📦 sdl3-devel-doc
2108 pages · page 11 of 11
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- SDL_UpdateJoysticks(3)Update the current state of the open joysticks.✨
- SDL_UpdateNVTexture(3)Update a rectangle within a planar NV12 or NV21 texture with new pixels.✨
- SDL_UpdateSensors(3)Update the current state of the open sensors.✨
- SDL_UpdateTexture(3)Update the given texture rectangle with new pixel data.✨
- SDL_UpdateTrays(3)Update the trays.✨
- SDL_UpdateWindowSurface(3)Copy the window surface to the screen.✨
- SDL_UpdateWindowSurfaceRects(3)Copy areas of the window surface to the screen.✨
- SDL_UpdateYUVTexture(3)Update a rectangle within a planar YV12 or IYUV texture with new pixel data.✨
- SDL_UploadToGPUBuffer(3)Uploads data from a transfer buffer to a buffer.✨
- SDL_UploadToGPUTexture(3)Uploads data from a transfer buffer to a texture.✨
- SDL_US_PER_SECOND(3)Number of microseconds in a second.✨
- SDL_US_TO_NS(3)Convert microseconds to nanoseconds.✨
- SDL_UserEvent(3type)A user-defined event type (event.user.*)✨
- SDL_utf8strlcpy(3)Copy an UTF-8 string.✨
- SDL_utf8strlen(3)Count the number of codepoints in a UTF-8 string.✨
- SDL_utf8strnlen(3)Count the number of codepoints in a UTF-8 string, up to n bytes.✨
- SDL_vasprintf(3)This works exactly like vasprintf() but doesn't require access to a C runtime.✨
- SDL_VERSION(3)This is the version number macro for the current SDL version.✨
- SDL_VERSION_ATLEAST(3)This macro will evaluate to true if compiled with SDL at least X.Y.Z.✨
- SDL_VERSIONNUM(3)This macro turns the version numbers into a numeric value.✨
- SDL_VERSIONNUM_MAJOR(3)This macro extracts the major version from a version number✨
- SDL_VERSIONNUM_MICRO(3)This macro extracts the micro version from a version number✨
- SDL_VERSIONNUM_MINOR(3)This macro extracts the minor version from a version number✨
- SDL_Vertex(3type)Vertex structure.✨
- SDL_VirtualJoystickDesc(3type)The structure that describes a virtual joystick.✨
- SDL_VirtualJoystickSensorDesc(3type)The structure that describes a virtual joystick sensor.✨
- SDL_VirtualJoystickTouchpadDesc(3type)The structure that describes a virtual joystick touchpad.✨
- SDL_vsnprintf(3)This works exactly like vsnprintf() but doesn't require access to a C runtime.✨
- SDL_vsscanf(3)This works exactly like vsscanf() but doesn't require access to a C runtime.✨
- SDL_vswprintf(3)This works exactly like vswprintf() but doesn't require access to a C runtime.✨
- SDL_Vulkan_CreateSurface(3)Create a Vulkan rendering surface for a window.✨
- SDL_Vulkan_DestroySurface(3)Destroy the Vulkan rendering surface of a window.✨
- SDL_Vulkan_GetInstanceExtensions(3)Get the Vulkan instance extensions needed for vkCreateInstance.✨
- SDL_Vulkan_GetPresentationSupport(3)Query support for presentation via a given physical device and queue family.✨
- SDL_Vulkan_GetVkGetInstanceProcAddr(3)Get the address of the vkGetInstanceProcAddr function.✨
- SDL_Vulkan_LoadLibrary(3)Dynamically load the Vulkan loader library.✨
- SDL_Vulkan_UnloadLibrary(3)Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary().✨
- SDL_WaitAndAcquireGPUSwapchainTexture(3)Blocks the thread until a swapchain texture is available to be acquired, and then acquires it.✨
- SDL_WaitAsyncIOResult(3)Block until an async I/O task queue has a completed task.✨
- SDL_WaitCondition(3)Wait until a condition variable is signaled.✨
- SDL_WaitConditionTimeout(3)Wait until a condition variable is signaled or a certain time has passed.✨
- SDL_WaitEvent(3)Wait indefinitely for the next available event.✨
- SDL_WaitEventTimeout(3)Wait until the specified timeout (in milliseconds) for the next available event.✨
- SDL_WaitForGPUFences(3)Blocks the thread until the given fences are signaled.✨
- SDL_WaitForGPUIdle(3)Blocks the thread until the GPU is completely idle.✨
- SDL_WaitForGPUSwapchain(3)Blocks the thread until a swapchain texture is available to be acquired.✨
- SDL_WaitProcess(3)Wait for a process to finish.✨
- SDL_WaitSemaphore(3)Wait until a semaphore has a positive value and then decrements it.✨
- SDL_WaitSemaphoreTimeout(3)Wait until a semaphore has a positive value and then decrements it.✨
- SDL_WaitThread(3)Wait for a thread to finish.✨
- SDL_WarpMouseGlobal(3)Move the mouse to the given position in global screen space.✨
- SDL_WarpMouseInWindow(3)Move the mouse cursor to the given position within the window.✨
- SDL_WasInit(3)Get a mask of the specified subsystems which are currently initialized.✨
- SDL_wcscasecmp(3)Compare two null-terminated wide strings, case- insensitively.✨
- SDL_wcscmp(3)Compare two null-terminated wide strings.✨
