouseGrab
Get a window’s mouse grab mode.
SDL_GetWindowMouseRect
Get the mouse confinement rectangle of a window.
SDL_GetWindowOpacity
Get the opacity of a window.
SDL_GetWindowParent
Get parent of a window.
SDL_GetWindowPixelDensity
Get the pixel density of a window.
SDL_GetWindowPixelFormat
Get the pixel format associated with the window.
SDL_GetWindowPosition
Get the position of a window.
SDL_GetWindowProperties
Get the properties associated with a window.
SDL_GetWindowRelativeMouseMode
Query whether relative mouse mode is enabled for a window.
SDL_GetWindowSafeArea
Get the safe area for this window.
SDL_GetWindowSize
Get the size of a window’s client area.
SDL_GetWindowSizeInPixels
Get the size of a window’s client area, in pixels.
SDL_GetWindowSurface
Get the SDL surface associated with the window.
SDL_GetWindowSurfaceVSync
Get VSync for the window surface.
SDL_GetWindowTitle
Get the title of a window.
SDL_GetWindows
Get a list of valid windows.
SDL_GlobDirectory
Enumerate a directory tree, filtered by pattern, and return a list.
SDL_GlobStorageDirectory
Enumerate a directory tree, filtered by pattern, and return a list.
SDL_HapticEffectSupported
Check to see if an effect is supported by a haptic device.
SDL_HapticRumbleSupported
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_HasAVX2
Determine whether the CPU has AVX2 features.
SDL_HasAVX512F
Determine whether the CPU has AVX-512F (foundation) features.
SDL_HasAltiVec
Determine whether the CPU has AltiVec features.
SDL_HasClipboardData
Query whether there is data in the clipboard for the provided mime type.
SDL_HasClipboardText
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_HasExactlyOneBitSet32
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_HasPrimarySelectionText
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_HasRectIntersection
Determine whether two rectangles intersect.
SDL_HasRectIntersectionFloat
Determine whether two rectangles intersect with float precision.
SDL_HasSSE
Determine whether the CPU has SSE features.
SDL_HasSSE2
Determine whether the CPU has SSE2 features.
SDL_HasSSE3
Determine whether the CPU has SSE3 features.
SDL_HasSSE41
Determine whether the CPU has SSE4.1 features.
SDL_HasSSE42
Determine whether the CPU has SSE4.2 features.
SDL_HasScreenKeyboardSupport
Check whether the platform has screen keyboard support.
SDL_HideCursor
Hide the cursor.
SDL_HideWindow
Hide a window.
SDL_INIT_INTERFACE
A macro to initialize an SDL interface.
SDL_IOFromConstMem
Use this function to prepare a read-only memory buffer for use with SDL_IOStream.
SDL_IOFromDynamicMem
Use this function to create an SDL_IOStream that is backed by dynamically allocated memory.
SDL_IOFromFile
Use this function to create a new SDL_IOStream structure for reading from and/or writing to a named file.
SDL_IOFromMem
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_InitHapticRumble
Initialize a haptic device for simple rumble playback.
SDL_InitSubSystem
Compatibility function to initialize the SDL library.
SDL_InsertGPUDebugLabel
Inserts an arbitrary string label into the command buffer callstream.
SDL_InsertTrayEntryAt
Insert a tray entry at a given position.
SDL_InvalidParamError
A macro to standardize error reporting on unsupported operations.
SDL_IsAudioDevicePhysical
Determine if an audio device is physical (instead of logical).
SDL_IsAudioDevicePlayback
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_IsJoystickHaptic
Query if a joystick has haptic features.
SDL_IsJoystickVirtual
Query whether or not a joystick is virtual.
SDL_IsMainThread
Return whether this is the main thread.
SDL_IsMouseHaptic
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_JoystickConnected
Get the status of a specified joystick.
SDL_JoystickEventsEnabled
Query the state of joystick event processing.
SDL_KillProcess
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_LoadFile
Load all the data from a file path.
SDL_LoadFileAsync
Load all the data from a file path, asynchronously.
SDL_LoadFile_IO
Load all the data from an SDL data stream.
SDL_LoadFunction
Look up the address of the named function in a shared object.
SDL_LoadObject
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_LockAudioStream
Lock an audio stream for serialized access.
SDL_LockJoysticks
Locking for atomic access to the joystick API.
SDL_LockMutex
Lock the mutex.
SDL_LockProperties
Lock a group of properties.
SDL_LockRWLockForReading
Lock the read/write lock for read only operations.
SDL_LockRWLockForWriting
Lock the read/write lock for write operations.
SDL_LockSpinlock
Lock a spin lock by setting it to a non-zero value.
SDL_LockSurface
Set up a surface for directly accessing the pixels.
SDL_LockTexture
Lock a portion of the texture for write-only pixel access.
SDL_LockTextureToSurface
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 and SDL_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_MapGPUTransferBuffer
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_MaximizeWindow
Request that the window be made as large as possible.
SDL_MemoryBarrierAcquire
SDL_MemoryBarrierAcquireFunction
Insert a memory acquire barrier (function version).
