SDL 3.0
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Header file for SDL video functions. More...
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_pixels.h>
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_surface.h>
#include <SDL3/SDL_begin_code.h>
#include <SDL3/SDL_close_code.h>
Go to the source code of this file.
Data Structures | |
struct | SDL_DisplayMode |
The structure that defines a display mode. More... | |
Macros | |
#define | SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u |
Used to indicate that you don't care what the window position is. | |
#define | SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X)) |
#define | SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0) |
#define | SDL_WINDOWPOS_ISUNDEFINED(X) (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK) |
#define | SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u |
Used to indicate that the window position should be centered. | |
#define | SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X)) |
#define | SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0) |
#define | SDL_WINDOWPOS_ISCENTERED(X) (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK) |
Typedefs | |
typedef Uint32 | SDL_DisplayID |
typedef Uint32 | SDL_WindowID |
typedef struct SDL_Window | SDL_Window |
The type used to identify a window. | |
typedef void * | SDL_GLContext |
An opaque handle to an OpenGL context. | |
typedef void * | SDL_EGLDisplay |
Opaque EGL types. | |
typedef void * | SDL_EGLConfig |
typedef void * | SDL_EGLSurface |
typedef intptr_t | SDL_EGLAttrib |
typedef int | SDL_EGLint |
typedef SDL_EGLAttrib *(* | SDL_EGLAttribArrayCallback) (void) |
EGL attribute initialization callback types. | |
typedef SDL_EGLint *(* | SDL_EGLIntArrayCallback) (void) |
typedef SDL_HitTestResult(* | SDL_HitTest) (SDL_Window *win, const SDL_Point *area, void *data) |
Header file for SDL video functions.
Definition in file SDL_video.h.
#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0) |
Definition at line 172 of file SDL_video.h.
#define SDL_WINDOWPOS_CENTERED_DISPLAY | ( | X | ) | (SDL_WINDOWPOS_CENTERED_MASK|(X)) |
Definition at line 171 of file SDL_video.h.
#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u |
Used to indicate that the window position should be centered.
Definition at line 170 of file SDL_video.h.
#define SDL_WINDOWPOS_ISCENTERED | ( | X | ) | (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK) |
Definition at line 173 of file SDL_video.h.
#define SDL_WINDOWPOS_ISUNDEFINED | ( | X | ) | (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK) |
Definition at line 164 of file SDL_video.h.
#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0) |
Definition at line 163 of file SDL_video.h.
#define SDL_WINDOWPOS_UNDEFINED_DISPLAY | ( | X | ) | (SDL_WINDOWPOS_UNDEFINED_MASK|(X)) |
Definition at line 162 of file SDL_video.h.
#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u |
Used to indicate that you don't care what the window position is.
Definition at line 161 of file SDL_video.h.
typedef Uint32 SDL_DisplayID |
Definition at line 43 of file SDL_video.h.
typedef intptr_t SDL_EGLAttrib |
Definition at line 197 of file SDL_video.h.
typedef SDL_EGLAttrib *(* SDL_EGLAttribArrayCallback) (void) |
EGL attribute initialization callback types.
Definition at line 203 of file SDL_video.h.
typedef void* SDL_EGLConfig |
Definition at line 195 of file SDL_video.h.
typedef void* SDL_EGLDisplay |
Opaque EGL types.
Definition at line 194 of file SDL_video.h.
typedef int SDL_EGLint |
Definition at line 198 of file SDL_video.h.
typedef SDL_EGLint *(* SDL_EGLIntArrayCallback) (void) |
Definition at line 204 of file SDL_video.h.
typedef void* SDL_EGLSurface |
Definition at line 196 of file SDL_video.h.
typedef void* SDL_GLContext |
An opaque handle to an OpenGL context.
Definition at line 189 of file SDL_video.h.
typedef SDL_HitTestResult(* SDL_HitTest) (SDL_Window *win, const SDL_Point *area, void *data) |
Callback used for hit-testing.
win | the SDL_Window where hit-testing was set on |
area | an SDL_Point which should be hit-tested |
data | what was passed as callback_data to SDL_SetWindowHitTest() |
Definition at line 1746 of file SDL_video.h.
typedef struct SDL_Window SDL_Window |
The type used to identify a window.
Definition at line 123 of file SDL_video.h.
typedef Uint32 SDL_WindowID |
Definition at line 44 of file SDL_video.h.
Display orientation.
Definition at line 79 of file SDL_video.h.
enum SDL_FlashOperation |
Window flash operation.
