Sync wiki -> headers.
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@ -124,7 +124,8 @@ extern DECLSPEC void SDLCALL SDL_UnlockProperties(SDL_PropertiesID props);
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extern DECLSPEC int SDLCALL SDL_SetProperty(SDL_PropertiesID props, const char *name, void *value);
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/**
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* Set a property on a set of properties with a cleanup function that is called when the property is deleted
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* Set a property on a set of properties with a cleanup function that is
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* called when the property is deleted
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*
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* \param props the properties to modify
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* \param name the name of the property to modify
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@ -147,7 +148,10 @@ extern DECLSPEC int SDLCALL SDL_SetPropertyWithCleanup(SDL_PropertiesID props, c
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/**
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* Get a property on a set of properties
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*
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* By convention, the names of properties that SDL exposes on objects will start with "SDL.", and properties that SDL uses internally will start with "SDL.internal.". These should be considered read-only and should not be modified by applications.
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* By convention, the names of properties that SDL exposes on objects will
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* start with "SDL.", and properties that SDL uses internally will start with
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* "SDL.internal.". These should be considered read-only and should not be
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* modified by applications.
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*
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* \param props the properties to query
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* \param name the name of the property to query
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@ -309,11 +309,12 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
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/**
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* Get the properties associated with a renderer.
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*
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* The following properties are provided by SDL:
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* "SDL.renderer.d3d9.device" - the IDirect3DDevice9 associated with the renderer
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* The following properties are provided by SDL: "SDL.renderer.d3d9.device" -
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* the IDirect3DDevice9 associated with the renderer
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* "SDL.renderer.d3d11.device" - the ID3D11Device associated with the renderer
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* "SDL.renderer.d3d12.device" - the ID3D12Device associated with the renderer
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* "SDL.renderer.d3d12.command_queue" - the ID3D12CommandQueue associated with the renderer
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* "SDL.renderer.d3d12.command_queue" - the ID3D12CommandQueue associated with
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* the renderer
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*
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* \param renderer the rendering context
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* \returns a valid property ID on success or 0 on failure; call
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@ -47,10 +47,13 @@ extern "C" {
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typedef struct tagMSG MSG;
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typedef SDL_bool (SDLCALL *SDL_WindowsMessageHook)(void *userdata, MSG *msg);
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/**
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* Set a callback for every Windows message, run before TranslateMessage().
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*
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* The callback may modify the message, and should return SDL_TRUE if the message should continue to be processed, or SDL_FALSE to prevent further processing.
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* The callback may modify the message, and should return SDL_TRUE if the
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* message should continue to be processed, or SDL_FALSE to prevent further
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* processing.
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*
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* \param callback The SDL_WindowsMessageHook function to call.
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* \param userdata a pointer to pass to every iteration of `callback`
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@ -106,10 +109,13 @@ extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo(SDL_DisplayID displayID,
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typedef union _XEvent XEvent;
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typedef SDL_bool (SDLCALL *SDL_X11EventHook)(void *userdata, XEvent *xevent);
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/**
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* Set a callback for every X11 event
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*
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* The callback may modify the event, and should return SDL_TRUE if the event should continue to be processed, or SDL_FALSE to prevent further processing.
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* The callback may modify the event, and should return SDL_TRUE if the event
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* should continue to be processed, or SDL_FALSE to prevent further
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* processing.
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*
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* \param callback The SDL_X11EventHook function to call.