SDL_MemoryBarrierRelease
SDL_MemoryBarrierReleaseFunction
Insert a memory release barrier (function version).
SDL_Metal_CreateView
Create a CAMetalLayer-backed NSView/UIView and attach it to the specified window.
SDL_Metal_DestroyView
Destroy an existing SDL_MetalView object.
SDL_Metal_GetLayer
Get a pointer to the backing CAMetalLayer for the given view.
SDL_MinimizeWindow
Request that the window be minimized to an iconic representation.
SDL_MixAudio
Mix audio data in a specified format.
SDL_MostSignificantBitIndex32
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_OnApplicationDidEnterBackground
Let iOS apps with external event handling report onApplicationDidEnterBackground.
SDL_OnApplicationDidEnterForeground
Let iOS apps with external event handling report onApplicationDidBecomeActive.
SDL_OnApplicationDidReceiveMemoryWarning
Let iOS apps with external event handling report onApplicationDidReceiveMemoryWarning.
SDL_OnApplicationWillEnterBackground
Let iOS apps with external event handling report onApplicationWillResignActive.
SDL_OnApplicationWillEnterForeground
Let iOS apps with external event handling report onApplicationWillEnterForeground.
SDL_OnApplicationWillTerminate
Let iOS apps with external event handling report onApplicationWillTerminate.
SDL_OpenAudioDevice
Open a specific audio device.
SDL_OpenAudioDeviceStream
Convenience function for straightforward audio init for the common case.
SDL_OpenCamera
Open a video recording device (a “camera”).
SDL_OpenFileStorage
Opens up a container for local filesystem storage.
SDL_OpenGamepad
Open a gamepad for use.
SDL_OpenHaptic
Open a haptic device for use.
SDL_OpenHapticFromJoystick
Open a haptic device for use from a joystick device.
SDL_OpenHapticFromMouse
Try to open a haptic device from the current mouse.
SDL_OpenIO
Create a custom SDL_IOStream.
SDL_OpenJoystick
Open a joystick for use.
SDL_OpenSensor
Open a sensor for use.
SDL_OpenStorage
Opens up a container using a client-provided storage interface.
SDL_OpenTitleStorage
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_OpenUserStorage
Opens up a container for a user’s unique read/write filesystem.
SDL_OutOfMemory
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_PauseAudioDevice
Use this function to pause audio playback on a specified device.
SDL_PauseAudioStreamDevice
Use this function to pause audio playback on the audio device associated with an audio stream.
SDL_PauseHaptic
Pause a haptic device.
SDL_PeepEvents
Check the event queue for messages and optionally return them.
SDL_PlayHapticRumble
Run a simple rumble effect on a haptic device.
SDL_PointInRect
Determine whether a point resides inside a rectangle.
SDL_PointInRectFloat
Determine whether a point resides inside a floating point rectangle.
SDL_PollEvent
Poll for currently pending events.
SDL_PopGPUDebugGroup
Ends the most-recently pushed debug group.
SDL_PremultiplyAlpha
Premultiply the alpha on a block of pixels.
SDL_PremultiplySurfaceAlpha
Premultiply the alpha in a surface.
SDL_PumpEvents
Pump the event loop, gathering events from the input devices.
SDL_PushEvent
Add an event to the event queue.
SDL_PushGPUComputeUniformData
Pushes data to a uniform slot on the command buffer.
SDL_PushGPUDebugGroup
Begins a debug group with an arbitary name.
SDL_PushGPUFragmentUniformData
Pushes data to a fragment uniform slot on the command buffer.
SDL_PushGPUVertexUniformData
Pushes data to a vertex uniform slot on the command buffer.
SDL_PutAudioStreamData
Add data to the stream.
SDL_QueryGPUFence
Checks the status of a fence.
SDL_Quit
Clean up all initialized subsystems.
SDL_QuitSubSystem
Shut down specific SDL subsystems.
SDL_RaiseWindow
Request that a window be raised above other windows and gain the input focus.
SDL_ReadAsyncIO
Start an async read.
SDL_ReadIO
Read from a data source.
SDL_ReadProcess
Read all the output from a process.
SDL_ReadS8
Use this function to read a signed byte from an SDL_IOStream.
SDL_ReadS16BE
Use this function to read 16 bits of big-endian data from an SDL_IOStream and return in native format.
SDL_ReadS16LE
Use this function to read 16 bits of little-endian data from an SDL_IOStream and return in native format.
SDL_ReadS32BE
Use this function to read 32 bits of big-endian data from an SDL_IOStream and return in native format.
SDL_ReadS32LE
Use this function to read 32 bits of little-endian data from an SDL_IOStream and return in native format.
SDL_ReadS64BE
Use this function to read 64 bits of big-endian data from an SDL_IOStream and return in native format.
SDL_ReadS64LE
Use this function to read 64 bits of little-endian data from an SDL_IOStream and return in native format.
SDL_ReadStorageFile
Synchronously read a file from a storage container into a client-provided buffer.
