Sync SDL3 wiki -> header
parent
3b55c7d1f4
commit
aba3038353
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@ -234,12 +234,12 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
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*
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* These are the supported properties:
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*
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* - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering
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* is displayed
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* - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where
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* rendering is displayed, if you want a software renderer without a window
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* - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering
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* driver to use, if a specific one is desired
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* - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
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* displayed
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* - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
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* is displayed, if you want a software renderer without a window
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* - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
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* to use, if a specific one is desired
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* - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
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* present synchronized with the refresh rate
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*
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@ -326,14 +326,14 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
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*
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* The following read-only properties are provided by SDL:
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*
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* - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9
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* associated with the renderer
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* - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
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* with the renderer
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* - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
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* with the renderer
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* - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
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* with the renderer
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* - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the
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* ID3D12CommandQueue associated with the renderer
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* - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
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* associated with 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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@ -447,10 +447,10 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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*
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* These are the supported properties:
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*
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* - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values
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* in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
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* - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values
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* in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
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* - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
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* SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
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* - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
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* SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
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* - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
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* pixels, required
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* - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
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@ -460,12 +460,12 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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*
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* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
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* associated with the texture, if you want to wrap an existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the
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* ID3D11Texture2D associated with the U plane of a YUV texture, if you want
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* to wrap an existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the
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* ID3D11Texture2D associated with the V plane of a YUV texture, if you want
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* to wrap an existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
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* associated with the U plane of a YUV texture, if you want to wrap an
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* existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
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* associated with the V plane of a YUV texture, if you want to wrap an
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* existing texture.
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*
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* With the direct3d12 renderer:
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*
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@ -482,9 +482,9 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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*
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* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
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* associated with the texture, if you want to wrap an existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint
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* texture associated with the UV plane of an NV12 texture, if you want to
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* wrap an existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
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* associated with the UV plane of an NV12 texture, if you want to wrap an
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* existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
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* associated with the U plane of a YUV texture, if you want to wrap an
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* existing texture.
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@ -494,21 +494,19 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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*
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* With the opengles2 renderer:
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*
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
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* texture associated with the texture, if you want to wrap an existing
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* texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
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* texture associated with the texture, if you want to wrap an existing
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* texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint
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* texture associated with the UV plane of an NV12 texture, if you want to
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* wrap an existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint
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* texture associated with the U plane of a YUV texture, if you want to wrap
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* an existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint
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* texture associated with the V plane of a YUV texture, if you want to wrap
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* an existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
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* associated with the texture, if you want to wrap an existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
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* associated with the texture, if you want to wrap an existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
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* associated with the UV plane of an NV12 texture, if you want to wrap an
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* existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
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* associated with the U plane of a YUV texture, if you want to wrap an
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* existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
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* associated with the V plane of a YUV texture, if you want to wrap an
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* existing texture.
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*
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* \param renderer the rendering context
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* \param props the properties to use
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@ -554,8 +552,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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*
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* With the direct3d11 renderer:
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*
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* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
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* associated with the texture
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* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
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* with the texture
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* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
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* associated with the U plane of a YUV texture
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* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
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@ -563,29 +561,29 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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*
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* With the direct3d12 renderer:
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*
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* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
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* associated with the texture
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* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
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* associated with the U plane of a YUV texture
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* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
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* associated with the V plane of a YUV texture
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* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
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* with the texture
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* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
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* with the U plane of a YUV texture
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* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
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* with the V plane of a YUV texture
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*
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* With the opengl renderer:
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*
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
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* associated with the texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
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* with the texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
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* associated with the UV plane of an NV12 texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
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* associated with the U plane of a YUV texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
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* associated with the V plane of a YUV texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
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* with the U plane of a YUV texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