Enumerator | |
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SDL_FLASH_CANCEL | Cancel any window flash state |
SDL_FLASH_BRIEFLY | Flash the window briefly to get attention |
SDL_FLASH_UNTIL_FOCUSED | Flash the window until it gets focus |
Definition at line 179 of file SDL_video.h.
enum SDL_GLattr |
OpenGL configuration attributes.
Definition at line 209 of file SDL_video.h.
enum SDL_GLcontextFlag |
Enumerator | |
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SDL_GL_CONTEXT_DEBUG_FLAG | |
SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG | |
SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG | |
SDL_GL_CONTEXT_RESET_ISOLATION_FLAG |
Definition at line 248 of file SDL_video.h.
Enumerator | |
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SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE | |
SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH |
Definition at line 256 of file SDL_video.h.
Enumerator | |
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SDL_GL_CONTEXT_RESET_NO_NOTIFICATION | |
SDL_GL_CONTEXT_RESET_LOSE_CONTEXT |
Definition at line 262 of file SDL_video.h.
enum SDL_GLprofile |
Enumerator | |
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SDL_GL_CONTEXT_PROFILE_CORE | |
SDL_GL_CONTEXT_PROFILE_COMPATIBILITY | |
SDL_GL_CONTEXT_PROFILE_ES | GLX_CONTEXT_ES2_PROFILE_BIT_EXT |
Definition at line 241 of file SDL_video.h.
enum SDL_HitTestResult |
Possible return values from the SDL_HitTest callback.
Definition at line 1722 of file SDL_video.h.
enum SDL_SystemTheme |
System theme.
Enumerator | |
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SDL_SYSTEM_THEME_UNKNOWN | Unknown system theme |
SDL_SYSTEM_THEME_LIGHT | Light colored system theme |
SDL_SYSTEM_THEME_DARK | Dark colored system theme |
Definition at line 49 of file SDL_video.h.
enum SDL_WindowFlags |
The flags on a window.
Enumerator | |
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SDL_WINDOW_FULLSCREEN | window is in fullscreen mode |
SDL_WINDOW_OPENGL | window usable with OpenGL context |
SDL_WINDOW_OCCLUDED | window is occluded |
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_BORDERLESS | no window decoration |
SDL_WINDOW_RESIZABLE | window can be resized |
SDL_WINDOW_MINIMIZED | window is minimized |
SDL_WINDOW_MAXIMIZED | window is maximized |
SDL_WINDOW_MOUSE_GRABBED | window has grabbed mouse input |
SDL_WINDOW_INPUT_FOCUS | window has input focus |
SDL_WINDOW_MOUSE_FOCUS | window has mouse focus |
SDL_WINDOW_FOREIGN | window not created by SDL |
SDL_WINDOW_HIGH_PIXEL_DENSITY | window uses high pixel density back buffer if possible |
SDL_WINDOW_MOUSE_CAPTURE | window has mouse captured (unrelated to MOUSE_GRABBED) |
SDL_WINDOW_ALWAYS_ON_TOP | window should always be above others |
SDL_WINDOW_UTILITY | window should be treated as a utility window, not showing in the task bar and window list |
SDL_WINDOW_TOOLTIP | window should be treated as a tooltip and must be created using SDL_CreatePopupWindow() |
SDL_WINDOW_POPUP_MENU | window should be treated as a popup menu and must be created using SDL_CreatePopupWindow() |
SDL_WINDOW_KEYBOARD_GRABBED | window has grabbed keyboard input |
SDL_WINDOW_VULKAN | window usable for Vulkan surface |
SDL_WINDOW_METAL | window usable for Metal view |
SDL_WINDOW_TRANSPARENT | window with transparent buffer |
SDL_WINDOW_NOT_FOCUSABLE | window should not be focusable |
Definition at line 130 of file SDL_video.h.
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Create a child popup window of the specified parent window.
'flags' must contain exactly one of the following: - 'SDL_WINDOW_TOOLTIP': The popup window is a tooltip and will not pass any input events. - 'SDL_WINDOW_POPUP_MENU': The popup window is a popup menu. The topmost popup menu will implicitly gain the keyboard focus.
The following flags are not relevant to popup window creation and will be ignored: - 'SDL_WINDOW_MINIMIZED' - 'SDL_WINDOW_MAXIMIZED' - 'SDL_WINDOW_FULLSCREEN' - 'SDL_WINDOW_BORDERLESS' - 'SDL_WINDOW_SKIP_TASKBAR'
The parent parameter must be non-null and a valid window. The parent of a popup window can be either a regular, toplevel window, or another popup window.
