Expand description
This crate was mainly generated by bindgen
. It should be enough in most cases,
but if you ever find discrepancies between what bindgen generated and your OS, you can always
generate your own sdl2-sys
.
Structs§
- \brief Audio device event structure (event.adevice.*)
- The calculated values in this structure are calculated by SDL_OpenAudio().
- The bits of this structure can be directly reinterpreted as an integer-packed color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems).
- \brief Fields shared by every event
- \brief Game controller axis motion event structure (event.caxis.*)
- \brief Game controller button event structure (event.cbutton.*)
- \brief Controller device event structure (event.cdevice.*)
- \brief Game controller sensor event structure (event.csensor.*)
- \brief Game controller touchpad event structure (event.ctouchpad.*)
- \brief Display state change event data (event.display.*)
- \brief The structure that defines a display mode
- \brief Dollar Gesture Event (event.dgesture.*)
- \brief An event used to request a file open by the system (event.drop.*) This event is enabled by default, you can disable it with SDL_EventState(). \note If this event is enabled, you must free the filename in the event.
- The structure that defines a point (floating point)
- A rectangle, with the origin at the upper left (floating point).
- 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. If the device is detached and then re-attached to a different port, or if the base system is rebooted, the device should still report the same GUID.
- Get the SDL joystick layer binding for this controller button/axis mapping
- \brief A structure containing a template for a Condition effect.
- \brief A structure containing a template for a Constant effect.
- \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
- \brief Structure that represents a haptic direction.
- \brief A structure containing a template for a Left/Right effect.
- \brief A structure containing a template for a Periodic effect.
- \brief A structure containing a template for a Ramp effect.
- \brief Joystick axis motion event structure (event.jaxis.*)
- \brief Joystick trackball motion event structure (event.jball.*)
- \brief Joysick battery level change event structure (event.jbattery.*)
- \brief Joystick button event structure (event.jbutton.*)
- \brief Joystick device event structure (event.jdevice.*)
- \brief Joystick hat position change event structure (event.jhat.*)
- \brief Keyboard button event structure (event.key.*)
- \brief The SDL keysym structure, used in key events.
- Individual button data.
- RGB value used in a message box color scheme
- A set of colors to use for message box dialogs
- MessageBox structure containing title, text, window, etc.
- \brief Mouse button event structure (event.button.*)
- \brief Mouse motion event structure (event.motion.*)
- \brief Mouse wheel event structure (event.wheel.*)
- \brief Multiple Finger Gesture Event (event.mgesture.*)
- \brief OS Specific event
- \note Everything in the pixel format structure is read-only.
- The structure that defines a point (integer)
- \brief The “quit requested” event
- This is the read/write operation structure – very basic.
- A rectangle, with the origin at the upper left (integer).
- A structure representing rendering state
- Information on the capabilities of a render driver or context.
- \brief Sensor event structure (event.sensor.*)
- \brief A collection of pixels used in software blitting.
- \brief A video driver dependent system event (event.syswm.*) This event is disabled by default, you can enable it with SDL_EventState()
- \brief SDL_syswm.h
- The custom event structure.
- \brief Keyboard text editing event structure (event.edit.*)
- \brief Extended keyboard text editing event structure (event.editExt.*) when text would be truncated if stored in the text buffer SDL_TextEditingEvent
- \brief Keyboard text input event structure (event.text.*)
- An efficient driver-specific representation of pixel data
- \brief Touch finger event structure (event.tfinger.*)
- \brief A user-defined event type (event.user.*)
- Vertex structure
- The structure that defines an extended virtual joystick description
- \brief Window state change event data (event.window.*)
- \brief A struct that tags the SDL_WindowShapeParams union with an enum describing the type of its contents.
- \brief A type representing an atomic integer value. It is a struct so people don’t accidentally use numeric operations on it.
- \brief A handle representing an open HID device
- hidapi info structure / /* \brief Information about a connected HID device
- Information about the version of SDL in use.
- The gamecontroller structure used to identify an SDL game controller
- \typedef SDL_Haptic
- The joystick structure used to identify an SDL joystick
- \brief SDL_sensor.h
- < Wayland display
- < Wayland EGL window (native window)
- < Wayland surface
- < Wayland xdg popup role
- < Wayland xdg positioner, for popup
- < Wayland xdg surface (window manager handle)
- < Wayland xdg toplevel role
Enums§
- Array component order, low byte -> high byte.
- Bitmap pixel order, high bit -> low bit.
- \brief The normalized factor used to multiply pixel components
- \brief The blend mode used in SDL_RenderCopy() and drawing operations.
- \brief The blend operation used when combining source and destination pixel components
- \brief Event subtype for display events
- \brief Display orientation
- The types of events that can be delivered.
- \brief Window flash operation
- \brief OpenGL configuration attributes
- The list of axes available from a controller
- The list of buttons available from a controller
- \brief An enumeration of hint priorities
- Possible return values from the SDL_HitTest callback.
- \brief Enumeration of valid key mods (possibly OR’d together).
