📦 sdl3-devel-doc
2108 pages · page 5 of 11
S (continued)
- SDL_GPUBufferCreateInfo(3type)A structure specifying the parameters of a buffer.✨
- SDL_GPUBufferLocation(3type)A structure specifying a location in a buffer.✨
- SDL_GPUBufferRegion(3type)A structure specifying a region of a buffer.✨
- SDL_GPUBufferUsageFlags(3type)Specifies how a buffer is intended to be used by the client.✨
- SDL_GPUColorComponentFlags(3type)Specifies which color components are written in a graphics pipeline.✨
- SDL_GPUColorTargetBlendState(3type)A structure specifying the blend state of a color target.✨
- SDL_GPUColorTargetDescription(3type)A structure specifying the parameters of color targets used in a graphics pipeline.✨
- SDL_GPUColorTargetInfo(3type)A structure specifying the parameters of a color target used by a render pass.✨
- SDL_GPUCommandBuffer(3type)An opaque handle representing a command buffer.✨
- SDL_GPUCompareOp(3type)Specifies a comparison operator for depth, stencil and sampler operations.✨
- SDL_GPUComputePass(3type)An opaque handle representing a compute pass.✨
- SDL_GPUComputePipeline(3type)An opaque handle representing a compute pipeline.✨
- SDL_GPUComputePipelineCreateInfo(3type)A structure specifying the parameters of a compute pipeline state.✨
- SDL_GPUCopyPass(3type)An opaque handle representing a copy pass.✨
- SDL_GPUCubeMapFace(3type)Specifies the face of a cube map.✨
- SDL_GPUCullMode(3type)Specifies the facing direction in which triangle faces will be culled.✨
- SDL_GPUDepthStencilState(3type)A structure specifying the parameters of the graphics pipeline depth stencil state.✨
- SDL_GPUDepthStencilTargetInfo(3type)A structure specifying the parameters of a depth-stencil target used by a render pass.✨
- SDL_GPUDevice(3type)An opaque handle representing the SDL_GPU context.✨
- SDL_GPUFence(3type)An opaque handle representing a fence.✨
- SDL_GPUFillMode(3type)Specifies the fill mode of the graphics pipeline.✨
- SDL_GPUFilter(3type)Specifies a filter operation used by a sampler.✨
- SDL_GPUFrontFace(3type)Specifies the vertex winding that will cause a triangle to be determined to be front-facing.✨
- SDL_GPUGraphicsPipeline(3type)An opaque handle representing a graphics pipeline.✨
- SDL_GPUGraphicsPipelineCreateInfo(3type)A structure specifying the parameters of a graphics pipeline state.✨
- SDL_GPUGraphicsPipelineTargetInfo(3type)A structure specifying the descriptions of render targets used in a graphics pipeline.✨
- SDL_GPUIndexedIndirectDrawCommand(3type)A structure specifying the parameters of an indexed indirect draw command.✨
- SDL_GPUIndexElementSize(3type)Specifies the size of elements in an index buffer.✨
- SDL_GPUIndirectDispatchCommand(3type)A structure specifying the parameters of an indexed dispatch command.✨
- SDL_GPUIndirectDrawCommand(3type)A structure specifying the parameters of an indirect draw command.✨
- SDL_GPULoadOp(3type)Specifies how the contents of a texture attached to a render pass are treated at the beginning of the render pass.✨
- SDL_GPUMultisampleState(3type)A structure specifying the parameters of the graphics pipeline multisample state.✨
- SDL_GPUPresentMode(3type)Specifies the timing that will be used to present swapchain textures to the OS.✨
- SDL_GPUPrimitiveType(3type)Specifies the primitive topology of a graphics pipeline.✨
- SDL_GPURasterizerState(3type)A structure specifying the parameters of the graphics pipeline rasterizer state.✨