Popup windows cannot be minimized, maximized, made fullscreen, raised, flash, be made a modal window, be the parent of a modal window, or grab the mouse and/or keyboard. Attempts to do so will fail.
Popup windows implicitly do not have a border/decorations and do not appear on the taskbar/dock or in lists of windows such as alt-tab menus.
If a parent window is hidden, any child popup windows will be recursively hidden as well. Child popup windows not explicitly hidden will be restored when the parent is shown.
If the parent window is destroyed, any child popup windows will be recursively destroyed as well.
parent | the parent of the window, must not be NULL |
offset_x | the x position of the popup window relative to the origin of the parent |
offset_y | the y position of the popup window relative to the origin of the parent window |
w | the width of the window |
h | the height of the window |
flags | SDL_WINDOW_TOOLTIP or SDL_WINDOW_POPUP MENU, and zero or more additional SDL_WindowFlags OR'd together. |
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Create a window with the specified dimensions and flags.
flags
may be any of the following OR'd together:
SDL_WINDOW_FULLSCREEN
: fullscreen window at desktop resolutionSDL_WINDOW_OPENGL
: window usable with an OpenGL contextSDL_WINDOW_VULKAN
: window usable with a Vulkan instanceSDL_WINDOW_METAL
: window usable with a Metal instanceSDL_WINDOW_HIDDEN
: window is not visibleSDL_WINDOW_BORDERLESS
: no window decorationSDL_WINDOW_RESIZABLE
: window can be resizedSDL_WINDOW_MINIMIZED
: window is minimizedSDL_WINDOW_MAXIMIZED
: window is maximizedSDL_WINDOW_MOUSE_GRABBED
: window has grabbed mouse focusThe SDL_Window is implicitly shown if SDL_WINDOW_HIDDEN is not set.
On Apple's macOS, you must set the NSHighResolutionCapable Info.plist property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
The window pixel size may differ from its window coordinate size if the window is on a high pixel density display. Use SDL_GetWindowSize() to query the client area's size in window coordinates, and SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize() to query the drawable size in pixels. Note that the drawable size can vary after the window is created and should be queried again if you get an SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event.
If the window is set fullscreen, the width and height parameters w
and h
will not be used. However, invalid size parameters (e.g. too large) may still fail. Window size is actually limited to 16384 x 16384 for all platforms at window creation.
If the window is created with any of the SDL_WINDOW_OPENGL or SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the corresponding UnloadLibrary function is called by SDL_DestroyWindow().
If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail.
If SDL_WINDOW_METAL is specified on an OS that does not support Metal, SDL_CreateWindow() will fail.
On non-Apple devices, SDL requires you to either not link to the Vulkan loader or link to a dynamic library version. This limitation may be removed in a future version of SDL.
title | the title of the window, in UTF-8 encoding |
w | the width of the window |
h | the height of the window |
flags | 0, or one or more SDL_WindowFlags OR'd together |
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Create an SDL window from an existing native window.
In some cases (e.g. OpenGL) and on some platforms (e.g. Microsoft Windows) the hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT
needs to be configured before using SDL_CreateWindowFrom().
data | a pointer to driver-dependent window creation data, typically your native window cast to a void* |
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Create a window with the specified position, dimensions, and flags.
flags
may be any of the following OR'd together:
SDL_WINDOW_FULLSCREEN
: fullscreen window at desktop resolutionSDL_WINDOW_OPENGL
: window usable with an OpenGL contextSDL_WINDOW_VULKAN
: window usable with a Vulkan instanceSDL_WINDOW_METAL
: window usable with a Metal instanceSDL_WINDOW_HIDDEN
: window is not visibleSDL_WINDOW_BORDERLESS
: no window decorationSDL_WINDOW_RESIZABLE
: window can be resizedSDL_WINDOW_MINIMIZED
: window is minimizedSDL_WINDOW_MAXIMIZED
: window is maximizedSDL_WINDOW_MOUSE_GRABBED
: window has grabbed mouse focusThe SDL_Window is implicitly shown if SDL_WINDOW_HIDDEN is not set.
On Apple's macOS, you must set the NSHighResolutionCapable Info.plist property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
The window pixel size may differ from its window coordinate size if the window is on a high pixel density display. Use SDL_GetWindowSize() to query the client area's size in window coordinates, and SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize() to query the drawable size in pixels. Note that the drawable size can vary after the window is created and should be queried again if you get an SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event.