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* \param userdata a pointer to pass to every iteration of `callback`
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@ -936,53 +936,53 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
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*
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* The following properties are provided by SDL:
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*
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* On Android:
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* "SDL.window.android.window" - the ANativeWindow associated with the window
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* "SDL.window.android.surface" - the EGLSurface associated with the window
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* On Android: "SDL.window.android.window" - the ANativeWindow associated with
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* the window "SDL.window.android.surface" - the EGLSurface associated with
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* the window
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*
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* On iOS:
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* "SDL.window.uikit.window" - the (__unsafe_unretained) UIWindow associated with the window
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* "SDL.window.uikit.metal_view_tag" - the NSInteger tag assocated with metal views on the window
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* On iOS: "SDL.window.uikit.window" - the (__unsafe_unretained) UIWindow
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* associated with the window "SDL.window.uikit.metal_view_tag" - the
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* NSInteger tag assocated with metal views on the window
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*
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* On KMS/DRM:
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* "SDL.window.kmsdrm.dev_index" - the device index associated with the window (e.g. the X in /dev/dri/cardX)
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* "SDL.window.kmsdrm.drm_fd" - the DRM FD associated with the window
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* "SDL.window.kmsdrm.gbm_dev" - the GBM device associated with the window
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* On KMS/DRM: "SDL.window.kmsdrm.dev_index" - the device index associated
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* with the window (e.g. the X in /dev/dri/cardX) "SDL.window.kmsdrm.drm_fd" -
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* the DRM FD associated with the window "SDL.window.kmsdrm.gbm_dev" - the GBM
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* device associated with the window
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*
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* On macOS:
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* "SDL.window.cocoa.window" - the (__unsafe_unretained) NSWindow associated with the window
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* "SDL.window.cocoa.metal_view_tag" - the NSInteger tag assocated with metal views on the window
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* On macOS: "SDL.window.cocoa.window" - the (__unsafe_unretained) NSWindow
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* associated with the window "SDL.window.cocoa.metal_view_tag" - the
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* NSInteger tag assocated with metal views on the window
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*
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* On Vivante:
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* "SDL.window.vivante.display" - the EGLNativeDisplayType associated with the window
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* "SDL.window.vivante.window" - the EGLNativeWindowType associated with the window
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* "SDL.window.vivante.surface" - the EGLSurface associated with the window
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* On Vivante: "SDL.window.vivante.display" - the EGLNativeDisplayType
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* associated with the window "SDL.window.vivante.window" - the
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* EGLNativeWindowType associated with the window "SDL.window.vivante.surface"
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* - the EGLSurface associated with the window
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*
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* On UWP:
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* "SDL.window.winrt.window" - the IInspectable CoreWindow associated with the window
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* On UWP: "SDL.window.winrt.window" - the IInspectable CoreWindow associated
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* with the window
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*
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* On Windows:
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* "SDL.window.win32.hwnd" - the HWND associated with the window
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* On Windows: "SDL.window.win32.hwnd" - the HWND associated with the window
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* "SDL.window.win32.hdc" - the HDC associated with the window
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* "SDL.window.win32.instance" - the HINSTANCE associated with the window
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*
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* On Wayland:
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* "SDL.window.wayland.registry" - the wl_registry associated with the window
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* "SDL.window.wayland.display" - the wl_display associated with the window
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* "SDL.window.wayland.surface" - the wl_surface associated with the window
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* "SDL.window.wayland.egl_window" - the wl_egl_window associated with the window
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* "SDL.window.wayland.xdg_surface" - the xdg_surface associated with the window
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* "SDL.window.wayland.xdg_toplevel" - the xdg_toplevel role associated with the window
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* "SDL.window.wayland.xdg_popup" - the xdg_popup role associated with the window
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* "SDL.window.wayland.xdg_positioner" - the xdg_positioner associated with the window, in popup mode
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* On Wayland: "SDL.window.wayland.registry" - the wl_registry associated with
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* the window "SDL.window.wayland.display" - the wl_display associated with
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* the window "SDL.window.wayland.surface" - the wl_surface associated with
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* the window "SDL.window.wayland.egl_window" - the wl_egl_window associated
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* with the window "SDL.window.wayland.xdg_surface" - the xdg_surface
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* associated with the window "SDL.window.wayland.xdg_toplevel" - the
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* xdg_toplevel role associated with the window "SDL.window.wayland.xdg_popup"
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* - the xdg_popup role associated with the window
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* "SDL.window.wayland.xdg_positioner" - the xdg_positioner associated with
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* the window, in popup mode
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*
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* Note: The xdg_* window objects do not internally persist across window show/hide calls.
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* They will be null if the window is hidden and must be queried each time it is shown.
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* Note: The xdg_* window objects do not internally persist across window
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* show/hide calls. They will be null if the window is hidden and must be
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* queried each time it is shown.