- \brief The predefined log categories
- \brief The predefined log priorities
- Flags for SDL_MessageBoxButtonData.
- SDL_MessageBox flags. If supported will display warning icon, etc.
- \brief Scroll direction types for the Scroll event
- Packed component layout.
- Packed component order, high bit -> low bit.
- Pixel type.
- The basic state for the system’s power supply.
- Flags used when creating a rendering context
- Flip constants for SDL_RenderCopyEx
- These are the various supported windowing subsystems
- The scaling mode for a texture.
- \brief The SDL keyboard scancode representation.
- \brief Cursor types for SDL_CreateSystemCursor().
- The access pattern allowed for a texture.
- The texture channel modulation used in SDL_RenderCopy().
- The SDL thread priority.
- \brief Event subtype for window events
- \brief The flags on a window
- \brief The formula used for converting between YUV and RGB
- \brief An enum denoting the specific type of contents present in an SDL_WindowShapeParams union.
Constants§
Statics§
Functions§
- Add a callback to be triggered when an event is added to the event queue.
- Add a function to watch a particular hint.
- Call a callback function at a future time.
- Create an SDL_PixelFormat structure corresponding to a pixel format.
- Create a palette structure with the specified number of color entries.
- Use this function to allocate an empty, unpopulated SDL_RWops structure.
- Add to an atomic variable.
- Set an atomic variable to a new value if it is currently an old value.
- Set a pointer to a new value if it is currently an old value.
- Get the value of an atomic variable.
- Get the value of a pointer atomically.
- Lock a spin lock by setting it to a non-zero value.
- Set an atomic variable to a value.
- Set a pointer to a value atomically.
- Try to lock a spin lock by setting it to a non-zero value.
- Unlock a spin lock by setting it to 0.
- Use this function to initialize a particular audio driver.
- Use this function to shut down audio if you initialized it with SDL_AudioInit().
- Get the number of converted/resampled bytes available.
- Clear any pending data in the stream without converting it
- Tell the stream that you’re done sending data, and anything being buffered should be converted/resampled and made available immediately.
- Get converted/resampled data from the stream
- Add data to be converted/resampled to the stream.
- Initialize an SDL_AudioCVT structure for conversion.
- Calculate a 256 entry gamma ramp for a gamma value.
- Capture the mouse and to track input outside an SDL window.
- Dismiss the composition window/IME without disabling the subsystem.
- Clear any previous error message for this thread.
- Clear all hints.
- Drop any queued audio data waiting to be sent to the hardware.
- This function is a legacy means of closing the audio device.
- Use this function to shut down audio processing and close the audio device.
- Compose a custom blend mode for renderers.
- Restart all threads that are waiting on the condition variable.
- Restart one of the threads that are waiting on the condition variable.
- Wait until a condition variable is signaled.
- Wait until a condition variable is signaled or a certain time has passed.
- Convert audio data to a desired audio format.
- Copy a block of pixels of one format to another format.
- Copy an existing surface to a new surface of the specified format.
- Copy an existing surface to a new surface of the specified format enum.
- Create a color cursor.
- Create a condition variable.
- Create a cursor using the specified bitmap data and mask (in MSB format).
- Create a new mutex.
- Allocate a new RGB surface.
- Allocate a new RGB surface with existing pixel data.
- Allocate a new RGB surface with a specific pixel format.
- Allocate a new RGB surface with with a specific pixel format and existing pixel data.
- Create a 2D rendering context for a window.
- Create a semaphore.
- Create a window that can be shaped with the specified position, dimensions, and flags.
- Create a 2D software rendering context for a surface.
- Create a system cursor.
- Create a texture for a rendering context.
- Create a texture from an existing surface.
- Create a new thread with a default stack size.
- Create a new thread with a specific stack size.
- Create a window with the specified position, dimensions, and flags.
- Create a window and default renderer.
- Create an SDL window from an existing native window.
- Remove an event watch callback added with SDL_AddEventWatch().
- Remove a function watching a particular hint.
- Wait a specified number of milliseconds before returning.
- Dequeue more audio on non-callback devices.
- Destroy a condition variable.
- Destroy a mutex created with SDL_CreateMutex().
- Destroy the rendering context for a window and free associated textures.
- Destroy a semaphore.
- Destroy the specified texture.
- Destroy a window.
- Let a thread clean up on exit without intervention.
- Prevent the screen from being blanked by a screen saver.
- Allow the screen to be blanked by a screen saver.
- Calculate a minimal rectangle enclosing a set of points with float precision.
- Calculate a minimal rectangle enclosing a set of points.
- Set the state of processing events by type.
- Perform a fast fill of a rectangle with a specific color.
- Perform a fast fill of a set of rectangles with a specific color.
- Run a specific filter function on the current event queue, removing any events for which the filter returns 0.
- Request a window to demand attention from the user.
- Clear events of a specific type from the event queue.
- Clear events of a range of types from the event queue.
- Free an audio stream
- Free a previously-created cursor.
- Free an SDL_PixelFormat structure allocated by SDL_AllocFormat().
- Free a palette created with SDL_AllocPalette().