If the window is set fullscreen, the width and height parameters w
and h
will not be used. However, invalid size parameters (e.g. too large) may still fail. Window size is actually limited to 16384 x 16384 for all platforms at window creation.
If the window is created with any of the SDL_WINDOW_OPENGL or SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the corresponding UnloadLibrary function is called by SDL_DestroyWindow().
If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail.
If SDL_WINDOW_METAL is specified on an OS that does not support Metal, SDL_CreateWindow() will fail.
On non-Apple devices, SDL requires you to either not link to the Vulkan loader or link to a dynamic library version. This limitation may be removed in a future version of SDL.
title | the title of the window, in UTF-8 encoding |
x | the x position of the window, or SDL_WINDOWPOS_CENTERED |
y | the y position of the window, or SDL_WINDOWPOS_CENTERED |
w | the width of the window |
h | the height of the window |
flags | 0, or one or more SDL_WindowFlags OR'd together |
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Destroy a window.
If window
is NULL, this function will return immediately after setting the SDL error message to "Invalid window". See SDL_GetError().
window | the window to destroy |
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Destroy the surface associated with the window.
window | the window to update |
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Prevent the screen from being blanked by a screen saver.
If you disable the screensaver, it is automatically re-enabled when SDL quits.
The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2 the screensaver was enabled by default.
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Get the currently active EGL config.
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Get the currently active EGL display.
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Get an EGL library function by name.
If an EGL library is loaded, this function allows applications to get entry points for EGL functions. This is useful to provide to an EGL API and extension loader.
proc | the name of an EGL function |
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Get the EGL surface associated with the window.
window | the window to query |
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Sets the callbacks for defining custom EGLAttrib arrays for EGL initialization.
Each callback should return a pointer to an EGL attribute array terminated with EGL_NONE. Callbacks may return NULL pointers to signal an error, which will cause the SDL_CreateWindow process to fail gracefully.
The arrays returned by each callback will be appended to the existing attribute arrays defined by SDL.
NOTE: These callback pointers will be reset after SDL_GL_ResetAttributes.
platformAttribCallback | Callback for attributes to pass to eglGetPlatformDisplay. |
surfaceAttribCallback | Callback for attributes to pass to eglCreateSurface. |
contextAttribCallback | Callback for attributes to pass to eglCreateContext. |
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Allow the screen to be blanked by a screen saver.
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Request a window to demand attention from the user.
window | the window to be flashed |
operation | the flash operation |
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Get the closest match to the requested display mode.
The available display modes are scanned and closest
is filled in with the closest mode matching the requested mode and returned. The mode format and refresh rate default to the desktop mode if they are set to 0. The modes are scanned with size being first priority, format being second priority, and finally checking the refresh rate. If all the available modes are too small, then NULL is returned.
displayID | the instance ID of the display to query |
w | the width in pixels of the desired display mode |
h | the height in pixels of the desired display mode |
refresh_rate | the refresh rate of the desired display mode, or 0.0f for the desktop refresh rate |
include_high_density_modes | Boolean to include high density modes in the search |
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Get information about the current display mode.
There's a difference between this function and SDL_GetDesktopDisplayMode() when SDL runs fullscreen and has changed the resolution. In that case this function will return the current display mode, and not the previous native display mode.
displayID | the instance ID of the display to query |
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Get the orientation of a display.
displayID | the instance ID of the display to query |
SDL_ORIENTATION_UNKNOWN
if it isn't available.
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Get the name of the currently initialized video driver.
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Get information about the desktop's display mode.
There's a difference between this function and SDL_GetCurrentDisplayMode() when SDL runs fullscreen and has changed the resolution. In that case this function will return the previous native display mode, and not the current display mode.
displayID | the instance ID of the display to query |
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Get the desktop area represented by a display.
The primary display is always located at (0,0).
displayID | the instance ID of the display to query |
rect | the SDL_Rect structure filled in with the display bounds |
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Get the content scale of a display.
The content scale is the expected scale for content based on the DPI settings of the display. For example, a 4K display might have a 2.0 (200%) display scale, which means that the user expects UI elements to be twice as big on this display, to aid in readability.
displayID | the instance ID of the display to query |
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Get the display containing a point.
point | the point to query |
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Get the display primarily containing a rect.
rect | the rect to query |
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Get the display associated with a window.
window | the window to query |
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Get the name of a display in UTF-8 encoding.
displayID | the instance ID of the display to query |
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Get a list of currently connected displays.
count | a pointer filled in with the number of displays returned |
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Get the usable desktop area represented by a display, in screen coordinates.