SDL_ReadSurfacePixel
Retrieves a single pixel from a surface.
SDL_ReadSurfacePixelFloat
Retrieves a single pixel from a surface.
SDL_ReadU8
Use this function to read a byte from an SDL_IOStream.
SDL_ReadU16BE
Use this function to read 16 bits of big-endian data from an SDL_IOStream and return in native format.
SDL_ReadU16LE
Use this function to read 16 bits of little-endian data from an SDL_IOStream and return in native format.
SDL_ReadU32BE
Use this function to read 32 bits of big-endian data from an SDL_IOStream and return in native format.
SDL_ReadU32LE
Use this function to read 32 bits of little-endian data from an SDL_IOStream and return in native format.
SDL_ReadU64BE
Use this function to read 64 bits of big-endian data from an SDL_IOStream and return in native format.
SDL_ReadU64LE
Use this function to read 64 bits of little-endian data from an SDL_IOStream and return in native format.
SDL_RectEmpty
Determine whether a rectangle has no area.
SDL_RectEmptyFloat
Determine whether a floating point rectangle can contain any point.
SDL_RectToFRect
Convert an SDL_Rect to SDL_FRect
SDL_RectsEqual
Determine whether two rectangles are equal.
SDL_RectsEqualEpsilon
Determine whether two floating point rectangles are equal, within some given epsilon.
SDL_RectsEqualFloat
Determine whether two floating point rectangles are equal, within a default epsilon.
SDL_RegisterEvents
Allocate a set of user-defined events, and return the beginning event number for that set of events.
SDL_ReleaseCameraFrame
Release a frame of video acquired from a camera.
SDL_ReleaseGPUBuffer
Frees the given buffer as soon as it is safe to do so.
SDL_ReleaseGPUComputePipeline
Frees the given compute pipeline as soon as it is safe to do so.
SDL_ReleaseGPUFence
Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
SDL_ReleaseGPUGraphicsPipeline
Frees the given graphics pipeline as soon as it is safe to do so.
SDL_ReleaseGPUSampler
Frees the given sampler as soon as it is safe to do so.
SDL_ReleaseGPUShader
Frees the given shader as soon as it is safe to do so.
SDL_ReleaseGPUTexture
Frees the given texture as soon as it is safe to do so.
SDL_ReleaseGPUTransferBuffer
Frees the given transfer buffer as soon as it is safe to do so.
SDL_ReleaseWindowFromGPUDevice
Unclaims a window, destroying its swapchain structure.
SDL_ReloadGamepadMappings
Reinitialize the SDL mapping database to its initial state.
SDL_RemoveEventWatch
Remove an event watch callback added with SDL_AddEventWatch().
SDL_RemoveHintCallback
Remove a function watching a particular hint.
SDL_RemovePath
Remove a file or an empty directory.
SDL_RemoveStoragePath
Remove a file or an empty directory in a writable storage container.
SDL_RemoveSurfaceAlternateImages
Remove all alternate versions of a surface.
SDL_RemoveTimer
Remove a timer created with SDL_AddTimer().
SDL_RemoveTrayEntry
Removes a tray entry.
SDL_RenamePath
Rename a file or directory.
SDL_RenameStoragePath
Rename a file or directory in a writable storage container.
SDL_RenderClear
Clear the current rendering target with the drawing color.
SDL_RenderClipEnabled
Get whether clipping is enabled on the given renderer.
SDL_RenderCoordinatesFromWindow
Get a point in render coordinates when given a point in window coordinates.
SDL_RenderCoordinatesToWindow
Get a point in window coordinates when given a point in render coordinates.
SDL_RenderDebugText
Draw debug text to an SDL_Renderer.
SDL_RenderDebugTextFormat
Draw debug text to an SDL_Renderer.
SDL_RenderFillRect
Fill a rectangle on the current rendering target with the drawing color at subpixel precision.
SDL_RenderFillRects
Fill some number of rectangles on the current rendering target with the drawing color at subpixel precision.
SDL_RenderGeometry
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 and SDL_SetTextureAlphaMod are ignored).
SDL_RenderGeometryRaw
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 and SDL_SetTextureAlphaMod are ignored).
SDL_RenderLine
Draw a line on the current rendering target at subpixel precision.
SDL_RenderLines
Draw a series of connected lines on the current rendering target at subpixel precision.
SDL_RenderPoint
Draw a point on the current rendering target at subpixel precision.
SDL_RenderPoints
Draw multiple points on the current rendering target at subpixel precision.
SDL_RenderPresent
Update the screen with any rendering performed since the previous call.
SDL_RenderReadPixels
Read pixels from the current rendering target.
SDL_RenderRect
Draw a rectangle on the current rendering target at subpixel precision.
SDL_RenderRects
Draw some number of rectangles on the current rendering target at subpixel precision.
SDL_RenderTexture
Copy a portion of the texture to the current rendering target at subpixel precision.
SDL_RenderTexture9Grid
Perform a scaled copy using the 9-grid algorithm to the current rendering target at subpixel precision.