- Use this function to free an SDL_RWops structure allocated by SDL_AllocRW().
- Free an RGB surface.
- Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW().
- Bind an OpenGL/ES/ES2 texture to the current context.
- Create an OpenGL context for an OpenGL window, and make it current.
- Delete an OpenGL context.
- Check if an OpenGL extension is supported for the current context.
- Get the actual value for an attribute from the current context.
- Get the currently active OpenGL context.
- Get the currently active OpenGL window.
- Get the size of a window’s underlying drawable in pixels.
- Get an OpenGL function by name.
- Get the swap interval for the current OpenGL context.
- Dynamically load an OpenGL library.
- Set up an OpenGL context for rendering into an OpenGL window.
- Reset all previously set OpenGL context attributes to their default values.
- Set an OpenGL window attribute before window creation.
- Set the swap interval for the current OpenGL context.
- Update a window with OpenGL rendering.
- Unbind an OpenGL/ES/ES2 texture from the current context.
- Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
- Convert a GUID string into a ::SDL_GUID structure.
- Get an ASCII string representation for a given ::SDL_GUID.
- Add support for controllers that SDL is unaware of or to cause an existing controller to have a different binding.
- Load a set of Game Controller mappings from a seekable SDL data stream.
- Close a game controller previously opened with SDL_GameControllerOpen().
- Query or change current state of Game Controller events.
- Get the SDL_GameController associated with an instance id.
- Get the SDL_GameController associated with a player index.
- Return the sfSymbolsName for a given axis on a game controller on Apple platforms.
- Return the sfSymbolsName for a given button on a game controller on Apple platforms.
- Check if a controller has been opened and is currently connected.
- Get the current state of an axis control on a game controller.
- Convert a string into SDL_GameControllerAxis enum.
- Get the SDL joystick layer binding for a controller axis mapping.
- Get the SDL joystick layer binding for a controller button mapping.
- Get the current state of a button on a game controller.
- Convert a string into an SDL_GameControllerButton enum.
- Get the firmware version of an opened controller, if available.
- Get the Joystick ID from a Game Controller.
- Get the number of supported simultaneous fingers on a touchpad on a game controller.
- Get the number of touchpads on a game controller.
- Get the player index of an opened game controller.
- Get the USB product ID of an opened controller, if available.
- Get the product version of an opened controller, if available.
- Get the current state of a game controller sensor.
- Get the data rate (number of events per second) of a game controller sensor.
- Get the current state of a game controller sensor with the timestamp of the last update.
- Get the serial number of an opened controller, if available.
- Convert from an SDL_GameControllerAxis enum to a string.
- Convert from an SDL_GameControllerButton enum to a string.
- Get the current state of a finger on a touchpad on a game controller.
- Get the type of this currently opened controller
- Get the USB vendor ID of an opened controller, if available.
- Query whether a game controller has a given axis.
- Query whether a game controller has a given button.
- Query whether a game controller has an LED.
- Query whether a game controller has rumble support.
- Query whether a game controller has rumble support on triggers.
- Return whether a game controller has a particular sensor.
- Query whether sensor data reporting is enabled for a game controller.
- Get the current mapping of a Game Controller.
- Get the mapping of a game controller.
- Get the game controller mapping string for a given GUID.
- Get the mapping at a particular index.
- Get the implementation-dependent name for an opened game controller.
- Get the implementation dependent name for the game controller.
- Get the number of mappings installed.
- Open a game controller for use.
- Get the implementation-dependent path for an opened game controller.
- Get the implementation dependent path for the game controller.
- Start a rumble effect on a game controller.
- Start a rumble effect in the game controller’s triggers.
- Send a controller specific effect packet
- Update a game controller’s LED color.
- Set the player index of an opened game controller.
- Set whether data reporting for a game controller sensor is enabled.
- Get the type of a game controller.
- Manually pump game controller updates if not using the loop.
- Get the current assertion handler.
- Get a list of all assertion failures.
- Get the human-readable name of a specific audio device.
- Get the preferred audio format of a specific audio device.
- Use this function to get the current audio state of an audio device.
- Use this function to get the name of a built in audio driver.
- This function is a legacy means of querying the audio device.
- Get the directory where the application was run from.
- Determine the L1 cache line size of the CPU.
- Get the number of CPU cores available.
- Get the clipping rectangle for a surface.
- Get UTF-8 text from the clipboard, which must be freed with SDL_free().
- Get the closest match to the requested display mode.
- Get the color key (transparent pixel) for a surface.
- Get the name of the current audio driver.
- Get information about the current display mode.
- Get the name of the currently initialized video driver.
- Get the active cursor.
- Get the default assertion handler.
- Get the name and preferred format of the default audio device.
- Get the default cursor.
- Get information about the desktop’s display mode.
- Get the desktop area represented by a display.
- Get the dots/pixels-per-inch for a display.
- Get information about a specific display mode.
- Get the name of a display in UTF-8 encoding.
- Get the orientation of a display.
- Get the usable desktop area represented by a display.
- Retrieve a message about the last error that occurred on the current thread.