This is the same area as SDL_GetDisplayBounds() reports, but with portions reserved by the system removed. For example, on Apple's macOS, this subtracts the area occupied by the menu bar and dock.
Setting a window to be fullscreen generally bypasses these unusable areas, so these are good guidelines for the maximum space available to a non-fullscreen window.
displayID | the instance ID of the display to query |
rect | the SDL_Rect structure filled in with the display bounds |
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Get a list of fullscreen display modes available on a display.
The display modes are sorted in this priority:
displayID | the instance ID of the display to query |
count | a pointer filled in with the number of displays returned |
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Get the window that currently has an input grab enabled.
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Get the orientation of a display when it is unrotated.
displayID | the instance ID of the display to query |
SDL_ORIENTATION_UNKNOWN
if it isn't available.
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Get the number of video drivers compiled into SDL.
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Return the primary display.
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Get the current system theme
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Get the name of a built in video driver.
The video drivers are presented in the order in which they are normally checked during initialization.
index | the index of a video driver |
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Get the size of a window's borders (decorations) around the client area.
Note: If this function fails (returns -1), the size values will be initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the window in question was borderless.
Note: This function may fail on systems where the window has not yet been decorated by the display server (for example, immediately after calling SDL_CreateWindow). It is recommended that you wait at least until the window has been presented and composited, so that the window system has a chance to decorate the window and provide the border dimensions to SDL.
This function also returns -1 if getting the information is not supported.
window | the window to query the size values of the border (decorations) from |
top | pointer to variable for storing the size of the top border; NULL is permitted |
left | pointer to variable for storing the size of the left border; NULL is permitted |
bottom | pointer to variable for storing the size of the bottom border; NULL is permitted |
right | pointer to variable for storing the size of the right border; NULL is permitted |
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Retrieve the data pointer associated with a window.
window | the window to query |
name | the name of the pointer |
name
.
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Get the content display scale relative to a window's pixel size.
This is a combination of the window pixel density and the display content scale, and is the expected scale for displaying content in this window. For example, if a 3840x2160 window had a display scale of 2.0, the user expects the content to take twice as many pixels and be the same physical size as if it were being displayed in a 1920x1080 window with a display scale of 1.0.
Conceptually this value corresponds to the scale display setting, and is updated when that setting is changed, or the window moves to a display with a different scale setting.
window | the window to query |
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Get the window flags.
window | the window to query |
window
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Get a window from a stored ID.
The numeric ID is what SDL_WindowEvent references, and is necessary to map these events to specific SDL_Window objects.
id | the ID of the window |
id
or NULL if it doesn't exist; call SDL_GetError() for more information.
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Query the display mode to use when a window is visible at fullscreen.
window | the window to query |
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Get a window's input grab mode.
window | the window to query |
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Get the raw ICC profile data for the screen the window is currently on.
Data returned should be freed with SDL_free.
window | the window to query |
size | the size of the ICC profile |
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Get the numeric ID of a window.
The numeric ID is what SDL_WindowEvent references, and is necessary to map these events to specific SDL_Window objects.
window | the window to query |
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Get a window's keyboard grab mode.
window | the window to query |
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Get the maximum size of a window's client area.
window | the window to query |
w | a pointer filled in with the maximum width of the window, may be NULL |
h | a pointer filled in with the maximum height of the window, may be NULL |
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Get the minimum size of a window's client area.
window | the window to query |
w | a pointer filled in with the minimum width of the window, may be NULL |
h | a pointer filled in with the minimum height of the window, may be NULL |
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Get a window's mouse grab mode.
window | the window to query |
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Get the mouse confinement rectangle of a window.
window | The window to query |
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Get the opacity of a window.
If transparency isn't supported on this platform, opacity will be reported as 1.0f without error.
The parameter opacity
is ignored if it is NULL.
This function also returns -1 if an invalid window was provided.
window | the window to get the current opacity value from |
out_opacity | the float filled in (0.0f - transparent, 1.0f - opaque) |
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Get parent of a window.
window | the window to query |
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Get the pixel density of a window.
This is a ratio of pixel size to window size. For example, if the window is 1920x1080 and it has a high density back buffer of 3840x2160 pixels, it would have a pixel density of 2.0.
window | the window to query |
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Get the pixel format associated with the window.
window | the window to query |
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Get the position of a window.
If you do not need the value for one of the positions a NULL may be passed in the x
or y
parameter.
window | the window to query |
x | a pointer filled in with the x position of the window, may be NULL |
y | a pointer filled in with the y position of the window, may be NULL |
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Get the size of a window's client area.
