Sync SDL3 wiki -> header

main
SDL Wiki Bot 2024-01-27 21:01:19 +00:00
parent 3b55c7d1f4
commit aba3038353
3 changed files with 131 additions and 138 deletions

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@ -234,12 +234,12 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
* *
* These are the supported properties: * These are the supported properties:
* *
* - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
* is displayed * displayed
* - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
* rendering is displayed, if you want a software renderer without a window * is displayed, if you want a software renderer without a window
* - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
* driver to use, if a specific one is desired * to use, if a specific one is desired
* - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
* present synchronized with the refresh rate * present synchronized with the refresh rate
* *
@ -326,14 +326,14 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
* *
* The following read-only properties are provided by SDL: * The following read-only properties are provided by SDL:
* *
* - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
* associated with the renderer * with the renderer
* - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
* with the renderer * with the renderer
* - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
* with the renderer * with the renderer
* - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
* ID3D12CommandQueue associated with the renderer * associated with the renderer
* *
* \param renderer the rendering context * \param renderer the rendering context
* \returns a valid property ID on success or 0 on failure; call * \returns a valid property ID on success or 0 on failure; call
@ -447,10 +447,10 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
* *
* These are the supported properties: * These are the supported properties:
* *
* - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
* in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer * SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
* - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
* in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
* - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
* pixels, required * pixels, required
* - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
@ -460,12 +460,12 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
* *
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
* associated with the texture, if you want to wrap an existing texture. * associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
* ID3D11Texture2D associated with the U plane of a YUV texture, if you want * associated with the U plane of a YUV texture, if you want to wrap an
* to wrap an existing texture. * existing texture.
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
* ID3D11Texture2D associated with the V plane of a YUV texture, if you want * associated with the V plane of a YUV texture, if you want to wrap an
* to wrap an existing texture. * existing texture.
* *
* With the direct3d12 renderer: * With the direct3d12 renderer:
* *
@ -482,9 +482,9 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
* *
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture, if you want to wrap an existing texture. * associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
* texture associated with the UV plane of an NV12 texture, if you want to * associated with the UV plane of an NV12 texture, if you want to wrap an
* wrap an existing texture. * existing texture.
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
* associated with the U plane of a YUV texture, if you want to wrap an * associated with the U plane of a YUV texture, if you want to wrap an
* existing texture. * existing texture.
@ -494,21 +494,19 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
* *
* With the opengles2 renderer: * With the opengles2 renderer:
* *
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
* texture associated with the texture, if you want to wrap an existing * associated with the texture, if you want to wrap an existing texture.
* texture. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint * associated with the texture, if you want to wrap an existing texture.
* texture associated with the texture, if you want to wrap an existing * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
* texture. * associated with the UV plane of an NV12 texture, if you want to wrap an
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint * existing texture.
* texture associated with the UV plane of an NV12 texture, if you want to * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
* wrap an existing texture. * associated with the U plane of a YUV texture, if you want to wrap an
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint * existing texture.
* texture associated with the U plane of a YUV texture, if you want to wrap * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
* an existing texture. * associated with the V plane of a YUV texture, if you want to wrap an
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint * existing texture.
* texture associated with the V plane of a YUV texture, if you want to wrap
* an existing texture.
