include: Attempt to make new properties documentation wiki bridge friendly.

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Ryan C. Gordon 2024-01-08 12:13:18 -05:00
parent 4ffec098b7
commit adef35b9ec
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2 changed files with 214 additions and 448 deletions

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@ -239,36 +239,12 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
* Create a 2D rendering context for a window, with the specified properties.
*
* These are the supported properties:
*/
#define SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER "window" /* the window where rendering is displayed */
#define SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER "surface" /* the surface where rendering is displayed, if you want a software renderer without a window */
#define SDL_PROPERTY_RENDERER_CREATE_NAME_STRING "name" /* the name of the rendering driver to use, if a specific one is desired */
#define SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync" /* true if you want present synchronized with the refresh rate */
/*
* \param props the properties to use
* \returns a valid rendering context or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
* - `SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER` ("window"): the window where rendering is displayed
* - `SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER` ("surface"): the surface where rendering is displayed, if you want a software renderer without a window
* - `SDL_PROPERTY_RENDERER_CREATE_NAME_STRING` ("name"): the name of the rendering driver to use, if a specific one is desired
* - `SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN` ("present_vsync"): true if you want present synchronized with the refresh rate
*
* \sa SDL_CreateRenderer
* \sa SDL_CreateSoftwareRenderer
* \sa SDL_DestroyRenderer
* \sa SDL_GetRendererInfo
*/
/**
* Create a 2D rendering context for a window, with the specified properties.
*
* These are the supported properties:
*
* - "window" (pointer) - the window where rendering is displayed
* - "surface" (pointer) - the surface where rendering is displayed, if you
* want a software renderer without a window
* - "name" (string) - the name of the rendering driver to use, if a specific
* one is desired
* - "present_vsync" (boolean) - true if you want present synchronized with
* the refresh rate
*
* \param props the properties to use
* \returns a valid rendering context or NULL if there was an error; call
@ -283,6 +259,11 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
#define SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER "window"
#define SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER "surface"
#define SDL_PROPERTY_RENDERER_CREATE_NAME_STRING "name"
#define SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
/**
* Create a 2D software rendering context for a surface.
*
@ -347,11 +328,11 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
* Get the properties associated with a renderer.
*
* The following read-only properties are provided by SDL:
*/
#define SDL_PROPERTY_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device" /* the IDirect3DDevice9 associated with the renderer */
#define SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device" /* the ID3D11Device associated with the renderer */
#define SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device" /* the ID3D12Device associated with the renderer */
#define SDL_PROPERTY_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue" /* the ID3D12CommandQueue associated with the renderer */
*
* - `SDL_PROPERTY_RENDERER_D3D9_DEVICE_POINTER` ("SDL.renderer.d3d9.device"): the IDirect3DDevice9 associated with the renderer
* - `SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER` ("SDL.renderer.d3d11.device"): the ID3D11Device associated with the renderer
* - `SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER` ("SDL.renderer.d3d12.device"): the ID3D12Device associated with the renderer
* - `SDL_PROPERTY_RENDERER_D3D12_COMMAND_QUEUE_POINTER` ("SDL.renderer.d3d12.command_queue"): the ID3D12CommandQueue associated with the renderer
/*
* \param renderer the rendering context
* \returns a valid property ID on success or 0 on failure; call
@ -362,30 +343,13 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
* \sa SDL_GetProperty
* \sa SDL_SetProperty
*/
/**
* Get the properties associated with a renderer.
*
* The following read-only properties are provided by SDL:
*
* ```
* "SDL.renderer.d3d9.device" (pointer) - the IDirect3DDevice9 associated with the renderer
* "SDL.renderer.d3d11.device" (pointer) - the ID3D11Device associated with the renderer
* "SDL.renderer.d3d12.device" (pointer) - the ID3D12Device associated with the renderer
* "SDL.renderer.d3d12.command_queue" (pointer) - the ID3D12CommandQueue associated with the renderer
* ```
*
* \param renderer the rendering context
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetProperty
* \sa SDL_SetProperty
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
#define SDL_PROPERTY_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
#define SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
#define SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
#define SDL_PROPERTY_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
/**
* Get the output size in pixels of a rendering context.
*
@ -481,105 +445,38 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
* Create a texture for a rendering context with the specified properties.