NULL can safely be passed as the w
or h
parameter if the width or height value is not desired.
The window pixel size may differ from its window coordinate size if the window is on a high pixel density display. Use SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize() to get the real client area size in pixels.
window | the window to query the width and height from |
w | a pointer filled in with the width of the window, may be NULL |
h | a pointer filled in with the height of the window, may be NULL |
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Get the size of a window's client area, in pixels.
window | the window from which the drawable size should be queried |
w | a pointer to variable for storing the width in pixels, may be NULL |
h | a pointer to variable for storing the height in pixels, may be NULL |
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Get the SDL surface associated with the window.
A new surface will be created with the optimal format for the window, if necessary. This surface will be freed when the window is destroyed. Do not free this surface.
This surface will be invalidated if the window is resized. After resizing a window this function must be called again to return a valid surface.
You may not combine this with 3D or the rendering API on this window.
This function is affected by SDL_HINT_FRAMEBUFFER_ACCELERATION
.
window | the window to query |
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Get the title of a window.
window | the window to query |
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Create an OpenGL context for an OpenGL window, and make it current.
Windows users new to OpenGL should note that, for historical reasons, GL functions added after OpenGL version 1.1 are not available by default. Those functions must be loaded at run-time, either with an OpenGL extension-handling library or with SDL_GL_GetProcAddress() and its related functions.
SDL_GLContext is an alias for void *
. It's opaque to the application.
window | the window to associate with the context |
window
or NULL on error; call SDL_GetError() for more details.
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Delete an OpenGL context.
context | the OpenGL context to be deleted |
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Check if an OpenGL extension is supported for the current context.
This function operates on the current GL context; you must have created a context and it must be current before calling this function. Do not assume that all contexts you create will have the same set of extensions available, or that recreating an existing context will offer the same extensions again.
While it's probably not a massive overhead, this function is not an O(1) operation. Check the extensions you care about after creating the GL context and save that information somewhere instead of calling the function every time you need to know.
extension | the name of the extension to check |
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Get the actual value for an attribute from the current context.
attr | an SDL_GLattr enum value specifying the OpenGL attribute to get |
value | a pointer filled in with the current value of attr |
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Get the currently active OpenGL context.
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Get the currently active OpenGL window.
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Get an OpenGL function by name.
If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all GL functions must be retrieved this way. Usually this is used to retrieve function pointers to OpenGL extensions.
There are some quirks to looking up OpenGL functions that require some extra care from the application. If you code carefully, you can handle these quirks without any platform-specific code, though:
APIENTRY
as in the example code. This will ensure the proper calling convention is followed on platforms where this matters (Win32) thereby avoiding stack corruption.proc | the name of an OpenGL function |
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Get the swap interval for the current OpenGL context.
If the system can't determine the swap interval, or there isn't a valid current context, this function will set *interval to 0 as a safe default.
interval | Output interval value. 0 if there is no vertical retrace synchronization, 1 if the buffer swap is synchronized with the vertical retrace, and -1 if late swaps happen immediately instead of waiting for the next retrace |
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Dynamically load an OpenGL library.
This should be done after initializing the video driver, but before creating any OpenGL windows. If no OpenGL library is loaded, the default library will be loaded upon creation of the first OpenGL window.
If you do this, you need to retrieve all of the GL functions used in your program from the dynamic library using SDL_GL_GetProcAddress().
path | the platform dependent OpenGL library name, or NULL to open the default OpenGL library |
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Set up an OpenGL context for rendering into an OpenGL window.
The context must have been created with a compatible window.
window | the window to associate with the context |
context | the OpenGL context to associate with the window |
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Reset all previously set OpenGL context attributes to their default values.
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Set an OpenGL window attribute before window creation.
This function sets the OpenGL attribute attr
to value
. The requested attributes should be set before creating an OpenGL window. You should use SDL_GL_GetAttribute() to check the values after creating the OpenGL context, since the values obtained can differ from the requested ones.
attr | an SDL_GLattr enum value specifying the OpenGL attribute to set |
value | the desired value for the attribute |
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Set the swap interval for the current OpenGL context.
Some systems allow specifying -1 for the interval, to enable adaptive vsync. Adaptive vsync works the same as vsync, but if you've already missed the vertical retrace for a given frame, it swaps buffers immediately, which might be less jarring for the user during occasional framerate drops. If an application requests adaptive vsync and the system does not support it, this function will fail and return -1. In such a case, you should probably retry the call with 1 for the interval.
