📦 sdl3-devel-doc
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S (continued)
- SDL_ConvertPixels(3)Copy a block of pixels of one format to another format.✨
- SDL_ConvertPixelsAndColorspace(3)Copy a block of pixels of one format and colorspace to another format and colorspace.✨
- SDL_ConvertSurface(3)Copy an existing surface to a new surface of the specified format.✨
- SDL_ConvertSurfaceAndColorspace(3)Copy an existing surface to a new surface of the specified format and colorspace.✨
- SDL_CopyFile(3)Copy a file.✨
- SDL_CopyGPUBufferToBuffer(3)Performs a buffer-to-buffer copy.✨
- SDL_CopyGPUTextureToTexture(3)Performs a texture-to-texture copy.✨
- SDL_copyp(3)A macro to copy memory between objects, with basic type checking.✨
- SDL_CopyProperties(3)Copy a group of properties.✨
- SDL_copysign(3)Copy the sign of one floating-point value to another.✨
- SDL_copysignf(3)Copy the sign of one floating-point value to another.✨
- SDL_CopyStorageFile(3)Copy a file in a writable storage container.✨
- SDL_cos(3)Compute the cosine of x.✨
- SDL_cosf(3)Compute the cosine of x.✨
- SDL_CPUPauseInstruction(3)A macro to insert a CPU-specific "pause" instruction into the program.✨
- SDL_crc16(3)Calculate a CRC-16 value.✨
- SDL_crc32(3)Calculate a CRC-32 value.✨
- SDL_CreateAsyncIOQueue(3)Create a task queue for tracking multiple I/O operations.✨
- SDL_CreateAudioStream(3)Create a new audio stream.✨
- SDL_CreateColorCursor(3)Create a color cursor.✨
- SDL_CreateCondition(3)Create a condition variable.✨
- SDL_CreateCursor(3)Create a cursor using the specified bitmap data and mask (in MSB format).✨
- SDL_CreateDirectory(3)Create a directory, and any missing parent directories.✨
- SDL_CreateEnvironment(3)Create a set of environment variables✨
- SDL_CreateGPUBuffer(3)Creates a buffer object to be used in graphics or compute workflows.✨
- SDL_CreateGPUComputePipeline(3)Creates a pipeline object to be used in a compute workflow.✨
- SDL_CreateGPUDevice(3)Creates a GPU context.✨
- SDL_CreateGPUDeviceWithProperties(3)Creates a GPU context.✨
- SDL_CreateGPUGraphicsPipeline(3)Creates a pipeline object to be used in a graphics workflow.✨
- SDL_CreateGPUSampler(3)Creates a sampler object to be used when binding textures in a graphics workflow.✨
- SDL_CreateGPUShader(3)Creates a shader to be used when creating a graphics pipeline.✨
- SDL_CreateGPUTexture(3)Creates a texture object to be used in graphics or compute workflows.✨
- SDL_CreateGPUTransferBuffer(3)Creates a transfer buffer to be used when uploading to or downloading from graphics resources.✨
- SDL_CreateHapticEffect(3)Create a new haptic effect on a specified device.✨
- SDL_CreateMutex(3)Create a new mutex.✨
- SDL_CreatePalette(3)Create a palette structure with the specified number of color entries.✨
- SDL_CreatePopupWindow(3)Create a child popup window of the specified parent window.✨
- SDL_CreateProcess(3)Create a new process.✨
- SDL_CreateProcessWithProperties(3)Create a new process with the specified properties.✨
- SDL_CreateProperties(3)Create a group of properties.✨
- SDL_CreateRenderer(3)Create a 2D rendering context for a window.✨
- SDL_CreateRendererWithProperties(3)Create a 2D rendering context for a window, with the specified properties.✨
- SDL_CreateRWLock(3)Create a new read/write lock.✨
- SDL_CreateSemaphore(3)Create a semaphore.✨
- SDL_CreateSoftwareRenderer(3)Create a 2D software rendering context for a surface.✨
- SDL_CreateStorageDirectory(3)Create a directory in a writable storage container.✨
- SDL_CreateSurface(3)Allocate a new surface with a specific pixel format.✨
- SDL_CreateSurfaceFrom(3)Allocate a new surface with a specific pixel format and existing pixel data.✨
- SDL_CreateSurfacePalette(3)Create a palette and associate it with a surface.✨
- SDL_CreateSystemCursor(3)Create a system cursor.✨