- SDL_GPURenderPass(3type)An opaque handle representing a render pass.✨
- SDL_GPUSampleCount(3type)Specifies the sample count of a texture.✨
- SDL_GPUSampler(3type)An opaque handle representing a sampler.✨
- SDL_GPUSamplerAddressMode(3type)Specifies behavior of texture sampling when the coordinates exceed the 0-1 range.✨
- SDL_GPUSamplerCreateInfo(3type)A structure specifying the parameters of a sampler.✨
- SDL_GPUSamplerMipmapMode(3type)Specifies a mipmap mode used by a sampler.✨
- SDL_GPUShader(3type)An opaque handle representing a compiled shader object.✨
- SDL_GPUShaderCreateInfo(3type)A structure specifying code and metadata for creating a shader object.✨
- SDL_GPUShaderFormat(3type)Specifies the format of shader code.✨
- SDL_GPUShaderStage(3type)Specifies which stage a shader program corresponds to.✨
- SDL_GPUStencilOp(3type)Specifies what happens to a stored stencil value if stencil tests fail or pass.✨
- SDL_GPUStencilOpState(3type)A structure specifying the stencil operation state of a graphics pipeline.✨
- SDL_GPUStorageBufferReadWriteBinding(3type)A structure specifying parameters related to binding buffers in a compute pass.✨
- SDL_GPUStorageTextureReadWriteBinding(3type)A structure specifying parameters related to binding textures in a compute pass.✨
- SDL_GPUStoreOp(3type)Specifies how the contents of a texture attached to a render pass are treated at the end of the render pass.✨
- SDL_GPUSupportsProperties(3)Checks for GPU runtime support.✨
- SDL_GPUSupportsShaderFormats(3)Checks for GPU runtime support.✨
- SDL_GPUSwapchainComposition(3type)Specifies the texture format and colorspace of the swapchain textures.✨
- SDL_GPUTexture(3type)An opaque handle representing a texture.✨
- SDL_GPUTextureCreateInfo(3type)A structure specifying the parameters of a texture.✨
- SDL_GPUTextureFormat(3type)Specifies the pixel format of a texture.✨
- SDL_GPUTextureFormatTexelBlockSize(3)Obtains the texel block size for a texture format.✨
- SDL_GPUTextureLocation(3type)A structure specifying a location in a texture.✨
- SDL_GPUTextureRegion(3type)A structure specifying a region of a texture.✨
- SDL_GPUTextureSamplerBinding(3type)A structure specifying parameters in a sampler binding call.✨
- SDL_GPUTextureSupportsFormat(3)Determines whether a texture format is supported for a given type and usage.✨
- SDL_GPUTextureSupportsSampleCount(3)Determines if a sample count for a texture format is supported.✨
- SDL_GPUTextureTransferInfo(3type)A structure specifying parameters related to transferring data to or from a texture.✨
- SDL_GPUTextureType(3type)Specifies the type of a texture.✨
- SDL_GPUTextureUsageFlags(3type)Specifies how a texture is intended to be used by the client.✨
- SDL_GPUTransferBuffer(3type)An opaque handle representing a transfer buffer.✨
- SDL_GPUTransferBufferCreateInfo(3type)A structure specifying the parameters of a transfer buffer.✨
- SDL_GPUTransferBufferLocation(3type)A structure specifying a location in a transfer buffer.✨
- SDL_GPUTransferBufferUsage(3type)Specifies how a transfer buffer is intended to be used by the client.✨
- SDL_GPUVertexAttribute(3type)A structure specifying a vertex attribute.✨
- SDL_GPUVertexBufferDescription(3type)A structure specifying the parameters of vertex buffers used in a graphics pipeline.✨
- SDL_GPUVertexElementFormat(3type)Specifies the format of a vertex attribute.✨