SDL_RenderTextureAffine
Copy a portion of the source texture to the current rendering target, with affine transform, at subpixel precision.
SDL_RenderTextureRotated
Copy a portion of the source texture to the current rendering target, with rotation and flipping, at subpixel precision.
SDL_RenderTextureTiled
Tile a portion of the texture to the current rendering target at subpixel precision.
SDL_RenderViewportSet
Return whether an explicit rectangle was set as the viewport.
SDL_ReportAssertion
Never call this directly.
SDL_ResetAssertionReport
Clear the list of all assertion failures.
SDL_ResetHint
Reset a hint to the default value.
SDL_ResetHints
Reset all hints to the default values.
SDL_ResetKeyboard
Clear the state of the keyboard.
SDL_ResetLogPriorities
Reset all priorities to default.
SDL_RestoreWindow
Request that the size and position of a minimized or maximized window be restored.
SDL_ResumeAudioDevice
Use this function to unpause audio playback on a specified device.
SDL_ResumeAudioStreamDevice
Use this function to unpause audio playback on the audio device associated with an audio stream.
SDL_ResumeHaptic
Resume a haptic device.
SDL_RumbleGamepad
Start a rumble effect on a gamepad.
SDL_RumbleGamepadTriggers
Start a rumble effect in the gamepad’s triggers.
SDL_RumbleJoystick
Start a rumble effect.
SDL_RumbleJoystickTriggers
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_RunHapticEffect
Run the haptic effect on its associated haptic device.
SDL_RunOnMainThread
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_SaveFile
Save all the data into a file path.
SDL_SaveFile_IO
Save all the data into an SDL data stream.
SDL_ScaleSurface
Creates a new surface identical to the existing surface, scaled to the desired size.
SDL_ScreenKeyboardShown
Check whether the screen keyboard is shown for given window.
SDL_ScreenSaverEnabled
Check whether the screensaver is currently enabled.
SDL_SeekIO
Seek within an SDL_IOStream data stream.
SDL_SendGamepadEffect
Send a gamepad specific effect packet.
SDL_SendJoystickEffect
Send a joystick specific effect packet.
SDL_SendJoystickVirtualSensorData
Send a sensor update for an opened virtual joystick.
SDL_SetAppMetadata
Specify basic metadata about your app.
SDL_SetAppMetadataProperty
Specify metadata about your app through a set of properties.
SDL_SetAssertionHandler
Set an application-defined assertion handler.
SDL_SetAtomicInt
Set an atomic variable to a value.
SDL_SetAtomicPointer
Set a pointer to a value atomically.
SDL_SetAtomicU32
Set an atomic variable to a value.
SDL_SetAudioDeviceGain
Change the gain of an audio device.
SDL_SetAudioPostmixCallback
Set a callback that fires when data is about to be fed to an audio device.
SDL_SetAudioStreamFormat
Change the input and output formats of an audio stream.
SDL_SetAudioStreamFrequencyRatio
Change the frequency ratio of an audio stream.
SDL_SetAudioStreamGain
Change the gain of an audio stream.
SDL_SetAudioStreamGetCallback
Set a callback that runs when data is requested from an audio stream.
SDL_SetAudioStreamInputChannelMap
Set the current input channel map of an audio stream.
SDL_SetAudioStreamOutputChannelMap
Set the current output channel map of an audio stream.
SDL_SetAudioStreamPutCallback
Set a callback that runs when data is added to an audio stream.
SDL_SetBooleanProperty
Set a boolean property in a group of properties.
SDL_SetClipboardData
Offer clipboard data to the OS.
SDL_SetClipboardText
Put UTF-8 text into the clipboard.
SDL_SetCurrentThreadPriority
Set the priority for the current thread.
SDL_SetCursor
Set the active cursor.
SDL_SetEnvironmentVariable
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_SetEventEnabled
Set the state of processing events by type.
SDL_SetEventFilter
Set up a filter to process all events before they are added to the internal event queue.
SDL_SetFloatProperty
Set a floating point property in a group of properties.
SDL_SetGPUAllowedFramesInFlight
Configures the maximum allowed number of frames in flight.
SDL_SetGPUBlendConstants
Sets the current blend constants on a command buffer.
SDL_SetGPUBufferName
Sets an arbitrary string constant to label a buffer.
SDL_SetGPUScissor
Sets the current scissor state on a command buffer.
SDL_SetGPUStencilReference
Sets the current stencil reference value on a command buffer.
SDL_SetGPUSwapchainParameters
Changes the swapchain parameters for the given claimed window.
SDL_SetGPUTextureName
Sets an arbitrary string constant to label a texture.
SDL_SetGPUViewport
Sets the current viewport state on a command buffer.
SDL_SetGamepadEventsEnabled
Set the state of gamepad event processing.
SDL_SetGamepadLED
Update a gamepad’s LED color.
SDL_SetGamepadMapping
Set the current mapping of a joystick or gamepad.
SDL_SetGamepadPlayerIndex
Set the player index of an opened gamepad.
SDL_SetGamepadSensorEnabled
Set whether data reporting for a gamepad sensor is enabled.
