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SDL_video.h

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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2006 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,
but WITHOUT ANY WARRANTY; without even the implied warranty of
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
License along with this library; if not, write to the Free Software
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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/**
* \file SDL_video.h
*
* Header file for access to the SDL raw framebuffer window
*/
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#ifndef _SDL_video_h
#define _SDL_video_h
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_pixels.h"
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#include "SDL_rwops.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
/* Transparency definitions: These define alpha as the opacity of a surface */
#define SDL_ALPHA_OPAQUE 255
#define SDL_ALPHA_TRANSPARENT 0
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/**
* \struct SDL_Rect
*
* \brief A rectangle, with the origin at the upper left.
*/
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typedef struct SDL_Rect
{
Sint16 x, y;
Uint16 w, h;
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} SDL_Rect;
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/**
* \struct SDL_DisplayMode
*
* \brief The structure that defines a display mode
*
* \sa SDL_GetNumDisplayModes()
* \sa SDL_GetDisplayMode()
* \sa SDL_GetDesktopDisplayMode()
* \sa SDL_GetCurrentDisplayMode()
* \sa SDL_GetClosestDisplayMode()
* \sa SDL_SetDisplayMode()
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*/
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typedef struct
{
Uint32 format; /**< pixel format */
int w; /**< width */
int h; /**< height */
int refresh_rate; /**< refresh rate (or zero for unspecified) */
} SDL_DisplayMode;
/**
* \typedef SDL_WindowID
*
* \brief The type used to identify a window
*
* \sa SDL_CreateWindow()
* \sa SDL_CreateWindowFrom()
* \sa SDL_DestroyWindow()
* \sa SDL_GetWindowData()
* \sa SDL_GetWindowFlags()
* \sa SDL_GetWindowGrab()
* \sa SDL_GetWindowPosition()
* \sa SDL_GetWindowSize()
* \sa SDL_GetWindowTitle()
* \sa SDL_HideWindow()
* \sa SDL_MaximizeWindow()
* \sa SDL_MinimizeWindow()
* \sa SDL_RaiseWindow()
* \sa SDL_RestoreWindow()
* \sa SDL_SetWindowData()
* \sa SDL_SetWindowGrab()
* \sa SDL_SetWindowIcon()
* \sa SDL_SetWindowPosition()
* \sa SDL_SetWindowSize()
* \sa SDL_SetWindowTitle()
* \sa SDL_ShowWindow()
*/
typedef Uint32 SDL_WindowID;
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/**
* \enum SDL_WindowFlags
*
* \brief The flags on a window
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*
* \sa SDL_GetWindowFlags()
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*/
typedef enum
{
SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window, implies borderless */
SDL_WINDOW_BORDERLESS = 0x00000002, /**< no window decoration */
SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */
SDL_WINDOW_OPENGL = 0x00000008, /**< window usable with OpenGL context */
SDL_WINDOW_RESIZABLE = 0x00000010, /**< window can be resized */
SDL_WINDOW_MAXIMIZED = 0x00000020, /**< maximized */
SDL_WINDOW_MINIMIZED = 0x00000040, /**< minimized */
SDL_WINDOW_INPUT_GRABBED = 0x00000080, /**< window has grabbed input focus */
SDL_WINDOW_KEYBOARD_FOCUS = 0x00000100, /**< window has keyboard focus */
SDL_WINDOW_MOUSE_FOCUS = 0x00000200, /**< window has mouse focus */
} SDL_WindowFlags;
/**
* \enum SDL_WindowEventID
*
* \brief Event subtype for window events
*/
typedef enum
{
SDL_WINDOWEVENT_NONE, /**< Never used */
SDL_WINDOWEVENT_SHOWN, /**< Window has been shown */
SDL_WINDOWEVENT_HIDDEN, /**< Window has been hidden */
SDL_WINDOWEVENT_MOVED, /**< Window has been moved to data1,data2 */
SDL_WINDOWEVENT_RESIZED, /**< Window size changed to data1xdata2 */
SDL_WINDOWEVENT_MINIMIZED, /**< Window has been minimized */
SDL_WINDOWEVENT_MAXIMIZED, /**< Window has been maximized */
SDL_WINDOWEVENT_RESTORED, /**< Window has been restored to normal size and position */
SDL_WINDOWEVENT_ENTER, /**< The window has gained mouse focus */
SDL_WINDOWEVENT_LEAVE, /**< The window has lost mouse focus */
SDL_WINDOWEVENT_FOCUS_GAINED, /**< The window has gained keyboard focus */
SDL_WINDOWEVENT_FOCUS_LOST, /**< The window has lost keyboard focus */
} SDL_WindowEventID;
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/**
* \enum SDL_RendererFlags
*
* \brief Flags used when initializing a render manager.