- SDL_GPUVertexInputRate(3type)Specifies the rate at which vertex attributes are pulled from buffers.✨
- SDL_GPUVertexInputState(3type)A structure specifying the parameters of a graphics pipeline vertex input state.✨
- SDL_GPUViewport(3type)A structure specifying a viewport.✨
- SDL_GUARDED_BY(3)Wrapper around Clang thread safety analysis annotations.✨
- SDL_GUID(3type)An SDL_GUID is a 128-bit identifier for an input device that identifies that device across runs of SDL programs on the same platform.✨
- SDL_GUIDToString(3)Get an ASCII string representation for a given SDL_GUID.✨
- SDL_Haptic(3type)The haptic structure used to identify an SDL haptic.✨
- SDL_HAPTIC_AUTOCENTER(3)Device can set autocenter.✨
- SDL_HAPTIC_CARTESIAN(3)Uses cartesian coordinates for the direction.✨
- SDL_HAPTIC_CONSTANT(3)Constant effect supported.✨
- SDL_HAPTIC_CUSTOM(3)Custom effect is supported.✨
- SDL_HAPTIC_DAMPER(3)Damper effect supported - uses axes velocity.✨
- SDL_HAPTIC_FRICTION(3)Friction effect supported - uses axes movement.✨
- SDL_HAPTIC_GAIN(3)Device can set global gain.✨
- SDL_HAPTIC_INERTIA(3)Inertia effect supported - uses axes acceleration.✨
- SDL_HAPTIC_INFINITY(3)Used to play a device an infinite number of times.✨
- SDL_HAPTIC_LEFTRIGHT(3)Left/Right effect supported.✨
- SDL_HAPTIC_PAUSE(3)Device can be paused.✨
- SDL_HAPTIC_POLAR(3)Uses polar coordinates for the direction.✨
- SDL_HAPTIC_RAMP(3)Ramp effect supported.✨
- SDL_HAPTIC_RESERVED1(3)Reserved for future use.✨
- SDL_HAPTIC_RESERVED2(3)Reserved for future use.✨
- SDL_HAPTIC_RESERVED3(3)Reserved for future use.✨
- SDL_HAPTIC_SAWTOOTHDOWN(3)Sawtoothdown wave effect supported.✨
- SDL_HAPTIC_SAWTOOTHUP(3)Sawtoothup wave effect supported.✨
- SDL_HAPTIC_SINE(3)Sine wave effect supported.✨
- SDL_HAPTIC_SPHERICAL(3)Uses spherical coordinates for the direction.✨
- SDL_HAPTIC_SPRING(3)Spring effect supported - uses axes position.✨
- SDL_HAPTIC_SQUARE(3)Square wave effect supported.✨
- SDL_HAPTIC_STATUS(3)Device can be queried for effect status.✨
- SDL_HAPTIC_STEERING_AXIS(3)Use this value to play an effect on the steering wheel axis.✨
- SDL_HAPTIC_TRIANGLE(3)Triangle wave effect supported.✨
- SDL_HapticCondition(3type)A structure containing a template for a Condition effect.✨
- SDL_HapticConstant(3type)A structure containing a template for a Constant effect.✨
- SDL_HapticCustom(3type)A structure containing a template for the SDL_HAPTIC_CUSTOM effect.✨
- SDL_HapticDirection(3type)Structure that represents a haptic direction.✨
- SDL_HapticEffect(3type)The generic template for any haptic effect.✨
- SDL_HapticEffectSupported(3)Check to see if an effect is supported by a haptic device.✨
- SDL_HapticID(3type)This is a unique ID for a haptic device for the time it is connected to the system, and is never reused for the lifetime of the application.✨
- SDL_HapticLeftRight(3type)A structure containing a template for a Left/Right effect.✨
- SDL_HapticPeriodic(3type)A structure containing a template for a Periodic effect.✨
- SDL_HapticRamp(3type)A structure containing a template for a Ramp effect.✨
- SDL_HapticRumbleSupported(3)Check whether rumble is supported on a haptic device.✨
- SDL_HAS_BUILTIN(3)Check if the compiler supports a given builtin functionality.✨
- SDL_HasAltiVec(3)Determine whether the CPU has AltiVec features.✨
- SDL_HasARMSIMD(3)Determine whether the CPU has ARM SIMD (ARMv6) features.✨
- SDL_HasAVX(3)Determine whether the CPU has AVX features.✨