- Get the last error message that was set for the current thread.
- Query the current event filter.
- Get the current state of the mouse in relation to the desktop.
- Get the window that currently has an input grab enabled.
- Get the value of a hint.
- Get the boolean value of a hint variable.
- Get the device information encoded in a SDL_JoystickGUID structure
- Get a key code from a human-readable name.
- Get the key code corresponding to the given scancode according to the current keyboard layout.
- Get a human-readable name for a key.
- Query the window which currently has keyboard focus.
- Get a snapshot of the current state of the keyboard.
- Get the current set of SDL memory functions
- Get the current key modifier state for the keyboard.
- Get the window which currently has mouse focus.
- Retrieve the current state of the mouse.
- Get the number of outstanding (unfreed) allocations
- Get the number of built-in audio devices.
- Use this function to get the number of built-in audio drivers.
- Get the number of available display modes.
- Get the number of 2D rendering drivers available for the current display.
- Get the number of registered touch devices.
- Get the number of active fingers for a given touch device.
- Get the number of available video displays.
- Get the number of video drivers compiled into SDL.
- Get the original set of SDL memory functions
- Get the current value of the high resolution counter.
- Get the count per second of the high resolution counter.
- Get the human readable name of a pixel format.
- Get the name of the platform.
- Get the index of the display containing a point
- Get the current power supply details.
- Get the user-and-app-specific path where files can be written.
- Report the user’s preferred locale.
- Get UTF-8 text from the primary selection, which must be freed with SDL_free().
- Get the number of bytes of still-queued audio.
- Get RGB values from a pixel in the specified format.
- Get RGBA values from a pixel in the specified format.
- Get the index of the display primarily containing a rect
- Query whether relative mouse mode is enabled.
- Retrieve the relative state of the mouse.
- Get the blend mode used for drawing operations.
- Get the color used for drawing operations (Rect, Line and Clear).
- Get info about a specific 2D rendering driver for the current display.
- Get the current render target.
- Get the renderer associated with a window.
- Get information about a rendering context.
- Get the output size in pixels of a rendering context.
- Get the code revision of SDL that is linked against your program.
- Obsolete function, do not use.
- Get the scancode corresponding to the given key code according to the current keyboard layout.
- Get a scancode from a human-readable name.
- Get a human-readable name for a scancode.
- Get the shape parameters of a shaped window.
- Get the additional alpha value used in blit operations.
- Get the blend mode used for blit operations.
- Get the additional color value multiplied into blit operations.
- Get the amount of RAM configured in the system.
- Get the additional alpha value multiplied into render copy operations.
- Get the blend mode used for texture copy operations.
- Get the additional color value multiplied into render copy operations.
- Get the scale mode used for texture scale operations.
- Get the user-specified pointer associated with a texture
- Get the thread identifier for the specified thread.
- Get the thread name as it was specified in SDL_CreateThread().
- Get the number of milliseconds since SDL library initialization.
- Get the number of milliseconds since SDL library initialization.
- Get the touch ID with the given index.
- Get the type of the given touch device.
- Get the finger object for specified touch device ID and finger index.
- Get the touch device name as reported from the driver or NULL if the index is invalid.
- Get the version of SDL that is linked against your program.
- Get the name of a built in video driver.
- Get the size of a window’s borders (decorations) around the client area.
- Get the brightness (gamma multiplier) for a given window’s display.
- Retrieve the data pointer associated with a window.
- Get the index of the display associated with a window.
- Query the display mode to use when a window is visible at fullscreen.
- Get the window flags.
- Get a window from a stored ID.
- Get the gamma ramp for a given window’s display.
- Get a window’s input grab mode.
- Get the raw ICC profile data for the screen the window is currently on.
- Get the numeric ID of a window.
- Get a window’s keyboard grab mode.
- Get the maximum size of a window’s client area.
- Get the minimum size of a window’s client area.
- Get a window’s mouse grab mode.
- Get the mouse confinement rectangle of a window.
- Get the opacity of a window.
- Get the pixel format associated with the window.
- Get the position of a window.
- Get the size of a window’s client area.
- Get the size of a window in pixels.
- Get the SDL surface associated with the window.
- Get the title of a window.
- Get driver-specific information about a window.
- Get the YUV conversion mode
- Get the YUV conversion mode, returning the correct mode for the resolution when the current conversion mode is SDL_YUV_CONVERSION_AUTOMATIC
- Close a haptic device previously opened with SDL_HapticOpen().
- Destroy a haptic effect on the device.
- Check to see if an effect is supported by a haptic device.
- Get the status of the current effect on the specified haptic device.
- Get the index of a haptic device.
- Get the implementation dependent name of a haptic device.
- Create a new haptic effect on a specified device.
- Get the number of haptic axes the device has.
- Get the number of effects a haptic device can store.
- Get the number of effects a haptic device can play at the same time.
- Open a haptic device for use.
- Open a haptic device for use from a joystick device.
- Try to open a haptic device from the current mouse.
- Check if the haptic device at the designated index has been opened.
- Pause a haptic device.