*/
typedef enum
{
SDL_Renderer_PresentDiscard = 0x00000001, /**< Present leaves the contents of the backbuffer undefined */
SDL_Renderer_PresentCopy = 0x00000002, /**< Present uses a copy from back buffer to the front buffer */
SDL_Renderer_PresentFlip2 = 0x00000004, /**< Present uses a flip, swapping back buffer and front buffer */
SDL_Renderer_PresentFlip3 = 0x00000008, /**< Present uses a flip, rotating between two back buffers and a front buffer */
SDL_Renderer_PresentVSync = 0x00000010, /**< Present is synchronized with the refresh rate */
SDL_Renderer_RenderTarget = 0x00000020, /**< The renderer can create texture render targets */
SDL_Renderer_Accelerated = 0x00000040, /**< The renderer uses hardware acceleration */
SDL_Renderer_Minimal = 0x00000080, /**< The renderer only supports the read/write pixel and present functions */
} SDL_RendererFlags;
/**
* \struct SDL_RendererInfo
*
* \brief Information on the capabilities of a render manager.
*/
typedef struct SDL_RendererInfo
{
const char *name; /**< The name of the renderer */
Uint32 flags; /**< Supported SDL_RendererFlags */
Uint32 blend_modes; /**< A mask of supported blend modes */
Uint32 scale_modes; /**< A mask of supported scale modes */
Uint32 num_texture_formats; /**< The number of available texture formats */
Uint32 texture_formats[32]; /**< The available texture formats */
int max_texture_width; /**< The maximimum texture width */
int max_texture_height; /**< The maximimum texture height */
} SDL_RendererInfo;
/**
* \enum SDL_TextureAccess
*
* \brief The access pattern allowed for a texture
*/
typedef enum
{
SDL_TextureAccess_Render, /**< Unlockable video memory, rendering allowed */
SDL_TextureAccess_Remote, /**< Unlockable video memory */
SDL_TextureAccess_Local, /**< Lockable system memory */
} SDL_TextureAccess;
/**
* \enum SDL_TextureBlendMode
*
* \brief The blend mode used in SDL_RenderCopy()
*/
typedef enum
{
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SDL_TextureBlendMode_None = 0x00000000, /**< No blending */
SDL_TextureBlendMode_Mask = 0x00000001, /**< dst = A ? src : dst (alpha is mask) */
SDL_TextureBlendMode_Blend = 0x00000002, /**< dst = (src * A) + (dst * (1-A)) */
SDL_TextureBlendMode_Add = 0x00000004, /**< dst = (src * A) + dst */
SDL_TextureBlendMode_Mod = 0x00000008, /**< dst = src * dst */
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} SDL_TextureBlendMode;
/**
* \enum SDL_TextureScaleMode
*
* \brief The scale mode used in SDL_RenderCopy()
*/
typedef enum
{
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SDL_TextureScaleMode_None = 0x00000000, /**< No scaling, rectangles must match dimensions */
SDL_TextureScaleMode_Fast = 0x00000001, /**< Point sampling or equivalent algorithm */
SDL_TextureScaleMode_Slow = 0x00000002, /**< Linear filtering or equivalent algorithm */
SDL_TextureScaleMode_Best = 0x00000004, /**< Bicubic filtering or equivalent algorithm */
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} SDL_TextureScaleMode;
/**
* \typedef SDL_TextureID
*
* \brief An efficient driver-specific representation of pixel data
*/
typedef Uint32 SDL_TextureID;
/* These are the currently supported flags for the SDL_surface */
/* Used internally (read-only) */
#define SDL_HWSURFACE 0x00000001 /* Surface represents a texture */
#define SDL_PREALLOC 0x00000002 /* Surface uses preallocated memory */
#define SDL_SRCALPHA 0x00000004 /* Blit uses source alpha blending */
#define SDL_SRCCOLORKEY 0x00000008 /* Blit uses a source color key */
#define SDL_RLEACCELOK 0x00000010 /* Private flag */
#define SDL_RLEACCEL 0x00000020 /* Surface is RLE encoded */
/* Evaluates to true if the surface needs to be locked before access */
#define SDL_MUSTLOCK(S) (((S)->flags & (SDL_HWSURFACE|SDL_RLEACCEL)) != 0)
/* This structure should be treated as read-only, except for 'pixels',
which, if not NULL, contains the raw pixel data for the surface.