- SDL_HasAVX2(3)Determine whether the CPU has AVX2 features.✨
- SDL_HasAVX512F(3)Determine whether the CPU has AVX-512F (foundation) features.✨
- SDL_HasClipboardData(3)Query whether there is data in the clipboard for the provided mime type.✨
- SDL_HasClipboardText(3)Query whether the clipboard exists and contains a non-empty text string.✨
- SDL_HasEvent(3)Check for the existence of a certain event type in the event queue.✨
- SDL_HasEvents(3)Check for the existence of certain event types in the event queue.✨
- SDL_HasExactlyOneBitSet32(3)Determine if a unsigned 32-bit value has exactly one bit set.✨
- SDL_HasGamepad(3)Return whether a gamepad is currently connected.✨
- SDL_HasJoystick(3)Return whether a joystick is currently connected.✨
- SDL_HasKeyboard(3)Return whether a keyboard is currently connected.✨
- SDL_HasLASX(3)Determine whether the CPU has LASX (LOONGARCH SIMD) features.✨
- SDL_HasLSX(3)Determine whether the CPU has LSX (LOONGARCH SIMD) features.✨
- SDL_HasMMX(3)Determine whether the CPU has MMX features.✨
- SDL_HasMouse(3)Return whether a mouse is currently connected.✨
- SDL_HasNEON(3)Determine whether the CPU has NEON (ARM SIMD) features.✨
- SDL_HasPrimarySelectionText(3)Query whether the primary selection exists and contains a non-empty text string.✨
- SDL_HasProperty(3)Return whether a property exists in a group of properties.✨
- SDL_HasRectIntersection(3)Determine whether two rectangles intersect.✨
- SDL_HasRectIntersectionFloat(3)Determine whether two rectangles intersect with float precision.✨
- SDL_HasScreenKeyboardSupport(3)Check whether the platform has screen keyboard support.✨
- SDL_HasSSE(3)Determine whether the CPU has SSE features.✨
- SDL_HasSSE2(3)Determine whether the CPU has SSE2 features.✨
- SDL_HasSSE3(3)Determine whether the CPU has SSE3 features.✨
- SDL_HasSSE41(3)Determine whether the CPU has SSE4.1 features.✨
- SDL_HasSSE42(3)Determine whether the CPU has SSE4.2 features.✨
- SDL_hid_ble_scan(3)Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers.✨
- SDL_hid_bus_type(3type)HID underlying bus types.✨
- SDL_hid_close(3)Close a HID device.✨
- SDL_hid_device(3type)An opaque handle representing an open HID device.✨
- SDL_hid_device_change_count(3)Check to see if devices may have been added or removed.✨
- SDL_hid_device_info(3type)Information about a connected HID device✨
- SDL_hid_enumerate(3)Enumerate the HID Devices.✨
- SDL_hid_exit(3)Finalize the HIDAPI library.✨
- SDL_hid_free_enumeration(3)Free an enumeration linked list.✨
- SDL_hid_get_device_info(3)Get the device info from a HID device.✨
- SDL_hid_get_feature_report(3)Get a feature report from a HID device.✨
- SDL_hid_get_indexed_string(3)Get a string from a HID device, based on its string index.✨
- SDL_hid_get_input_report(3)Get an input report from a HID device.✨
- SDL_hid_get_manufacturer_string(3)Get The Manufacturer String from a HID device.✨
- SDL_hid_get_product_string(3)Get The Product String from a HID device.✨
- SDL_hid_get_report_descriptor(3)Get a report descriptor from a HID device.✨
- SDL_hid_get_serial_number_string(3)Get The Serial Number String from a HID device.✨
- SDL_hid_init(3)Initialize the HIDAPI library.✨
- SDL_hid_open(3)Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally a serial number.✨
- SDL_hid_open_path(3)Open a HID device by its path name.✨
- SDL_hid_read(3)Read an Input report from a HID device.✨