* *
* \param renderer the rendering context * \param renderer the rendering context
* \param props the properties to use * \param props the properties to use
@ -554,8 +552,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
* *
* With the direct3d11 renderer: * With the direct3d11 renderer:
* *
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
* associated with the texture * with the texture
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
* associated with the U plane of a YUV texture * associated with the U plane of a YUV texture
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
@ -563,29 +561,29 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
* *
* With the direct3d12 renderer: * With the direct3d12 renderer:
* *
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
* associated with the texture * with the texture
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
* associated with the U plane of a YUV texture * with the U plane of a YUV texture
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
* associated with the V plane of a YUV texture * with the V plane of a YUV texture
* *
* With the opengl renderer: * With the opengl renderer:
* *
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
* associated with the texture * with the texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
* associated with the UV plane of an NV12 texture * associated with the UV plane of an NV12 texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
* associated with the U plane of a YUV texture * with the U plane of a YUV texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
* associated with the V plane of a YUV texture * with the V plane of a YUV texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
* target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc) * target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
* - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
* of the texture (0.0 - 1.0) * the texture (0.0 - 1.0)
* - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
* of the texture (0.0 - 1.0) * the texture (0.0 - 1.0)
* *
* With the opengles2 renderer: * With the opengles2 renderer:
* *
@ -597,8 +595,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
* associated with the U plane of a YUV texture * associated with the U plane of a YUV texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture * associated with the V plane of a YUV texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the texture
* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc) * target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
* *
* \param texture the texture to query * \param texture the texture to query
* \returns a valid property ID on success or 0 on failure; call * \returns a valid property ID on success or 0 on failure; call

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@ -262,21 +262,21 @@ extern DECLSPEC void SDLCALL SDL_DestroySurface(SDL_Surface *surface);
* *
* The following properties are understood by SDL: * The following properties are understood by SDL:
* *
* - `SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER`: an SDL_ColorPrimaries * - `SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER`: an SDL_ColorPrimaries value
* value describing the surface colorspace * describing the surface colorspace
* - `SDL_PROP_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER`: an * - `SDL_PROP_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER`: an
* SDL_TransferCharacteristics value describing the surface colorspace * SDL_TransferCharacteristics value describing the surface colorspace
* - `SDL_PROP_SURFACE_MAXCLL_NUMBER`: MaxCLL (Maximum Content Light * - `SDL_PROP_SURFACE_MAXCLL_NUMBER`: MaxCLL (Maximum Content Light Level)
* Level) indicates the maximum light level of any single pixel (in cd/m2 or * indicates the maximum light level of any single pixel (in cd/m2 or nits)
* nits) of the entire playback sequence. MaxCLL is usually measured off the * of the entire playback sequence. MaxCLL is usually measured off the final
* final delivered content after mastering. If one uses the full light level * delivered content after mastering. If one uses the full light level of
* of the HDR mastering display and adds a hard clip at its maximum value, * the HDR mastering display and adds a hard clip at its maximum value,
* MaxCLL would be equal to the peak luminance of the mastering monitor. * MaxCLL would be equal to the peak luminance of the mastering monitor.
* - `SDL_PROP_SURFACE_MAXFALL_NUMBER`: MaxFALL (Maximum Frame Average * - `SDL_PROP_SURFACE_MAXFALL_NUMBER`: MaxFALL (Maximum Frame Average Light
* Light Level) indicates the maximum value of the frame average light level * Level) indicates the maximum value of the frame average light level (in
* (in cd/m2 or nits) of the entire playback sequence. MaxFALL is calculated * cd/m2 or nits) of the entire playback sequence. MaxFALL is calculated by
* by averaging the decoded luminance values of all the pixels within a * averaging the decoded luminance values of all the pixels within a frame.
* frame. MaxFALL is usually much lower than MaxCLL. * MaxFALL is usually much lower than MaxCLL.
* *
* \param surface the SDL_Surface structure to query * \param surface the SDL_Surface structure to query
* \returns a valid property ID on success or 0 on failure; call * \returns a valid property ID on success or 0 on failure; call

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@ -827,46 +827,44 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
* *
* These are the supported properties: * These are the supported properties:
* *
* - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window * - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window should
* should be always on top * be always on top
* - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has * - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has no
* no window decoration * window decoration
* - `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should * - `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should
* accept keyboard input (defaults true) * accept keyboard input (defaults true)
* - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window * - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window should
* should start in fullscreen mode at desktop resolution * start in fullscreen mode at desktop resolution
* - `SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window * - `SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window
* - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should * - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should start
* start hidden * hidden
* - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the * - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the window
* window uses a high pixel density buffer if possible * uses a high pixel density buffer if possible
* - `SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should * - `SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should
* start maximized * start maximized
* - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup * - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup menu
* menu * - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be used
* - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be * with Metal rendering
* used with Metal rendering
* - `SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should * - `SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should
* start minimized * start minimized
* - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window * - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window starts
* starts with grabbed mouse focus * with grabbed mouse focus
* - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be * - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be used
* used with OpenGL rendering * with OpenGL rendering
* - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be * - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be the
* the parent of this window, required for windows with the "toolip" and * parent of this window, required for windows with the "toolip" and "menu"
* "menu" properties * properties
* - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should * - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should be
* be resizable * resizable
* - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in * - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in UTF-8
* UTF-8 encoding * encoding
* - `SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show * - `SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show
* transparent in the areas with alpha of 0 * transparent in the areas with alpha of 0
* - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a * - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a tooltip
* tooltip * - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a utility
* - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a * window, not showing in the task bar and window list
* utility window, not showing in the task bar and window list * - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be used
* - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be * with Vulkan rendering
* used with Vulkan rendering
* - `SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window * - `SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window
* - `SDL_PROP_WINDOW_CREATE_X_NUMBER`: the x position of the window, or * - `SDL_PROP_WINDOW_CREATE_X_NUMBER`: the x position of the window, or
* `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is * `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is
@ -880,18 +878,17 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
* - `SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the * - `SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the
* `(__unsafe_unretained)` NSWindow associated with the window, if you want * `(__unsafe_unretained)` NSWindow associated with the window, if you want
* to wrap an existing window. * to wrap an existing window.
* - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the * - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the `(__unsafe_unretained)`
* `(__unsafe_unretained)` NSView associated with the window, defaults to * NSView associated with the window, defaults to `[window contentView]`
* `[window contentView]`
* *
* These are additional supported properties on Wayland: * These are additional supported properties on Wayland:
* *
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true * - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true if
* if the application wants to use the Wayland surface for a custom role and * the application wants to use the Wayland surface for a custom role and
* does not want it attached to an XDG toplevel window. See * does not want it attached to an XDG toplevel window. See
* docs/README-wayland.md for more information on using custom surfaces. * docs/README-wayland.md for more information on using custom surfaces.
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN - true if * - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN - true if the
* the application wants an associated `wl_egl_window` object to be created, * application wants an associated `wl_egl_window` object to be created,
* even if the window does not have the OpenGL property or flag set. * even if the window does not have the OpenGL property or flag set.
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface * - `SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface
* associated with the window, if you want to wrap an existing window. See * associated with the window, if you want to wrap an existing window. See
@ -899,8 +896,8 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
* *
* These are additional supported properties on Windows: * These are additional supported properties on Windows:
* *
* - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with * - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with the
* the window, if you want to wrap an existing window. * window, if you want to wrap an existing window.
* - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional, * - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional,
* another window to share pixel format with, useful for OpenGL windows * another window to share pixel format with, useful for OpenGL windows
* *
@ -1009,10 +1006,10 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
* *
* On Android: * On Android:
* *
* - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow * - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow associated
* associated with the window
* - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated
* with the window * with the window
* - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated with
* the window
* *
* On iOS: * On iOS:
* *
@ -1023,12 +1020,12 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
* *
* On KMS/DRM: * On KMS/DRM:
* *
* - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index * - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index associated
* associated with the window (e.g. the X in /dev/dri/cardX) * with the window (e.g. the X in /dev/dri/cardX)
* - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with * - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with the
* the window * window
* - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device * - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device associated
* associated with the window * with the window
* *
* On macOS: * On macOS:
* *
@ -1043,8 +1040,8 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
* associated with the window * associated with the window
* - `SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType * - `SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType
* associated with the window * associated with the window
* - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated * - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated with
* with the window * the window
* *
* On UWP: * On UWP:
* *
@ -1053,12 +1050,10 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
* *
* On Windows: * On Windows:
* *
* - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the * - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the window
* window * - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the window
* - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the * - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated with
* window * the window
* - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated
* with the window
* *
* On Wayland: * On Wayland:
* *
@ -1066,14 +1061,14 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
* show/hide calls. They will be null if the window is hidden and must be * show/hide calls. They will be null if the window is hidden and must be
* queried each time it is shown. * queried each time it is shown.
* *
* - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated * - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated with
* with the window * the window
* - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated * - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated with
* with the window * the window
* - `SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window * - `SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window
* associated with the window * associated with the window
* - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface * - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface associated
* associated with the window * with the window
* - `SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role * - `SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role
* associated with the window * associated with the window
* - `SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role * - `SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role
@ -1083,12 +1078,12 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
* *
* On X11: * On X11:
* *
* - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated * - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated with
* with the window
* - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated
* with the window
* - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with
* the window * the window
* - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated with
* the window
* - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with the
* window
* *
* \param window the window to query * \param window the window to query
* \returns a valid property ID on success or 0 on failure; call * \returns a valid property ID on success or 0 on failure; call