- SDL_wcsdup(3)Allocate a copy of a wide string.✨
- SDL_wcslcat(3)Concatenate wide strings.✨
- SDL_wcslcpy(3)Copy a wide string.✨
- SDL_wcslen(3)This works exactly like wcslen() but doesn't require access to a C runtime.✨
- SDL_wcsncasecmp(3)Compare two wide strings, case-insensitively, up to a number of wchar_t.✨
- SDL_wcsncmp(3)Compare two wide strings up to a number of wchar_t values.✨
- SDL_wcsnlen(3)This works exactly like wcsnlen() but doesn't require access to a C runtime.✨
- SDL_wcsnstr(3)Search a wide string, up to n wide chars, for the first instance of a specific substring.✨
- SDL_wcsstr(3)Search a wide string for the first instance of a specific substring.✨
- SDL_wcstol(3)Parse a long from a wide string.✨
- SDL_WINAPI_FAMILY_PHONE(3)A preprocessor macro that defined to 1 if compiling for Windows Phone.✨
- SDL_Window(3type)The struct used as an opaque handle to a window.✨
- SDL_WindowEvent(3type)Window state change event data (event.window.*)✨
- SDL_WindowFlags(3type)The flags on a window.✨
- SDL_WindowHasSurface(3)Return whether the window has a surface associated with it.✨
- SDL_WindowID(3type)This is a unique ID for a window.✨
- SDL_WINDOWPOS_CENTERED(3)Used to indicate that the window position should be centered.✨
- SDL_WINDOWPOS_CENTERED_DISPLAY(3)Used to indicate that the window position should be centered.✨
- SDL_WINDOWPOS_CENTERED_MASK(3)A magic value used with SDL_WINDOWPOS_CENTERED.✨
- SDL_WINDOWPOS_ISCENTERED(3)A macro to test if the window position is marked as "centered."✨
- SDL_WINDOWPOS_ISUNDEFINED(3)A macro to test if the window position is marked as "undefined."✨
- SDL_WINDOWPOS_UNDEFINED(3)Used to indicate that you don't care what the window position/display is.✨
- SDL_WINDOWPOS_UNDEFINED_DISPLAY(3)Used to indicate that you don't care what the window position is.✨
- SDL_WINDOWPOS_UNDEFINED_MASK(3)A magic value used with SDL_WINDOWPOS_UNDEFINED.✨
- SDL_WindowsMessageHook(3type)A callback to be used with SDL_SetWindowsMessageHook.✨
- SDL_WindowSupportsGPUPresentMode(3)Determines whether a presentation mode is supported by the window.✨
- SDL_WindowSupportsGPUSwapchainComposition(3)Determines whether a swapchain composition is supported by the window.✨
- SDL_WPRINTF_VARARG_FUNC(3)Macro that annotates a vararg function that operates like wprintf.✨
- SDL_WPRINTF_VARARG_FUNCV(3)Macro that annotates a va_list function that operates like wprintf.✨
- SDL_WriteAsyncIO(3)Start an async write.✨
- SDL_WriteIO(3)Write to an SDL_IOStream data stream.✨
- SDL_WriteS16BE(3)Use this function to write 16 bits in native format to an SDL_IOStream as big-endian data.✨
- SDL_WriteS16LE(3)Use this function to write 16 bits in native format to an SDL_IOStream as little-endian data.✨
- SDL_WriteS32BE(3)Use this function to write 32 bits in native format to an SDL_IOStream as big-endian data.✨
- SDL_WriteS32LE(3)Use this function to write 32 bits in native format to an SDL_IOStream as little-endian data.✨
- SDL_WriteS64BE(3)Use this function to write 64 bits in native format to an SDL_IOStream as big-endian data.✨
- SDL_WriteS64LE(3)Use this function to write 64 bits in native format to an SDL_IOStream as little-endian data.✨
- SDL_WriteS8(3)Use this function to write a signed byte to an SDL_IOStream.✨
- SDL_WriteStorageFile(3)Synchronously write a file from client memory into a storage container.✨
- SDL_WriteSurfacePixel(3)Writes a single pixel to a surface.✨
- SDL_WriteSurfacePixelFloat(3)Writes a single pixel to a surface.✨
- SDL_WriteU16BE(3)Use this function to write 16 bits in native format to an SDL_IOStream as big-endian data.✨
- SDL_WriteU16LE(3)Use this function to write 16 bits in native format to an SDL_IOStream as little-endian data.✨
- SDL_WriteU32BE(3)Use this function to write 32 bits in native format to an SDL_IOStream as big-endian data.✨
- SDL_WriteU32LE(3)Use this function to write 32 bits in native format to an SDL_IOStream as little-endian data.✨
- SDL_WriteU64BE(3)Use this function to write 64 bits in native format to an SDL_IOStream as big-endian data.✨
- SDL_WriteU64LE(3)Use this function to write 64 bits in native format to an SDL_IOStream as little-endian data.✨
- SDL_WriteU8(3)Use this function to write a byte to an SDL_IOStream.✨
- SDL_X11EventHook(3type)A callback to be used with SDL_SetX11EventHook.✨
- SDL_zero(3)Clear an object's memory to zero.✨
- SDL_zeroa(3)Clear an array's memory to zero.✨
- SDL_zerop(3)Clear an object's memory to zero, using a pointer.✨
- SDLCALL(3)A macro to set a function's calling conventions.✨
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