*
* These are the supported properties:
*/
#define SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER "format" /* one of the enumerated values in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer */
#define SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER "access" /* one of the enumerated values in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC */
#define SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER "width" /* the width of the texture in pixels, required */
#define SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER "height" /* the height of the texture in pixels, required */
/*
* With the direct3d11 renderer:
*/
#define SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture" /* the ID3D11Texture2D associated with the texture, if you want to wrap an existing texture. */
#define SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u" /* the ID3D11Texture2D associated with the U plane of a YUV texture, if you want to wrap an existing texture. */
#define SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v" /* the ID3D11Texture2D associated with the V plane of a YUV texture, if you want to wrap an existing texture. */
/*
* With the direct3d12 renderer:
*/
#define SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture" /* the ID3D12Resource associated with the texture, if you want to wrap an existing texture. */
#define SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u" /* the ID3D12Resource associated with the U plane of a YUV texture, if you want to wrap an existing texture. */
#define SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v" /* the ID3D12Resource associated with the V plane of a YUV texture, if you want to wrap an existing texture. */
/*
* With the opengl renderer:
*/
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture" /* the GLuint texture associated with the texture, if you want to wrap an existing texture. */
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv" /* the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture. */
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u" /* the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture. */
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v" /* the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture. */
/*
* With the opengles2 renderer:
*/
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture" /* the GLuint texture associated with the texture, if you want to wrap an existing texture. */
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture" /* the GLuint texture associated with the texture, if you want to wrap an existing texture. */
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv" /* the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture. */
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u" /* the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture. */
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v" /* the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture. */
/*
* \param renderer the rendering context
* \param props the properties to use
* \returns a pointer to the created texture or NULL if no rendering context
* was active, the format was unsupported, or the width or height
* were out of range; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateTextureFromSurface
* \sa SDL_CreateTexture
* \sa SDL_DestroyTexture
* \sa SDL_QueryTexture
* \sa SDL_UpdateTexture
*/
/**
* Create a texture for a rendering context with the specified properties.
*
* These are the supported properties:
*
* - "format" (number) - one of the enumerated values in SDL_PixelFormatEnum,
* defaults to the best RGBA format for the renderer
* - "access" (number) - one of the enumerated values in SDL_TextureAccess,
* defaults to SDL_TEXTUREACCESS_STATIC
* - "width" (number) - the width of the texture in pixels, required
* - "height" (number) - the height of the texture in pixels, required
* - `SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER` ("format"): one of the enumerated values in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
* - `SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER` ("access"): one of the enumerated values in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
* - `SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER` ("width"): the width of the texture in pixels, required
* - `SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER` ("height"): the height of the texture in pixels, required
*
* With the direct3d11 renderer:
*
* - "d3d11.texture" (pointer) - the ID3D11Texture2D associated with the
* texture, if you want to wrap an existing texture.
* - "d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V
* plane of a YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_POINTER` ("d3d11.texture"): the ID3D11Texture2D associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER` ("d3d11.texture_u"): the ID3D11Texture2D associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER` ("d3d11.texture_v"): the ID3D11Texture2D associated with the V plane of a YUV texture, if you want to wrap an existing texture.
*
* With the direct3d12 renderer:
*
* - "d3d12.texture" (pointer) - the ID3D12Resource associated with the
* texture, if you want to wrap an existing texture.
* - "d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V
* plane of a YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_POINTER` ("d3d12.texture"): the ID3D12Resource associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER` ("d3d12.texture_u"): the ID3D12Resource associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER` ("d3d12.texture_v"): the ID3D12Resource associated with the V plane of a YUV texture, if you want to wrap an existing texture.
*
* With the opengl renderer:
*
* - "opengl.texture" (number) - the GLuint texture associated with the
* texture, if you want to wrap an existing texture.
* - "opengl.texture_uv" (number) - the GLuint texture associated with the UV
* plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengl.texture_u" (number) - the GLuint texture associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "opengl.texture_v" (number) - the GLuint texture associated with the V
* plane of a YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER` ("opengl.texture"): the GLuint texture associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER` ("opengl.texture_uv"): the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER` ("opengl.texture_u"): the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER` ("opengl.texture_v"): the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
*
* With the opengles2 renderer:
*
* - "opengles2.texture" (number) - the GLuint texture associated with the
* texture, if you want to wrap an existing texture.
* - "opengles2.texture_uv" (number) - the GLuint texture associated with the
* UV plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengles2.texture_u" (number) - the GLuint texture associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "opengles2.texture_v" (number) - the GLuint texture associated with the V
* plane of a YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER` ("opengles2.texture"): the GLuint texture associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER` ("opengles2.texture"): the GLuint texture associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER` ("opengles2.texture_uv"): the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER` ("opengles2.texture_u"): the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER` ("opengles2.texture_v"): the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
*
* \param renderer the rendering context
* \param props the properties to use
@ -597,50 +494,26 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
*/
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
/**
* Get the properties associated with a texture.
*
* The following read-only properties are provided by SDL:
*/
/*
* With the direct3d11 renderer:
*/
#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture" /* the ID3D11Texture2D associated with the texture */
#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u" /* the ID3D11Texture2D associated with the U plane of a YUV texture */
#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v" /* the ID3D11Texture2D associated with the V plane of a YUV texture */
/*
* With the direct3d12 renderer:
*/
#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture" /* the ID3D12Resource associated with the texture */
#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u" /* the ID3D12Resource associated with the U plane of a YUV texture */
#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v" /* the ID3D12Resource associated with the V plane of a YUV texture */
/*
* With the opengl renderer:
*/
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture" /* the GLuint texture associated with the texture */
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv" /* the GLuint texture associated with the UV plane of an NV12 texture */
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u" /* the GLuint texture associated with the U plane of a YUV texture */
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v" /* the GLuint texture associated with the V plane of a YUV texture */
#define SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w" /* the texture coordinate width of the texture (0.0 - 1.0) */
#define SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h" /* the texture coordinate height of the texture (0.0 - 1.0) */
/*
* With the opengles2 renderer:
*/
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture" /* the GLuint texture associated with the texture */
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv" /* the GLuint texture associated with the UV plane of an NV12 texture */
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u" /* the GLuint texture associated with the U plane of a YUV texture */
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v" /* the GLuint texture associated with the V plane of a YUV texture */
/*
* associated with the V plane of a YUV texture
* \param texture the texture to query
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetProperty
* \sa SDL_SetProperty
*/
#define SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER "format"
#define SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER "access"
#define SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER "width"
#define SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER "height"
#define SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
#define SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
#define SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
#define SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
#define SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
#define SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
/**
* Get the properties associated with a texture.