- SDL_CreateTexture(3)Create a texture for a rendering context.✨
- SDL_CreateTextureFromSurface(3)Create a texture from an existing surface.✨
- SDL_CreateTextureWithProperties(3)Create a texture for a rendering context with the specified properties.✨
- SDL_CreateThread(3)Create a new thread with a default stack size.✨
- SDL_CreateThreadWithProperties(3)Create a new thread with with the specified properties.✨
- SDL_CreateTray(3)Create an icon to be placed in the operating system's tray, or equivalent.✨
- SDL_CreateTrayMenu(3)Create a menu for a system tray.✨
- SDL_CreateTraySubmenu(3)Create a submenu for a system tray entry.✨
- SDL_CreateWindow(3)Create a window with the specified dimensions and flags.✨
- SDL_CreateWindowAndRenderer(3)Create a window and default renderer.✨
- SDL_CreateWindowWithProperties(3)Create a window with the specified properties.✨
- SDL_Cursor(3type)The structure used to identify an SDL cursor.✨
- SDL_CursorVisible(3)Return whether the cursor is currently being shown.✨
- SDL_DateFormat(3type)The preferred date format of the current system locale.✨
- SDL_DateTime(3type)A structure holding a calendar date and time broken down into its components.✨
- SDL_DateTimeToTime(3)Converts a calendar time to an SDL_Time in nanoseconds since the epoch.✨
- SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE(3)The size, in pixels, of a single SDL_RenderDebugText() character.✨
- SDL_DECLSPEC(3)A macro to tag a symbol as a public API.✨
- SDL_DEFINE_AUDIO_FORMAT(3)Define an SDL_AudioFormat value.✨
- SDL_DEFINE_COLORSPACE(3)A macro for defining custom SDL_Colorspace formats.✨
- SDL_DEFINE_PIXELFORMAT(3)A macro for defining custom non-FourCC pixel formats.✨
- SDL_DEFINE_PIXELFOURCC(3)A macro for defining custom FourCC pixel formats.✨
- SDL_Delay(3)Wait a specified number of milliseconds before returning.✨
- SDL_DelayNS(3)Wait a specified number of nanoseconds before returning.✨
- SDL_DelayPrecise(3)Wait a specified number of nanoseconds before returning.✨
- SDL_DEPRECATED(3)A macro to tag a symbol as deprecated.✨
- SDL_DestroyAsyncIOQueue(3)Destroy a previously-created async I/O task queue.✨
- SDL_DestroyAudioStream(3)Free an audio stream.✨
- SDL_DestroyCondition(3)Destroy a condition variable.✨
- SDL_DestroyCursor(3)Free a previously-created cursor.✨
- SDL_DestroyEnvironment(3)Destroy a set of environment variables.✨
- SDL_DestroyGPUDevice(3)Destroys a GPU context previously returned by SDL_CreateGPUDevice.✨
- SDL_DestroyHapticEffect(3)Destroy a haptic effect on the device.✨
- SDL_DestroyMutex(3)Destroy a mutex created with SDL_CreateMutex().✨
- SDL_DestroyPalette(3)Free a palette created with SDL_CreatePalette().✨
- SDL_DestroyProcess(3)Destroy a previously created process object.✨
- SDL_DestroyProperties(3)Destroy a group of properties.✨
- SDL_DestroyRenderer(3)Destroy the rendering context for a window and free all associated textures.✨
- SDL_DestroyRWLock(3)Destroy a read/write lock created with SDL_CreateRWLock().✨
- SDL_DestroySemaphore(3)Destroy a semaphore.✨
- SDL_DestroySurface(3)Free a surface.✨
- SDL_DestroyTexture(3)Destroy the specified texture.✨
- SDL_DestroyTray(3)Destroys a tray object.✨
- SDL_DestroyWindow(3)Destroy a window.✨
- SDL_DestroyWindowSurface(3)Destroy the surface associated with the window.✨
- SDL_DetachThread(3)Let a thread clean up on exit without intervention.✨
- SDL_DetachVirtualJoystick(3)Detach a virtual joystick.✨
- SDL_DialogFileCallback(3type)Callback used by file dialog functions.✨
- SDL_DialogFileFilter(3type)An entry for filters for file dialogs.✨
- SDL_disabled_assert(3)The macro used when an assertion is disabled.✨
- SDL_DisableScreenSaver(3)Prevent the screen from being blanked by a screen saver.✨
- SDL_DispatchGPUCompute(3)Dispatches compute work.✨