Adaptive vsync is implemented for some glX drivers with GLX_EXT_swap_control_tear, and for some Windows drivers with WGL_EXT_swap_control_tear.
Read more on the Khronos wiki: https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync
interval | 0 for immediate updates, 1 for updates synchronized with the vertical retrace, -1 for adaptive vsync |
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Update a window with OpenGL rendering.
This is used with double-buffered OpenGL contexts, which are the default.
On macOS, make sure you bind 0 to the draw framebuffer before swapping the window, otherwise nothing will happen. If you aren't using glBindFramebuffer(), this is the default and you won't have to do anything extra.
window | the window to change |
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Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
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Return whether the window has a surface associated with it.
window | the window to query |
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Hide a window.
window | the window to hide |
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Make a window as large as possible.
window | the window to maximize |
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Minimize a window to an iconic representation.
window | the window to minimize |
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Raise a window above other windows and set the input focus.
window | the window to raise |
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Restore the size and position of a minimized or maximized window.
window | the window to restore |
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Check whether the screensaver is currently enabled.
The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2 the screensaver was enabled by default.
The default can also be changed using SDL_HINT_VIDEO_ALLOW_SCREENSAVER
.
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Set the window to always be above the others.
This will add or remove the window's SDL_WINDOW_ALWAYS_ON_TOP
flag. This will bring the window to the front and keep the window above the rest.
window | The window of which to change the always on top state |
on_top | SDL_TRUE to set the window always on top, SDL_FALSE to disable |
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Set the border state of a window.
This will add or remove the window's SDL_WINDOW_BORDERLESS
flag and add or remove the border from the actual window. This is a no-op if the window's border already matches the requested state.
You can't change the border state of a fullscreen window.
window | the window of which to change the border state |
bordered | SDL_FALSE to remove border, SDL_TRUE to add border |
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Associate an arbitrary named pointer with a window.
name
is case-sensitive.
window | the window to associate with the pointer |
name | the name of the pointer |
userdata | the associated pointer |
name
.
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Set whether the window may have input focus.
window | the window to set focusable state |
focusable | SDL_TRUE to allow input focus, SDL_FALSE to not allow input focus |
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Set a window's fullscreen state.
By default a window in fullscreen state uses fullscreen desktop mode, but a specific display mode can be set using SDL_SetWindowFullscreenMode().
window | the window to change |
fullscreen | SDL_TRUE for fullscreen mode, SDL_FALSE for windowed mode |
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Set the display mode to use when a window is visible and fullscreen.
This only affects the display mode used when the window is fullscreen. To change the window size when the window is not fullscreen, use SDL_SetWindowSize().
window | the window to affect |
mode | a pointer to the display mode to use, which can be NULL for desktop mode, or one of the fullscreen modes returned by SDL_GetFullscreenDisplayModes(). |
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Set a window's input grab mode.
When input is grabbed, the mouse is confined to the window. This function will also grab the keyboard if SDL_HINT_GRAB_KEYBOARD
is set. To grab the keyboard without also grabbing the mouse, use SDL_SetWindowKeyboardGrab().
If the caller enables a grab while another window is currently grabbed, the other window loses its grab in favor of the caller's window.
window | the window for which the input grab mode should be set |
grabbed | SDL_TRUE to grab input or SDL_FALSE to release input |
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Provide a callback that decides if a window region has special properties.
Normally windows are dragged and resized by decorations provided by the system window manager (a title bar, borders, etc), but for some apps, it makes sense to drag them from somewhere else inside the window itself; for example, one might have a borderless window that wants to be draggable from any part, or simulate its own title bar, etc.
This function lets the app provide a callback that designates pieces of a given window as special. This callback is run during event processing if we need to tell the OS to treat a region of the window specially; the use of this callback is known as "hit testing."
Mouse input may not be delivered to your application if it is within a special area; the OS will often apply that input to moving the window or resizing the window and not deliver it to the application.
Specifying NULL for a callback disables hit-testing. Hit-testing is disabled by default.
Platforms that don't support this functionality will return -1 unconditionally, even if you're attempting to disable hit-testing.
Your callback may fire at any time, and its firing does not indicate any specific behavior (for example, on Windows, this certainly might fire when the OS is deciding whether to drag your window, but it fires for lots of other reasons, too, some unrelated to anything you probably care about and when the mouse isn't actually at the location it is testing). Since this can fire at any time, you should try to keep your callback efficient, devoid of allocations, etc.
window | the window to set hit-testing on |
callback | the function to call when doing a hit-test |
callback_data | an app-defined void pointer passed to callback |
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Set the icon for a window.
window | the window to change |
icon | an SDL_Surface structure containing the icon for the window |
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Explicitly set input focus to the window.
