src/video/SDL_sysvideo.h
author Sam Lantinga <slouken@libsdl.org>
Mon, 16 Nov 2009 07:13:07 +0000
changeset 3435 9f62f47d989b
parent 3427 36cf454ba065
child 3500 4b594623401b
permissions -rw-r--r--
You can specify the format for pixel data in SDL_RenderReadPixels() and SDL_RenderWritePixels()
This code still doesn't quite work yet. :)
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2009 Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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#include "SDL_config.h"
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#ifndef _SDL_sysvideo_h
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#define _SDL_sysvideo_h
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#include "SDL_mouse.h"
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#include "SDL_keysym.h"
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/* The SDL video driver */
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typedef struct SDL_Window SDL_Window;
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typedef struct SDL_Texture SDL_Texture;
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typedef struct SDL_Renderer SDL_Renderer;
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typedef struct SDL_RenderDriver SDL_RenderDriver;
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typedef struct SDL_VideoDisplay SDL_VideoDisplay;
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typedef struct SDL_VideoDevice SDL_VideoDevice;
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/* Define the SDL texture structure */
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struct SDL_Texture
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{
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    Uint32 id;
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    Uint32 format;              /**< The pixel format of the texture */
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    int access;                 /**< SDL_TextureAccess */
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    int w;                      /**< The width of the texture */
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    int h;                      /**< The height of the texture */
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    int modMode;                /**< The texture modulation mode */
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    int blendMode;                      /**< The texture blend mode */
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    int scaleMode;                      /**< The texture scale mode */
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    Uint8 r, g, b, a;                   /**< Texture modulation values */
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    SDL_Renderer *renderer;
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    void *driverdata;                   /**< Driver specific texture representation */
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    SDL_Texture *next;
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};
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/* Define the SDL renderer structure */
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struct SDL_Renderer
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{
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    int (*ActivateRenderer) (SDL_Renderer * renderer);
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    int (*DisplayModeChanged) (SDL_Renderer * renderer);
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    int (*CreateTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
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    int (*QueryTexturePixels) (SDL_Renderer * renderer, SDL_Texture * texture,
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                               void **pixels, int *pitch);
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    int (*SetTexturePalette) (SDL_Renderer * renderer, SDL_Texture * texture,
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                              const SDL_Color * colors, int firstcolor,
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                              int ncolors);
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    int (*GetTexturePalette) (SDL_Renderer * renderer, SDL_Texture * texture,
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                              SDL_Color * colors, int firstcolor,
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                              int ncolors);
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    int (*SetTextureColorMod) (SDL_Renderer * renderer,
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                               SDL_Texture * texture);
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    int (*SetTextureAlphaMod) (SDL_Renderer * renderer,
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                               SDL_Texture * texture);
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    int (*SetTextureBlendMode) (SDL_Renderer * renderer,
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                                SDL_Texture * texture);
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    int (*SetTextureScaleMode) (SDL_Renderer * renderer,
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                                SDL_Texture * texture);
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    int (*UpdateTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
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                          const SDL_Rect * rect, const void *pixels,
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                          int pitch);
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    int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
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                        const SDL_Rect * rect, int markDirty, void **pixels,
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                        int *pitch);
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    void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
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    void (*DirtyTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
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                          int numrects, const SDL_Rect * rects);
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    int (*SetDrawColor) (SDL_Renderer * renderer);
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    int (*SetDrawBlendMode) (SDL_Renderer * renderer);
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    int (*RenderPoint) (SDL_Renderer * renderer, int x, int y);
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    int (*RenderLine) (SDL_Renderer * renderer, int x1, int y1, int x2,
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                       int y2);
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    int (*RenderFill) (SDL_Renderer * renderer, const SDL_Rect * rect);
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    int (*RenderCopy) (SDL_Renderer * renderer, SDL_Texture * texture,
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                       const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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    int (*RenderReadPixels) (SDL_Renderer * renderer, const SDL_Rect * rect,
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                             Uint32 format, void * pixels, int pitch);
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    int (*RenderWritePixels) (SDL_Renderer * renderer, const SDL_Rect * rect,
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                              Uint32 format, const void * pixels, int pitch);
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    void (*RenderPresent) (SDL_Renderer * renderer);
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    void (*DestroyTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
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    void (*DestroyRenderer) (SDL_Renderer * renderer);
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    /* The current renderer info */
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    SDL_RendererInfo info;
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    /* The window associated with the renderer */
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    SDL_WindowID window;
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    Uint8 r, g, b, a;                   /**< Color for drawing operations values */
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    int blendMode;                      /**< The drawing blend mode */
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    void *driverdata;
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};
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/* Define the SDL render driver structure */
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struct SDL_RenderDriver
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{
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    SDL_Renderer *(*CreateRenderer) (SDL_Window * window, Uint32 flags);
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    /* Info about the renderer capabilities */
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    SDL_RendererInfo info;
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};
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/* Define the SDL window structure, corresponding to toplevel windows */
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struct SDL_Window
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{
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    Uint32 id;
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    char *title;
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    int x, y;
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    int w, h;
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    Uint32 flags;
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    int display;
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    SDL_Renderer *renderer;
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    void *userdata;
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    void *driverdata;
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};
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#define FULLSCREEN_VISIBLE(W) \
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    (((W)->flags & SDL_WINDOW_FULLSCREEN) && \
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     ((W)->flags & SDL_WINDOW_SHOWN) && \
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     !((W)->flags & SDL_WINDOW_MINIMIZED))
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/*
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 * Define the SDL display structure This corresponds to physical monitors
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 * attached to the system.
