Shortened SDL property names

This commit is contained in:
Sam Lantinga
2024-01-27 13:00:37 -08:00
parent 1885e6b2e0
commit 3b55c7d1f4
38 changed files with 435 additions and 435 deletions

View File

@@ -234,13 +234,13 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
*
* These are the supported properties:
*
* - `SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering
* - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering
* is displayed
* - `SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER`: the surface where
* - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where
* rendering is displayed, if you want a software renderer without a window
* - `SDL_PROPERTY_RENDERER_CREATE_NAME_STRING`: the name of the rendering
* - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering
* driver to use, if a specific one is desired
* - `SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
* - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
* present synchronized with the refresh rate
*
* \param props the properties to use
@@ -256,10 +256,10 @@ 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"
#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window"
#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface"
#define SDL_PROP_RENDERER_CREATE_NAME_STRING "name"
#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
/**
* Create a 2D software rendering context for a surface.
@@ -326,13 +326,13 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
*
* The following read-only properties are provided by SDL:
*
* - `SDL_PROPERTY_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9
* - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9
* associated with the renderer
* - `SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
* - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
* with the renderer
* - `SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
* - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
* with the renderer
* - `SDL_PROPERTY_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the
* - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the
* ID3D12CommandQueue associated with the renderer
*
* \param renderer the rendering context
@@ -346,10 +346,10 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
*/
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"
#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
/**
* Get the output size in pixels of a rendering context.
@@ -447,66 +447,66 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
*
* These are the supported properties:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values
* - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values
* in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
* - `SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values
* - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values
* in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
* - `SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
* - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
* pixels, required
* - `SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
* - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
* pixels, required
*
* With the direct3d11 renderer:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: 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`: the
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the
* ID3D11Texture2D associated with the V plane of a YUV texture, if you want
* to wrap an existing texture.
*
* With the direct3d12 renderer:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: 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`: the ID3D12Resource
* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
* associated with the V plane of a YUV texture, if you want to wrap an
* existing texture.
*
* With the opengl renderer:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: 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`: the GLuint texture
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
* associated with the U plane of a YUV texture, if you want to wrap an
* existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture, if you want to wrap an
* existing texture.
*
* With the opengles2 renderer:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
* texture associated with the texture, if you want to wrap an existing
* texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
* texture associated with the texture, if you want to wrap an existing
* texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: 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`: the GLuint
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: 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`: the GLuint
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint
* texture associated with the V plane of a YUV texture, if you want to wrap
* an existing texture.
*
@@ -526,25 +526,25 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
*/
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
#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"
#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format"
#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access"
#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width"
#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
/**
@@ -554,50 +554,50 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
*
* With the direct3d11 renderer:
*
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
* associated with the texture
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
* associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
* associated with the V plane of a YUV texture
*
* With the direct3d12 renderer:
*
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
* associated with the texture
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
* associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
* associated with the V plane of a YUV texture
*
* With the opengl renderer:
*
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
* associated with the UV plane of an NV12 texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
* associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
* target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width
* - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width
* of the texture (0.0 - 1.0)
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height
* - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height
* of the texture (0.0 - 1.0)
*
* With the opengles2 renderer:
*
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
* associated with the UV plane of an NV12 texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
* associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the
* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
*
* \param texture the texture to query
@@ -611,24 +611,24 @@ 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"
#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_TARGET "SDL.texture.opengl.target"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_TARGET "SDL.texture.opengles2.target"
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET "SDL.texture.opengl.target"
#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET "SDL.texture.opengles2.target"
/**
* Get the renderer that created an SDL_Texture.

View File

@@ -262,17 +262,17 @@ extern DECLSPEC void SDLCALL SDL_DestroySurface(SDL_Surface *surface);
*
* The following properties are understood by SDL:
*
* - `SDL_PROPERTY_SURFACE_COLOR_PRIMARIES_NUMBER`: an SDL_ColorPrimaries
* - `SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER`: an SDL_ColorPrimaries
* value describing the surface colorspace
* - `SDL_PROPERTY_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER`: an
* - `SDL_PROP_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER`: an
* SDL_TransferCharacteristics value describing the surface colorspace
* - `SDL_PROPERTY_SURFACE_MAXCLL_NUMBER`: MaxCLL (Maximum Content Light
* - `SDL_PROP_SURFACE_MAXCLL_NUMBER`: MaxCLL (Maximum Content Light
* Level) indicates the maximum light level of any single pixel (in cd/m2 or
* nits) of the entire playback sequence. MaxCLL is usually measured off the
* final delivered content after mastering. If one uses the full light level
* of the HDR mastering display and adds a hard clip at its maximum value,
* MaxCLL would be equal to the peak luminance of the mastering monitor.
* - `SDL_PROPERTY_SURFACE_MAXFALL_NUMBER`: MaxFALL (Maximum Frame Average
* - `SDL_PROP_SURFACE_MAXFALL_NUMBER`: MaxFALL (Maximum Frame Average
* Light Level) indicates the maximum value of the frame average light level
* (in cd/m2 or nits) of the entire playback sequence. MaxFALL is calculated
* by averaging the decoded luminance values of all the pixels within a
@@ -289,10 +289,10 @@ extern DECLSPEC void SDLCALL SDL_DestroySurface(SDL_Surface *surface);
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetSurfaceProperties(SDL_Surface *surface);
#define SDL_PROPERTY_SURFACE_COLOR_PRIMARIES_NUMBER "SDL.surface.color_primaries"
#define SDL_PROPERTY_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER "SDL.surface.transfer_characteristics"
#define SDL_PROPERTY_SURFACE_MAXCLL_NUMBER "SDL.surface.maxCLL"
#define SDL_PROPERTY_SURFACE_MAXFALL_NUMBER "SDL.surface.maxFALL"
#define SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER "SDL.surface.color_primaries"
#define SDL_PROP_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER "SDL.surface.transfer_characteristics"
#define SDL_PROP_SURFACE_MAXCLL_NUMBER "SDL.surface.maxCLL"
#define SDL_PROP_SURFACE_MAXFALL_NUMBER "SDL.surface.maxFALL"
/**
* Set the palette used by a surface.