*/
typedef struct SDL_Surface
{
Uint32 flags; /* Read-only */
SDL_PixelFormat *format; /* Read-only */
int w, h; /* Read-only */
int pitch; /* Read-only */
void *pixels; /* Read-write */
/* information needed for surfaces requiring locks */
int locked;
void *lock_data;
/* clipping information */
SDL_Rect clip_rect; /* Read-only */
/* info for fast blit mapping to other surfaces */
struct SDL_BlitMap *map; /* Private */
/* format version, bumped at every change to invalidate blit maps */
unsigned int format_version; /* Private */
/* Reference count -- used when freeing surface */
int refcount; /* Read-mostly */
} SDL_Surface;
/* typedef for private surface blitting functions */
typedef int (*SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect,
struct SDL_Surface * dst, SDL_Rect * dstrect);
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/**
* \enum SDL_GLattr
*
* \brief OpenGL configuration attributes
*/
typedef enum
{
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SDL_GL_RED_SIZE,
SDL_GL_GREEN_SIZE,
SDL_GL_BLUE_SIZE,
SDL_GL_ALPHA_SIZE,
SDL_GL_BUFFER_SIZE,
SDL_GL_DOUBLEBUFFER,
SDL_GL_DEPTH_SIZE,
SDL_GL_STENCIL_SIZE,
SDL_GL_ACCUM_RED_SIZE,
SDL_GL_ACCUM_GREEN_SIZE,
SDL_GL_ACCUM_BLUE_SIZE,
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SDL_GL_ACCUM_ALPHA_SIZE,
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SDL_GL_STEREO,
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SDL_GL_MULTISAMPLEBUFFERS,
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SDL_GL_MULTISAMPLESAMPLES,
SDL_GL_ACCELERATED_VISUAL,
SDL_GL_SWAP_CONTROL
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} SDL_GLattr;
/* Function prototypes */
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/**
* \fn int SDL_GetNumVideoDrivers(void)
*
* \brief Get the number of video drivers compiled into SDL
*
* \sa SDL_GetVideoDriver()
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void);
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/**
* \fn const char *SDL_GetVideoDriver(int index)
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*
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* \brief Get the name of a built in video driver.
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*
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* \note The video drivers are presented in the order in which they are
* normally checked during initialization.
*
* \sa SDL_GetNumVideoDrivers()
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index);
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/**
* \fn int SDL_VideoInit(const char *driver_name, Uint32 flags)
*
* \brief Initialize the video subsystem, optionally specifying a video driver.
*
* \param driver_name Initialize a specific driver by name, or NULL for the default video driver.
* \param flags FIXME: Still needed?
*
* \return 0 on success, -1 on error
*
* This function initializes the video subsystem; setting up a connection
* to the window manager, etc, and determines the available display modes
* and pixel formats, but does not initialize a window or graphics mode.
*
* \sa SDL_VideoQuit()
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*/
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extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name,
Uint32 flags);
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/**
* \fn void SDL_VideoQuit(void)
*
* \brief Shuts down the video subsystem.
*
* This function closes all windows, and restores the original video mode.
*
* \sa SDL_VideoInit()
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*/
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extern DECLSPEC void SDLCALL SDL_VideoQuit(void);
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/**
* \fn const char *SDL_GetCurrentVideoDriver(void)
*
* \brief Returns the name of the currently initialized video driver.