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*
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* On X11:
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* "SDL.window.x11.display" - the X11 Display associated with the window
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* "SDL.window.x11.screen" - the screen number associated with the window
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* "SDL.window.x11.window" - the X11 Window associated with the window
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* On X11: "SDL.window.x11.display" - the X11 Display associated with the
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* window "SDL.window.x11.screen" - the screen number associated with the
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* window "SDL.window.x11.window" - the X11 Window associated with the window
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*
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* \param window the window to query
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* \returns a valid property ID on success or 0 on failure; call
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@ -126,8 +126,8 @@ extern DECLSPEC SDL_VideoCaptureDeviceID *SDLCALL SDL_GetVideoCaptureDevices(int
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* Open a Video Capture device
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*
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* \param instance_id the video capture device instance ID
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* \returns device, or NULL on failure; call
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* SDL_GetError() for more information.
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* \returns device, or NULL on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -165,8 +165,8 @@ extern DECLSPEC int SDLCALL SDL_SetVideoCaptureSpec(SDL_VideoCaptureDevice *devi
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* \param desired desired video capture spec
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* \param obtained obtained video capture spec
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* \param allowed_changes allow changes or not
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* \returns device, or NULL on failure; call
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* SDL_GetError() for more information.
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* \returns device, or NULL on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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@ -178,6 +178,7 @@ extern DECLSPEC SDL_VideoCaptureDevice *SDLCALL SDL_OpenVideoCaptureWithSpec(SDL
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const SDL_VideoCaptureSpec *desired,
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SDL_VideoCaptureSpec *obtained,
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int allowed_changes);
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/**
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* Get device name
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*
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@ -208,6 +209,7 @@ extern DECLSPEC int SDLCALL SDL_GetVideoCaptureSpec(SDL_VideoCaptureDevice *devi
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/**
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* Get frame format of video capture device.
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*
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* The value can be used to fill SDL_VideoCaptureSpec structure.
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*
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* \param device opened video capture device
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@ -240,6 +242,7 @@ extern DECLSPEC int SDLCALL SDL_GetNumVideoCaptureFormats(SDL_VideoCaptureDevice
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/**
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* Get frame sizes of the device and the specified input format.
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*
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* The value can be used to fill SDL_VideoCaptureSpec structure.
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*
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* \param device opened video capture device
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@ -300,11 +303,13 @@ extern DECLSPEC int SDLCALL SDL_StartVideoCapture(SDL_VideoCaptureDevice *device
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/**
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* Acquire a frame.
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* The frame is a memory pointer to the image data, whose size and format
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* are given by the the obtained spec.
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*
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* Non blocking API. If there is a frame available, frame->num_planes is non 0.
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* If frame->num_planes is 0 and returned code is 0, there is no frame at that time.
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* The frame is a memory pointer to the image data, whose size and format are
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* given by the the obtained spec.
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*
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* Non blocking API. If there is a frame available, frame->num_planes is non
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* 0. If frame->num_planes is 0 and returned code is 0, there is no frame at
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* that time.
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*
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* After used, the frame should be released with SDL_ReleaseVideoCaptureFrame
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*
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@ -320,7 +325,9 @@ extern DECLSPEC int SDLCALL SDL_StartVideoCapture(SDL_VideoCaptureDevice *device
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extern DECLSPEC int SDLCALL SDL_AcquireVideoCaptureFrame(SDL_VideoCaptureDevice *device, SDL_VideoCaptureFrame *frame);
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/**
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* Release a frame. Let the back-end re-use the internal buffer for video capture.
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* Release a frame.
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*
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* Let the back-end re-use the internal buffer for video capture.
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*
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* All acquired frames should be released before closing the device.
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*
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@ -349,7 +356,8 @@ extern DECLSPEC int SDLCALL SDL_ReleaseVideoCaptureFrame(SDL_VideoCaptureDevice
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extern DECLSPEC int SDLCALL SDL_StopVideoCapture(SDL_VideoCaptureDevice *device);
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/**
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* Use this function to shut down video_capture processing and close the video_capture device.
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* Use this function to shut down video_capture processing and close the
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* video_capture device.
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*
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* \param device opened video capture device
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*
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