SDL_SetHapticAutocenter
Set the global autocenter of the device.
SDL_SetHapticGain
Set the global gain of the specified haptic device.
SDL_SetHint
Set a hint with normal priority.
SDL_SetHintWithPriority
Set a hint with a specific priority.
SDL_SetInitialized
Finish an initialization state transition.
SDL_SetJoystickEventsEnabled
Set the state of joystick event processing.
SDL_SetJoystickLED
Update a joystick’s LED color.
SDL_SetJoystickPlayerIndex
Set the player index of an opened joystick.
SDL_SetJoystickVirtualAxis
Set the state of an axis on an opened virtual joystick.
SDL_SetJoystickVirtualBall
Generate ball motion on an opened virtual joystick.
SDL_SetJoystickVirtualButton
Set the state of a button on an opened virtual joystick.
SDL_SetJoystickVirtualHat
Set the state of a hat on an opened virtual joystick.
SDL_SetJoystickVirtualTouchpad
Set touchpad finger state on an opened virtual joystick.
SDL_SetLinuxThreadPriority
Sets the UNIX nice value for a thread.
SDL_SetLinuxThreadPriorityAndPolicy
Sets the priority (not nice level) and scheduling policy for a thread.
SDL_SetLogOutputFunction
Replace the default log output function with one of your own.
SDL_SetLogPriorities
Set the priority of all log categories.
SDL_SetLogPriority
Set the priority of a particular log category.
SDL_SetLogPriorityPrefix
Set the text prepended to log messages of a given priority.
SDL_SetMainReady
Circumvent failure of SDL_Init() when not using SDL_main() as an entry point.
SDL_SetMemoryFunctions
Replace SDL’s memory allocation functions with a custom set.
SDL_SetModState
Set the current key modifier state for the keyboard.
SDL_SetNumberProperty
Set an integer property in a group of properties.
SDL_SetPaletteColors
Set a range of colors in a palette.
SDL_SetPointerProperty
Set a pointer property in a group of properties.
SDL_SetPointerPropertyWithCleanup
Set a pointer property in a group of properties with a cleanup function that is called when the property is deleted.
SDL_SetPrimarySelectionText
Put UTF-8 text into the primary selection.
SDL_SetRenderClipRect
Set the clip rectangle for rendering on the specified target.
SDL_SetRenderColorScale
Set the color scale used for render operations.
SDL_SetRenderDrawBlendMode
Set the blend mode used for drawing operations (Fill and Line).
SDL_SetRenderDrawColor
Set the color used for drawing operations.
SDL_SetRenderDrawColorFloat
Set the color used for drawing operations (Rect, Line and Clear).
SDL_SetRenderLogicalPresentation
Set a device independent resolution and presentation mode for rendering.
SDL_SetRenderScale
Set the drawing scale for rendering on the current target.
SDL_SetRenderTarget
Set a texture as the current rendering target.
SDL_SetRenderVSync
Toggle VSync of the given renderer.
SDL_SetRenderViewport
Set the drawing area for rendering on the current target.
SDL_SetScancodeName
Set a human-readable name for a scancode.
SDL_SetStringProperty
Set a string property in a group of properties.
SDL_SetSurfaceAlphaMod
Set an additional alpha value used in blit operations.
SDL_SetSurfaceBlendMode
Set the blend mode used for blit operations.
SDL_SetSurfaceClipRect
Set the clipping rectangle for a surface.
SDL_SetSurfaceColorKey
Set the color key (transparent pixel) in a surface.
SDL_SetSurfaceColorMod
Set an additional color value multiplied into blit operations.
SDL_SetSurfaceColorspace
Set the colorspace used by a surface.
SDL_SetSurfacePalette
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_SetTextInputArea
Set the area used to type Unicode text input.
SDL_SetTextureAlphaMod
Set an additional alpha value multiplied into render copy operations.
SDL_SetTextureAlphaModFloat
Set an additional alpha value multiplied into render copy operations.
SDL_SetTextureBlendMode
Set the blend mode for a texture, used by SDL_RenderTexture().
SDL_SetTextureColorMod
Set an additional color value multiplied into render copy operations.
SDL_SetTextureColorModFloat
Set an additional color value multiplied into render copy operations.
SDL_SetTextureScaleMode
Set the scale mode used for texture scale operations.
SDL_SetTrayEntryCallback
Sets a callback to be invoked when the entry is selected.
SDL_SetTrayEntryChecked
Sets whether or not an entry is checked.
SDL_SetTrayEntryEnabled
Sets whether or not an entry is enabled.
SDL_SetTrayEntryLabel
Sets the label of an entry.
SDL_SetTrayIcon
Updates the system tray icon’s icon.
SDL_SetTrayTooltip
Updates the system tray icon’s tooltip.
SDL_SetWindowAlwaysOnTop
Set the window to always be above the others.
SDL_SetWindowAspectRatio
Request that the aspect ratio of a window’s client area be set.
SDL_SetWindowBordered
Set the border state of a window.
SDL_SetWindowFocusable
Set whether the window may have input focus.