View File

@@ -47,7 +47,7 @@ typedef Uint32 SDL_WindowID;
/**
* Global video properties
*
* - `SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER`: the pointer to
* - `SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER`: the pointer to
* the global `wl_display` object used by the Wayland video backend. Can be
* set before the video subsystem is initialized to import an external
* `wl_display` object from an application or toolkit for use in SDL, or
@@ -58,7 +58,7 @@ typedef Uint32 SDL_WindowID;
* if one was set prior to initialization, or NULL. See
* docs/README-wayland.md for more information.
*/
#define SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER "video.wayland.wl_display"
#define SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER "video.wayland.wl_display"
/**
* System theme
@@ -827,86 +827,86 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
*
* These are the supported properties:
*
* - `SDL_PROPERTY_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window
* - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window
* should be always on top
* - `SDL_PROPERTY_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has
* - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has
* no window decoration
* - `SDL_PROPERTY_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should
* - `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should
* accept keyboard input (defaults true)
* - `SDL_PROPERTY_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window
* - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window
* should start in fullscreen mode at desktop resolution
* - `SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window
* - `SDL_PROPERTY_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should
* - `SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window
* - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should
* start hidden
* - `SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the
* - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the
* window uses a high pixel density buffer if possible
* - `SDL_PROPERTY_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should
* - `SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should
* start maximized
* - `SDL_PROPERTY_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup
* - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup
* menu
* - `SDL_PROPERTY_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be
* - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be
* used with Metal rendering
* - `SDL_PROPERTY_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should
* - `SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should
* start minimized
* - `SDL_PROPERTY_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window
* - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window
* starts with grabbed mouse focus
* - `SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be
* - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be
* used with OpenGL rendering
* - `SDL_PROPERTY_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be
* - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: 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`: true if the window should
* - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should
* be resizable
* - `SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING`: the title of the window, in
* - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in
* UTF-8 encoding
* - `SDL_PROPERTY_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show
* - `SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show
* transparent in the areas with alpha of 0
* - `SDL_PROPERTY_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a
* - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a
* tooltip
* - `SDL_PROPERTY_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a
* - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a
* utility window, not showing in the task bar and window list
* - `SDL_PROPERTY_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be
* - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be
* used with Vulkan rendering
* - `SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window
* - `SDL_PROPERTY_WINDOW_CREATE_X_NUMBER`: the x position of the window, or
* - `SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window
* - `SDL_PROP_WINDOW_CREATE_X_NUMBER`: the x position of the window, or
* `SDL_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`: the y position of the window, or
* - `SDL_PROP_WINDOW_CREATE_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.
*
* These are additional supported properties on macOS:
*
* - `SDL_PROPERTY_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the
* - `SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the
* `(__unsafe_unretained)` NSWindow associated with the window, if you want
* to wrap an existing window.
* - `SDL_PROPERTY_WINDOW_CREATE_COCOA_VIEW_POINTER`: the
* - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the
* `(__unsafe_unretained)` NSView associated with the window, defaults to
* `[window contentView]`
*
* These are additional supported properties on Wayland:
*
* - `SDL_PROPERTY_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true
* if the application wants to use the Wayland surface for a custom role and
* does not want it attached to an XDG toplevel window. See
* docs/README-wayland.md for more information on using custom surfaces.
* - `SDL_PROPERTY_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN - true if
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN - true if
* the application wants an associated `wl_egl_window` object to be created,
* even if the window does not have the OpenGL property or flag set.
* - `SDL_PROPERTY_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface
* associated with the window, if you want to wrap an existing window. See
* docs/README-wayland.md for more information.
*
* These are additional supported properties on Windows:
*
* - `SDL_PROPERTY_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with
* - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with
* the window, if you want to wrap an existing window.
* - `SDL_PROPERTY_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional,
* - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional,
* another window to share pixel format with, useful for OpenGL windows
*
* These are additional supported properties with X11:
*
* - `SDL_PROPERTY_WINDOW_CREATE_X11_WINDOW_NUMBER`: the X11 Window associated
* - `SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER`: 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.
@@ -925,37 +925,37 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
*/
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_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "wayland.surface_role_custom"
#define SDL_PROPERTY_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "wayland.create_egl_window"
#define SDL_PROPERTY_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "wayland.wl_surface"
#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"
#define SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "always-on-top"
#define SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN "borderless"
#define SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN "focusable"
#define SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN "fullscreen"
#define SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER "height"
#define SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN "hidden"
#define SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "high-pixel-density"
#define SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN "maximized"
#define SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN "menu"
#define SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN "metal"
#define SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN "minimized"