@ -649,47 +522,31 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
*
* With the direct3d11 renderer:
*
* - "SDL.texture.d3d11.texture" (pointer) - the ID3D11Texture2D associated
* with the texture
* - "SDL.texture.d3d11.texture_u" (pointer) - the ID3D11Texture2D associated
* with the U plane of a YUV texture
* - "SDL.texture.d3d11.texture_v" (pointer) - the ID3D11Texture2D associated
* with the V plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER` ("SDL.texture.d3d11.texture"): the ID3D11Texture2D associated with the texture
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER` ("SDL.texture.d3d11.texture_u"): the ID3D11Texture2D associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER` ("SDL.texture.d3d11.texture_v"): the ID3D11Texture2D associated with the V plane of a YUV texture
*
* With the direct3d12 renderer:
*
* - "SDL.texture.d3d12.texture" (pointer) - the ID3D12Resource associated
* with the texture
* - "SDL.texture.d3d12.texture_u" (pointer) - the ID3D12Resource associated
* with the U plane of a YUV texture
* - "SDL.texture.d3d12.texture_v" (pointer) - the ID3D12Resource associated
* with the V plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER` ("SDL.texture.d3d12.texture"): the ID3D12Resource associated with the texture
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER` ("SDL.texture.d3d12.texture_u"): the ID3D12Resource associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER` ("SDL.texture.d3d12.texture_v"): the ID3D12Resource associated with the V plane of a YUV texture
*
* With the opengl renderer:
*
* - "SDL.texture.opengl.texture" (number) - the GLuint texture associated
* with the texture
* - "SDL.texture.opengl.texture_uv" (number) - the GLuint texture associated
* with the UV plane of an NV12 texture
* - "SDL.texture.opengl.texture_u" (number) - the GLuint texture associated
* with the U plane of a YUV texture
* - "SDL.texture.opengl.texture_v" (number) - the GLuint texture associated
* with the V plane of a YUV texture
* - "SDL.texture.opengl.tex_w" (float) - the texture coordinate width of the
* texture (0.0 - 1.0)
* - "SDL.texture.opengl.tex_h" (float) - the texture coordinate height of the
* texture (0.0 - 1.0)
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER` ("SDL.texture.opengl.texture"): the GLuint texture associated with the texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER` ("SDL.texture.opengl.texture_uv"): the GLuint texture associated with the UV plane of an NV12 texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER` ("SDL.texture.opengl.texture_u"): the GLuint texture associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER` ("SDL.texture.opengl.texture_v"): the GLuint texture associated with the V plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT` ("SDL.texture.opengl.tex_w"): the texture coordinate width of the texture (0.0 - 1.0)
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT` ("SDL.texture.opengl.tex_h"): the texture coordinate height of the texture (0.0 - 1.0)
*
* With the opengles2 renderer:
*
* - "SDL.texture.opengles2.texture" (number) - the GLuint texture associated
* with the texture
* - "SDL.texture.opengles2.texture_uv" (number) - the GLuint texture
* associated with the UV plane of an NV12 texture
* - "SDL.texture.opengles2.texture_u" (number) - the GLuint texture
* associated with the U plane of a YUV texture
* - "SDL.texture.opengles2.texture_v" (number) - the GLuint texture
* associated with the V plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER` ("SDL.texture.opengles2.texture"): the GLuint texture associated with the texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER` ("SDL.texture.opengles2.texture_uv"): the GLuint texture associated with the UV plane of an NV12 texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER` ("SDL.texture.opengles2.texture_u"): the GLuint texture associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER` ("SDL.texture.opengles2.texture_v"): the GLuint texture associated with the V plane of a YUV texture
*
* \param texture the texture to query
* \returns a valid property ID on success or 0 on failure; call
@ -702,6 +559,23 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture" /* the ID3D11Texture2D associated with the texture */
#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u" /* the ID3D11Texture2D associated with the U plane of a YUV texture */
#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v" /* the ID3D11Texture2D associated with the V plane of a YUV texture */
#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture" /* the ID3D12Resource associated with the texture */
#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u" /* the ID3D12Resource associated with the U plane of a YUV texture */
#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v" /* the ID3D12Resource associated with the V plane of a YUV texture */
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture" /* the GLuint texture associated with the texture */
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv" /* the GLuint texture associated with the UV plane of an NV12 texture */
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u" /* the GLuint texture associated with the U plane of a YUV texture */
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v" /* the GLuint texture associated with the V plane of a YUV texture */
#define SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w" /* the texture coordinate width of the texture (0.0 - 1.0) */
#define SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h" /* the texture coordinate height of the texture (0.0 - 1.0) */
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture" /* the GLuint texture associated with the texture */
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv" /* the GLuint texture associated with the UV plane of an NV12 texture */
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u" /* the GLuint texture associated with the U plane of a YUV texture */
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v" /* the GLuint texture associated with the V plane of a YUV texture */
/**
* Get the renderer that created an SDL_Texture.