SDL_SetWindowFullscreen
Request that the window’s fullscreen state be changed.
SDL_SetWindowFullscreenMode
Set the display mode to use when a window is visible and fullscreen.
SDL_SetWindowHitTest
Provide a callback that decides if a window region has special properties.
SDL_SetWindowIcon
Set the icon for a window.
SDL_SetWindowKeyboardGrab
Set a window’s keyboard grab mode.
SDL_SetWindowMaximumSize
Set the maximum size of a window’s client area.
SDL_SetWindowMinimumSize
Set the minimum size of a window’s client area.
SDL_SetWindowModal
Toggle the state of the window as modal.
SDL_SetWindowMouseGrab
Set a window’s mouse grab mode.
SDL_SetWindowMouseRect
Confines the cursor to the specified area of a window.
SDL_SetWindowOpacity
Set the opacity for a window.
SDL_SetWindowParent
Set the window as a child of a parent window.
SDL_SetWindowPosition
Request that the window’s position be set.
SDL_SetWindowRelativeMouseMode
Set relative mouse mode for a window.
SDL_SetWindowResizable
Set the user-resizable state of a window.
SDL_SetWindowShape
Set the shape of a transparent window.
SDL_SetWindowSize
Request that the size of a window’s client area be set.
SDL_SetWindowSurfaceVSync
Toggle VSync for the window surface.
SDL_SetWindowTitle
Set the title of a window.
SDL_SetX11EventHook
Set a callback for every X11 event.
SDL_ShouldInit
Return whether initialization should be done.
SDL_ShouldQuit
Return whether cleanup should be done.
SDL_ShowCursor
Show the cursor.
SDL_ShowFileDialogWithProperties
Create and launch a file dialog with the specified properties.
SDL_ShowMessageBox
Create a modal message box.
SDL_ShowOpenFileDialog
Displays a dialog that lets the user select a file on their filesystem.
SDL_ShowOpenFolderDialog
Displays a dialog that lets the user select a folder on their filesystem.
SDL_ShowSaveFileDialog
Displays a dialog that lets the user choose a new or existing file on their filesystem.
SDL_ShowSimpleMessageBox
Display a simple modal message box.
SDL_ShowWindow
Show a window.
SDL_ShowWindowSystemMenu
Display the system-level window menu.
SDL_SignalAsyncIOQueue
Wake up any threads that are blocking in SDL_WaitAsyncIOResult().
SDL_SignalCondition
Restart one of the threads that are waiting on the condition variable.
SDL_SignalSemaphore
Atomically increment a semaphore’s value and wake waiting threads.
SDL_StartTextInput
Start accepting Unicode text input events in a window.
SDL_StartTextInputWithProperties
Start accepting Unicode text input events in a window, with properties describing the input.
SDL_StepBackUTF8
Decode a UTF-8 string in reverse, one Unicode codepoint at a time.
SDL_StepUTF8
Decode a UTF-8 string, one Unicode codepoint at a time.
SDL_StopHapticEffect
Stop the haptic effect on its associated haptic device.
SDL_StopHapticEffects
Stop all the currently playing effects on a haptic device.
SDL_StopHapticRumble
Stop the simple rumble on a haptic device.
SDL_StopTextInput
Stop receiving any text input events in a window.
SDL_StorageReady
Checks if the storage container is ready to use.
SDL_StretchSurface
Perform a stretched pixel copy from one surface to another.
SDL_StringToGUID
Convert a GUID string into a SDL_GUID structure.
SDL_SubmitGPUCommandBuffer
Submits a command buffer so its commands can be processed on the GPU.
SDL_SubmitGPUCommandBufferAndAcquireFence
Submits a command buffer so its commands can be processed on the GPU, and acquires a fence associated with the command buffer.
SDL_SurfaceHasAlternateImages
Return whether a surface has alternate versions available.
SDL_SurfaceHasColorKey
Returns whether the surface has a color key.
SDL_SurfaceHasRLE
Returns whether the surface is RLE enabled.
SDL_SyncWindow
Block until any pending window state is finalized.
SDL_TellIO
Determine the current read/write offset in an SDL_IOStream data stream.
SDL_TextInputActive
Check whether or not Unicode text input events are enabled for a window.
SDL_TimeFromWindows
Converts a Windows FILETIME (100-nanosecond intervals since January 1, 1601) to an SDL time.
SDL_TimeToDateTime
Converts an SDL_Time in nanoseconds since the epoch to a calendar time in the SDL_DateTime format.
SDL_TimeToWindows
Converts an SDL time into a Windows FILETIME (100-nanosecond intervals since January 1, 1601).
SDL_TriggerBreakpoint
SDL_TryLockMutex
Try to lock a mutex without blocking.
SDL_TryLockRWLockForReading
Try to lock a read/write lock for reading without blocking.
SDL_TryLockRWLockForWriting
Try to lock a read/write lock for writing without blocking.
SDL_TryLockSpinlock
Try to lock a spin lock by setting it to a non-zero value.