#define SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "mouse-grabbed"
#define SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN "opengl"
#define SDL_PROP_WINDOW_CREATE_PARENT_POINTER "parent"
#define SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN "resizable"
#define SDL_PROP_WINDOW_CREATE_TITLE_STRING "title"
#define SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN "transparent"
#define SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN "tooltip"
#define SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN "utility"
#define SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN "vulkan"
#define SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER "width"
#define SDL_PROP_WINDOW_CREATE_X_NUMBER "x"
#define SDL_PROP_WINDOW_CREATE_Y_NUMBER "y"
#define SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER "cocoa.window"
#define SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER "cocoa.view"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "wayland.surface_role_custom"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "wayland.create_egl_window"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "wayland.wl_surface"
#define SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER "win32.hwnd"
#define SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER "win32.pixel_format_hwnd"
#define SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER "x11.window"
/**
* Get the numeric ID of a window.
@@ -1009,55 +1009,55 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
*
* On Android:
*
* - `SDL_PROPERTY_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow
* - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow
* associated with the window
* - `SDL_PROPERTY_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated
* - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated
* with the window
*
* On iOS:
*
* - `SDL_PROPERTY_WINDOW_UIKIT_WINDOW_POINTER`: the `(__unsafe_unretained)`
* - `SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER`: the `(__unsafe_unretained)`
* UIWindow associated with the window
* - `SDL_PROPERTY_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
* - `SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
* assocated with metal views on the window
*
* On KMS/DRM:
*
* - `SDL_PROPERTY_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index
* - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index
* associated with the window (e.g. the X in /dev/dri/cardX)
* - `SDL_PROPERTY_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with
* - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with
* the window
* - `SDL_PROPERTY_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device
* - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device
* associated with the window
*
* On macOS:
*
* - `SDL_PROPERTY_WINDOW_COCOA_WINDOW_POINTER`: the `(__unsafe_unretained)`
* - `SDL_PROP_WINDOW_COCOA_WINDOW_POINTER`: the `(__unsafe_unretained)`
* NSWindow associated with the window
* - `SDL_PROPERTY_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
* - `SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
* assocated with metal views on the window
*
* On Vivante:
*
* - `SDL_PROPERTY_WINDOW_VIVANTE_DISPLAY_POINTER`: the EGLNativeDisplayType
* - `SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER`: the EGLNativeDisplayType
* associated with the window
* - `SDL_PROPERTY_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType
* - `SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType
* associated with the window
* - `SDL_PROPERTY_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated
* - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated
* with the window
*
* On UWP:
*
* - `SDL_PROPERTY_WINDOW_WINRT_WINDOW_POINTER`: the IInspectable CoreWindow
* - `SDL_PROP_WINDOW_WINRT_WINDOW_POINTER`: the IInspectable CoreWindow
* associated with the window
*
* On Windows:
*
* - `SDL_PROPERTY_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the
* - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the
* window
* - `SDL_PROPERTY_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the
* - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the
* window
* - `SDL_PROPERTY_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated
* - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated
* with the window
*
* On Wayland:
@@ -1066,28 +1066,28 @@ 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_PROPERTY_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated
* - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated
* with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated
* - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated
* with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window
* - `SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window
* associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface
* - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface
* associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role
* - `SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role
* associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role
* - `SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role
* associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_POSITIONER_POINTER`: the xdg_positioner
* - `SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER`: the xdg_positioner
* associated with the window, in popup mode
*
* On X11:
*
* - `SDL_PROPERTY_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated
* - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated
* with the window
* - `SDL_PROPERTY_WINDOW_X11_SCREEN_NUMBER`: the screen number associated
* - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated
* with the window
* - `SDL_PROPERTY_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with
* - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with
* the window
*
* \param window the window to query
@@ -1101,32 +1101,32 @@ 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_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"
#define SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window"
#define SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface"
#define SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window"
#define SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag"
#define SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index"
#define SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd"
#define SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev"
#define SDL_PROP_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window"
#define SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag"
#define SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display"
#define SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window"
#define SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface"
#define SDL_PROP_WINDOW_WINRT_WINDOW_POINTER "SDL.window.winrt.window"
#define SDL_PROP_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd"
#define SDL_PROP_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc"
#define SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance"
#define SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display"
#define SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface"
#define SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window"
#define SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface"
#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel"
#define SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup"
#define SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner"
#define SDL_PROP_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display"
#define SDL_PROP_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen"
#define SDL_PROP_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window"
/**
* Get the window flags.