*

View File

@ -808,45 +808,45 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
* Create a window with the specified properties.
*
* These are the supported properties:
*/
#define SDL_PROPERTY_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "always-on-top" /* true if the window should be always on top */
#define SDL_PROPERTY_WINDOW_CREATE_BORDERLESS_BOOLEAN "borderless" /* true if the window has no window decoration */
#define SDL_PROPERTY_WINDOW_CREATE_FOCUSABLE_BOOLEAN "focusable" /* true if the window should accept keyboard input (defaults true) */
#define SDL_PROPERTY_WINDOW_CREATE_FULLSCREEN_BOOLEAN "fullscreen" /* true if the window should start in fullscreen mode at desktop resolution */
#define SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER "height" /* the height of the window */
#define SDL_PROPERTY_WINDOW_CREATE_HIDDEN_BOOLEAN "hidden" /* true if the window should start hidden */
#define SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "high-pixel-density" /* true if the window uses a high pixel density buffer if possible */
#define SDL_PROPERTY_WINDOW_CREATE_MAXIMIZED_BOOLEAN "maximized" /* true if the window should start maximized */
#define SDL_PROPERTY_WINDOW_CREATE_MENU_BOOLEAN "menu" /* true if the window is a popup menu */
#define SDL_PROPERTY_WINDOW_CREATE_METAL_BOOLEAN "metal" /* true if the window will be used with Metal rendering */
#define SDL_PROPERTY_WINDOW_CREATE_MINIMIZED_BOOLEAN "minimized" /* true if the window should start minimized */
#define SDL_PROPERTY_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "mouse-grabbed" /* true if the window starts with grabbed mouse focus */
#define SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN "opengl" /* true if the window will be used with OpenGL rendering */
#define SDL_PROPERTY_WINDOW_CREATE_PARENT_POINTER "parent" /* an SDL_Window that will be the parent of this window, required for windows with the "toolip" and "menu" properties */
#define SDL_PROPERTY_WINDOW_CREATE_RESIZABLE_BOOLEAN "resizable" /* true if the window should be resizable */
#define SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING "title" /* the title of the window, in UTF-8 encoding */
#define SDL_PROPERTY_WINDOW_CREATE_TRANSPARENT_BOOLEAN "transparent" /* true if the window show transparent in the areas with alpha of 0 */
#define SDL_PROPERTY_WINDOW_CREATE_TOOLTIP_BOOLEAN "tooltip" /* true if the window is a tooltip */
#define SDL_PROPERTY_WINDOW_CREATE_UTILITY_BOOLEAN "utility" /* true if the window is a utility window, not showing in the task bar and window list */
#define SDL_PROPERTY_WINDOW_CREATE_VULKAN_BOOLEAN "vulkan" /* true if the window will be used with Vulkan rendering */
#define SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER "width" /* the width of the window */
#define SDL_PROPERTY_WINDOW_CREATE_X_NUMBER "x" /* the x position of the window, or `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for windows with the "parent" property set. */
#define SDL_PROPERTY_WINDOW_CREATE_Y_NUMBER "y" /* the y position of the window, or `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for windows with the "parent" property set. */
/*
*
* - `SDL_PROPERTY_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN` ("always-on-top"): true if the window should be always on top
* - `SDL_PROPERTY_WINDOW_CREATE_BORDERLESS_BOOLEAN` ("borderless"): true if the window has no window decoration
* - `SDL_PROPERTY_WINDOW_CREATE_FOCUSABLE_BOOLEAN` ("focusable"): true if the window should accept keyboard input (defaults true)
* - `SDL_PROPERTY_WINDOW_CREATE_FULLSCREEN_BOOLEAN` ("fullscreen"): true if the window should start in fullscreen mode at desktop resolution
* - `SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER` ("height"): the height of the window
* - `SDL_PROPERTY_WINDOW_CREATE_HIDDEN_BOOLEAN` ("hidden"): true if the window should start hidden
* - `SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN` ("high-pixel-density"): true if the window uses a high pixel density buffer if possible
* - `SDL_PROPERTY_WINDOW_CREATE_MAXIMIZED_BOOLEAN` ("maximized"): true if the window should start maximized
* - `SDL_PROPERTY_WINDOW_CREATE_MENU_BOOLEAN` ("menu"): true if the window is a popup menu
* - `SDL_PROPERTY_WINDOW_CREATE_METAL_BOOLEAN` ("metal"): true if the window will be used with Metal rendering
* - `SDL_PROPERTY_WINDOW_CREATE_MINIMIZED_BOOLEAN` ("minimized"): true if the window should start minimized
* - `SDL_PROPERTY_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN` ("mouse-grabbed"): true if the window starts with grabbed mouse focus
* - `SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN` ("opengl"): true if the window will be used with OpenGL rendering
* - `SDL_PROPERTY_WINDOW_CREATE_PARENT_POINTER` ("parent"): an SDL_Window that will be the parent of this window, required for windows with the "toolip" and "menu" properties
* - `SDL_PROPERTY_WINDOW_CREATE_RESIZABLE_BOOLEAN` ("resizable"): true if the window should be resizable
* - `SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING` ("title"): the title of the window, in UTF-8 encoding
* - `SDL_PROPERTY_WINDOW_CREATE_TRANSPARENT_BOOLEAN` ("transparent"): true if the window show transparent in the areas with alpha of 0
* - `SDL_PROPERTY_WINDOW_CREATE_TOOLTIP_BOOLEAN` ("tooltip"): true if the window is a tooltip
* - `SDL_PROPERTY_WINDOW_CREATE_UTILITY_BOOLEAN` ("utility"): true if the window is a utility window, not showing in the task bar and window list
* - `SDL_PROPERTY_WINDOW_CREATE_VULKAN_BOOLEAN` ("vulkan"): true if the window will be used with Vulkan rendering
* - `SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER` ("width"): the width of the window
* - `SDL_PROPERTY_WINDOW_CREATE_X_NUMBER` ("x"): the x position of the window, or `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for windows with the "parent" property set.