*
* \return The name of the current video driver or NULL if no driver
* has been initialized
*
* \sa SDL_GetNumVideoDrivers()
* \sa SDL_GetVideoDriver()
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void);
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/**
* \fn int SDL_GetNumVideoDisplays(void)
*
* \brief Returns the number of available video displays.
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*
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* \sa SDL_SelectVideoDisplay()
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void);
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/**
* \fn int SDL_SelectVideoDisplay(int index)
*
* \brief Set the index of the currently selected display.
*
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* \return The index of the currently selected display.
*
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* \note You can query the currently selected display by passing an index of -1.
*
* \sa SDL_GetNumVideoDisplays()
*/
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extern DECLSPEC int SDLCALL SDL_SelectVideoDisplay(int index);
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/**
* \fn int SDL_GetNumDisplayModes(void)
*
* \brief Returns the number of available display modes for the current display.
*
* \sa SDL_GetDisplayMode()
*/
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extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(void);
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/**
* \fn const SDL_DisplayMode *SDL_GetDisplayMode(int index)
*
* \brief Retrieve information about a specific display mode.
*
* \note The display modes are sorted in this priority:
* \li bits per pixel -> more colors to fewer colors
* \li width -> largest to smallest
* \li height -> largest to smallest
* \li refresh rate -> highest to lowest
*
* \sa SDL_GetNumDisplayModes()
*/
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extern DECLSPEC const SDL_DisplayMode *SDLCALL SDL_GetDisplayMode(int index);
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/**
* \fn const SDL_DisplayMode *SDL_GetDesktopDisplayMode(void)
*
* \brief Retrieve information about the desktop display mode for the current display.
*/
extern DECLSPEC const SDL_DisplayMode *SDLCALL
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SDL_GetDesktopDisplayMode(void);
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/**
* \fn const SDL_DisplayMode *SDL_GetCurrentDisplayMode(void)
*
* \brief Retrieve information about the current display mode.
*/
extern DECLSPEC const SDL_DisplayMode *SDLCALL
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SDL_GetCurrentDisplayMode(void);
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/**
* \fn SDL_DisplayMode *SDL_GetClosestDisplayMode(const SDL_DisplayMode *mode, SDL_DisplayMode *closest)
*
* \brief Get the closest match to the requested display mode.
*
* \param mode The desired display mode
* \param closest A pointer to a display mode to be filled in with the closest match of the available display modes.
*
* \return The passed in value 'closest', or NULL if no matching video mode was available.
*
* 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 0. The modes are scanned with size being first priority, format being second priority, and finally checking the refresh_rate. If all the available modes are too small, then NULL is returned.
*
* \sa SDL_GetNumDisplayModes()
* \sa SDL_GetDisplayMode()
*/
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extern DECLSPEC SDL_DisplayMode *SDLCALL SDL_GetClosestDisplayMode(const
SDL_DisplayMode
* mode,
SDL_DisplayMode
* closest);
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/**
* \fn int SDL_SetDisplayMode(const SDL_DisplayMode *mode)
*
* \brief Set up the closest available mode on the current display.
*
* \param mode The desired display mode
*
* \return 0 on success, or -1 if setting the display mode failed.
*/
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extern DECLSPEC int SDLCALL SDL_SetDisplayMode(const SDL_DisplayMode * mode);
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/**
* \fn int SDL_SetDisplayColormap(SDL_Color *colors, int firstcolor, int ncolors)
*
* \brief Set the colormap for indexed display modes.
*
* \return 0 on success, or -1 if not all the colors could be set.
*/
extern DECLSPEC int SDLCALL SDL_SetDisplayColors(SDL_Color * colors,
int firstcolor, int ncolors);
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/**
* \fn SDL_WindowID SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags)
*
* \brief Create a window with the specified position, dimensions, and flags.
*
* \param title The title of the window
* \param x The x position of the window
* \param y The y position of the window
* \param w The width of the window
* \param h The height of the window
* \param flags The flags for the window
*
* \return The id of the window created, or zero if window creation failed.
*
* \note Setting the position to -1, -1, indicates any position is fine.
