From 6aaedb813fa11ba0679c3051bc2eb28646b9506c Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 30 Aug 2025 16:53:58 -0700 Subject: Update to SDL3 --- src/contrib/SDL-3.2.20/include/SDL3/SDL_video.h | 3311 +++++++++++++++++++++++ 1 file changed, 3311 insertions(+) create mode 100644 src/contrib/SDL-3.2.20/include/SDL3/SDL_video.h (limited to 'src/contrib/SDL-3.2.20/include/SDL3/SDL_video.h') diff --git a/src/contrib/SDL-3.2.20/include/SDL3/SDL_video.h b/src/contrib/SDL-3.2.20/include/SDL3/SDL_video.h new file mode 100644 index 0000000..3b3676d --- /dev/null +++ b/src/contrib/SDL-3.2.20/include/SDL3/SDL_video.h @@ -0,0 +1,3311 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryVideo + * + * SDL's video subsystem is largely interested in abstracting window + * management from the underlying operating system. You can create windows, + * manage them in various ways, set them fullscreen, and get events when + * interesting things happen with them, such as the mouse or keyboard + * interacting with a window. + * + * The video subsystem is also interested in abstracting away some + * platform-specific differences in OpenGL: context creation, swapping + * buffers, etc. This may be crucial to your app, but also you are not + * required to use OpenGL at all. In fact, SDL can provide rendering to those + * windows as well, either with an easy-to-use + * [2D API](https://wiki.libsdl.org/SDL3/CategoryRender) + * or with a more-powerful + * [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU) + * . Of course, it can simply get out of your way and give you the window + * handles you need to use Vulkan, Direct3D, Metal, or whatever else you like + * directly, too. + * + * The video subsystem covers a lot of functionality, out of necessity, so it + * is worth perusing the list of functions just to see what's available, but + * most apps can get by with simply creating a window and listening for + * events, so start with SDL_CreateWindow() and SDL_PollEvent(). + */ + +#ifndef SDL_video_h_ +#define SDL_video_h_ + +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * This is a unique ID for a display for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * If the display is disconnected and reconnected, it will get a new ID. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_DisplayID; + +/** + * This is a unique ID for a window. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_WindowID; + +/* Global video properties... */ + +/** + * The pointer to the global `wl_display` object used by the Wayland video + * backend. + * + * Can be set before the video subsystem is initialized to import an external + * `wl_display` object from an application or toolkit for use in SDL, or read + * after initialization to export the `wl_display` used by the Wayland video + * backend. Setting this property after the video subsystem has been + * initialized has no effect, and reading it when the video subsystem is + * uninitialized will either return the user provided value, if one was set + * prior to initialization, or NULL. See docs/README-wayland.md for more + * information. + */ +#define SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER "SDL.video.wayland.wl_display" + +/** + * System theme. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_SystemTheme +{ + SDL_SYSTEM_THEME_UNKNOWN, /**< Unknown system theme */ + SDL_SYSTEM_THEME_LIGHT, /**< Light colored system theme */ + SDL_SYSTEM_THEME_DARK /**< Dark colored system theme */ +} SDL_SystemTheme; + +/** + * Internal display mode data. + * + * This lives as a field in SDL_DisplayMode, as opaque data. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_DisplayMode + */ +typedef struct SDL_DisplayModeData SDL_DisplayModeData; + +/** + * The structure that defines a display mode. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetFullscreenDisplayModes + * \sa SDL_GetDesktopDisplayMode + * \sa SDL_GetCurrentDisplayMode + * \sa SDL_SetWindowFullscreenMode + * \sa SDL_GetWindowFullscreenMode + */ +typedef struct SDL_DisplayMode +{ + SDL_DisplayID displayID; /**< the display this mode is associated with */ + SDL_PixelFormat format; /**< pixel format */ + int w; /**< width */ + int h; /**< height */ + float pixel_density; /**< scale converting size to pixels (e.g. a 1920x1080 mode with 2.0 scale would have 3840x2160 pixels) */ + float refresh_rate; /**< refresh rate (or 0.0f for unspecified) */ + int refresh_rate_numerator; /**< precise refresh rate numerator (or 0 for unspecified) */ + int refresh_rate_denominator; /**< precise refresh rate denominator */ + + SDL_DisplayModeData *internal; /**< Private */ + +} SDL_DisplayMode; + +/** + * Display orientation values; the way a display is rotated. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_DisplayOrientation +{ + SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */ + SDL_ORIENTATION_LANDSCAPE, /**< The display is in landscape mode, with the right side up, relative to portrait mode */ + SDL_ORIENTATION_LANDSCAPE_FLIPPED, /**< The display is in landscape mode, with the left side up, relative to portrait mode */ + SDL_ORIENTATION_PORTRAIT, /**< The display is in portrait mode */ + SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */ +} SDL_DisplayOrientation; + +/** + * The struct used as an opaque handle to a window. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateWindow + */ +typedef struct SDL_Window SDL_Window; + +/** + * The flags on a window. + * + * These cover a lot of true/false, or on/off, window state. Some of it is + * immutable after being set through SDL_CreateWindow(), some of it can be + * changed on existing windows by the app, and some of it might be altered by + * the user or system outside of the app's control. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFlags + */ +typedef Uint64 SDL_WindowFlags; + +#define SDL_WINDOW_FULLSCREEN SDL_UINT64_C(0x0000000000000001) /**< window is in fullscreen mode */ +#define SDL_WINDOW_OPENGL SDL_UINT64_C(0x0000000000000002) /**< window usable with OpenGL context */ +#define SDL_WINDOW_OCCLUDED SDL_UINT64_C(0x0000000000000004) /**< window is occluded */ +#define SDL_WINDOW_HIDDEN SDL_UINT64_C(0x0000000000000008) /**< window is neither mapped onto the desktop nor shown in the taskbar/dock/window list; SDL_ShowWindow() is required for it to become visible */ +#define SDL_WINDOW_BORDERLESS SDL_UINT64_C(0x0000000000000010) /**< no window decoration */ +#define SDL_WINDOW_RESIZABLE SDL_UINT64_C(0x0000000000000020) /**< window can be resized */ +#define SDL_WINDOW_MINIMIZED SDL_UINT64_C(0x0000000000000040) /**< window is minimized */ +#define SDL_WINDOW_MAXIMIZED SDL_UINT64_C(0x0000000000000080) /**< window is maximized */ +#define SDL_WINDOW_MOUSE_GRABBED SDL_UINT64_C(0x0000000000000100) /**< window has grabbed mouse input */ +#define SDL_WINDOW_INPUT_FOCUS SDL_UINT64_C(0x0000000000000200) /**< window has input focus */ +#define SDL_WINDOW_MOUSE_FOCUS SDL_UINT64_C(0x0000000000000400) /**< window has mouse focus */ +#define SDL_WINDOW_EXTERNAL SDL_UINT64_C(0x0000000000000800) /**< window not created by SDL */ +#define SDL_WINDOW_MODAL SDL_UINT64_C(0x0000000000001000) /**< window is modal */ +#define SDL_WINDOW_HIGH_PIXEL_DENSITY SDL_UINT64_C(0x0000000000002000) /**< window uses high pixel density back buffer if possible */ +#define SDL_WINDOW_MOUSE_CAPTURE SDL_UINT64_C(0x0000000000004000) /**< window has mouse captured (unrelated to MOUSE_GRABBED) */ +#define SDL_WINDOW_MOUSE_RELATIVE_MODE SDL_UINT64_C(0x0000000000008000) /**< window has relative mode enabled */ +#define SDL_WINDOW_ALWAYS_ON_TOP SDL_UINT64_C(0x0000000000010000) /**< window should always be above others */ +#define SDL_WINDOW_UTILITY SDL_UINT64_C(0x0000000000020000) /**< window should be treated as a utility window, not showing in the task bar and window list */ +#define SDL_WINDOW_TOOLTIP SDL_UINT64_C(0x0000000000040000) /**< window should be treated as a tooltip and does not get mouse or keyboard focus, requires a parent window */ +#define SDL_WINDOW_POPUP_MENU SDL_UINT64_C(0x0000000000080000) /**< window should be treated as a popup menu, requires a parent window */ +#define SDL_WINDOW_KEYBOARD_GRABBED SDL_UINT64_C(0x0000000000100000) /**< window has grabbed keyboard input */ +#define SDL_WINDOW_VULKAN SDL_UINT64_C(0x0000000010000000) /**< window usable for Vulkan surface */ +#define SDL_WINDOW_METAL SDL_UINT64_C(0x0000000020000000) /**< window usable for Metal view */ +#define SDL_WINDOW_TRANSPARENT SDL_UINT64_C(0x0000000040000000) /**< window with transparent buffer */ +#define SDL_WINDOW_NOT_FOCUSABLE SDL_UINT64_C(0x0000000080000000) /**< window should not be focusable */ + + +/** + * A magic value used with SDL_WINDOWPOS_UNDEFINED. + * + * Generally this macro isn't used directly, but rather through + * SDL_WINDOWPOS_UNDEFINED or SDL_WINDOWPOS_UNDEFINED_DISPLAY. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u + +/** + * Used to indicate that you don't care what the window position is. + * + * If you _really_ don't care, SDL_WINDOWPOS_UNDEFINED is the same, but always + * uses the primary display instead of specifying one. + * + * \param X the SDL_DisplayID of the display to use. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X)) + +/** + * Used to indicate that you don't care what the window position/display is. + * + * This always uses the primary display. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0) + +/** + * A macro to test if the window position is marked as "undefined." + * + * \param X the window position value. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_ISUNDEFINED(X) (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK) + +/** + * A magic value used with SDL_WINDOWPOS_CENTERED. + * + * Generally this macro isn't used directly, but rather through + * SDL_WINDOWPOS_CENTERED or SDL_WINDOWPOS_CENTERED_DISPLAY. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u + +/** + * Used to indicate that the window position should be centered. + * + * SDL_WINDOWPOS_CENTERED is the same, but always uses the primary display + * instead of specifying one. + * + * \param X the SDL_DisplayID of the display to use. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X)) + +/** + * Used to indicate that the window position should be centered. + * + * This always uses the primary display. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0) + +/** + * A macro to test if the window position is marked as "centered." + * + * \param X the window position value. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_ISCENTERED(X) \ + (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK) + + +/** + * Window flash operation. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_FlashOperation +{ + 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 */ +} SDL_FlashOperation; + +/** + * An opaque handle to an OpenGL context. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GL_CreateContext + */ +typedef struct SDL_GLContextState *SDL_GLContext; + +/** + * Opaque type for an EGL display. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void *SDL_EGLDisplay; + +/** + * Opaque type for an EGL config. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void *SDL_EGLConfig; + +/** + * Opaque type for an EGL surface. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void *SDL_EGLSurface; + +/** + * An EGL attribute, used when creating an EGL context. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef intptr_t SDL_EGLAttrib; + +/** + * An EGL integer attribute, used when creating an EGL surface. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef int SDL_EGLint; + +/** + * EGL platform attribute initialization callback. + * + * This is called when SDL is attempting to create an EGL context, to let the + * app add extra attributes to its eglGetPlatformDisplay() call. + * + * The callback should return a pointer to an EGL attribute array terminated + * with `EGL_NONE`. If this function returns NULL, the SDL_CreateWindow + * process will fail gracefully. + * + * The returned pointer should be allocated with SDL_malloc() and will be + * passed to SDL_free(). + * + * The arrays returned by each callback will be appended to the existing + * attribute arrays defined by SDL. + * + * \param userdata an app-controlled pointer that is passed to the callback. + * \returns a newly-allocated array of attributes, terminated with `EGL_NONE`. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_EGL_SetAttributeCallbacks + */ +typedef SDL_EGLAttrib *(SDLCALL *SDL_EGLAttribArrayCallback)(void *userdata); + +/** + * EGL surface/context attribute initialization callback types. + * + * This is called when SDL is attempting to create an EGL surface, to let the + * app add extra attributes to its eglCreateWindowSurface() or + * eglCreateContext calls. + * + * For convenience, the EGLDisplay and EGLConfig to use are provided to the + * callback. + * + * The callback should return a pointer to an EGL attribute array terminated + * with `EGL_NONE`. If this function returns NULL, the SDL_CreateWindow + * process will fail gracefully. + * + * The returned pointer should be allocated with SDL_malloc() and will be + * passed to SDL_free(). + * + * The arrays returned by each callback will be appended to the existing + * attribute arrays defined by SDL. + * + * \param userdata an app-controlled pointer that is passed to the callback. + * \param display the EGL display to be used. + * \param config the EGL config to be used. + * \returns a newly-allocated array of attributes, terminated with `EGL_NONE`. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_EGL_SetAttributeCallbacks + */ +typedef SDL_EGLint *(SDLCALL *SDL_EGLIntArrayCallback)(void *userdata, SDL_EGLDisplay display, SDL_EGLConfig config); + +/** + * An enumeration of OpenGL configuration attributes. + * + * While you can set most OpenGL attributes normally, the attributes listed + * above must be known before SDL creates the window that will be used with + * the OpenGL context. These attributes are set and read with + * SDL_GL_SetAttribute() and SDL_GL_GetAttribute(). + * + * In some cases, these attributes are minimum requests; the GL does not + * promise to give you exactly what you asked for. It's possible to ask for a + * 16-bit depth buffer and get a 24-bit one instead, for example, or to ask + * for no stencil buffer and still have one available. Context creation should + * fail if the GL can't provide your requested attributes at a minimum, but + * you should check to see exactly what you got. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_GLAttr +{ + SDL_GL_RED_SIZE, /**< the minimum number of bits for the red channel of the color buffer; defaults to 8. */ + SDL_GL_GREEN_SIZE, /**< the minimum number of bits for the green channel of the color buffer; defaults to 8. */ + SDL_GL_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the color buffer; defaults to 8. */ + SDL_GL_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the color buffer; defaults to 8. */ + SDL_GL_BUFFER_SIZE, /**< the minimum number of bits for frame buffer size; defaults to 0. */ + SDL_GL_DOUBLEBUFFER, /**< whether the output is single or double buffered; defaults to double buffering on. */ + SDL_GL_DEPTH_SIZE, /**< the minimum number of bits in the depth buffer; defaults to 16. */ + SDL_GL_STENCIL_SIZE, /**< the minimum number of bits in the stencil buffer; defaults to 0. */ + SDL_GL_ACCUM_RED_SIZE, /**< the minimum number of bits for the red channel of the accumulation buffer; defaults to 0. */ + SDL_GL_ACCUM_GREEN_SIZE, /**< the minimum number of bits for the green channel of the accumulation buffer; defaults to 0. */ + SDL_GL_ACCUM_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the accumulation buffer; defaults to 0. */ + SDL_GL_ACCUM_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the accumulation buffer; defaults to 0. */ + SDL_GL_STEREO, /**< whether the output is stereo 3D; defaults to off. */ + SDL_GL_MULTISAMPLEBUFFERS, /**< the number of buffers used for multisample anti-aliasing; defaults to 0. */ + SDL_GL_MULTISAMPLESAMPLES, /**< the number of samples used around the current pixel used for multisample anti-aliasing. */ + SDL_GL_ACCELERATED_VISUAL, /**< set to 1 to require hardware acceleration, set to 0 to force software rendering; defaults to allow either. */ + SDL_GL_RETAINED_BACKING, /**< not used (deprecated). */ + SDL_GL_CONTEXT_MAJOR_VERSION, /**< OpenGL context major version. */ + SDL_GL_CONTEXT_MINOR_VERSION, /**< OpenGL context minor version. */ + SDL_GL_CONTEXT_FLAGS, /**< some combination of 0 or more of elements of the SDL_GLContextFlag enumeration; defaults to 0. */ + SDL_GL_CONTEXT_PROFILE_MASK, /**< type of GL context (Core, Compatibility, ES). See SDL_GLProfile; default value depends on platform. */ + SDL_GL_SHARE_WITH_CURRENT_CONTEXT, /**< OpenGL context sharing; defaults to 0. */ + SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, /**< requests sRGB capable visual; defaults to 0. */ + SDL_GL_CONTEXT_RELEASE_BEHAVIOR, /**< sets context the release behavior. See SDL_GLContextReleaseFlag; defaults to FLUSH. */ + SDL_GL_CONTEXT_RESET_NOTIFICATION, /**< set context reset notification. See SDL_GLContextResetNotification; defaults to NO_NOTIFICATION. */ + SDL_GL_CONTEXT_NO_ERROR, + SDL_GL_FLOATBUFFERS, + SDL_GL_EGL_PLATFORM +} SDL_GLAttr; + +/** + * Possible values to be set for the SDL_GL_CONTEXT_PROFILE_MASK attribute. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_GLProfile; + +#define SDL_GL_CONTEXT_PROFILE_CORE 0x0001 /**< OpenGL Core Profile context */ +#define SDL_GL_CONTEXT_PROFILE_COMPATIBILITY 0x0002 /**< OpenGL Compatibility Profile context */ +#define SDL_GL_CONTEXT_PROFILE_ES 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */ + + +/** + * Possible flags to be set for the SDL_GL_CONTEXT_FLAGS attribute. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_GLContextFlag; + +#define SDL_GL_CONTEXT_DEBUG_FLAG 0x0001 +#define SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG 0x0002 +#define SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG 0x0004 +#define SDL_GL_CONTEXT_RESET_ISOLATION_FLAG 0x0008 + + +/** + * Possible values to be set for the SDL_GL_CONTEXT_RELEASE_BEHAVIOR + * attribute. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_GLContextReleaseFlag; + +#define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE 0x0000 +#define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x0001 + + +/** + * Possible values to be set SDL_GL_CONTEXT_RESET_NOTIFICATION attribute. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_GLContextResetNotification; + +#define SDL_GL_CONTEXT_RESET_NO_NOTIFICATION 0x0000 +#define SDL_GL_CONTEXT_RESET_LOSE_CONTEXT 0x0001 + + +/* Function prototypes */ + +/** + * Get the number of video drivers compiled into SDL. + * + * \returns the number of built in video drivers. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetVideoDriver + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void); + +/** + * Get the name of a built in video driver. + * + * The video drivers are presented in the order in which they are normally + * checked during initialization. + * + * The names of drivers are all simple, low-ASCII identifiers, like "cocoa", + * "x11" or "windows". These never have Unicode characters, and are not meant + * to be proper names. + * + * \param index the index of a video driver. + * \returns the name of the video driver with the given **index**. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumVideoDrivers + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetVideoDriver(int index); + +/** + * Get the name of the currently initialized video driver. + * + * The names of drivers are all simple, low-ASCII identifiers, like "cocoa", + * "x11" or "windows". These never have Unicode characters, and are not meant + * to be proper names. + * + * \returns the name of the current video driver or NULL if no driver has been + * initialized. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumVideoDrivers + * \sa SDL_GetVideoDriver + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentVideoDriver(void); + +/** + * Get the current system theme. + * + * \returns the current system theme, light, dark, or unknown. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_SystemTheme SDLCALL SDL_GetSystemTheme(void); + +/** + * Get a list of currently connected displays. + * + * \param count a pointer filled in with the number of displays returned, may + * be NULL. + * \returns a 0 terminated array of display instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_DisplayID * SDLCALL SDL_GetDisplays(int *count); + +/** + * Return the primary display. + * + * \returns the instance ID of the primary display on success or 0 on failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetPrimaryDisplay(void); + +/** + * Get the properties associated with a display. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN`: true if the display has HDR + * headroom above the SDR white point. This is for informational and + * diagnostic purposes only, as not all platforms provide this information + * at the display level. + * + * On KMS/DRM: + * + * - `SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER`: the "panel + * orientation" property for the display in degrees of clockwise rotation. + * Note that this is provided only as a hint, and the application is + * responsible for any coordinate transformations needed to conform to the + * requested display orientation. + * + * \param displayID the instance ID of the display to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetDisplayProperties(SDL_DisplayID displayID); + +#define SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN "SDL.display.HDR_enabled" +#define SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER "SDL.display.KMSDRM.panel_orientation" + +/** + * Get the name of a display in UTF-8 encoding. + * + * \param displayID the instance ID of the display to query. + * \returns the name of a display or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetDisplayName(SDL_DisplayID displayID); + +/** + * Get the desktop area represented by a display. + * + * The primary display is often located at (0,0), but may be placed at a + * different location depending on monitor layout. + * + * \param displayID the instance ID of the display to query. + * \param rect the SDL_Rect structure filled in with the display bounds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayUsableBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetDisplayBounds(SDL_DisplayID displayID, SDL_Rect *rect); + +/** + * 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. + * + * \param displayID the instance ID of the display to query. + * \param rect the SDL_Rect structure filled in with the display bounds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetDisplayUsableBounds(SDL_DisplayID displayID, SDL_Rect *rect); + +/** + * Get the orientation of a display when it is unrotated. + * + * \param displayID the instance ID of the display to query. + * \returns the SDL_DisplayOrientation enum value of the display, or + * `SDL_ORIENTATION_UNKNOWN` if it isn't available. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetNaturalDisplayOrientation(SDL_DisplayID displayID); + +/** + * Get the orientation of a display. + * + * \param displayID the instance ID of the display to query. + * \returns the SDL_DisplayOrientation enum value of the display, or + * `SDL_ORIENTATION_UNKNOWN` if it isn't available. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetCurrentDisplayOrientation(SDL_DisplayID displayID); + +/** + * Get the content scale of a display. + * + * The content scale is the expected scale for content based on the DPI + * settings of the display. For example, a 4K display might have a 2.0 (200%) + * display scale, which means that the user expects UI elements to be twice as + * big on this display, to aid in readability. + * + * After window creation, SDL_GetWindowDisplayScale() should be used to query + * the content scale factor for individual windows instead of querying the + * display for a window and calling this function, as the per-window content + * scale factor may differ from the base value of the display it is on, + * particularly on high-DPI and/or multi-monitor desktop configurations. + * + * \param displayID the instance ID of the display to query. + * \returns the content scale of the display, or 0.0f on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowDisplayScale + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetDisplayContentScale(SDL_DisplayID displayID); + +/** + * Get a list of fullscreen display modes available on a display. + * + * The display modes are sorted in this priority: + * + * - w -> largest to smallest + * - h -> largest to smallest + * - bits per pixel -> more colors to fewer colors + * - packed pixel layout -> largest to smallest + * - refresh rate -> highest to lowest + * - pixel density -> lowest to highest + * + * \param displayID the instance ID of the display to query. + * \param count a pointer filled in with the number of display modes returned, + * may be NULL. + * \returns a NULL terminated array of display mode pointers or NULL on + * failure; call SDL_GetError() for more information. This is a + * single allocation that should be freed with SDL_free() when it is + * no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayMode ** SDLCALL SDL_GetFullscreenDisplayModes(SDL_DisplayID displayID, int *count); + +/** + * Get the closest match to the requested display mode. + * + * The available display modes are scanned and `closest` is filled in with the + * closest mode matching the requested mode and returned. The mode format and + * refresh rate default to the desktop mode if they are set to 0. The modes + * are scanned with size being first priority, format being second priority, + * and finally checking the refresh rate. If all the available modes are too + * small, then false is returned. + * + * \param displayID the instance ID of the display to query. + * \param w the width in pixels of the desired display mode. + * \param h the height in pixels of the desired display mode. + * \param refresh_rate the refresh rate of the desired display mode, or 0.0f + * for the desktop refresh rate. + * \param include_high_density_modes boolean to include high density modes in + * the search. + * \param closest a pointer filled in with the closest display mode equal to + * or larger than the desired mode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + * \sa SDL_GetFullscreenDisplayModes + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetClosestFullscreenDisplayMode(SDL_DisplayID displayID, int w, int h, float refresh_rate, bool include_high_density_modes, SDL_DisplayMode *closest); + +/** + * 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. + * + * \param displayID the instance ID of the display to query. + * \returns a pointer to the desktop display mode or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCurrentDisplayMode + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetDesktopDisplayMode(SDL_DisplayID displayID); + +/** + * 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. + * + * \param displayID the instance ID of the display to query. + * \returns a pointer to the desktop display mode or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDesktopDisplayMode + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetCurrentDisplayMode(SDL_DisplayID displayID); + +/** + * Get the display containing a point. + * + * \param point the point to query. + * \returns the instance ID of the display containing the point or 0 on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForPoint(const SDL_Point *point); + +/** + * Get the display primarily containing a rect. + * + * \param rect the rect to query. + * \returns the instance ID of the display entirely containing the rect or + * closest to the center of the rect on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForRect(const SDL_Rect *rect); + +/** + * Get the display associated with a window. + * + * \param window the window to query. + * \returns the instance ID of the display containing the center of the window + * on success or 0 on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForWindow(SDL_Window *window); + +/** + * 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. + * + * \param window the window to query. + * \returns the pixel density or 0.0f on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowDisplayScale + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetWindowPixelDensity(SDL_Window *window); + +/** + * 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. + * + * \param window the window to query. + * \returns the display scale, or 0.0f on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetWindowDisplayScale(SDL_Window *window); + +/** + * Set the display mode to use when a window is visible and fullscreen. + * + * This only affects the display mode used when the window is fullscreen. To + * change the window size when the window is not fullscreen, use + * SDL_SetWindowSize(). + * + * If the window is currently in the fullscreen state, this request is + * asynchronous on some windowing systems and the new mode dimensions may not + * be applied immediately upon the return of this function. If an immediate + * change is required, call SDL_SyncWindow() to block until the changes have + * taken effect. + * + * When the new mode takes effect, an SDL_EVENT_WINDOW_RESIZED and/or an + * SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event will be emitted with the new mode + * dimensions. + * + * \param window the window to affect. + * \param mode a pointer to the display mode to use, which can be NULL for + * borderless fullscreen desktop mode, or one of the fullscreen + * modes returned by SDL_GetFullscreenDisplayModes() to set an + * exclusive fullscreen mode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFullscreenMode + * \sa SDL_SetWindowFullscreen + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFullscreenMode(SDL_Window *window, const SDL_DisplayMode *mode); + +/** + * Query the display mode to use when a window is visible at fullscreen. + * + * \param window the window to query. + * \returns a pointer to the exclusive fullscreen mode to use or NULL for + * borderless fullscreen desktop mode. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowFullscreenMode + * \sa SDL_SetWindowFullscreen + */ +extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetWindowFullscreenMode(SDL_Window *window); + +/** + * Get the raw ICC profile data for the screen the window is currently on. + * + * \param window the window to query. + * \param size the size of the ICC profile. + * \returns the raw ICC profile data on success or NULL on failure; call + * SDL_GetError() for more information. This should be freed with + * SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetWindowICCProfile(SDL_Window *window, size_t *size); + +/** + * Get the pixel format associated with the window. + * + * \param window the window to query. + * \returns the pixel format of the window on success or + * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PixelFormat SDLCALL SDL_GetWindowPixelFormat(SDL_Window *window); + +/** + * Get a list of valid windows. + * + * \param count a pointer filled in with the number of windows returned, may + * be NULL. + * \returns a NULL terminated array of SDL_Window pointers or NULL on failure; + * call SDL_GetError() for more information. This is a single + * allocation that should be freed with SDL_free() when it is no + * longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Window ** SDLCALL SDL_GetWindows(int *count); + +/** + * Create a window with the specified dimensions and flags. + * + * The window size is a request and may be different than expected based on + * the desktop layout and window manager policies. Your application should be + * prepared to handle a window of any size. + * + * `flags` may be any of the following OR'd together: + * + * - `SDL_WINDOW_FULLSCREEN`: fullscreen window at desktop resolution + * - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context + * - `SDL_WINDOW_OCCLUDED`: window partially or completely obscured by another + * window + * - `SDL_WINDOW_HIDDEN`: window is not 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 focus + * - `SDL_WINDOW_INPUT_FOCUS`: window has input focus + * - `SDL_WINDOW_MOUSE_FOCUS`: window has mouse focus + * - `SDL_WINDOW_EXTERNAL`: window not created by SDL + * - `SDL_WINDOW_MODAL`: window is modal + * - `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 does not + * get mouse or keyboard focus, requires a parent window + * - `SDL_WINDOW_POPUP_MENU`: window should be treated as a popup menu, + * requires a parent window + * - `SDL_WINDOW_KEYBOARD_GRABBED`: window has grabbed keyboard input + * - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance + * - `SDL_WINDOW_METAL`: window usable with a Metal instance + * - `SDL_WINDOW_TRANSPARENT`: window with transparent buffer + * - `SDL_WINDOW_NOT_FOCUSABLE`: window should not be focusable + * + * The 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 created with any of the SDL_WINDOW_OPENGL or + * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function + * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the + * corresponding UnloadLibrary function is called by SDL_DestroyWindow(). + * + * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, + * SDL_CreateWindow() will fail, because SDL_Vulkan_LoadLibrary() will fail. + * + * If SDL_WINDOW_METAL is specified on an OS that does not support Metal, + * SDL_CreateWindow() will fail. + * + * If you intend to use this window with an SDL_Renderer, you should use + * SDL_CreateWindowAndRenderer() instead of this function, to avoid window + * flicker. + * + * On non-Apple devices, SDL requires you to either not link to the Vulkan + * loader or link to a dynamic library version. This limitation may be removed + * in a future version of SDL. + * + * \param title the title of the window, in UTF-8 encoding. + * \param w the width of the window. + * \param h the height of the window. + * \param flags 0, or one or more SDL_WindowFlags OR'd together. + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateWindowAndRenderer + * \sa SDL_CreatePopupWindow + * \sa SDL_CreateWindowWithProperties + * \sa SDL_DestroyWindow + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title, int w, int h, SDL_WindowFlags flags); + +/** + * Create a child popup window of the specified parent window. + * + * The window size is a request and may be different than expected based on + * the desktop layout and window manager policies. Your application should be + * prepared to handle a window of any size. + * + * The flags parameter **must** contain at least one of the following: + * + * - `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` + * + * The following flags are incompatible with popup window creation and will + * cause it to fail: + * + * - `SDL_WINDOW_UTILITY` + * - `SDL_WINDOW_MODAL` + * + * The parent parameter **must** be non-null and a valid window. The parent of + * a popup window can be either a regular, toplevel window, or another popup + * window. + * + * Popup windows cannot be minimized, maximized, made fullscreen, raised, + * flash, be made a modal window, be the parent of a toplevel window, or grab + * the mouse and/or keyboard. Attempts to do so will fail. + * + * Popup windows implicitly do not have a border/decorations and do not appear + * on the taskbar/dock or in lists of windows such as alt-tab menus. + * + * By default, popup window positions will automatically be constrained to keep + * the entire window within display bounds. This can be overridden with the + * `SDL_PROP_WINDOW_CREATE_CONSTRAIN_POPUP_BOOLEAN` property. + * + * By default, popup menus will automatically grab keyboard focus from the parent + * when shown. This behavior can be overridden by setting the `SDL_WINDOW_NOT_FOCUSABLE` + * flag, setting the `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN` property to false, or + * toggling it after creation via the `SDL_SetWindowFocusable()` function. + * + * If a parent window is hidden or destroyed, any child popup windows will be + * recursively hidden or destroyed as well. Child popup windows not explicitly + * hidden will be restored when the parent is shown. + * + * \param parent the parent of the window, must not be NULL. + * \param offset_x the x position of the popup window relative to the origin + * of the parent. + * \param offset_y the y position of the popup window relative to the origin + * of the parent window. + * \param w the width of the window. + * \param h the height of the window. + * \param flags SDL_WINDOW_TOOLTIP or SDL_WINDOW_POPUP_MENU, and zero or more + * additional SDL_WindowFlags OR'd together. + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateWindow + * \sa SDL_CreateWindowWithProperties + * \sa SDL_DestroyWindow + * \sa SDL_GetWindowParent + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, int offset_x, int offset_y, int w, int h, SDL_WindowFlags flags); + +/** + * Create a window with the specified properties. + * + * The window size