* - `SDL_PROPERTY_WINDOW_CREATE_Y_NUMBER` ("y"): the y position of the window, or `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for windows with the "parent" property set.
*
* These are additional supported properties on macOS:
*/
#define SDL_PROPERTY_WINDOW_CREATE_COCOA_WINDOW_POINTER "cocoa.window" /* the (__unsafe_unretained) NSWindow associated with the window, if you want to wrap an existing window. */
#define SDL_PROPERTY_WINDOW_CREATE_COCOA_VIEW_POINTER "cocoa.view" /* the (__unsafe_unretained) NSView associated with the window, defaults to [window contentView] */
/*
*
* - `SDL_PROPERTY_WINDOW_CREATE_COCOA_WINDOW_POINTER` ("cocoa.window"): the `(__unsafe_unretained)` NSWindow associated with the window, if you want to wrap an existing window.
* - `SDL_PROPERTY_WINDOW_CREATE_COCOA_VIEW_POINTER` ("cocoa.view"): the `(__unsafe_unretained)` NSView associated with the window, defaults to `[window contentView]`
*
* These are additional supported properties on Windows:
*/
#define SDL_PROPERTY_WINDOW_CREATE_WIN32_HWND_POINTER "win32.hwnd" /* the HWND associated with the window, if you want to wrap an existing window. */
#define SDL_PROPERTY_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER "win32.pixel_format_hwnd" /* optional, another window to share pixel format with, useful for OpenGL windows */
/*
*
* - `SDL_PROPERTY_WINDOW_CREATE_WIN32_HWND_POINTER` ("win32.hwnd"): the HWND associated with the window, if you want to wrap an existing window.
* - `SDL_PROPERTY_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER` ("win32.pixel_format_hwnd"): optional, another window to share pixel format with, useful for OpenGL windows
*
* These are additional supported properties with X11:
*/
#define SDL_PROPERTY_WINDOW_CREATE_X11_WINDOW_NUMBER "x11.window" /* the X11 Window associated with the window, if you want to wrap an existing window. */
/*
*
* - `SDL_PROPERTY_WINDOW_CREATE_X11_WINDOW_NUMBER` ("x11.window"): the X11 Window associated with the window, if you want to wrap an existing window.
*
* The window is implicitly shown if the "hidden" property is not set.
*
* Windows with the "tooltip" and "menu" properties are popup windows and have
@ -861,83 +861,38 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
* \sa SDL_CreateWindow
* \sa SDL_DestroyWindow
*/
/**
* Create a window with the specified properties.
*
* These are the supported properties:
*
* - "always-on-top" (boolean) - true if the window should be always on top
* - "borderless" (boolean) - true if the window has no window decoration
* - "focusable" (boolean) - true if the window should accept keyboard input
* (defaults true)
* - "fullscreen" (boolean) - true if the window should start in fullscreen
* mode at desktop resolution
* - "height" (number) - the height of the window
* - "hidden" (boolean) - true if the window should start hidden
* - "high-pixel-density" (boolean) - true if the window uses a high pixel
* density buffer if possible
* - "maximized" (boolean) - true if the window should start maximized
* - "menu" (boolean) - true if the window is a popup menu
* - "metal" (string) - true if the window will be used with Metal rendering
* - "minimized" (boolean) - true if the window should start minimized
* - "mouse-grabbed" (boolean) - true if the window starts with grabbed mouse
* focus
* - "opengl" (boolean) - true if the window will be used with OpenGL
* rendering
* - "parent" (pointer) - an SDL_Window that will be the parent of this
* window, required for windows with the "toolip" and "menu" properties
* - "resizable" (boolean) - true if the window should be resizable
* - "title" (string) - the title of the window, in UTF-8 encoding
* - "transparent" (string) - true if the window show transparent in the areas
* with alpha of 0
* - "tooltip" (boolean) - true if the window is a tooltip
* - "utility" (boolean) - true if the window is a utility window, not showing
* in the task bar and window list
* - "vulkan" (string) - true if the window will be used with Vulkan rendering
* - "width" (number) - the width of the window
* - "x" (number) - the x position of the window, or `SDL_WINDOWPOS_CENTERED`,
* defaults to `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for
* windows with the "parent" property set.