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* with the V plane of a YUV texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
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* target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
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* - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width
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* of the texture (0.0 - 1.0)
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* - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height
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* of the texture (0.0 - 1.0)
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* - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
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* the texture (0.0 - 1.0)
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* - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
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* the texture (0.0 - 1.0)
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*
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* With the opengles2 renderer:
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*
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@ -597,8 +595,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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* associated with the U plane of a YUV texture
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* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
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* associated with the V plane of a YUV texture
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* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the
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* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
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* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the texture
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* target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
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*
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* \param texture the texture to query
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* \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);
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*
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* The following properties are understood by SDL:
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*
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* - `SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER`: an SDL_ColorPrimaries
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* value describing the surface colorspace
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* - `SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER`: an SDL_ColorPrimaries value
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* describing the surface colorspace
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* - `SDL_PROP_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER`: an
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* SDL_TransferCharacteristics value describing the surface colorspace
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* - `SDL_PROP_SURFACE_MAXCLL_NUMBER`: MaxCLL (Maximum Content Light
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* Level) indicates the maximum light level of any single pixel (in cd/m2 or
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* nits) of the entire playback sequence. MaxCLL is usually measured off the
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* final delivered content after mastering. If one uses the full light level
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* of the HDR mastering display and adds a hard clip at its maximum value,
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* - `SDL_PROP_SURFACE_MAXCLL_NUMBER`: MaxCLL (Maximum Content Light Level)
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* indicates the maximum light level of any single pixel (in cd/m2 or nits)
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* of the entire playback sequence. MaxCLL is usually measured off the final
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* delivered content after mastering. If one uses the full light level of
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* the HDR mastering display and adds a hard clip at its maximum value,
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* MaxCLL would be equal to the peak luminance of the mastering monitor.
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* - `SDL_PROP_SURFACE_MAXFALL_NUMBER`: MaxFALL (Maximum Frame Average
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* Light Level) indicates the maximum value of the frame average light level
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* (in cd/m2 or nits) of the entire playback sequence. MaxFALL is calculated
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* by averaging the decoded luminance values of all the pixels within a
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* frame. MaxFALL is usually much lower than MaxCLL.
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* - `SDL_PROP_SURFACE_MAXFALL_NUMBER`: MaxFALL (Maximum Frame Average Light
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* Level) indicates the maximum value of the frame average light level (in
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* cd/m2 or nits) of the entire playback sequence. MaxFALL is calculated by
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* averaging the decoded luminance values of all the pixels within a frame.
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* MaxFALL is usually much lower than MaxCLL.
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*
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* \param surface the SDL_Surface structure to query
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* \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
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*
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* These are the supported properties:
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*
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* - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window
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* should be always on top
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* - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has
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* no window decoration
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* - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window should
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* be always on top
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* - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has no
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* window decoration
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* - `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should
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* accept keyboard input (defaults true)
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* - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window
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* should start in fullscreen mode at desktop resolution
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* - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window should
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* start in fullscreen mode at desktop resolution
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* - `SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window
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* - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should
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* start hidden
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* - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the
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* window uses a high pixel density buffer if possible
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* - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should start
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* hidden
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* - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the window
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* uses a high pixel density buffer if possible
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* - `SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should
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* start maximized
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* - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup
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* menu
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* - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be
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* used with Metal rendering
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* - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup menu
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* - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be used
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* with Metal rendering
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* - `SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should
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* start minimized
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* - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window
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* starts with grabbed mouse focus
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* - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be
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* used with OpenGL rendering
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* - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be
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* the parent of this window, required for windows with the "toolip" and
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* "menu" properties
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* - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should
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* be resizable
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* - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in
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* UTF-8 encoding
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* - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window starts
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* with grabbed mouse focus
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* - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be used
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* with OpenGL rendering
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* - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be the
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* parent of this window, required for windows with the "toolip" and "menu"
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* properties
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* - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should be
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* resizable
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* - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in UTF-8
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* encoding
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* - `SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show
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* transparent in the areas with alpha of 0
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* - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a
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* tooltip
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* - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a
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* utility window, not showing in the task bar and window list
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* - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be
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* used with Vulkan rendering
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* - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a tooltip
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* - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a utility
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* window, not showing in the task bar and window list
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* - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be used
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* with Vulkan rendering
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* - `SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window
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* - `SDL_PROP_WINDOW_CREATE_X_NUMBER`: the x position of the window, or
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* `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is
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@ -880,18 +878,17 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
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* - `SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the
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* `(__unsafe_unretained)` NSWindow associated with the window, if you want
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* to wrap an existing window.