is a request and may be different than expected based on + * the desktop layout and window manager policies. Your application should be + * prepared to handle a window of any size. + * + * These are the supported properties: + * + * - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window should + * be always on top + * - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has no + * window decoration + * - `SDL_PROP_WINDOW_CREATE_CONSTRAIN_POPUP_BOOLEAN`: true if the "tooltip" and + * "menu" window types should be automatically constrained to be entirely within + * display bounds (default), false if no constraints on the position are desired. + * - `SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN`: true if the + * window will be used with an externally managed graphics context. + * - `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should + * accept keyboard input (defaults true) + * - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window should + * start in fullscreen mode at desktop resolution + * - `SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window + * - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should start + * hidden + * - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the window + * uses a high pixel density buffer if possible + * - `SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should + * start maximized + * - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup menu + * - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be used + * with Metal rendering + * - `SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should + * start minimized + * - `SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN`: true if the window is modal to + * its parent + * - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window starts + * with grabbed mouse focus + * - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be used + * with OpenGL rendering + * - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be the + * parent of this window, required for windows with the "tooltip", "menu", + * and "modal" properties + * - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should be + * resizable + * - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in UTF-8 + * encoding + * - `SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show + * transparent in the areas with alpha of 0 + * - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a tooltip + * - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a utility + * window, not showing in the task bar and window list + * - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be used + * with Vulkan rendering + * - `SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window + * - `SDL_PROP_WINDOW_CREATE_X_NUMBER`: the x position of the window, or + * `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is + * relative to the parent for windows with the "tooltip" or "menu" property + * set. + * - `SDL_PROP_WINDOW_CREATE_Y_NUMBER`: the y position of the window, or + * `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is + * relative to the parent for windows with the "tooltip" or "menu" property + * set. + * + * These are additional supported properties on macOS: + * + * - `SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the + * `(__unsafe_unretained)` NSWindow associated with the window, if you want + * to wrap an existing window. + * - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the `(__unsafe_unretained)` + * NSView associated with the window, defaults to `[window contentView]` + * + * These are additional supported properties on Wayland: + * + * - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true if + * the application wants to use the Wayland surface for a custom role and + * does not want it attached to an XDG toplevel window. See + * [README/wayland](README/wayland) for more information on using custom + * surfaces. + * - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN` - true if the + * application wants an associated `wl_egl_window` object to be created and + * attached to the window, even if the window does not have the OpenGL + * property or `SDL_WINDOW_OPENGL` flag set. + * - `SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface + * associated with the window, if you want to wrap an existing window. See + * [README/wayland](README/wayland) for more information. + * + * These are additional supported properties on Windows: + * + * - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with the + * window, if you want to wrap an existing window. + * - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional, + * another window to share pixel format with, useful for OpenGL windows + * + * These are additional supported properties with X11: + * + * - `SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER`: the X11 Window associated + * with the window, if you want to wrap an existing window. + * + * The window is implicitly shown if the "hidden" property is not set. + * + * Windows with the "tooltip" and "menu" properties are popup windows and have + * the behaviors and guidelines outlined in SDL_CreatePopupWindow(). + * + * If this window is being created to be used with an SDL_Renderer, you should + * not add a graphics API specific property + * (`SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`, etc), as SDL will handle that + * internally when it chooses a renderer. However, SDL might need to recreate + * your window at that point, which may cause the window to appear briefly, + * and then flicker as it is recreated. The correct approach to this is to + * create the window with the `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN` property + * set to true, then create the renderer, then show the window with + * SDL_ShowWindow(). + * + * \param props the properties to use. + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProperties + * \sa SDL_CreateWindow + * \sa SDL_DestroyWindow + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowWithProperties(SDL_PropertiesID props); + +#define SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "SDL.window.create.always_on_top" +#define SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN "SDL.window.create.borderless" +#define SDL_PROP_WINDOW_CREATE_CONSTRAIN_POPUP_BOOLEAN "SDL.window.create.constrain_popup" +#define SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN "SDL.window.create.focusable" +#define SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN "SDL.window.create.external_graphics_context" +#define SDL_PROP_WINDOW_CREATE_FLAGS_NUMBER "SDL.window.create.flags" +#define SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN "SDL.window.create.fullscreen" +#define SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER "SDL.window.create.height" +#define SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN "SDL.window.create.hidden" +#define SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "SDL.window.create.high_pixel_density" +#define SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN "SDL.window.create.maximized" +#define SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN "SDL.window.create.menu" +#define SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN "SDL.window.create.metal" +#define SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN "SDL.window.create.minimized" +#define SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN "SDL.window.create.modal" +#define SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "SDL.window.create.mouse_grabbed" +#define SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN "SDL.window.create.opengl" +#define SDL_PROP_WINDOW_CREATE_PARENT_POINTER "SDL.window.create.parent" +#define SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN "SDL.window.create.resizable" +#define SDL_PROP_WINDOW_CREATE_TITLE_STRING "SDL.window.create.title" +#define SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN "SDL.window.create.transparent" +#define SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN "SDL.window.create.tooltip" +#define SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN "SDL.window.create.utility" +#define SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN "SDL.window.create.vulkan" +#define SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER "SDL.window.create.width" +#define SDL_PROP_WINDOW_CREATE_X_NUMBER "SDL.window.create.x" +#define SDL_PROP_WINDOW_CREATE_Y_NUMBER "SDL.window.create.y" +#define SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER "SDL.window.create.cocoa.window" +#define SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER "SDL.window.create.cocoa.view" +#define SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "SDL.window.create.wayland.surface_role_custom" +#define SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "SDL.window.create.wayland.create_egl_window" +#define SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "SDL.window.create.wayland.wl_surface" +#define SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER "SDL.window.create.win32.hwnd" +#define SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER "SDL.window.create.win32.pixel_format_hwnd" +#define SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER "SDL.window.create.x11.window" + +/** + * 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. + * + * \param window the window to query. + * \returns the ID of the window on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFromID + */ +extern SDL_DECLSPEC SDL_WindowID SDLCALL SDL_GetWindowID(SDL_Window *window); + +/** + * 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. + * + * \param id the ID of the window. + * \returns the window associated with `id` or NULL if it doesn't exist; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowID + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(SDL_WindowID id); + +/** + * Get parent of a window. + * + * \param window the window to query. + * \returns the parent of the window on success or NULL if the window has no + * parent. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreatePopupWindow + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowParent(SDL_Window *window); + +/** + * Get the properties associated with a window. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_WINDOW_SHAPE_POINTER`: the surface associated with a shaped + * window + * - `SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN`: true if the window has HDR + * headroom above the SDR white point. This property can change dynamically + * when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * - `SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT`: the value of SDR white in the + * SDL_COLORSPACE_SRGB_LINEAR colorspace. On Windows this corresponds to the + * SDR white level in scRGB colorspace, and on Apple platforms this is + * always 1.0 for EDR content. This property can change dynamically when + * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * - `SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT`: the additional high dynamic range + * that can be displayed, in terms of the SDR white point. When HDR is not + * enabled, this will be 1.0. This property can change dynamically when + * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * + * On Android: + * + * - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow associated + * with the window + * - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated with + * the window + * + * On iOS: + * + * - `SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER`: the `(__unsafe_unretained)` + * UIWindow associated with the window + * - `SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag + * associated with metal views on the window + * - `SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER`: the OpenGL view's + * framebuffer object. It must be bound when rendering to the screen using + * OpenGL. + * - `SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER`: the OpenGL view's + * renderbuffer object. It must be bound when SDL_GL_SwapWindow is called. + * - `SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER`: the OpenGL + * view's resolve framebuffer, when MSAA is used. + * + * On KMS/DRM: + * + * - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index associated + * with the window (e.g. the X in /dev/dri/cardX) + * - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with the + * window + * - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device associated + * with the window + * + * On macOS: + * + * - `SDL_PROP_WINDOW_COCOA_WINDOW_POINTER`: the `(__unsafe_unretained)` + * NSWindow associated with the window + * - `SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER`: the NSInteger tag + * assocated with metal views on the window + * + * On OpenVR: + * + * - `SDL_PROP_WINDOW_OPENVR_OVERLAY_ID`: the OpenVR Overlay Handle ID for the + * associated overlay window. + * + * On Vivante: + * + * - `SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER`: the EGLNativeDisplayType + * associated with the window + * - `SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType + * associated with the window + * - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated with + * the window + * + * On Windows: + * + * - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the window + * - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the window + * - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated with + * the window + * + * On Wayland: + * + * Note: The `xdg_*` window objects do not internally persist across window + * show/hide calls. They will be null if the window is hidden and must be + * queried each time it is shown. + * + * - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated with + * the window + * - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated with + * the window + * - `SDL_PROP_WINDOW_WAYLAND_VIEWPORT_POINTER`: the wp_viewport associated + * with the window + * - `SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window + * associated with the window + * - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface associated + * with the window + * - `SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role + * associated with the window + * - 'SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING': the export + * handle associated with the window + * - `SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role + * associated with the window + * - `SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER`: the xdg_positioner + * associated with the window, in popup mode + * + * On X11: + * + * - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated with + * the window + * - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated with + * the window + * - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with the + * window + * + * \param window the window to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetWindowProperties(SDL_Window *window); + +#define SDL_PROP_WINDOW_SHAPE_POINTER "SDL.window.shape" +#define SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN "SDL.window.HDR_enabled" +#define SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT "SDL.window.SDR_white_level" +#define SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT "SDL.window.HDR_headroom" +#define SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window" +#define SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface" +#define SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window" +#define SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag" +#define SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.framebuffer" +#define SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER "SDL.window.uikit.opengl.renderbuffer" +#define SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.resolve_framebuffer" +#define SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index" +#define SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd" +#define SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev" +#define SDL_PROP_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window" +#define SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag" +#define SDL_PROP_WINDOW_OPENVR_OVERLAY_ID "SDL.window.openvr.overlay_id" +#define SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display" +#define SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window" +#define SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface" +#define SDL_PROP_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd" +#define SDL_PROP_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc" +#define SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance" +#define SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display" +#define SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface" +#define SDL_PROP_WINDOW_WAYLAND_VIEWPORT_POINTER "SDL.window.wayland.viewport" +#define SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window" +#define SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface" +#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel" +#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING "SDL.window.wayland.xdg_toplevel_export_handle" +#define SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup" +#define SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner" +#define SDL_PROP_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display" +#define SDL_PROP_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen" +#define SDL_PROP_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window" + +/** + * Get the window flags. + * + * \param window the window to query. + * \returns a mask of the SDL_WindowFlags associated with `window`. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateWindow + * \sa SDL_HideWindow + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow + * \sa SDL_SetWindowFullscreen + * \sa SDL_SetWindowMouseGrab + * \sa SDL_ShowWindow + */ +extern SDL_DECLSPEC SDL_WindowFlags SDLCALL SDL_GetWindowFlags(SDL_Window *window); + +/** + * Set the title of a window. + * + * This string is expected to be in UTF-8 encoding. + * + * \param window the window to change. + * \param title the desired window title in UTF-8 format. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowTitle + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowTitle(SDL_Window *window, const char *title); + +/** + * Get the title of a window. + * + * \param window the window to query. + * \returns the title of the window in UTF-8 format or "" if there is no + * title. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowTitle + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetWindowTitle(SDL_Window *window); + +/** + * Set the icon for a window. + * + * If this function is passed a surface with alternate representations, the + * surface will be interpreted as the content to be used for 100% display + * scale, and the alternate representations will be used for high DPI + * situations. For example, if the original surface is 32x32, then on a 2x + * macOS display or 200% display scale on Windows, a 64x64 version of the + * image will be used, if available. If a matching version of the image isn't + * available, the closest larger size image will be downscaled to the + * appropriate size and be used instead, if available. Otherwise, the closest + * smaller image will be upscaled and be used instead. + * + * \param window the window to change. + * \param icon an SDL_Surface structure containing the icon for the window. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowIcon(SDL_Window *window, SDL_Surface *icon); + +/** + * Request that the window's position be set. + * + * If the window is in an exclusive fullscreen or maximized state, this + * request has no effect. + * + * This can be used to reposition fullscreen-desktop windows onto a different + * display, however, as exclusive fullscreen windows are locked to a specific + * display, they can only be repositioned programmatically via + * SDL_SetWindowFullscreenMode(). + * + * On some windowing systems this request is asynchronous and the new + * coordinates may not have have been applied immediately upon the return of + * this function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window position changes, an SDL_EVENT_WINDOW_MOVED event will be + * emitted with the window's new coordinates. Note that the new coordinates + * may not match the exact coordinates requested, as some windowing systems + * can restrict the position of the window in certain scenarios (e.g. + * constraining the position so the window is always within desktop bounds). + * Additionally, as this is just a request, it can be denied by the windowing + * system. + * + * \param window the window to reposition. + * \param x the x coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or + * `SDL_WINDOWPOS_UNDEFINED`. + * \param y the y coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or + * `SDL_WINDOWPOS_UNDEFINED`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowPosition + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowPosition(SDL_Window *window, int x, int y); + +/** + * Get the position of a window. + * + * This is the current position of the window as last reported by the + * windowing system. + * + * If you do not need the value for one of the positions a NULL may be passed + * in the `x` or `y` parameter. + * + * \param window the window to query. + * \param x a pointer filled in with the x position of the window, may be + * NULL. + * \param y a pointer filled in with the y position of the window, may be + * NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowPosition + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowPosition(SDL_Window *window, int *x, int *y); + +/** + * Request that the size of a window's client area be set. + * + * If the window is in a fullscreen or maximized state, this request has no + * effect. + * + * To change the exclusive fullscreen mode of a window, use + * SDL_SetWindowFullscreenMode(). + * + * On some windowing systems, this request is asynchronous and the new window + * size may not have have been applied immediately upon the return of this + * function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be + * emitted with the new window dimensions. Note that the new dimensions may + * not match the exact size requested, as some windowing systems can restrict + * the window size in certain scenarios (e.g. constraining the size of the + * content area to remain within the usable desktop bounds). Additionally, as + * this is just a request, it can be denied by the windowing system. + * + * \param window the window to change. + * \param w the width of the window, must be > 0. + * \param h the height of the window, must be > 0. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSize + * \sa SDL_SetWindowFullscreenMode + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowSize(SDL_Window *window, int w, int h); + +/** + * Get the size of a window's client area. + * + * The window pixel size may differ from its window coordinate size if the + * window is on a high pixel density display. Use SDL_GetWindowSizeInPixels() + * or SDL_GetRenderOutputSize() to get the real client area size in pixels. + * + * \param window the window to query the width and height from. + * \param w a pointer filled in with the width of the window, may be NULL. + * \param h a pointer filled in with the height of the window, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderOutputSize + * \sa SDL_GetWindowSizeInPixels + * \sa SDL_SetWindowSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSize(SDL_Window *window, int *w, int *h); + +/** + * Get the safe area for this window. + * + * Some devices have portions of the screen which are partially obscured or + * not interactive, possibly due to on-screen controls, curved edges, camera + * notches, TV overscan, etc. This function provides the area of the window + * which is safe to have interactable content. You should continue rendering + * into the rest of the window, but it should not contain visually important + * or interactible content. + * + * \param window the window to query. + * \param rect a pointer filled in with the client area that is safe for + * interactive content. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSafeArea(SDL_Window *window, SDL_Rect *rect); + +/** + * Request that the aspect ratio of a window's client area be set. + * + * The aspect ratio is the ratio of width divided by height, e.g. 2560x1600 + * would be 1.6. Larger aspect ratios are wider and smaller aspect ratios are + * narrower. + * + * If, at the time of this request, the window in a fixed-size state, such as + * maximized or fullscreen, the request will be deferred until the window + * exits this state and becomes resizable again. + * + * On some windowing systems, this request is asynchronous and the new window + * aspect ratio may not have have been applied immediately upon the return of + * this function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be + * emitted with the new window dimensions. Note that the new dimensions may + * not match the exact aspect ratio requested, as some windowing systems can + * restrict the window size in certain scenarios (e.g. constraining the size + * of the content area to remain within the usable desktop bounds). + * Additionally, as this is just a request, it can be denied by the windowing + * system. + * + * \param window the window to change. + * \param min_aspect the minimum aspect ratio of the window, or 0.0f for no + * limit. + * \param max_aspect the maximum aspect ratio of the window, or 0.0f for no + * limit. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowAspectRatio + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowAspectRatio(SDL_Window *window, float min_aspect, float max_aspect); + +/** + * Get the size of a window's client area. + * + * \param window the window to query the width and height from. + * \param min_aspect a pointer filled in with the minimum aspect ratio of the + * window, may be NULL. + * \param max_aspect a pointer filled in with the maximum aspect ratio of the + * window, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowAspectRatio + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowAspectRatio(SDL_Window *window, float *min_aspect, float *max_aspect); + +/** + * Get the size of a window's borders (decorations) around the client area. + * + * Note: If this function fails (returns false), the size values will be + * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the + * window in question was borderless. + * + * Note: This function may fail on systems where the window has not yet been + * decorated by the display server (for example, immediately after calling + * SDL_CreateWindow). It is recommended that you wait at least until the + * window has been presented and composited, so that the window system has a + * chance to decorate the window and provide the border dimensions to SDL. + * + * This function also returns false if getting the information is not + * supported. + * + * \param window the window to query the size values of the border + * (decorations) from. + * \param top pointer to variable for storing the size of the top border; NULL + * is permitted. + * \param left pointer to variable for storing the size of the left border; + * NULL is permitted. + * \param bottom pointer to variable for storing the size of the bottom + * border; NULL is permitted. + * \param right pointer to variable for storing the size of the right border; + * NULL is permitted. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowBordersSize(SDL_Window *window, int *top, int *left, int *bottom, int *right); + +/** + * Get the size of a window's client area, in pixels. + * + * \param window the window from which the drawable size should be queried. + * \param w a pointer to variable for storing the width in pixels, may be + * NULL. + * \param h a pointer to variable for storing the height in pixels, may be + * NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateWindow + * \sa SDL_GetWindowSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSizeInPixels(SDL_Window *window, int *w, int *h); + +/** + * Set the minimum size of a window's client area. + * + * \param window the window to change. + * \param min_w the minimum width of the window, or 0 for no limit. + * \param min_h the minimum height of the window, or 0 for no limit. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMinimumSize(SDL_Window *window, int min_w, int min_h); + +/** + * Get the minimum size of a window's client area. + * + * \param window the window to query. + * \param w a pointer filled in with the minimum width of the window, may be + * NULL. + * \param h a pointer filled in with the minimum height of the window, may be + * NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMinimumSize(SDL_Window *window, int *w, int *h); + +/** + * Set the maximum size of a window's client area. + * + * \param window the window to change. + * \param max_w the maximum width of the window, or 0 for no limit. + * \param max_h the maximum height of the window, or 0 for no limit. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMaximumSize(SDL_Window *window, int max_w, int max_h); + +/** + * Get the maximum size of a window's client area. + * + * \param window the window to query. + * \param w a pointer filled in with the maximum width of the window, may be + * NULL. + * \param h a pointer filled in with the maximum height of the window, may be + * NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMaximumSize(SDL_Window *window, int *w, int *h); + +/** + * 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. + * + * \param window the window of which to change the border state. + * \param bordered false to remove border, true to add border. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFlags + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowBordered(SDL_Window *window, bool bordered); + +/** + * 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. + * + * \param window the window of which to change the resizable state. + * \param resizable true to allow resizing, false to disallow. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFlags + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowResizable(SDL_Window *window, bool resizable); + +/** + * 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. + * + * \param window the window of which to change the always on top state. + * \param on_top true to set the window always on top, false to disable. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFlags + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window *window, bool on_top); + +/** + * Show a window. + * + * \param window the window to show. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HideWindow + * \sa SDL_RaiseWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowWindow(SDL_Window *window); + +/** + * Hide a window. + * + * \param window the window to hide. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ShowWindow + * \sa SDL_WINDOW_HIDDEN + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HideWindow(SDL_Window *window); + +/** + * Request that a window be raised above other windows and gain the input + * focus. + * + * The result of this request is subject to desktop window manager policy, + * particularly if raising the requested window would result in stealing focus + * from another application. If the window is successfully raised and gains + * input focus, an SDL_EVENT_WINDOW_FOCUS_GAINED event will be emitted, and + * the window will have the SDL_WINDOW_INPUT_FOCUS flag set. + * + * \param window the window to raise. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RaiseWindow(SDL_Window *window); + +/** + * Request that the window be made as large as possible. + * + * Non-resizable windows can't be maximized. The window must have the + * SDL_WINDOW_RESIZABLE flag set, or this will have no effect. + * + * On some windowing systems this request is asynchronous and the new window + * state may not have have been applied immediately upon the return of this + * function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window state changes, an SDL_EVENT_WINDOW_MAXIMIZED event will be + * emitted. Note that, as this is just a request, the windowing system can + * deny the state change. + * + * When maximizing a window, whether the constraints set via + * SDL_SetWindowMaximumSize() are honored depends on the policy of the window + * manager. Win32 and macOS enforce the constraints when maximizing, while X11 + * and Wayland window managers may vary. + * + * \param window the window to maximize. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MinimizeWindow + * \sa SDL_RestoreWindow + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_MaximizeWindow(SDL_Window *window); + +/** + * Request that the window be minimized to an iconic representation. + * + * If the window is in a fullscreen state, this request has no direct effect. + * It may alter the state the window is returned to when leaving fullscreen. + * + * On some windowing systems this request is asynchronous and the new window + * state may not have been applied immediately upon the return of this + * function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window state changes, an SDL_EVENT_WINDOW_MINIMIZED event will be + * emitted. Note that, as this is just a request, the windowing system can + * deny the state change. + * + * \param window the window to minimize. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_RestoreWindow + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_MinimizeWindow(SDL_Window *window); + +/** + * Request that the size and position of a minimized or maximized window be + * restored. + * + * If the window is in a fullscreen state, this request has no direct effect. + * It may alter the state the window is returned to when leaving fullscreen. + * + * On some windowing systems this request is asynchronous and the new window + * state may not have have been applied immediately upon the return of this + * function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window state changes, an SDL_EVENT_WINDOW_RESTORED event will be + * emitted. Note that, as this is just a request, the windowing system can + * deny the state change. + * + * \param window the window to restore. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RestoreWindow(SDL_Window *window); + +/** + * Request that the window's fullscreen state be changed. + * + * By default a window in fullscreen state uses borderless fullscreen desktop + * mode, but a specific exclusive display mode can be set using + * SDL_SetWindowFullscreenMode(). + * + * On some windowing systems this request is asynchronous and the new + * fullscreen state may not have have been applied immediately upon the return + * of this function. If an immediate change is required, call SDL_SyncWindow() + * to block until the changes have taken effect. + * + * When the window state changes, an SDL_EVENT_WINDOW_ENTER_FULLSCREEN or + * SDL_EVENT_WINDOW_LEAVE_FULLSCREEN event will be emitted. Note that, as this + * is just a request, it can be denied by the windowing system. + * + * \param window the window to change. + * \param fullscreen true for fullscreen mode, false for windowed mode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFullscreenMode + * \sa SDL_SetWindowFullscreenMode + * \sa SDL_SyncWindow + * \sa SDL_WINDOW_FULLSCREEN + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFullscreen(SDL_Window *window, bool fullscreen); + +/** + * Block until any pending window state is finalized. + * + * On asynchronous windowing systems, this acts as a synchronization barrier + * for pending window state. It will attempt to wait until any pending window + * state has been applied and is guaranteed to return within finite time. Note + * that for how long it can potentially block depends on the underlying window + * system, as window state changes may involve somewhat lengthy animations + * that must complete before the window is in its final requested state. + * + * On windowing systems where changes are immediate, this does nothing. + * + * \param window the window for which to wait for the pending state to be + * applied. + * \returns true on success or false if the operation timed out before the + * window was in the requested state. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowSize + * \sa SDL_SetWindowPosition + * \sa SDL_SetWindowFullscreen + * \sa SDL_MinimizeWindow + * \sa SDL_MaximizeWindow + * \sa SDL_RestoreWindow + * \sa SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SyncWindow(SDL_Window *window); + +/** + * Return whether the window has a surface associated with it. + * + * \param window the window to query. + * \returns true if there is a surface associated with the window, or false + * otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WindowHasSurface(SDL_Window *window); + +/** + * 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`. + * + * \param window the window to query. + * \returns the surface associated with the window, or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyWindowSurface + * \sa SDL_WindowHasSurface + * \sa SDL_UpdateWindowSurface + * \sa SDL_UpdateWindowSurfaceRects + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window *window); + +/** + * Toggle VSync for the window surface. + * + * When a window surface is created, vsync defaults to + * SDL_WINDOW_SURFACE_VSYNC_DISABLED. + * + * The `vsync` parameter can be 1 to synchronize present with every vertical + * refresh, 2 to synchronize present with every second vertical refresh, etc., + * SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), + * or SDL_WINDOW_SURFACE_VSYNC_DISABLED to disable. Not every value is + * supported by every driver, so you should check the return value to see + * whether the requested setting is supported. + * + * \param window the window. + * \param vsync the vertical refresh sync interval. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurfaceVSync + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowSurfaceVSync(SDL_Window *window, int vsync); + +#define SDL_WINDOW_SURFACE_VSYNC_DISABLED 0 +#define SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE (-1) + +/** + * Get VSync for the window surface. + * + * \param window the window to query. + * \param vsync an int filled with the current vertical refresh sync interval. + * See SDL_SetWindowSurfaceVSync() for the meaning of the value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowSurfaceVSync + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSurfaceVSync(SDL_Window *window, int *vsync); + +/** + * 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(). + * + * \param window the window to update. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurfaceRects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateWindowSurface(SDL_Window *window); + +/** + * Copy areas of the window surface to the screen. + * + * This is the function you use to reflect changes to portions of the surface + * on the screen. + * + * This function is equivalent to the SDL 1.2 API SDL_UpdateRects(). + * + * Note that this function will update _at least_ the rectangles specified, + * but this is only intended as an optimization; in practice, this might + * update more of the screen (or all of the screen!), depending on what method + * SDL uses to send pixels to the system. + * + * \param window the window to update. + * \param rects an array of SDL_Rect structures representing areas of the + * surface to copy, in pixels. + * \param numrects the number of rectangles. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window *window, const SDL_Rect *rects, int numrects); + +/** + * Destroy the surface associated with the window. + * + * \param window the window to update. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_WindowHasSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_DestroyWindowSurface(SDL_Window *window); + +/** + * 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. + * + * \param window the window for which the keyboard grab mode should be set. + * \param grabbed this is true to grab keyboard, and false to release. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowKeyboardGrab + * \sa SDL_SetWindowMouseGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window *window, bool grabbed); + +/** + * Set a window's mouse grab mode. + * + * Mouse grab confines the mouse cursor to the window. + * + * \param window the window for which the mouse grab mode should be set. + * \param grabbed this is true to grab mouse, and false to release. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMouseRect + * \sa SDL_SetWindowMouseRect + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowKeyboardGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMouseGrab(SDL_Window *window, bool grabbed); + +/** + * Get a window's keyboard grab mode. + * + * \param window the window to query. + * \returns true if keyboard is grabbed, and false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowKeyboardGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window *window); + +/** + * Get a window's mouse grab mode. + * + * \param window the window to query. + * \returns true if mouse is grabbed, and false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMouseRect + * \sa SDL_SetWindowMouseRect + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowKeyboardGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window *window); + +/** + * Get the window that currently has an input grab enabled. + * + * \returns the window if input is grabbed or NULL otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowKeyboardGrab + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void); + +/** + * 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. + * + * \param window the window that will be associated with the barrier. + * \param rect a rectangle area in window-relative coordinates. If NULL the + * barrier for the specified window will be destroyed. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMouseRect + * \sa SDL_GetWindowMouseGrab + * \sa SDL_SetWindowMouseGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMouseRect(SDL_Window *window, const SDL_Rect *rect); + +/** + * Get the mouse confinement rectangle of a window. + * + * \param window the window to query. + * \returns a pointer to the mouse confinement rectangle of a window, or NULL + * if there isn't one. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowMouseRect + * \sa SDL_GetWindowMouseGrab + * \sa SDL_SetWindowMouseGrab + */ +extern SDL_DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window *window); + +/** + * Set the opacity for a window. + * + * The parameter `opacity` will be clamped internally between 0.0f + * (transparent) and 1.0f (opaque). + * + * This function also returns false if setting the opacity isn't supported. + * + * \param window the window which will be made transparent or opaque. + * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowOpacity + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowOpacity(SDL_Window *window, float opacity); + +/** + * Get the opacity of a window. + * + * If transparency isn't supported on this platform, opacity will be returned + * as 1.0f without error. + * + * \param window the window to get the current opacity value from. + * \returns the opacity, (0.0f - transparent, 1.0f - opaque), or -1.0f on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowOpacity + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetWindowOpacity(SDL_Window *window); + +/** + * Set the window as a child of a parent window. + * + * If the window is already the child of an existing window, it will be + * reparented to the new owner. Setting the parent window to NULL unparents + * the window and removes child window status. + * + * If a parent window is hidden or destroyed, the operation will be + * recursively applied to child windows. Child windows hidden with the parent + * that did not have their hidden status explicitly set will be restored when + * the parent is shown. + * + * Attempting to set the parent of a window that is currently in the modal + * state will fail. Use SDL_SetWindowModal() to cancel the modal status before + * attempting to change the parent. + * + * Popup windows cannot change parents and attempts to do so will fail. + * + * Setting a parent window that is currently the sibling or descendent of the + * child window results in undefined behavior. + * + * \param window the window that should become the child of a parent. + * \param parent the new parent window for the child window. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowModal + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowParent(SDL_Window *window, SDL_Window *parent); + +/** + * Toggle the state of the window as modal. + * + * To enable modal status on a window, the window must currently be the child + * window of a parent, or toggling modal status on will fail. + * + * \param window the window on which to set the modal state. + * \param modal true to toggle modal status on, false to toggle it off. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowParent + * \sa SDL_WINDOW_MODAL + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowModal(SDL_Window *window, bool modal); + +/** + * Set whether the window may have input focus. + * + * \param window the window to set focusable state. + * \param focusable true to allow input focus, false to not allow input focus. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFocusable(SDL_Window *window, bool focusable); + + +/** + * 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. + * + * \param window the window for which the menu will be displayed. + * \param x the x coordinate of the menu, relative to the origin (top-left) of + * the client area. + * \param y the y coordinate of the menu, relative to the origin (top-left) of + * the client area. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowWindowSystemMenu(SDL_Window *window, int x, int y); + +/** + * Possible return values from the SDL_HitTest callback. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_HitTest + */ +typedef enum SDL_HitTestResult +{ + SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */ + SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */ + SDL_HITTEST_RESIZE_TOPLEFT, /**< Region is the resizable top-left corner border. */ + SDL_HITTEST_RESIZE_TOP, /**< Region is the resizable top border. */ + SDL_HITTEST_RESIZE_TOPRIGHT, /**< Region is the resizable top-right corner border. */ + SDL_HITTEST_RESIZE_RIGHT, /**< Region is the resizable right border. */ + SDL_HITTEST_RESIZE_BOTTOMRIGHT, /**< Region is the resizable bottom-right corner border. */ + SDL_HITTEST_RESIZE_BOTTOM, /**< Region is the resizable bottom border. */ + SDL_HITTEST_RESIZE_BOTTOMLEFT, /**< Region is the resizable bottom-left corner border. */ + SDL_HITTEST_RESIZE_LEFT /**< Region is the resizable left border. */ +} SDL_HitTestResult; + +/** + * Callback used for hit-testing. + * + * \param win the SDL_Window where hit-testing was set on. + * \param area an SDL_Point which should be hit-tested. + * \param data what was passed as `callback_data` to SDL_SetWindowHitTest(). + * \returns an SDL_HitTestResult value. + * + * \sa SDL_SetWindowHitTest + */ +typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win, + const SDL_Point *area, + void *data); + +/** + * Provide a callback that decides if a window region has special properties. + * + * Normally windows are dragged and resized by decorations provided by the + * system window manager (a title bar, borders, etc), but for some apps, it + * makes sense to drag them from somewhere else inside the window itself; for + * example, one might have a borderless window that wants to be draggable from + * any part, or simulate its own title bar, etc. + * + * This function lets the app provide a callback that designates pieces of a + * given window as special. This callback is run during event processing if we + * need to tell the OS to treat a region of the window specially; the use of + * this callback is known as "hit testing." + * + * Mouse input may not be delivered to your application if it is within a + * special area; the OS will often apply that input to moving the window or + * resizing the window and not deliver it to the application. + * + * Specifying NULL for a callback disables hit-testing. Hit-testing is + * disabled by default. + * + * Platforms that don't support this functionality will return false + * unconditionally, even if you're attempting to disable hit-testing. + * + * Your callback may fire at any time, and its firing does not indicate any + * specific behavior (for example, on Windows, this certainly might fire when + * the OS is deciding whether to drag your window, but it fires for lots of + * other reasons, too, some unrelated to anything you probably care about _and + * when the mouse isn't actually at the location it is testing_). Since this + * can fire at any time, you should try to keep your callback efficient, + * devoid of allocations, etc. + * + * \param window the window to set hit-testing on. + * \param callback the function to call when doing a hit-test. + * \param callback_data an app-defined void pointer passed to **callback**. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowHitTest(SDL_Window *window, SDL_HitTest callback, void *callback_data); + +/** + * Set the shape of a transparent window. + * + * This sets the alpha channel of a transparent window and any fully + * transparent areas are also transparent to mouse clicks. If you are using + * something besides the SDL render API, then you are responsible for drawing + * the alpha channel of the window to match the shape alpha channel to get + * consistent cross-platform results. + * + * The shape is copied inside this function, so you can free it afterwards. If + * your shape surface changes, you should call SDL_SetWindowShape() again to + * update the window. This is an expensive operation, so should be done + * sparingly. + * + * The window must have been created with the SDL_WINDOW_TRANSPARENT flag. + * + * \param window the window. + * \param shape the surface representing the shape of the window, or NULL to + * remove any current shape. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowShape(SDL_Window *window, SDL_Surface *shape); + +/** + * Request a window to demand attention from the user. + * + * \param window the window to be flashed. + * \param operation the operation to perform. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FlashWindow(SDL_Window *window, SDL_FlashOperation operation); + +/** + * Destroy a window. + * + * Any child windows owned by the window will be recursively destroyed as + * well. + * + * Note that on some platforms, the visible window may not actually be removed + * from the screen until the SDL event loop is pumped again, even though the + * SDL_Window is no longer valid after this call. + * + * \param window the window to destroy. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreatePopupWindow + * \sa SDL_CreateWindow + * \sa SDL_CreateWindowWithProperties + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window *window); + + +/** + * Check whether the screensaver is currently enabled. + * + * The screensaver is disabled by default. + * + * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`. + * + * \returns true if the screensaver is enabled, false if it is disabled. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DisableScreenSaver + * \sa SDL_EnableScreenSaver + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ScreenSaverEnabled(void); + +/** + * Allow the screen to be blanked by a screen saver. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DisableScreenSaver + * \sa SDL_ScreenSaverEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_EnableScreenSaver(void); + +/** + * Prevent the screen from being blanked by a screen saver. + * + * If you disable the screensaver, it is automatically re-enabled when SDL + * quits. + * + * The screensaver is disabled by default, but this may by changed by + * SDL_HINT_VIDEO_ALLOW_SCREENSAVER. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_EnableScreenSaver + * \sa SDL_ScreenSaverEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_DisableScreenSaver(void); + + +/** + * \name OpenGL support functions + */ +/* @{ */ + +/** + * 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(). + * + * \param path the platform dependent OpenGL library name, or NULL to open the + * default OpenGL library. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_GetProcAddress + * \sa SDL_GL_UnloadLibrary + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_LoadLibrary(const char *path); + +/** + * 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: + * + * - On Windows, function pointers are specific to the current GL context; + * this means you need to have created a GL context and made it current + * before calling SDL_GL_GetProcAddress(). If you recreate your context or + * create a second context, you should assume that any existing function + * pointers aren't valid to use with it. This is (currently) a + * Windows-specific limitation, and in practice lots of drivers don't suffer + * this limitation, but it is still the way the wgl API is documented to + * work and you should expect crashes if you don't respect it. Store a copy + * of the function pointers that comes and goes with context lifespan. + * - On X11, function pointers returned by this function are valid for any + * context, and can even be looked up before a context is created at all. + * This means that, for at least some common OpenGL implementations, if you + * look up a function that doesn't exist, you'll get a non-NULL result that + * is _NOT_ safe to call. You must always make sure the function is actually + * available for a given GL context before calling it, by checking for the + * existence of the appropriate extension with SDL_GL_ExtensionSupported(), + * or verifying that the version of OpenGL you're using offers the function + * as core functionality. + * - Some OpenGL drivers, on all platforms, *will* return NULL if a function + * isn't supported, but you can't count on this behavior. Check for + * extensions you use, and if you get a NULL anyway, act as if that + * extension wasn't available. This is probably a bug in the driver, but you + * can code defensively for this scenario anyhow. + * - Just because you're on Linux/Unix, don't assume you'll be using X11. + * Next-gen display servers are waiting to replace it, and may or may not + * make the same promises about function pointers. + * - OpenGL function pointers must be declared `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. + * + * \param proc the name of an OpenGL function. + * \returns a pointer to the named OpenGL function. The returned pointer + * should be cast to the appropriate function signature. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_ExtensionSupported + * \sa SDL_GL_LoadLibrary + * \sa SDL_GL_UnloadLibrary + */ +extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_GL_GetProcAddress(const char *proc); + +/** + * 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. + * + * \param proc the name of an EGL function. + * \returns a pointer to the named EGL function. The returned pointer should + * be cast to the appropriate function signature. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_EGL_GetCurrentDisplay + */ +extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_EGL_GetProcAddress(const char *proc); + +/** + * Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary(). + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_LoadLibrary + */ +extern SDL_DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void); + +/** + * 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. + * + * \param extension the name of the extension to check. + * \returns true if the extension is supported, false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_ExtensionSupported(const char *extension); + +/** + * Reset all previously set OpenGL context attributes to their default values. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_SetAttribute + */ +extern SDL_DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void); + +/** + * 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. + * + * \param attr an SDL_GLAttr enum value specifying the OpenGL attribute to + * set. + * \param value the desired value for the attribute. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_ResetAttributes + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_SetAttribute(SDL_GLAttr attr, int value); + +/** + * Get the actual value for an attribute from the current context. + * + * \param attr an SDL_GLAttr enum value specifying the OpenGL attribute to + * get. + * \param value a pointer filled in with the current value of `attr`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_ResetAttributes + * \sa SDL_GL_SetAttribute + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_GetAttribute(SDL_GLAttr attr, int *value); + +/** + * 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 opaque to the application. + * + * \param window the window to associate with the context. + * \returns the OpenGL context associated with `window` or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_DestroyContext + * \sa SDL_GL_MakeCurrent + */ +extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *window); + +/** + * Set up an OpenGL context for rendering into an OpenGL window. + * + * The context must have been created with a compatible window. + * + * \param window the window to associate with the context. + * \param context the OpenGL context to associate with the window. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_CreateContext + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_MakeCurrent(SDL_Window *window, SDL_GLContext context); + +/** + * Get the currently active OpenGL window. + * + * \returns the currently active OpenGL window on success or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GL_GetCurrentWindow(void); + +/** + * Get the currently active OpenGL context. + * + * \returns the currently active OpenGL context or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_MakeCurrent + */ +extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void); + +/** + * Get the currently active EGL display. + * + * \returns the currently active EGL display or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_EGLDisplay SDLCALL SDL_EGL_GetCurrentDisplay(void); + +/** + * Get the currently active EGL config. + * + * \returns the currently active EGL config or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_EGLConfig SDLCALL SDL_EGL_GetCurrentConfig(void); + +/** + * Get the EGL surface associated with the window. + * + * \param window the window to query. + * \returns the EGLSurface pointer associated with the window, or NULL on + * failure. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_EGLSurface SDLCALL SDL_EGL_GetWindowSurface(SDL_Window *window); + +/** + * Sets the callbacks for defining custom EGLAttrib arrays for EGL + * initialization. + * + * Callbacks that aren't needed can be set to NULL. + * + * NOTE: These callback pointers will be reset after SDL_GL_ResetAttributes. + * + * \param platformAttribCallback callback for attributes to pass to + * eglGetPlatformDisplay. May be NULL. + * \param surfaceAttribCallback callback for attributes to pass to + * eglCreateSurface. May be NULL. + * \param contextAttribCallback callback for attributes to pass to + * eglCreateContext. May be NULL. + * \param userdata a pointer that is passed to the callbacks. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_EGL_SetAttributeCallbacks(SDL_EGLAttribArrayCallback platformAttribCallback, + SDL_EGLIntArrayCallback surfaceAttribCallback, + SDL_EGLIntArrayCallback contextAttribCallback, void *userdata); + +/** + * Set the swap interval for the current OpenGL context. + * + * Some systems allow specifying -1 for the interval, to enable adaptive + * vsync. Adaptive vsync works the same as vsync, but if you've already missed + * the vertical retrace for a given frame, it swaps buffers immediately, which + * might be less jarring for the user during occasional framerate drops. If an + * application requests adaptive vsync and the system does not support it, + * this function will fail and return false. In such a case, you should + * probably retry the call with 1 for the interval. + * + * Adaptive vsync is implemented for some glX drivers with + * GLX_EXT_swap_control_tear, and for some Windows drivers with + * WGL_EXT_swap_control_tear. + * + * Read more on the Khronos wiki: + * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync + * + * \param interval 0 for immediate updates, 1 for updates synchronized with + * the vertical retrace, -1 for adaptive vsync. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_GetSwapInterval + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_SetSwapInterval(int interval); + +/** + * 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. + * + * \param 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. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_SetSwapInterval + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_GetSwapInterval(int *interval); + +/** + * 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. + * + * \param window the window to change. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_SwapWindow(SDL_Window *window); + +/** + * Delete an OpenGL context. + * + * \param context the OpenGL context to be deleted. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_CreateContext + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_DestroyContext(SDL_GLContext context); + +/* @} *//* OpenGL support functions */ + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_video_h_ */ -- cgit v1.2.3