- SDL_DispatchGPUComputeIndirect(3)Dispatches compute work with parameters set from a buffer.✨
- SDL_DisplayEvent(3type)Display state change event data (event.display.*)✨
- SDL_DisplayID(3type)This is a unique ID for a display for the time it is connected to the system, and is never reused for the lifetime of the application.✨
- SDL_DisplayMode(3type)The structure that defines a display mode.✨
- SDL_DisplayModeData(3type)Internal display mode data.✨
- SDL_DisplayOrientation(3type)Display orientation values; the way a display is rotated.✨
- SDL_DownloadFromGPUBuffer(3)Copies data from a buffer to a transfer buffer on the GPU timeline.✨
- SDL_DownloadFromGPUTexture(3)Copies data from a texture to a transfer buffer on the GPU timeline.✨
- SDL_DrawGPUIndexedPrimitives(3)Draws data using bound graphics state with an index buffer and instancing enabled.✨
- SDL_DrawGPUIndexedPrimitivesIndirect(3)Draws data using bound graphics state with an index buffer enabled and with draw parameters set from a buffer.✨
- SDL_DrawGPUPrimitives(3)Draws data using bound graphics state.✨
- SDL_DrawGPUPrimitivesIndirect(3)Draws data using bound graphics state and with draw parameters set from a buffer.✨
- SDL_DropEvent(3type)An event used to drop text or request a file open by the system (event.drop.*)✨
- SDL_DuplicateSurface(3)Creates a new surface identical to the existing surface.✨
- SDL_EGL_GetCurrentConfig(3)Get the currently active EGL config.✨
- SDL_EGL_GetCurrentDisplay(3)Get the currently active EGL display.✨
- SDL_EGL_GetProcAddress(3)Get an EGL library function by name.✨
- SDL_EGL_GetWindowSurface(3)Get the EGL surface associated with the window.✨
- SDL_EGL_SetAttributeCallbacks(3)Sets the callbacks for defining custom EGLAttrib arrays for EGL initialization.✨
- SDL_EGLAttrib(3type)An EGL attribute, used when creating an EGL context.✨
- SDL_EGLAttribArrayCallback(3type)EGL platform attribute initialization callback.✨
- SDL_EGLConfig(3type)Opaque type for an EGL config.✨
- SDL_EGLDisplay(3type)Opaque type for an EGL display.✨
- SDL_EGLint(3type)An EGL integer attribute, used when creating an EGL surface.✨
- SDL_EGLIntArrayCallback(3type)EGL surface/context attribute initialization callback types.✨
- SDL_EGLSurface(3type)Opaque type for an EGL surface.✨
- SDL_enabled_assert(3)The macro used when an assertion is enabled.✨
- SDL_EnableScreenSaver(3)Allow the screen to be blanked by a screen saver.✨
- SDL_EndGPUComputePass(3)Ends the current compute pass.✨
- SDL_EndGPUCopyPass(3)Ends the current copy pass.✨
- SDL_EndGPURenderPass(3)Ends the given render pass.✨
- SDL_EnterAppMainCallbacks(3)An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS.✨
- SDL_EnumerateDirectory(3)Enumerate a directory through a callback function.✨
- SDL_EnumerateDirectoryCallback(3type)Callback for directory enumeration.✨
- SDL_EnumerateProperties(3)Enumerate the properties contained in a group of properties.✨
- SDL_EnumeratePropertiesCallback(3type)A callback used to enumerate all the properties in a group of properties.✨
- SDL_EnumerateStorageDirectory(3)Enumerate a directory in a storage container through a callback function.✨
- SDL_EnumerationResult(3type)Possible results from an enumeration callback.✨
- SDL_Environment(3type)A thread-safe set of environment variables✨
- SDL_Event(3type)The structure for all events in SDL.✨
- SDL_EventAction(3type)The type of action to request from SDL_PeepEvents().✨
- SDL_EventEnabled(3)Query the state of processing events by type.✨
- SDL_EventFilter(3type)A function pointer used for callbacks that watch the event queue.✨
- SDL_EventType(3type)The types of events that can be delivered.✨
- SDL_EXCLUDES(3)Wrapper around Clang thread safety analysis annotations.✨
- SDL_exp(3)Compute the exponential of x.✨
- SDL_expf(3)Compute the exponential of x.✨
- SDL_fabs(3)Compute the absolute value of x✨