- Get the haptic device’s supported features in bitwise manner.
- Initialize a haptic device for simple rumble playback.
- Run a simple rumble effect on a haptic device.
- Stop the simple rumble on a haptic device.
- Check whether rumble is supported on a haptic device.
- Run the haptic effect on its associated haptic device.
- Set the global autocenter of the device.
- Set the global gain of the specified haptic device.
- Stop all the currently playing effects on a haptic device.
- Stop the haptic effect on its associated haptic device.
- Unpause a haptic device.
- Update the properties of an effect.
- Determine whether the CPU has 3DNow! features.
- Determine whether the CPU has ARM SIMD (ARMv6) features.
- Determine whether the CPU has AVX features.
- Determine whether the CPU has AVX2 features.
- Determine whether the CPU has AVX-512F (foundation) features.
- Determine whether the CPU has AltiVec features.
- Query whether the clipboard exists and contains a non-empty text string.
- Returns whether the surface has a color key
- Check for the existence of a certain event type in the event queue.
- Check for the existence of certain event types in the event queue.
- Determine whether two rectangles intersect.
- Determine whether two rectangles intersect with float precision.
- Determine whether the CPU has LASX (LOONGARCH SIMD) features.
- Determine whether the CPU has LSX (LOONGARCH SIMD) features.
- Determine whether the CPU has MMX features.
- Determine whether the CPU has NEON (ARM SIMD) features.
- Query whether the primary selection exists and contains a non-empty text string.
- Determine whether the CPU has the RDTSC instruction.
- Determine whether the CPU has SSE features.
- Determine whether the CPU has SSE2 features.
- Determine whether the CPU has SSE3 features.
- Determine whether the CPU has SSE4.1 features.
- Determine whether the CPU has SSE4.2 features.
- Check whether the platform has screen keyboard support.
- Returns whether the surface is RLE enabled
- Hide a window.
- Initialize the SDL library.
- Compatibility function to initialize the SDL library.
- Calculate the intersection of two rectangles with float precision.
- Calculate the intersection of a rectangle and line segment with float precision.
- Calculate the intersection of two rectangles.
- Calculate the intersection of a rectangle and line segment.
- Check if the given joystick is supported by the game controller interface.
- Check whether the screen keyboard is shown for given window.
- Check whether the screensaver is currently enabled.
- Return whether the given window is a shaped window.
- Query if the current device is a tablet.
- Check whether or not Unicode text input events are enabled.
- Returns if an IME Composite or Candidate window is currently shown.
- Attach a new virtual joystick.
- Attach a new virtual joystick with extended properties.
- Close a joystick previously opened with SDL_JoystickOpen().
- Get the battery level of a joystick as SDL_JoystickPowerLevel.
- Detach a virtual joystick.
- Enable/disable joystick event polling.
- Get the SDL_Joystick associated with an instance id.
- Get the SDL_Joystick associated with a player index.
- Get the status of a specified joystick.
- Get the current state of an axis control on a joystick.
- Get the initial state of an axis control on a joystick.
- Get the ball axis change since the last poll.
- Get the current state of a button on a joystick.
- Get the implementation-dependent GUID for the joystick at a given device index.
- Get the instance ID of a joystick.
- Get the player index of a joystick, or -1 if it’s not available This can be called before any joysticks are opened.
- Get the USB product ID of a joystick, if available.
- Get the product version of a joystick, if available.
- Get the type of a joystick, if available.
- Get the USB vendor ID of a joystick, if available.
- Get the firmware version of an opened joystick, if available.
- Get the implementation-dependent GUID for the joystick.
- Convert a GUID string into a SDL_JoystickGUID structure.
- Get an ASCII string representation for a given SDL_JoystickGUID.
- Get the current state of a POV hat on a joystick.
- Get the player index of an opened joystick.
- Get the USB product ID of an opened joystick, if available.
- Get the product version of an opened joystick, if available.
- Get the serial number of an opened joystick, if available.
- Get the type of an opened joystick.
- Get the USB vendor ID of an opened joystick, if available.
- Query whether a joystick has an LED.
- Query whether a joystick has rumble support.
- Query whether a joystick has rumble support on triggers.
- Get the instance ID of an opened joystick.
- Query if a joystick has haptic features.
- Query whether or not the joystick at a given device index is virtual.
- Get the implementation dependent name of a joystick.
- Get the implementation dependent name of a joystick.
- Get the number of general axis controls on a joystick.
- Get the number of trackballs on a joystick.
- Get the number of buttons on a joystick.
- Get the number of POV hats on a joystick.
- Open a joystick for use.
- Get the implementation dependent path of a joystick.
- Get the implementation dependent path of a joystick.
- Start a rumble effect.
- Start a rumble effect in the joystick’s triggers
- Send a joystick specific effect packet
- Update a joystick’s LED color.
- Set the player index of an opened joystick.
- Set values on an opened, virtual-joystick’s axis.
- Set values on an opened, virtual-joystick’s button.
- Set values on an opened, virtual-joystick’s hat.
- Update the current state of the open joysticks.