* - "y" (number) - the y position of the window, or `SDL_WINDOWPOS_CENTERED`,
* defaults to `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for
* windows with the "parent" property set.
*
* On macOS:
*
* - "cocoa.window" (pointer) - the (__unsafe_unretained) NSWindow associated
* with the window, if you want to wrap an existing window.
* - "cocoa.view" (pointer) - the (__unsafe_unretained) NSView associated with
* the window, defaults to [window contentView]
*
* On Windows:
*
* - "win32.hwnd" (pointer) - the HWND associated with the window, if you want
* to wrap an existing window.
* - "win32.pixel_format_hwnd" (pointer) - optional, another window to share
* pixel format with, useful for OpenGL windows
*
* On X11:
*
* - "x11.window" (number) - the X11 Window associated with the window, if you
* want to wrap an existing window.
*
* The SDL_Window is implicitly shown if the "hidden" property is not set.
*
* Windows with the "tooltip" and "menu" properties are popup windows and have
* the behaviors and guidelines outlined in `SDL_CreatePopupWindow()`.
*
* \param props the properties to use
* \returns the window that was created or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateWindow
* \sa SDL_DestroyWindow
*/
extern DECLSPEC SDL_Window *SDLCALL SDL_CreateWindowWithProperties(SDL_PropertiesID props);
#define SDL_PROPERTY_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "always-on-top"
#define SDL_PROPERTY_WINDOW_CREATE_BORDERLESS_BOOLEAN "borderless"
#define SDL_PROPERTY_WINDOW_CREATE_FOCUSABLE_BOOLEAN "focusable"
#define SDL_PROPERTY_WINDOW_CREATE_FULLSCREEN_BOOLEAN "fullscreen"
#define SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER "height"
#define SDL_PROPERTY_WINDOW_CREATE_HIDDEN_BOOLEAN "hidden"
#define SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "high-pixel-density"
#define SDL_PROPERTY_WINDOW_CREATE_MAXIMIZED_BOOLEAN "maximized"
#define SDL_PROPERTY_WINDOW_CREATE_MENU_BOOLEAN "menu"
#define SDL_PROPERTY_WINDOW_CREATE_METAL_BOOLEAN "metal"
#define SDL_PROPERTY_WINDOW_CREATE_MINIMIZED_BOOLEAN "minimized"
#define SDL_PROPERTY_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "mouse-grabbed"
#define SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN "opengl"
#define SDL_PROPERTY_WINDOW_CREATE_PARENT_POINTER "parent"
#define SDL_PROPERTY_WINDOW_CREATE_RESIZABLE_BOOLEAN "resizable"
#define SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING "title"
#define SDL_PROPERTY_WINDOW_CREATE_TRANSPARENT_BOOLEAN "transparent"
#define SDL_PROPERTY_WINDOW_CREATE_TOOLTIP_BOOLEAN "tooltip"
#define SDL_PROPERTY_WINDOW_CREATE_UTILITY_BOOLEAN "utility"
#define SDL_PROPERTY_WINDOW_CREATE_VULKAN_BOOLEAN "vulkan"
#define SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER "width"
#define SDL_PROPERTY_WINDOW_CREATE_X_NUMBER "x"
#define SDL_PROPERTY_WINDOW_CREATE_Y_NUMBER "y"
#define SDL_PROPERTY_WINDOW_CREATE_COCOA_WINDOW_POINTER "cocoa.window"
#define SDL_PROPERTY_WINDOW_CREATE_COCOA_VIEW_POINTER "cocoa.view"
#define SDL_PROPERTY_WINDOW_CREATE_WIN32_HWND_POINTER "win32.hwnd"
#define SDL_PROPERTY_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER "win32.pixel_format_hwnd"
#define SDL_PROPERTY_WINDOW_CREATE_X11_WINDOW_NUMBER "x11.window"
/**
* Get the numeric ID of a window.
*
@ -987,156 +942,65 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
* Get the properties associated with a window.
*
* The following read-only properties are provided by SDL:
*/
/*
* On Android:
*/
#define SDL_PROPERTY_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window" /* the ANativeWindow associated with the window */
#define SDL_PROPERTY_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface" /* the EGLSurface associated with the window */
/*
* On iOS:
*/
#define SDL_PROPERTY_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window" /* the (__unsafe_unretained) UIWindow associated with the window */
#define SDL_PROPERTY_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag" /* the NSInteger tag assocated with metal views on the window */
/*
* On KMS/DRM:
*/
#define SDL_PROPERTY_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index" /* the device index associated with the window (e.g. the X in /dev/dri/cardX) */
#define SDL_PROPERTY_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd" /* the DRM FD associated with the window */
#define SDL_PROPERTY_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev" /* the GBM device associated with the window */
/*
* On macOS:
*/
#define SDL_PROPERTY_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window" /* the (__unsafe_unretained) NSWindow associated with the window */
#define SDL_PROPERTY_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag" /* the NSInteger tag assocated with metal views on the window */
/*
* On Vivante:
*/
#define SDL_PROPERTY_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display" /* the EGLNativeDisplayType associated with the window */
#define SDL_PROPERTY_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window" /* the EGLNativeWindowType associated with the window */
#define SDL_PROPERTY_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface" /* the EGLSurface associated with the window */
/*
* On UWP:
*/
#define SDL_PROPERTY_WINDOW_WINRT_WINDOW_POINTER "SDL.window.winrt.window" /* the IInspectable CoreWindow associated with the window */
/*
* On Windows:
*/
#define SDL_PROPERTY_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd" /* the HWND associated with the window */
#define SDL_PROPERTY_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc" /* the HDC associated with the window */
#define SDL_PROPERTY_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance" /* the HINSTANCE associated with the window */
/*
* On Wayland:
*
* Note: The xdg_* window objects do not internally persist across window
* show/hide calls. They will be null if the window is hidden and must be
* queried each time it is shown.