*
* \sa SDL_DestroyWindow()
*/
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extern DECLSPEC SDL_WindowID SDLCALL SDL_CreateWindow(const char *title,
int x, int y, int w,
int h, Uint32 flags);
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/**
* \fn SDL_WindowID SDL_CreateWindowFrom(void *data)
*
* \brief Create an SDL window struct from an existing native window.
*
* \param data A pointer to driver-dependent window creation data
*
* \return The id of the window created, or zero if window creation failed.
*
* \warning This function is NOT SUPPORTED, use at your own risk!
*
* \sa SDL_DestroyWindow()
*/
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extern DECLSPEC SDL_WindowID SDLCALL SDL_CreateWindowFrom(void *data);
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/**
* \fn Uint32 SDL_GetWindowFlags(SDL_WindowID windowID)
*
* \brief Get the window flags.
*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_WindowID windowID);
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/**
* \fn void SDL_SetWindowTitle(SDL_WindowID windowID, const char *title)
*
* \brief Set the title of the window, in UTF-8 format.
*
* \sa SDL_GetWindowTitle()
*/
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extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_WindowID windowID,
const char *title);
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/**
* \fn const char *SDL_GetWindowTitle(SDL_WindowID windowID)
*
* \brief Get the title of the window, in UTF-8 format.
*
* \sa SDL_SetWindowTitle()
*/
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extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_WindowID windowID);
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/**
* \fn void SDL_SetWindowIcon(SDL_Surface *icon)
*
* \brief Set the icon of the window.
*
* \param icon The icon for the window
*
* FIXME: The icon needs to be set before the window is first shown. Should some icon representation be part of the window creation data?
*/
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extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Surface * icon);
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/**
* \fn void SDL_SetWindowData(SDL_WindowID windowID, void *userdata)
*
* \brief Associate an arbitrary pointer with the window.
*
* \sa SDL_GetWindowData()
*/
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extern DECLSPEC void SDLCALL SDL_SetWindowData(SDL_WindowID windowID,
void *userdata);
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/**
* \fn void *SDL_GetWindowData(SDL_WindowID windowID)
*
* \brief Retrieve the data pointer associated with the window.
*
* \sa SDL_SetWindowData()
*/
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extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_WindowID windowID);
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/**
* \fn void SDL_SetWindowPosition(SDL_WindowID windowID, int x, int y)
*
* \brief Set the position of the window.
*
* \sa SDL_GetWindowPosition()
*/
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extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_WindowID windowID,
int x, int y);
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/**
* \fn void SDL_GetWindowPosition(SDL_WindowID windowID, int *x, int *y)
*
* \brief Get the position of the window.
*
* \sa SDL_SetWindowPosition()
*/
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extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_WindowID windowID,
int *x, int *y);
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/**
* \fn void SDL_SetWindowSize(SDL_WindowID windowID, int w, int w)
*
* \brief Set the size of the window's client area.
*
* \note You can't change the size of a fullscreen window, it automatically
* matches the size of the display mode.
*
* \sa SDL_GetWindowSize()
*/
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extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_WindowID windowID, int w,
int h);
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/**
* \fn void SDL_GetWindowSize(SDL_WindowID windowID, int *w, int *w)
*
* \brief Get the size of the window's client area.
*
* \sa SDL_SetWindowSize()
*/
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extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_WindowID windowID, int *w,
int *h);
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/**
* \fn void SDL_ShowWindow(SDL_WindowID windowID)
*
* \brief Show the window
*
* \sa SDL_HideWindow()
*/
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extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_WindowID windowID);
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/**
* \fn void SDL_HideWindow(SDL_WindowID windowID)
*
* \brief Hide the window
*
* \sa SDL_ShowWindow()
*/
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extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_WindowID windowID);
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/**
* \fn void SDL_RaiseWindow(SDL_WindowID windowID)
*
* \brief Raise the window so it's above other windows.
*/
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extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_WindowID windowID);
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/**
* \fn void SDL_MaximizeWindow(SDL_WindowID windowID)
*
* \brief Make the window as large as possible.
*
* \sa SDL_RestoreWindow()
*/
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extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_WindowID windowID);
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/**
* \fn void SDL_MinimizeWindow(SDL_WindowID windowID)
*
* \brief Minimize the window to an iconic representation.