- Sets the UNIX nice value for a thread.
- Sets the priority (not nice level) and scheduling policy for a thread.
- Load a BMP image from a seekable SDL data stream.
- Load Dollar Gesture templates from a file.
- Load all the data from a file path.
- Load all the data from an SDL data stream.
- Look up the address of the named function in a shared object.
- Dynamically load a shared object.
- Load the audio data of a WAVE file into memory.
- This function is a legacy means of locking the audio device.
- Use this function to lock out the audio callback function for a specified device.
- Locking for multi-threaded access to the joystick API
- Lock the mutex.
- Locking for multi-threaded access to the sensor API
- Set up a surface for directly accessing the pixels.
- Lock a portion of the texture for write-only pixel access.
- Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.
- Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO.
- Log a message with SDL_LOG_PRIORITY_CRITICAL.
- Log a message with SDL_LOG_PRIORITY_DEBUG.
- Log a message with SDL_LOG_PRIORITY_ERROR.
- Get the current log output function.
- Get the priority of a particular log category.
- Log a message with SDL_LOG_PRIORITY_INFO.
- Log a message with the specified category and priority.
- Log a message with the specified category and priority.
- Reset all priorities to default.
- Set the priority of all log categories.
- Replace the default log output function with one of your own.
- Set the priority of a particular log category.
- Log a message with SDL_LOG_PRIORITY_VERBOSE.
- Log a message with SDL_LOG_PRIORITY_WARN.
- Perform low-level surface blitting only.
- Perform low-level surface scaled blitting only.
- Map an RGB triple to an opaque pixel value for a given pixel format.
- Map an RGBA quadruple to a pixel value for a given pixel format.
- Convert a bpp value and RGBA masks to an enumerated pixel format.
- Make a window as large as possible.
- Memory barriers are designed to prevent reads and writes from being reordered by the compiler and being seen out of order on multi-core CPUs.
- Create a CAMetalLayer-backed NSView/UIView and attach it to the specified window.
- Destroy an existing SDL_MetalView object.
- Get the size of a window’s underlying drawable in pixels (for use with setting viewport, scissor & etc).
- Get a pointer to the backing CAMetalLayer for the given view.
- Minimize a window to an iconic representation.
- This function is a legacy means of mixing audio.
- Mix audio data in a specified format.
- Query whether or not the current mouse has haptic capabilities.
- Create a new audio stream.
- Count the number of haptic devices attached to the system.
- Count the number of joysticks attached to the system.
- Count the number of sensors attached to the system right now.
- This function is a legacy means of opening the audio device.
- Open a specific audio device.
- Open a URL/URI in the browser or other appropriate external application.
- This function is a legacy means of pausing the audio device.
- Use this function to pause and unpause audio playback on a specified device.
- Check the event queue for messages and optionally return them.
- Convert one of the enumerated pixel formats to a bpp value and RGBA masks.
- Poll for currently pending events.
- Premultiply the alpha on a block of pixels.
- Pump the event loop, gathering events from the input devices.
- Add an event to the event queue.
- Query the attributes of a texture.
- Queue more audio on non-callback devices.
- Clean up all initialized subsystems.
- Shut down specific SDL subsystems.
- Use this function to prepare a read-only memory buffer for use with RWops.
- Use this function to create an SDL_RWops structure from a standard I/O file pointer (stdio.h’s
FILE*
). - Use this function to create a new SDL_RWops structure for reading from and/or writing to a named file.
- Use this function to prepare a read-write memory buffer for use with SDL_RWops.
- Close and free an allocated SDL_RWops structure.
- Read from a data source.
- Seek within an SDL_RWops data stream.
- Use this function to get the size of the data stream in an SDL_RWops.
- Determine the current read/write offset in an SDL_RWops data stream.
- Write to an SDL_RWops data stream.
- Raise a window above other windows and set the input focus.
- Use this function to read 16 bits of big-endian data from an SDL_RWops and return in native format.
- Use this function to read 32 bits of big-endian data from an SDL_RWops and return in native format.
- Use this function to read 64 bits of big-endian data from an SDL_RWops and return in native format.
- Use this function to read 16 bits of little-endian data from an SDL_RWops and return in native format.
- Use this function to read 32 bits of little-endian data from an SDL_RWops and return in native format.
- Use this function to read 64 bits of little-endian data from an SDL_RWops and return in native format.
- Use this function to read a byte from an SDL_RWops.
- Begin recording a gesture on a specified touch device or all touch devices.
- Allocate a set of user-defined events, and return the beginning event number for that set of events.
- Remove a timer created with SDL_AddTimer().
- Clear the current rendering target with the drawing color.
- Copy a portion of the texture to the current rendering target.
- Copy a portion of the texture to the current rendering, with optional rotation and flipping.
- Copy a portion of the source texture to the current rendering target, with rotation and flipping, at subpixel precision.
- Copy a portion of the texture to the current rendering target at subpixel precision.
- Draw a line on the current rendering target.
- Draw a line on the current rendering target at subpixel precision.
- Draw a series of connected lines on the current rendering target.