*/
#define SDL_PROPERTY_WINDOW_WAYLAND_REGISTRY_POINTER "SDL.window.wayland.registry" /* the wl_registry associated with the window */
#define SDL_PROPERTY_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display" /* the wl_display associated with the window */
#define SDL_PROPERTY_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface" /* the wl_surface associated with the window */
#define SDL_PROPERTY_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window" /* the wl_egl_window associated with the window */
#define SDL_PROPERTY_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface" /* the xdg_surface associated with the window */
#define SDL_PROPERTY_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel" /* the xdg_toplevel role associated with the window */
#define SDL_PROPERTY_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup" /* the xdg_popup role associated with the window */
#define SDL_PROPERTY_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner" /* the xdg_positioner associated with the window, in popup mode */
/*
* On X11:
*/
#define SDL_PROPERTY_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display" /* the X11 Display associated with the window */
#define SDL_PROPERTY_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen" /* the screen number associated with the window */
#define SDL_PROPERTY_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window" /* 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
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetProperty
* \sa SDL_SetProperty
*/
/**
* Get the properties associated with a window.
*
* The following read-only properties are provided by SDL:
*
* On Android:
*
* ```
* "SDL.window.android.window" (pointer) - the ANativeWindow associated with the window
* "SDL.window.android.surface" (pointer) - the EGLSurface associated with the window
* ```
* - `SDL_PROPERTY_WINDOW_ANDROID_WINDOW_POINTER` ("SDL.window.android.window"): the ANativeWindow associated with the window
* - `SDL_PROPERTY_WINDOW_ANDROID_SURFACE_POINTER` ("SDL.window.android.surface"): the EGLSurface associated with the window
*
* On iOS:
*
* ```
* "SDL.window.uikit.window" (pointer) - the (__unsafe_unretained) UIWindow associated with the window
* "SDL.window.uikit.metal_view_tag" (number) - the NSInteger tag assocated with metal views on the window
* ```
* - `SDL_PROPERTY_WINDOW_UIKIT_WINDOW_POINTER` ("SDL.window.uikit.window"): the `(__unsafe_unretained)` UIWindow associated with the window
* - `SDL_PROPERTY_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER` ("SDL.window.uikit.metal_view_tag"): the NSInteger tag assocated with metal views on the window
*
* On KMS/DRM:
*
* ```
* "SDL.window.kmsdrm.dev_index" (number) - the device index associated with the window (e.g. the X in /dev/dri/cardX)
* "SDL.window.kmsdrm.drm_fd" (number) - the DRM FD associated with the window
* "SDL.window.kmsdrm.gbm_dev" (pointer) - the GBM device associated with the window
* ```
* - `SDL_PROPERTY_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER` ("SDL.window.kmsdrm.dev_index"): the device index associated with the window (e.g. the X in /dev/dri/cardX)
* - `SDL_PROPERTY_WINDOW_KMSDRM_DRM_FD_NUMBER` ("SDL.window.kmsdrm.drm_fd"): the DRM FD associated with the window
* - `SDL_PROPERTY_WINDOW_KMSDRM_GBM_DEVICE_POINTER` ("SDL.window.kmsdrm.gbm_dev"): the GBM device associated with the window
*
* On macOS:
*
* ```
* "SDL.window.cocoa.window" (pointer) - the (__unsafe_unretained) NSWindow associated with the window
* "SDL.window.cocoa.metal_view_tag" (number) - the NSInteger tag assocated with metal views on the window
* ```
* - `SDL_PROPERTY_WINDOW_COCOA_WINDOW_POINTER` ("SDL.window.cocoa.window"): the `(__unsafe_unretained)` NSWindow associated with the window
* - `SDL_PROPERTY_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER` ("SDL.window.cocoa.metal_view_tag"): the NSInteger tag assocated with metal views on the window
*
* On Vivante:
*
* ```
* "SDL.window.vivante.display" (pointer) - the EGLNativeDisplayType associated with the window
* "SDL.window.vivante.window" (pointer) - the EGLNativeWindowType associated with the window
* "SDL.window.vivante.surface" (pointer) - the EGLSurface associated with the window
* ```
* - `SDL_PROPERTY_WINDOW_VIVANTE_DISPLAY_POINTER` ("SDL.window.vivante.display"): the EGLNativeDisplayType associated with the window
* - `SDL_PROPERTY_WINDOW_VIVANTE_WINDOW_POINTER` ("SDL.window.vivante.window"): the EGLNativeWindowType associated with the window
* - `SDL_PROPERTY_WINDOW_VIVANTE_SURFACE_POINTER` ("SDL.window.vivante.surface"): the EGLSurface associated with the window
*
* On UWP:
*
* ```
* "SDL.window.winrt.window" (pointer) - the IInspectable CoreWindow associated with the window
* ```
* - `SDL_PROPERTY_WINDOW_WINRT_WINDOW_POINTER` ("SDL.window.winrt.window"): the IInspectable CoreWindow associated with the window
*
* On Windows:
*
* ```
* "SDL.window.win32.hwnd" (pointer) - the HWND associated with the window
* "SDL.window.win32.hdc" (pointer) - the HDC associated with the window
* "SDL.window.win32.instance" (pointer) - the HINSTANCE associated with the window
* ```
* - `SDL_PROPERTY_WINDOW_WIN32_HWND_POINTER` ("SDL.window.win32.hwnd"): the HWND associated with the window