*
* \sa SDL_RestoreWindow()
*/
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extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_WindowID windowID);
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/**
* \fn void SDL_RestoreWindow(SDL_WindowID windowID)
*
* \brief Restore the size and position of a minimized or maximized window.
*
* \sa SDL_MaximizeWindow()
* \sa SDL_MinimizeWindow()
*/
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extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_WindowID windowID);
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/**
* \fn void SDL_SetWindowGrab(SDL_WindowID windowID, int mode)
*
* \brief Set the window's input grab mode.
*
* \param mode This is 1 to grab input, and 0 to release input.
*
* \sa SDL_GrabMode
* \sa SDL_GetWindowGrab()
*/
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extern DECLSPEC void SDLCALL SDL_SetWindowGrab(SDL_WindowID windowID,
int mode);
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/**
* \fn int SDL_GetWindowGrab(SDL_WindowID windowID)
*
* \brief Get the window's input grab mode.
*
* \return This returns 1 if input is grabbed, and 0 otherwise.
*
* \sa SDL_GrabMode
* \sa SDL_SetWindowGrab()
*/
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extern DECLSPEC int SDLCALL SDL_GetWindowGrab(SDL_WindowID windowID);
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/**
* \fn void SDL_DestroyWindow(SDL_WindowID windowID)
*
* \brief Destroy a window.
*/
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extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_WindowID windowID);
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/**
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* \fn int SDL_GetNumRenderers(void)
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*
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* \brief Get the number of render managers on the current display.
*
* A render manager is a set of code that handles rendering and texture
* management on a particular display. Normally there is only one, but
* some drivers may have several available with different capabilities.
*
* \sa SDL_GetRendererInfo()
* \sa SDL_CreateRenderer()
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumRenderers(void);
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/**
* \fn SDL_RendererInfo *SDL_GetRendererInfo(int index)
*
* \brief Get information about a specific render manager on the current
* display.
*
* \sa SDL_CreateRenderer()
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*/
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extern DECLSPEC int SDLCALL SDL_GetRendererInfo(int index,
SDL_RendererInfo * info);
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/**
* \fn int SDL_CreateRenderer(SDL_WindowID window, int index, Uint32 flags)
*
* \brief Create and make active a 2D rendering context for a window.
*
* \param windowID The window used for rendering.
* \param index The index of the render manager to initialize, or -1 to initialize the first one supporting the requested flags.
* \param flags SDL_RendererFlags
*
* \return 0 on success, -1 if the flags were not supported, or -2 if
* there isn't enough memory to support the requested flags
*
* \sa SDL_SelectRenderer()
* \sa SDL_DestroyRenderer()
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*/
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extern DECLSPEC int SDLCALL SDL_CreateRenderer(SDL_WindowID windowID,
int index, Uint32 flags);
/**
* \fn int SDL_SelectRenderer(SDL_WindowID windowID)
*
* \brief Select the rendering context for a particular window.
*
* \return 0 on success, -1 if the selected window doesn't have a
* rendering context.
*/
extern DECLSPEC int SDLCALL SDL_SelectRenderer(SDL_WindowID windowID);
/**
* \fn SDL_TextureID SDL_CreateTexture(Uint32 format, int access, int w, int h)
*
* \brief Create a texture
*
* \param format The format of the texture
* \param access One of the enumerated values in SDL_TextureAccess
* \param w The width of the texture in pixels
* \param h The height of the texture in pixels
*
* \return The created texture is returned, or 0 if no render manager was active, the format was unsupported, or the width or height were out of range.
*
* \sa SDL_QueryTexture()
* \sa SDL_DestroyTexture()
*/
extern DECLSPEC SDL_TextureID SDLCALL SDL_CreateTexture(Uint32 format,
int access, int w,
int h);
/**
* \fn SDL_TextureID SDL_CreateTextureFromSurface(Uint32 format, int access, SDL_Surface *surface)
*
* \brief Create a texture from an existing surface
*
* \param format The format of the texture, or 0 to pick an appropriate format
* \param access One of the enumerated values in SDL_TextureAccess
* \param surface The surface containing pixel data used to fill the texture
*
* \return The created texture is returned, or 0 if no render manager was active, the format was unsupported, or the surface width or height were out of range.