- Draw a series of connected lines on the current rendering target at subpixel precision.
- Draw a point on the current rendering target.
- Draw a point on the current rendering target at subpixel precision.
- Draw multiple points on the current rendering target.
- Draw multiple points on the current rendering target at subpixel precision.
- Draw a rectangle on the current rendering target.
- Draw a rectangle on the current rendering target at subpixel precision.
- Draw some number of rectangles on the current rendering target.
- Draw some number of rectangles on the current rendering target at subpixel precision.
- Fill a rectangle on the current rendering target with the drawing color.
- Fill a rectangle on the current rendering target with the drawing color at subpixel precision.
- Fill some number of rectangles on the current rendering target with the drawing color.
- Fill some number of rectangles on the current rendering target with the drawing color at subpixel precision.
- Force the rendering context to flush any pending commands to the underlying rendering API.
- 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).
- 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).
- Get the clip rectangle for the current target.
- Get whether integer scales are forced for resolution-independent rendering.
- Get device independent resolution for rendering.
- Get the Metal command encoder for the current frame
- Get the CAMetalLayer associated with the given Metal renderer.
- Get the drawing scale for the current target.
- Get the drawing area for the current target.
- Get the window associated with a renderer.
- Get whether clipping is enabled on the given renderer.
- Get real coordinates of point in window when given logical coordinates of point in renderer.
- Update the screen with any rendering performed since the previous call.
- Read pixels from the current rendering target to an array of pixels.
- Set the clip rectangle for rendering on the specified target.
- Set whether to force integer scales for resolution-independent rendering.
- Set a device independent resolution for rendering.
- Set the drawing scale for rendering on the current target.
- Toggle VSync of the given renderer.
- Set the drawing area for rendering on the current target.
- Determine whether a renderer supports the use of render targets.
- Get logical coordinates of point in renderer when given real coordinates of point in window.
- Clear the list of all assertion failures.
- Reset a hint to the default value.
- Reset all hints to the default values.
- Clear the state of the keyboard
- Restore the size and position of a minimized or maximized window.
- Allocate memory in a SIMD-friendly way.
- Deallocate memory obtained from SDL_SIMDAlloc
- Report the alignment this system needs for SIMD allocations.
- Reallocate memory obtained from SDL_SIMDAlloc
- Save all currently loaded Dollar Gesture templates.
- Save a surface to a seekable SDL data stream in BMP format.
- Save a currently loaded Dollar Gesture template.
- Atomically increment a semaphore’s value and wake waiting threads.
- See if a semaphore has a positive value and decrement it if it does.
- Get the current value of a semaphore.
- Wait until a semaphore has a positive value and then decrements it.
- Wait until a semaphore has a positive value and then decrements it.
- Close a sensor previously opened with SDL_SensorOpen().
- Return the SDL_Sensor associated with an instance id.
- Get the current state of an opened sensor.
- Get the current state of an opened sensor with the timestamp of the last update.
- Get the instance ID of a sensor.
- Get the implementation dependent name of a sensor.
- Get the platform dependent type of a sensor.
- Get the type of a sensor.
- Get the instance ID of a sensor.
- Get the implementation dependent name of a sensor
- Get the platform dependent type of a sensor.
- Get the type of a sensor.
- Open a sensor for use.
- Update the current state of the open sensors.
- Set an application-defined assertion handler.
- Set the clipping rectangle for a surface.
- Put UTF-8 text into the clipboard.
- Set the color key (transparent pixel) in a surface.
- Set the active cursor.
- Set the SDL error message for the current thread.
- Set up a filter to process all events before they change internal state and are posted to the internal event queue.
- Set a hint with normal priority.
- Set a hint with a specific priority.
- Circumvent failure of SDL_Init() when not using SDL_main() as an entry point.
- Replace SDL’s memory allocation functions with a custom set
- Set the current key modifier state for the keyboard.
- Set a range of colors in a palette.
- Set the palette for a pixel format structure.
- Put UTF-8 text into the primary selection.
- Set relative mouse mode.
- Set the blend mode used for drawing operations (Fill and Line).
- Set the color used for drawing operations (Rect, Line and Clear).
- Set a texture as the current rendering target.
- Set an additional alpha value used in blit operations.
- Set the blend mode used for blit operations.
- Set an additional color value multiplied into blit operations.
- Set the palette used by a surface.
- Set the RLE acceleration hint for a surface.
- Set the rectangle used to type Unicode text inputs.
- Set an additional alpha value multiplied into render copy operations.
- Set the blend mode for a texture, used by SDL_RenderCopy().
- Set an additional color value multiplied into render copy operations.
- Set the scale mode used for texture scale operations.
- Associate a user-specified pointer with a texture.
- Set the priority for the current thread.
- Set the window to always be above the others.
- Set the border state of a window.
- Set the brightness (gamma multiplier) for a given window’s display.
- Associate an arbitrary named pointer with a window.
- Set the display mode to use when a window is visible at fullscreen.
- Set a window’s fullscreen state.
- Set the gamma ramp for the display that owns a given window.