You almost certainly want SDL_RaiseWindow() instead of this function. Use this with caution, as you might give focus to a window that is completely obscured by other windows.
window | the window that should get the input focus |
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Set a window's keyboard grab mode.
Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or the Meta/Super key. Note that not all system keyboard shortcuts can be captured by applications (one example is Ctrl+Alt+Del on Windows).
This is primarily intended for specialized applications such as VNC clients or VM frontends. Normal games should not use keyboard grab.
When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the window is full-screen to ensure the user is not trapped in your application. If you have a custom keyboard shortcut to exit fullscreen mode, you may suppress this behavior with SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED
.
If the caller enables a grab while another window is currently grabbed, the other window loses its grab in favor of the caller's window.
window | The window for which the keyboard grab mode should be set. |
grabbed | This is SDL_TRUE to grab keyboard, and SDL_FALSE to release. |
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Set the maximum size of a window's client area.
window | the window to change |
max_w | the maximum width of the window, or 0 for no limit |
max_h | the maximum height of the window, or 0 for no limit |
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Set the minimum size of a window's client area.
window | the window to change |
min_w | the minimum width of the window, or 0 for no limit |
min_h | the minimum height of the window, or 0 for no limit |
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Set the window as a modal for another window.
modal_window | the window that should be set modal |
parent_window | the parent window for the modal window |
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Set a window's mouse grab mode.
Mouse grab confines the mouse cursor to the window.
window | The window for which the mouse grab mode should be set. |
grabbed | This is SDL_TRUE to grab mouse, and SDL_FALSE to release. |
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Confines the cursor to the specified area of a window.
Note that this does NOT grab the cursor, it only defines the area a cursor is restricted to when the window has mouse focus.
window | The window that will be associated with the barrier. |
rect | A rectangle area in window-relative coordinates. If NULL the barrier for the specified window will be destroyed. |
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Set the opacity for a window.
The parameter opacity
will be clamped internally between 0.0f (transparent) and 1.0f (opaque).
This function also returns -1 if setting the opacity isn't supported.
window | the window which will be made transparent or opaque |
opacity | the opacity value (0.0f - transparent, 1.0f - opaque) |
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Set the position of a window.
window | the window to reposition |
x | the x coordinate of the window, or SDL_WINDOWPOS_CENTERED or SDL_WINDOWPOS_UNDEFINED |
y | the y coordinate of the window, or SDL_WINDOWPOS_CENTERED or SDL_WINDOWPOS_UNDEFINED |
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Set the user-resizable state of a window.
This will add or remove the window's SDL_WINDOW_RESIZABLE
flag and allow/disallow user resizing of the window. This is a no-op if the window's resizable state already matches the requested state.
You can't change the resizable state of a fullscreen window.
window | the window of which to change the resizable state |
resizable | SDL_TRUE to allow resizing, SDL_FALSE to disallow |
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Set the size of a window's client area.
This only affects the size of the window when not in fullscreen mode. To change the fullscreen mode of a window, use SDL_SetWindowFullscreenMode()
window | the window to change |
w | the width of the window, must be > 0 |
h | the height of the window, must be > 0 |
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Set the title of a window.
This string is expected to be in UTF-8 encoding.
window | the window to change |
title | the desired window title in UTF-8 format |
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Show a window.
window | the window to show |
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Display the system-level window menu.
This default window menu is provided by the system and on some platforms provides functionality for setting or changing privileged state on the window, such as moving it between workspaces or displays, or toggling the always-on-top property.
On platforms or desktops where this is unsupported, this function does nothing.
window | the window for which the menu will be displayed |
x | the x coordinate of the menu, relative to the origin (top-left) of the client area |
y | the y coordinate of the menu, relative to the origin (top-left) of the client area |
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Copy the window surface to the screen.
This is the function you use to reflect any changes to the surface on the screen.
This function is equivalent to the SDL 1.2 API SDL_Flip().
window | the window to update |
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Copy areas of the window surface to the screen.
This is the function you use to reflect changes to portions of the surface on the screen.
This function is equivalent to the SDL 1.2 API SDL_UpdateRects().
window | the window to update |
rects | an array of SDL_Rect structures representing areas of the surface to copy, in pixels |
numrects | the number of rectangles |