* - `SDL_PROPERTY_WINDOW_WIN32_HDC_POINTER` ("SDL.window.win32.hdc"): the HDC associated with the window
* - `SDL_PROPERTY_WINDOW_WIN32_INSTANCE_POINTER` ("SDL.window.win32.instance"): the HINSTANCE associated with the window
*
* On Wayland:
*
* ```
* "SDL.window.wayland.registry" (pointer) - the wl_registry associated with the window
* "SDL.window.wayland.display" (pointer) - the wl_display associated with the window
* "SDL.window.wayland.surface" (pointer) - the wl_surface associated with the window
* "SDL.window.wayland.egl_window" (pointer) - the wl_egl_window associated with the window
* "SDL.window.wayland.xdg_surface" (pointer) - the xdg_surface associated with the window
* "SDL.window.wayland.xdg_toplevel" (pointer) - the xdg_toplevel role associated with the window
* "SDL.window.wayland.xdg_popup" (pointer) - the xdg_popup role associated with the window
* "SDL.window.wayland.xdg_positioner" (pointer) - the xdg_positioner associated with the window, in popup mode
* ```
*
* Note: The xdg_* window objects do not internally persist across window
* Note: The `xdg_*` window objects do not internally persist across window
* show/hide calls. They will be null if the window is hidden and must be
* queried each time it is shown.
*
* - `SDL_PROPERTY_WINDOW_WAYLAND_REGISTRY_POINTER` ("SDL.window.wayland.registry"): the wl_registry associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_DISPLAY_POINTER` ("SDL.window.wayland.display"): the wl_display associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_SURFACE_POINTER` ("SDL.window.wayland.surface"): the wl_surface associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_EGL_WINDOW_POINTER` ("SDL.window.wayland.egl_window"): the wl_egl_window associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_SURFACE_POINTER` ("SDL.window.wayland.xdg_surface"): the xdg_surface associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER` ("SDL.window.wayland.xdg_toplevel"): the xdg_toplevel role associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_POPUP_POINTER` ("SDL.window.wayland.xdg_popup"): the xdg_popup role associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_POSITIONER_POINTER` ("SDL.window.wayland.xdg_positioner"): the xdg_positioner associated with the window, in popup mode
*
* On X11:
*
* ```
* "SDL.window.x11.display" (pointer) - the X11 Display associated with the window
* "SDL.window.x11.screen" (number) - the screen number associated with the window
* "SDL.window.x11.window" (number) - the X11 Window associated with the window
* ```
* - `SDL_PROPERTY_WINDOW_X11_DISPLAY_POINTER` ("SDL.window.x11.display"): the X11 Display associated with the window
* - `SDL_PROPERTY_WINDOW_X11_SCREEN_NUMBER` ("SDL.window.x11.screen"): the screen number associated with the window
* - `SDL_PROPERTY_WINDOW_X11_WINDOW_NUMBER` ("SDL.window.x11.window"): 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
@ -1149,6 +1013,34 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetWindowProperties(SDL_Window *window);
#define SDL_PROPERTY_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window"
#define SDL_PROPERTY_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface"
#define SDL_PROPERTY_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window"
#define SDL_PROPERTY_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag"
#define SDL_PROPERTY_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index"
#define SDL_PROPERTY_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd"
#define SDL_PROPERTY_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev"
#define SDL_PROPERTY_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window"
#define SDL_PROPERTY_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag"
#define SDL_PROPERTY_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display"
#define SDL_PROPERTY_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window"
#define SDL_PROPERTY_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface"
#define SDL_PROPERTY_WINDOW_WINRT_WINDOW_POINTER "SDL.window.winrt.window"
#define SDL_PROPERTY_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd"
#define SDL_PROPERTY_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc"
#define SDL_PROPERTY_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance"
#define SDL_PROPERTY_WINDOW_WAYLAND_REGISTRY_POINTER "SDL.window.wayland.registry"
#define SDL_PROPERTY_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display"
#define SDL_PROPERTY_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface"
#define SDL_PROPERTY_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window"
#define SDL_PROPERTY_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface"
#define SDL_PROPERTY_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel"
#define SDL_PROPERTY_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup"
#define SDL_PROPERTY_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner"
#define SDL_PROPERTY_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display"
#define SDL_PROPERTY_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen"
#define SDL_PROPERTY_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window"
/**
* Get the window flags.
*