*
* \note The surface is not modified or freed by this function.
*
* \sa SDL_QueryTexture()
* \sa SDL_DestroyTexture()
*/
extern DECLSPEC SDL_TextureID SDLCALL SDL_CreateTextureFromSurface(Uint32
format,
int access,
SDL_Surface
* surface);
/**
* \fn int SDL_QueryTexture(SDL_TextureID textureID, Uint32 *format, int *access, int *w, int *h)
*
* \brief Query the attributes of a texture
*
* \param texture A texture to be queried
* \param format A pointer filled in with the raw format of the texture. The actual format may differ, but pixel transfers will use this format.
* \param access A pointer filled in with the actual access to the texture.
* \param w A pointer filled in with the width of the texture in pixels
* \param h A pointer filled in with the height of the texture in pixels
*
* \return 0 on success, or -1 if the texture is not valid
*/
extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_TextureID textureID,
Uint32 * format, int *access,
int *w, int *h);
/**
* \fn int SDL_SetTexturePalette(SDL_TextureID textureID, SDL_Color * colors, int firstcolor, int ncolors)
*
* \brief Update an indexed texture with a color palette
*
* \param texture The texture to update
* \param colors The array of RGB color data
* \param firstcolor The first index to update
* \param ncolors The number of palette entries to fill with the color data
*
* \return 0 on success, or -1 if the texture is not valid or not an indexed texture
*/
extern DECLSPEC int SDLCALL SDL_SetTexturePalette(SDL_TextureID textureID,
SDL_Color * colors,
int firstcolor,
int ncolors);
/**
* \fn int SDL_UpdateTexture(SDL_TextureID textureID, SDL_Rect *rect, const void *pixels, int pitch)
*
* \brief Update the given texture rectangle with new pixel data.
*
* \param texture The texture to update
* \param rect A pointer to the rectangle of pixels to update, or NULL to update the entire texture.
* \param pixels The raw pixel data
* \param pitch The number of bytes between rows of pixel data
*
* \return 0 on success, or -1 if the texture is not valid
*
* \note This is a very slow function for textures not created with SDL_TextureAccess_Local.
*/
extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_TextureID textureID,
SDL_Rect * rect,
const void *pixels, int pitch);
/**
* \fn void SDL_LockTexture(SDL_TextureID textureID, SDL_Rect *rect, int markDirty, void **pixels, int *pitch)
*
* \brief Lock a portion of the texture for pixel access.
*
* \param texture The texture to lock for access, which must have been created with SDL_TextureAccess_Local.
* \param rect A pointer to the rectangle to lock for access. If the rect is NULL, the entire texture will be locked.
* \param markDirty If this is nonzero, the locked area will be marked dirty when the texture is unlocked.
* \param pixels This is filled in with a pointer to the locked pixels, appropriately offset by the locked area.
* \param pitch This is filled in with the pitch of the locked pixels.
*
* \return 0 on success, or -1 if the texture is not valid or was created with SDL_TextureAccess_Remote
*
* \sa SDL_DirtyTexture()
* \sa SDL_UnlockTexture()
*/
extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_TextureID textureID,
SDL_Rect * rect, int markDirty,
void **pixels, int *pitch);
/**
* \fn void SDL_UnlockTexture(SDL_TextureID textureID)
*
* \brief Unlock a texture, uploading the changes to video memory, if needed.
*
* \sa SDL_LockTexture()
* \sa SDL_DirtyTexture()
*/
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_TextureID textureID);
/**
* \fn void SDL_DirtyTexture(SDL_TextureID textureID, int numrects, SDL_Rect * rects)
*
* \brief Mark the specified rectangles of the texture as dirty.
*
* \note The texture must have been created with SDL_TextureAccess_Local.
*
* \sa SDL_LockTexture()
* \sa SDL_UnlockTexture()
*/
extern DECLSPEC void SDLCALL SDL_DirtyTexture(SDL_TextureID textureID,
int numrects, SDL_Rect * rects);
/**
* \fn void SDL_SelectRenderTexture(SDL_TextureID textureID)
*
* \brief Select a texture as the rendering target, or 0 to reselect the current window.