SDL_TryWaitSemaphore
See if a semaphore has a positive value and decrement it if it does.
SDL_UCS4ToUTF8
Convert a single Unicode codepoint to UTF-8.
SDL_US_TO_NS
Convert microseconds to nanoseconds.
SDL_UnbindAudioStream
Unbind a single audio stream from its audio device.
SDL_UnbindAudioStreams
Unbind a list of audio streams from their audio devices.
SDL_UnloadObject
Unload a shared object from memory.
SDL_UnlockAudioStream
Unlock an audio stream for serialized access.
SDL_UnlockJoysticks
Unlocking for atomic access to the joystick API.
SDL_UnlockMutex
Unlock the mutex.
SDL_UnlockProperties
Unlock a group of properties.
SDL_UnlockRWLock
Unlock the read/write lock.
SDL_UnlockSpinlock
Unlock a spin lock by setting it to 0.
SDL_UnlockSurface
Release a surface after directly accessing the pixels.
SDL_UnlockTexture
Unlock a texture, uploading the changes to video memory, if needed.
SDL_UnmapGPUTransferBuffer
Unmaps a previously mapped transfer buffer.
SDL_UnsetEnvironmentVariable
Clear a variable from the environment.
SDL_Unsupported
A macro to standardize error reporting on unsupported operations.
SDL_UpdateGamepads
Manually pump gamepad updates if not using the loop.
SDL_UpdateHapticEffect
Update the properties of an effect.
SDL_UpdateJoysticks
Update the current state of the open joysticks.
SDL_UpdateNVTexture
Update a rectangle within a planar NV12 or NV21 texture with new pixels.
SDL_UpdateSensors
Update the current state of the open sensors.
SDL_UpdateTexture
Update the given texture rectangle with new pixel data.
SDL_UpdateTrays
Update the trays.
SDL_UpdateWindowSurface
Copy the window surface to the screen.
SDL_UpdateWindowSurfaceRects
Copy areas of the window surface to the screen.
SDL_UpdateYUVTexture
Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
SDL_UploadToGPUBuffer
Uploads data from a transfer buffer to a buffer.
SDL_UploadToGPUTexture
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_CreateSurface
Create a Vulkan rendering surface for a window.
SDL_Vulkan_DestroySurface
Destroy the Vulkan rendering surface of a window.
SDL_Vulkan_GetInstanceExtensions
Get the Vulkan instance extensions needed for vkCreateInstance.
SDL_Vulkan_GetPresentationSupport
Query support for presentation via a given physical device and queue family.
SDL_Vulkan_GetVkGetInstanceProcAddr
Get the address of the vkGetInstanceProcAddr function.
SDL_Vulkan_LoadLibrary
Dynamically load the Vulkan loader library.
SDL_Vulkan_UnloadLibrary
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_WaitAndAcquireGPUSwapchainTexture
Blocks the thread until a swapchain texture is available to be acquired, and then acquires it.
SDL_WaitAsyncIOResult
Block until an async I/O task queue has a completed task.
SDL_WaitCondition
Wait until a condition variable is signaled.
SDL_WaitConditionTimeout
Wait until a condition variable is signaled or a certain time has passed.
SDL_WaitEvent
Wait indefinitely for the next available event.
SDL_WaitEventTimeout
Wait until the specified timeout (in milliseconds) for the next available event.
SDL_WaitForGPUFences
Blocks the thread until the given fences are signaled.
SDL_WaitForGPUIdle
Blocks the thread until the GPU is completely idle.
SDL_WaitForGPUSwapchain
Blocks the thread until a swapchain texture is available to be acquired.
SDL_WaitProcess
Wait for a process to finish.
SDL_WaitSemaphore
Wait until a semaphore has a positive value and then decrements it.
SDL_WaitSemaphoreTimeout
Wait until a semaphore has a positive value and then decrements it.
SDL_WaitThread
Wait for a thread to finish.
SDL_WarpMouseGlobal
Move the mouse to the given position in global screen space.
SDL_WarpMouseInWindow
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_WindowHasSurface
Return whether the window has a surface associated with it.
SDL_WindowSupportsGPUPresentMode
Determines whether a presentation mode is supported by the window.
SDL_WindowSupportsGPUSwapchainComposition
Determines whether a swapchain composition is supported by the window.
SDL_WriteAsyncIO
Start an async write.
SDL_WriteIO
Write to an SDL_IOStream data stream.
SDL_WriteS8
Use this function to write a signed byte to an SDL_IOStream.
SDL_WriteS16BE
Use this function to write 16 bits in native format to an SDL_IOStream as big-endian data.
SDL_WriteS16LE
Use this function to write 16 bits in native format to an SDL_IOStream as little-endian data.
SDL_WriteS32BE
Use this function to write 32 bits in native format to an SDL_IOStream as big-endian data.
SDL_WriteS32LE
Use this function to write 32 bits in native format to an SDL_IOStream as little-endian data.
SDL_WriteS64BE
Use this function to write 64 bits in native format to an SDL_IOStream as big-endian data.
SDL_WriteS64LE
Use this function to write 64 bits in native format to an SDL_IOStream as little-endian data.