- Set a window’s input grab mode.
- Provide a callback that decides if a window region has special properties.
- Set the icon for a window.
- Explicitly set input focus to the window.
- Set a window’s keyboard grab mode.
- Set the maximum size of a window’s client area.
- Set the minimum size of a window’s client area.
- Set the window as a modal for another window.
- Set a window’s mouse grab mode.
- Confines the cursor to the specified area of a window.
- Set the opacity for a window.
- Set the position of a window.
- Set the user-resizable state of a window.
- Set the shape and parameters of a shaped window.
- Set the size of a window’s client area.
- Set the title of a window.
- Set the YUV conversion mode
- Toggle whether or not the cursor is shown.
- Create a modal message box.
- Display a simple modal message box.
- Show a window.
- Perform a fast, low quality, stretch blit between two surfaces of the same format.
- Perform bilinear scaling between two surfaces of the same format, 32BPP.
- Start accepting Unicode text input events.
- Stop receiving any text input events.
- Cleanup all TLS data for this thread.
- Create a piece of thread-local storage.
- Get the current thread’s value associated with a thread local storage ID.
- Set the current thread’s value associated with a thread local storage ID.
- Get the thread identifier for the current thread.
- Try to lock a mutex without blocking.
- Calculate the union of two rectangles with float precision.
- Calculate the union of two rectangles.
- Unload a shared object from memory.
- This function is a legacy means of unlocking the audio device.
- Use this function to unlock the audio callback function for a specified device.
- Unlocking for multi-threaded access to the joystick API
- Unlock the mutex.
- Release a surface after directly accessing the pixels.
- Unlock a texture, uploading the changes to video memory, if needed.
- Update a rectangle within a planar NV12 or NV21 texture with new pixels.
- Update the given texture rectangle with new pixel data.
- Copy the window surface to the screen.
- Copy areas of the window surface to the screen.
- Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
- Perform a fast blit from the source surface to the destination surface.
- Perform a scaled surface copy to a destination surface.
- Initialize the video subsystem, optionally specifying a video driver.
- Shut down the video subsystem, if initialized with SDL_VideoInit().
- Create a Vulkan rendering surface for a window.
- Get the size of the window’s underlying drawable dimensions in pixels.
- Get the names of the Vulkan instance extensions needed to create a surface with SDL_Vulkan_CreateSurface.
- Get the address of the
vkGetInstanceProcAddr
function. - Dynamically load the Vulkan loader library.
- Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary()
- Wait indefinitely for the next available event.
- Wait until the specified timeout (in milliseconds) for the next available event.
- Wait for a thread to finish.
- Move the mouse to the given position in global screen space.
- Move the mouse cursor to the given position within the window.
- Get a mask of the specified subsystems which are currently initialized.
- Use this function to write 16 bits in native format to a SDL_RWops as big-endian data.
- Use this function to write 32 bits in native format to a SDL_RWops as big-endian data.
- Use this function to write 64 bits in native format to a SDL_RWops as big-endian data.
- Use this function to write 16 bits in native format to a SDL_RWops as little-endian data.
- Use this function to write 32 bits in native format to a SDL_RWops as little-endian data.
- Use this function to write 64 bits in native format to a SDL_RWops as little-endian data.
- Use this function to write a byte to an SDL_RWops.
- Use this function to compute arc cosine of
x
. - Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers
- Close a HID device.
- Check to see if devices may have been added or removed.
- Enumerate the HID Devices.
- Finalize the HIDAPI library.
- Free an enumeration Linked List
- Get a feature report from a HID device.
- Get a string from a HID device, based on its string index.
- Get The Manufacturer String from a HID device.
- Get The Product String from a HID device.
- Get The Serial Number String from a HID device.
- Initialize the HIDAPI library.
- Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally a serial number.
- Open a HID device by its path name.
- Read an Input report from a HID device.
- Read an Input report from a HID device with timeout.
- Send a Feature report to the device.
- Set the device handle to be non-blocking.
- Write an Output report to a HID device.
- This function converts a string between encodings in one pass, returning a string that must be freed with SDL_free() or NULL on error.
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Type Aliases§
- A callback that fires when an SDL assertion fails.
- This function is called when the audio device needs more data.
- SDL Audio Device IDs.
- \brief Audio format flags.
- A function pointer used for callbacks that watch the event queue.
- \brief An opaque handle to an OpenGL context.
- Type definition of the hint callback function.
- Callback used for hit-testing.
- 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. If the device is detached and then re-attached to a different port, or if the base system is rebooted, the device should still report the same GUID.
- 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. If the joystick is disconnected and reconnected, it will get a new ID.
- \brief The SDL virtual key representation.
- The prototype for the log output callback function.
- \brief A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS).
- 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.
- The function passed to SDL_CreateThread().
- Function prototype for the timer callback function.
- Definition of the timer ID type.
- \brief The type of function used for surface blitting functions.
- The prototype for the application’s main() function
Unions§
- \brief General event structure
- \brief The generic template for any haptic effect.
- \brief A union containing parameters for shaped windows.