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 */
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struct SDL_VideoDisplay
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{
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    int max_display_modes;
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    int num_display_modes;
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    SDL_DisplayMode *display_modes;
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    SDL_DisplayMode desktop_mode;
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    SDL_DisplayMode current_mode;
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    SDL_DisplayMode fullscreen_mode;
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    SDL_Palette *palette;
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    Uint16 *gamma;
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    Uint16 *saved_gamma;        /* (just offset into gamma) */
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    int num_render_drivers;
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    SDL_RenderDriver *render_drivers;
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    int num_windows;
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    SDL_Window *windows;
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    SDL_Renderer *current_renderer;
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    /* The hash list of textures */
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    SDL_Texture *textures[64];
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    SDL_VideoDevice *device;
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    void *driverdata;
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};
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/* Define the SDL video driver structure */
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#define _THIS	SDL_VideoDevice *_this
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struct SDL_VideoDevice
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{
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    /* * * */
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    /* The name of this video driver */
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    const char *name;
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    /* * * */
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    /* Initialization/Query functions */
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    /*
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     * Initialize the native video subsystem, filling in the list of
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     * displays for this driver, returning 0 or -1 if there's an error.
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     */
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    int (*VideoInit) (_THIS);
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    /*
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     * Reverse the effects VideoInit() -- called if VideoInit() fails or
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     * if the application is shutting down the video subsystem.
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     */
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    void (*VideoQuit) (_THIS);
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    /* * * */
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    /*
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     * Display functions
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     */
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    /*
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     * Get a list of the available display modes. e.g.
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     * SDL_AddDisplayMode(_this->current_display, mode)
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     */
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    void (*GetDisplayModes) (_THIS);
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    /*
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     * Setting the display mode is independent of creating windows, so
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     * when the display mode is changed, all existing windows should have
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     * their data updated accordingly, including the display surfaces
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     * associated with them.
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     */
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    int (*SetDisplayMode) (_THIS, SDL_DisplayMode * mode);
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    /* Set the color entries of the display palette */
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    int (*SetDisplayPalette) (_THIS, SDL_Palette * palette);
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    /* Get the color entries of the display palette */
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    int (*GetDisplayPalette) (_THIS, SDL_Palette * palette);
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    /* Set the gamma ramp */
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    int (*SetDisplayGammaRamp) (_THIS, Uint16 * ramp);
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    /* Get the gamma ramp */
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    int (*GetDisplayGammaRamp) (_THIS, Uint16 * ramp);
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    /* * * */
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    /*
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     * Window functions
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     */
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    int (*CreateWindow) (_THIS, SDL_Window * window);
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    int (*CreateWindowFrom) (_THIS, SDL_Window * window, const void *data);
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    void (*SetWindowTitle) (_THIS, SDL_Window * window);
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    void (*SetWindowIcon) (_THIS, SDL_Window * window, SDL_Surface * icon);
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    void (*SetWindowPosition) (_THIS, SDL_Window * window);
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    void (*SetWindowSize) (_THIS, SDL_Window * window);
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    void (*ShowWindow) (_THIS, SDL_Window * window);
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    void (*HideWindow) (_THIS, SDL_Window * window);
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    void (*RaiseWindow) (_THIS, SDL_Window * window);
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    void (*MaximizeWindow) (_THIS, SDL_Window * window);
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    void (*MinimizeWindow) (_THIS, SDL_Window * window);
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    void (*RestoreWindow) (_THIS, SDL_Window * window);
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    void (*SetWindowGrab) (_THIS, SDL_Window * window);
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    void (*DestroyWindow) (_THIS, SDL_Window * window);
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    /* Get some platform dependent window information */
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      SDL_bool(*GetWindowWMInfo) (_THIS, SDL_Window * window,
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                                  struct SDL_SysWMinfo * info);
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    /* * * */
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    /*
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     * OpenGL support
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     */
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    int (*GL_LoadLibrary) (_THIS, const char *path);
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    void *(*GL_GetProcAddress) (_THIS, const char *proc);
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    void (*GL_UnloadLibrary) (_THIS);
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      SDL_GLContext(*GL_CreateContext) (_THIS, SDL_Window * window);
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    int (*GL_MakeCurrent) (_THIS, SDL_Window * window, SDL_GLContext context);
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    int (*GL_SetSwapInterval) (_THIS, int interval);
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    int (*GL_GetSwapInterval) (_THIS);
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    void (*GL_SwapWindow) (_THIS, SDL_Window * window);
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    void (*GL_DeleteContext) (_THIS, SDL_GLContext context);
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    /* * * */
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    /*
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     * Event manager functions
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     */
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    void (*PumpEvents) (_THIS);