SDL_WriteStorageFile
Synchronously write a file from client memory into a storage container.
SDL_WriteSurfacePixel
Writes a single pixel to a surface.
SDL_WriteSurfacePixelFloat
Writes a single pixel to a surface.
SDL_WriteU8
Use this function to write a byte to an SDL_IOStream.
SDL_WriteU16BE
Use this function to write 16 bits in native format to an SDL_IOStream as big-endian data.
SDL_WriteU16LE
Use this function to write 16 bits in native format to an SDL_IOStream as little-endian data.
SDL_WriteU32BE
Use this function to write 32 bits in native format to an SDL_IOStream as big-endian data.
SDL_WriteU32LE
Use this function to write 32 bits in native format to an SDL_IOStream as little-endian data.
SDL_WriteU64BE
Use this function to write 64 bits in native format to an SDL_IOStream as big-endian data.
SDL_WriteU64LE
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 power y
SDL_powf
Raise x to the power y
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_AssertionHandler
A callback that fires when an SDL assertion fails.
SDL_AudioDeviceID
SDL Audio Device instance IDs.
SDL_AudioPostmixCallback
A callback that fires when data is about to be fed to an audio device.
SDL_AudioStreamCallback
A callback that fires when data passes through an SDL_AudioStream.
SDL_BlendMode
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_CleanupPropertyCallback
A callback used to free resources when a property is deleted.
SDL_ClipboardCleanupCallback
Callback function that will be called when the clipboard is cleared, or new data is set.
SDL_ClipboardDataCallback
Callback function that will be called when data for the specified mime-type is requested by the OS.
SDL_CompareCallback
A callback used with SDL sorting and binary search functions.
SDL_CompareCallback_r
A callback used with SDL sorting and binary search functions.
SDL_DialogFileCallback
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_EGLAttribArrayCallback
EGL platform attribute initialization callback.
SDL_EGLConfig
Opaque type for an EGL config.
SDL_EGLDisplay
Opaque type for an EGL display.
SDL_EGLIntArrayCallback
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_EnumerateDirectoryCallback
Callback for directory enumeration.
SDL_EnumeratePropertiesCallback
A callback used to enumerate all the properties in a group of properties.
SDL_EventFilter
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_FunctionPointer
SDL_GLContext
An opaque handle to an OpenGL context.
SDL_GLContextFlag
Possible flags to be set for the SDL_GL_CONTEXT_FLAGS attribute.
SDL_GLContextReleaseFlag
Possible values to be set for the SDL_GL_CONTEXT_RELEASE_BEHAVIOR attribute.
SDL_GLContextResetNotification
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_GPUBufferUsageFlags
Specifies how a buffer is intended to be used by the client.
SDL_GPUColorComponentFlags
Specifies which color components are written in a graphics pipeline.
SDL_GPUShaderFormat
Specifies the format of shader code.
SDL_GPUTextureUsageFlags
Specifies how a texture is intended to be used by the client.
SDL_GlobFlags
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_HintCallback
A callback used to send notifications of hint value changes.
SDL_HitTest
Callback used for hit-testing.
SDL_InitFlags
Initialization flags for SDL_Init and/or SDL_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_LogOutputFunction
The prototype for the log output callback function.
SDL_MainThreadCallback
Callback run on the main thread.
SDL_MessageBoxButtonFlags
SDL_MessageBoxButtonData flags.
SDL_MessageBoxFlags
Message box flags.
SDL_MetalView
A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS).
SDL_MouseButtonFlags
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_NSTimerCallback
Function prototype for the nanosecond timer callback function.
SDL_PenID
SDL pen instance IDs.
SDL_PenInputFlags
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_SpinLock
An atomic spinlock.
SDL_SurfaceFlags
The flags on an SDL_Surface.
SDL_TLSDestructorCallback
The callback used to cleanup data passed to SDL_SetTLS.
SDL_TLSID
Thread local storage ID.
SDL_ThreadFunction
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_TimerCallback
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_TrayCallback
A callback that is invoked when a tray entry is selected.
SDL_TrayEntryFlags
Flags that control the creation of system tray entries.
SDL_WindowFlags
The flags on a window.
SDL_WindowID
This is a unique ID for a window.
SDL_X11EventHook
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 a use-ash-* feature to alias this to vk::Instance from the ash crate. Otherwise it’s a pointer to an opaque struct.
VkPhysicalDevice
(sdl3-sys) Enable a use-ash-* feature to alias this to vk::PhysicalDevice from the ash crate. Otherwise it’s a pointer to an opaque struct.
VkSurfaceKHR
XEvent
(sdl3-sys) Enable either a use-x11-* or a use-x11-dl-* feature to alias this to XEvent from the x11 or x11-dl crates, respectively. Otherwise it’s an opaque struct.

Unions§

SDL_Event
The structure for all events in SDL.
SDL_GamepadBinding__AnonUnion1
SDL_GamepadBinding__AnonUnion2
SDL_HapticEffect
The generic template for any haptic effect.