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* - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the
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* `(__unsafe_unretained)` NSView associated with the window, defaults to
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* `[window contentView]`
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* - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the `(__unsafe_unretained)`
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* NSView associated with the window, defaults to `[window contentView]`
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*
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* These are additional supported properties on Wayland:
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*
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* - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true
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* if the application wants to use the Wayland surface for a custom role and
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* - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true if
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* the application wants to use the Wayland surface for a custom role and
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* does not want it attached to an XDG toplevel window. See
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* docs/README-wayland.md for more information on using custom surfaces.
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* - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN - true if
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* the application wants an associated `wl_egl_window` object to be created,
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* - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN - true if the
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* application wants an associated `wl_egl_window` object to be created,
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* even if the window does not have the OpenGL property or flag set.
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* - `SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface
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* 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:
|
||||
*
|
||||
* - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with
|
||||
* the window, if you want to wrap an existing window.
|
||||
* - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with the
|
||||
* window, if you want to wrap an existing window.
|
||||
* - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional,
|
||||
* another window to share pixel format with, useful for OpenGL windows
|
||||
*
|
||||
|
@ -1009,10 +1006,10 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
|
|||
*
|
||||
* On Android:
|
||||
*
|
||||
* - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow
|
||||
* associated with the window
|
||||
* - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated
|
||||
* - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow associated
|
||||
* with the window
|
||||
* - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated with
|
||||
* the window
|
||||
*
|
||||
* On iOS:
|
||||
*
|
||||
|
@ -1023,12 +1020,12 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
|
|||
*
|
||||
* On KMS/DRM:
|
||||
*
|
||||
* - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index
|
||||
* associated with the window (e.g. the X in /dev/dri/cardX)
|
||||
* - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with
|
||||
* the window
|
||||
* - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device
|
||||
* associated with the window
|
||||
* - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index associated
|
||||
* with the window (e.g. the X in /dev/dri/cardX)
|
||||
* - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with the
|
||||
* window
|
||||
* - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device associated
|
||||
* with the window
|
||||
*
|
||||
* On macOS:
|
||||
*
|
||||
|
@ -1043,8 +1040,8 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
|
|||
* associated with the window
|
||||
* - `SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType
|
||||
* associated with the window
|
||||
* - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated
|
||||
* with the window
|
||||
* - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated with
|
||||
* the window
|
||||
*
|
||||
* On UWP:
|
||||
*
|
||||
|
@ -1053,12 +1050,10 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
|
|||
*
|
||||
* On Windows:
|
||||
*
|
||||
* - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the
|
||||
* window
|
||||
* - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the
|
||||
* window
|
||||
* - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated
|
||||
* with the window
|
||||
* - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the window
|
||||
* - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the window
|
||||
* - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated with
|
||||
* the window
|
||||
*
|
||||
* On Wayland:
|
||||
*
|
||||
|
@ -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
|
||||
* queried each time it is shown.
|
||||
*
|
||||
* - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated
|
||||
* with the window
|
||||
* - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated
|
||||
* with the window
|
||||
* - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated with
|
||||
* the window
|
||||
* - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated with
|
||||
* the window
|
||||
* - `SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window
|
||||
* associated with the window
|
||||
* - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface
|
||||
* associated with the window
|
||||
* - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface associated
|
||||
* with the window
|
||||
* - `SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role
|
||||
* associated with the window
|
||||
* - `SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role
|
||||
|
@ -1083,12 +1078,12 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
|
|||
*
|
||||
* On X11:
|
||||
*
|
||||
* - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated
|
||||
* with the window
|
||||
* - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated
|
||||
* with the window
|
||||
* - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with
|
||||
* - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated with
|
||||
* the window
|
||||
* - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated with
|
||||
* the window
|
||||
* - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with the
|
||||
* window
|
||||
*
|
||||
* \param window the window to query
|
||||
* \returns a valid property ID on success or 0 on failure; call
|
||||
|
|
Loading…
Reference in New Issue