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    /* Suspend the screensaver */
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    void (*SuspendScreenSaver) (_THIS);
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    /* Text input */
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    void (*StartTextInput) (_THIS);
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    void (*StopTextInput) (_THIS);
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    void (*SetTextInputRect) (_THIS, SDL_Rect *rect);
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    /* * * */
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    /* Data common to all drivers */
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    SDL_bool suspend_screensaver;
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    int num_displays;
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    SDL_VideoDisplay *displays;
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    int current_display;
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    Uint32 next_object_id;
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    /* * * */
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    /* Data used by the GL drivers */
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    struct
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    {
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        int red_size;
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        int green_size;
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        int blue_size;
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        int alpha_size;
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        int depth_size;
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        int buffer_size;
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        int stencil_size;
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        int double_buffer;
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        int accum_red_size;
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        int accum_green_size;
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        int accum_blue_size;
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        int accum_alpha_size;
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        int stereo;
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        int multisamplebuffers;
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        int multisamplesamples;
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        int accelerated;
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        int major_version;
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        int minor_version;
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        int retained_backing;
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        int driver_loaded;
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        char driver_path[256];
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        void *dll_handle;
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    } gl_config;
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    /* * * */
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    /* Data private to this driver */
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    void *driverdata;
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    struct SDL_GLDriverData *gl_data;
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#if SDL_VIDEO_DRIVER_PANDORA
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    struct SDL_PrivateGLESData *gles_data;
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#endif
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    /* * * */
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    /* The function used to dispose of this structure */
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    void (*free) (_THIS);
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};
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typedef struct VideoBootStrap
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{
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    const char *name;
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    const char *desc;
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    int (*available) (void);
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    SDL_VideoDevice *(*create) (int devindex);
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} VideoBootStrap;
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#if SDL_VIDEO_DRIVER_COCOA
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extern VideoBootStrap COCOA_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_X11
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extern VideoBootStrap X11_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_FBCON
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extern VideoBootStrap FBCON_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_DIRECTFB
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extern VideoBootStrap DirectFB_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_PS2GS
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extern VideoBootStrap PS2GS_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_PS3
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extern VideoBootStrap PS3_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_SVGALIB
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extern VideoBootStrap SVGALIB_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_GAPI
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extern VideoBootStrap GAPI_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_WIN32
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extern VideoBootStrap WIN32_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_BWINDOW
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extern VideoBootStrap BWINDOW_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_PHOTON
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extern VideoBootStrap photon_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_QNXGF
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extern VideoBootStrap qnxgf_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_EPOC
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extern VideoBootStrap EPOC_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_RISCOS
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extern VideoBootStrap RISCOS_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_UIKIT
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extern VideoBootStrap UIKIT_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_DUMMY
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extern VideoBootStrap DUMMY_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_NDS
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extern VideoBootStrap NDS_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_PANDORA
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extern VideoBootStrap PND_bootstrap;
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#endif
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#define SDL_CurrentDisplay	(_this->displays[_this->current_display])
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#define SDL_CurrentRenderer	(SDL_CurrentDisplay.current_renderer)
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extern SDL_VideoDevice *SDL_GetVideoDevice();
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extern int SDL_AddBasicVideoDisplay(const SDL_DisplayMode * desktop_mode);
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extern int SDL_AddVideoDisplay(const SDL_VideoDisplay * display);
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extern SDL_bool
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SDL_AddDisplayMode(int displayIndex, const SDL_DisplayMode * mode);
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extern void
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SDL_AddRenderDriver(int displayIndex, const SDL_RenderDriver * driver);
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extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
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extern SDL_Window *SDL_GetWindowFromID(SDL_WindowID windowID);
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extern SDL_VideoDisplay *SDL_GetDisplayFromWindow(SDL_Window * window);
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extern void SDL_OnWindowShown(SDL_Window * window);
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extern void SDL_OnWindowHidden(SDL_Window * window);
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extern void SDL_OnWindowResized(SDL_Window * window);
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extern void SDL_OnWindowFocusGained(SDL_Window * window);
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extern void SDL_OnWindowFocusLost(SDL_Window * window);
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extern SDL_WindowID SDL_GetFocusWindow(void);
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#endif /* _SDL_sysvideo_h */
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/* vi: set ts=4 sw=4 expandtab: */