- SDL_fabsf(3)Compute the absolute value of x✨
- SDL_FALLTHROUGH(3)A macro to signal that a case statement without a break is intentional.✨
- SDL_FColor(3type)The bits of this structure can be directly reinterpreted as a float-packed color which uses the SDL_PIXELFORMAT_RGBA128_FLOAT format✨
- SDL_FILE(3)A macro that reports the current file being compiled.✨
- SDL_FileDialogType(3type)Various types of file dialogs.✨
- SDL_FillSurfaceRect(3)Perform a fast fill of a rectangle with a specific color.✨
- SDL_FillSurfaceRects(3)Perform a fast fill of a set of rectangles with a specific color.✨
- SDL_FilterEvents(3)Run a specific filter function on the current event queue, removing any events for which the filter returns false.✨
- SDL_Finger(3type)Data about a single finger in a multitouch event.✨
- SDL_FingerID(3type)A unique ID for a single finger on a touch device.✨
- SDL_FlashOperation(3type)Window flash operation.✨
- SDL_FlashWindow(3)Request a window to demand attention from the user.✨
- SDL_FlipMode(3type)The flip mode.✨
- SDL_FlipSurface(3)Flip a surface vertically or horizontally.✨
- SDL_FLOATWORDORDER(3)A macro that reports the target system's floating point word order.✨
- SDL_floor(3)Compute the floor of x.✨
- SDL_floorf(3)Compute the floor of x.✨
- SDL_FLT_EPSILON(3)Epsilon constant, used for comparing floating-point numbers.✨
- SDL_FlushAudioStream(3)Tell the stream that you're done sending data, and anything being buffered should be converted/resampled and made available immediately.✨
- SDL_FlushEvent(3)Clear events of a specific type from the event queue.✨
- SDL_FlushEvents(3)Clear events of a range of types from the event queue.✨
- SDL_FlushIO(3)Flush any buffered data in the stream.✨
- SDL_FlushRenderer(3)Force the rendering context to flush any pending commands and state.✨
- SDL_fmod(3)Return the floating-point remainder of x / y✨
- SDL_fmodf(3)Return the floating-point remainder of x / y✨
- SDL_Folder(3type)The type of the OS-provided default folder for a specific purpose.✨
- SDL_FORCE_INLINE(3)A macro to demand a function be inlined.✨
- SDL_FOURCC(3)Define a four character code as a Uint32.✨
- SDL_FPoint(3type)The structure that defines a point (using floating point values).✨
- SDL_FRect(3type)A rectangle stored using floating point values.✨
- SDL_free(3)Free allocated memory.✨
- SDL_free_func(3type)A callback used to implement SDL_free().✨
- SDL_FUNCTION(3)A constant that contains the current function being compiled.✨
- SDL_FunctionPointer(3type)A generic function pointer.✨
- SDL_Gamepad(3type)The structure used to identify an SDL gamepad✨
- SDL_GamepadAxis(3type)The list of axes available on a gamepad✨
- SDL_GamepadAxisEvent(3type)Gamepad axis motion event structure (event.gaxis.*)✨
- SDL_GamepadBinding(3type)A mapping between one joystick input to a gamepad control.✨
- SDL_GamepadBindingType(3type)Types of gamepad control bindings.✨
- SDL_GamepadButton(3type)The list of buttons available on a gamepad✨
- SDL_GamepadButtonEvent(3type)Gamepad button event structure (event.gbutton.*)✨
- SDL_GamepadButtonLabel(3type)The set of gamepad button labels✨
- SDL_GamepadConnected(3)Check if a gamepad has been opened and is currently connected.✨
- SDL_GamepadDeviceEvent(3type)Gamepad device event structure (event.gdevice.*)✨
- SDL_GamepadEventsEnabled(3)Query the state of gamepad event processing.✨
- SDL_GamepadHasAxis(3)Query whether a gamepad has a given axis.✨
- SDL_GamepadHasButton(3)Query whether a gamepad has a given button.✨
- SDL_GamepadHasSensor(3)Return whether a gamepad has a particular sensor.✨
- SDL_GamepadSensorEnabled(3)Query whether sensor data reporting is enabled for a gamepad.✨
- SDL_GamepadSensorEvent(3type)Gamepad sensor event structure (event.gsensor.*)✨
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