- SDL_hid_read_timeout(3)Read an Input report from a HID device with timeout.✨
- SDL_hid_send_feature_report(3)Send a Feature report to the device.✨
- SDL_hid_set_nonblocking(3)Set the device handle to be non-blocking.✨
- SDL_hid_write(3)Write an Output report to a HID device.✨
- SDL_HideCursor(3)Hide the cursor.✨
- SDL_HideWindow(3)Hide a window.✨
- SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED(3)Specify the behavior of Alt+Tab while the keyboard is grabbed.✨
- SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY(3)A variable to control whether the SDL activity is allowed to be re-created.✨
- SDL_HINT_ANDROID_BLOCK_ON_PAUSE(3)A variable to control whether the event loop will block itself when the app is paused.✨
- SDL_HINT_ANDROID_LOW_LATENCY_AUDIO(3)A variable to control whether low latency audio should be enabled.✨
- SDL_HINT_ANDROID_TRAP_BACK_BUTTON(3)A variable to control whether we trap the Android back button to handle it manually.✨
- SDL_HINT_APP_ID(3)A variable setting the app ID string.✨
- SDL_HINT_APP_NAME(3)A variable setting the application name.✨
- SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS(3)A variable controlling whether controllers used with the Apple TV generate UI events.✨
- SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION(3)A variable controlling whether the Apple TV remote's joystick axes will automatically match the rotation of the remote.✨
- SDL_HINT_ASSERT(3)A variable controlling response to SDL_assert failures.✨
- SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE(3)Specify the default ALSA audio device name.✨
- SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE(3)Specify the default ALSA audio playback device name.✨
- SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE(3)Specify the default ALSA audio recording device name.✨
- SDL_HINT_AUDIO_CATEGORY(3)A variable controlling the audio category on iOS and macOS.✨
- SDL_HINT_AUDIO_CHANNELS(3)A variable controlling the default audio channel count.✨
- SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME(3)Specify an application icon name for an audio device.✨
- SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES(3)A variable controlling device buffer size.✨
- SDL_HINT_AUDIO_DEVICE_STREAM_NAME(3)Specify an audio stream name for an audio device.✨
- SDL_HINT_AUDIO_DEVICE_STREAM_ROLE(3)Specify an application role for an audio device.✨
- SDL_HINT_AUDIO_DISK_INPUT_FILE(3)Specify the input file when recording audio using the disk audio driver.✨
- SDL_HINT_AUDIO_DISK_OUTPUT_FILE(3)Specify the output file when playing audio using the disk audio driver.✨
- SDL_HINT_AUDIO_DISK_TIMESCALE(3)A variable controlling the audio rate when using the disk audio driver.✨
- SDL_HINT_AUDIO_DRIVER(3)A variable that specifies an audio backend to use.✨
- SDL_HINT_AUDIO_DUMMY_TIMESCALE(3)A variable controlling the audio rate when using the dummy audio driver.✨
- SDL_HINT_AUDIO_FORMAT(3)A variable controlling the default audio format.✨
- SDL_HINT_AUDIO_FREQUENCY(3)A variable controlling the default audio frequency.✨
- SDL_HINT_AUDIO_INCLUDE_MONITORS(3)A variable that causes SDL to not ignore audio "monitors".✨
- SDL_HINT_AUTO_UPDATE_JOYSTICKS(3)A variable controlling whether SDL updates joystick state when getting input events.✨
- SDL_HINT_AUTO_UPDATE_SENSORS(3)A variable controlling whether SDL updates sensor state when getting input events.✨
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