*
* \note The texture must have been created with SDL_TextureAccess_Render.
*/
extern DECLSPEC void SDLCALL SDL_SelectRenderTexture(SDL_TextureID textureID);
/**
* \fn void SDL_RenderFill(SDL_Rect *rect, Uint32 color)
*
* \brief Fill the current rendering target with the specified color.
*
* \param rect A pointer to the destination rectangle, or NULL for the entire rendering target.
* \param color An ARGB color value.
*
* \return 0 on success, or -1 if there is no renderer current
*/
extern DECLSPEC int SDLCALL SDL_RenderFill(SDL_Rect * rect, Uint32 color);
/**
* \fn int SDL_RenderCopy(SDL_TextureID textureID, SDL_Rect *srcrect, SDL_Rect *dstrect, Uint32 blendMode, Uint32 scaleMode)
*
* \brief Copy a portion of the texture to the current rendering target.
*
* \param texture The source texture.
* \param srcrect A pointer to the source rectangle, or NULL for the entire texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the entire rendering target.
* \param blendMode SDL_TextureBlendMode to be used if the source texture has an alpha channel.
* \param scaleMode SDL_TextureScaleMode to be used if the source and destination rectangles don't have the same width and height.
*
* \return 0 on success, or -1 if there is no renderer current, or the driver doesn't support the requested operation.
*
* \note You can check the video driver info to see what operations are supported.
*/
extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_TextureID textureID,
SDL_Rect * srcrect,
SDL_Rect * dstrect, int blendMode,
int scaleMode);
/**
* \fn int SDL_RenderReadPixels(SDL_Rect *rect, void *pixels, int pitch)
*
* \brief Read pixels from the current rendering target.
*
* \param rect A pointer to the rectangle to read, or NULL for the entire render target
* \param pixels A pointer to be filled in with the pixel data
* \param pitch The pitch of the pixels parameter
*
* \return 0 on success, or -1 if pixel reading is not supported.
*
* \warning This is a very slow operation, and should not be used frequently.
*/
extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Rect * rect,
void *pixels, int pitch);
/**
* \fn int SDL_RenderWritePixels(SDL_Rect *rect, const void *pixels, int pitch)
*
* \brief Write pixels to the current rendering target.
*
* \param rect A pointer to the rectangle to write, or NULL for the entire render target
* \param pixels A pointer to the pixel data to write
* \param pitch The pitch of the pixels parameter
*
* \return 0 on success, or -1 if pixel writing is not supported.
*
* \warning This is a very slow operation, and should not be used frequently.
*/
extern DECLSPEC int SDLCALL SDL_RenderWritePixels(SDL_Rect * rect,
const void *pixels,
int pitch);
/**
* \fn void SDL_RenderPresent(void)
*
* \brief Update the screen with rendering performed.
*/
extern DECLSPEC void SDLCALL SDL_RenderPresent(void);
/**
* \fn void SDL_DestroyTexture(SDL_TextureID textureID);
*
* \brief Destroy the specified texture.
*
* \sa SDL_CreateTexture()
* \sa SDL_CreateTextureFromSurface()
*/
extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_TextureID textureID);
/**
* \fn void SDL_DestroyRenderer(SDL_WindowID windowID);
*
* \brief Destroy the rendering context for a window and free associated
* textures.
*
* \sa SDL_CreateRenderer()
*/
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_WindowID windowID);
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/*
* Set the gamma correction for each of the color channels.
* The gamma values range (approximately) between 0.1 and 10.0
*
* If this function isn't supported directly by the hardware, it will
* be emulated using gamma ramps, if available. If successful, this
* function returns 0, otherwise it returns -1.
*/
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extern DECLSPEC int SDLCALL SDL_SetGamma(float red, float green, float blue);
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/*
* Set the gamma translation table for the red, green, and blue channels
* of the video hardware. Each table is an array of 256 16-bit quantities,
* representing a mapping between the input and output for that channel.
* The input is the index into the array, and the output is the 16-bit
* gamma value at that index, scaled to the output color precision.