📦 sdl3-devel
2202 pages · page 7 of 12
S (continued)
- SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME(3)Specify an "activity name" for screensaver inhibition.✨
- SDL_HINT_SHUTDOWN_DBUS_ON_QUIT(3)A variable controlling whether SDL calls dbus_shutdown() on quit.✨
- SDL_HINT_STORAGE_TITLE_DRIVER(3)A variable that specifies a backend to use for title storage.✨
- SDL_HINT_STORAGE_USER_DRIVER(3)A variable that specifies a backend to use for user storage.✨
- SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL(3)Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.✨
- SDL_HINT_THREAD_PRIORITY_POLICY(3)A string specifying additional information to use with SDL_SetCurrentThreadPriority.✨
- SDL_HINT_TIMER_RESOLUTION(3)A variable that controls the timer resolution, in milliseconds.✨
- SDL_HINT_TOUCH_MOUSE_EVENTS(3)A variable controlling whether touch events should generate synthetic mouse events.✨
- SDL_HINT_TRACKPAD_IS_TOUCH_ONLY(3)A variable controlling whether trackpads should be treated as touch devices.✨
- SDL_HINT_TV_REMOTE_AS_JOYSTICK(3)A variable controlling whether the Android / tvOS remotes should be listed as joystick devices, instead of sending keyboard events.✨
- SDL_HINT_VIDEO_ALLOW_SCREENSAVER(3)A variable controlling whether the screensaver is enabled.✨
- SDL_HINT_VIDEO_DISPLAY_PRIORITY(3)A comma separated list containing the names of the displays that SDL should sort to the front of the display list.✨
- SDL_HINT_VIDEO_DOUBLE_BUFFER(3)Tell the video driver that we only want a double buffer.✨
- SDL_HINT_VIDEO_DRIVER(3)A variable that specifies a video backend to use.✨
- SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES(3)A variable controlling whether the dummy video driver saves output frames.✨
- SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK(3)If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay.✨
- SDL_HINT_VIDEO_FORCE_EGL(3)A variable controlling whether the OpenGL context should be created with EGL.✨
- SDL_HINT_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY(3)A variable that specifies the menu visibility when a window is fullscreen in Spaces on macOS.✨
- SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES(3)A variable that specifies the policy for fullscreen Spaces on macOS.✨
- SDL_HINT_VIDEO_MATCH_EXCLUSIVE_MODE_ON_MOVE(3)A variable controlling whether SDL will attempt to automatically set the destination display to a mode most closely matching that of the previous display if an exclusive fullscreen window is moved…✨
- SDL_HINT_VIDEO_METAL_AUTO_RESIZE_DRAWABLE(3)A variable indicating whether the metal layer drawable size should be updated for the SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event on macOS.✨
- SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS(3)A variable controlling whether fullscreen windows are minimized when they lose focus.✨
- SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES(3)A variable controlling whether the offscreen video driver saves output frames.✨
- SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS(3)A variable controlling whether all window operations will block until complete.✨
- SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR(3)A variable controlling whether the libdecor Wayland backend is allowed to be used.✨
- SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION(3)A variable controlling whether video mode emulation is enabled under Wayland.✨
- SDL_HINT_VIDEO_WAYLAND_MODE_SCALING(3)A variable controlling how modes with a non-native aspect ratio are displayed under Wayland.✨
- SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR(3)A variable controlling whether the libdecor Wayland backend is preferred over native decorations.✨
- SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY(3)A variable forcing non-DPI- aware Wayland windows to output at 1:1 scaling.✨
- SDL_HINT_VIDEO_WIN_D3DCOMPILER(3)A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries.✨
- SDL_HINT_VIDEO_X11_ENABLE_XSYNC_EXT(3)A variable controlling whether the X Synchronization Extension is enabled.✨
- SDL_HINT_VIDEO_X11_EXTERNAL_WINDOW_INPUT(3)A variable controlling whether SDL should call XSelectInput() to enable input events on X11 windows wrapped by SDL windows.✨
- SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR(3)A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.✨
- SDL_HINT_VIDEO_X11_NET_WM_PING(3)A variable controlling whether the X11 _NET_WM_PING protocol should be supported.✨
- SDL_HINT_VIDEO_X11_NODIRECTCOLOR(3)A variable controlling whether SDL uses DirectColor visuals.✨
- SDL_HINT_VIDEO_X11_SCALING_FACTOR(3)A variable forcing the content scaling factor for X11 displays.✨
- SDL_HINT_VIDEO_X11_VISUALID(3)A variable forcing the visual ID used for X11 display modes.✨
- SDL_HINT_VIDEO_X11_WINDOW_VISUALID(3)A variable forcing the visual ID chosen for new X11 windows.✨
- SDL_HINT_VIDEO_X11_XRANDR(3)A variable controlling whether the X11 XRandR extension should be used.✨
- SDL_HINT_VITA_ENABLE_BACK_TOUCH(3)A variable controlling whether touch should be enabled on the back panel of the PlayStation Vita.✨
- SDL_HINT_VITA_ENABLE_FRONT_TOUCH(3)A variable controlling whether touch should be enabled on the front panel of the PlayStation Vita.✨
- SDL_HINT_VITA_MODULE_PATH(3)A variable controlling the module path on the PlayStation Vita.✨
- SDL_HINT_VITA_PVR_INIT(3)A variable controlling whether to perform PVR initialization on the PlayStation Vita.✨
- SDL_HINT_VITA_PVR_OPENGL(3)A variable controlling whether OpenGL should be used instead of OpenGL ES on the PlayStation Vita.✨
- SDL_HINT_VITA_RESOLUTION(3)A variable overriding the resolution reported on the PlayStation Vita.✨
- SDL_HINT_VITA_TOUCH_MOUSE_DEVICE(3)A variable controlling which touchpad should generate synthetic mouse events.✨
- SDL_HINT_VULKAN_DISPLAY(3)A variable overriding the display index used in SDL_Vulkan_CreateSurface()✨
- SDL_HINT_VULKAN_LIBRARY(3)Specify the Vulkan library to load.✨
- SDL_HINT_WAVE_CHUNK_LIMIT(3)A variable controlling the maximum number of chunks in a WAVE file.✨
- SDL_HINT_WAVE_FACT_CHUNK(3)A variable controlling how the fact chunk affects the loading of a WAVE file.✨
- SDL_HINT_WAVE_RIFF_CHUNK_SIZE(3)A variable controlling how the size of the RIFF chunk affects the loading of a WAVE file.✨
- SDL_HINT_WAVE_TRUNCATION(3)A variable controlling how a truncated WAVE file is handled.✨
- SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED(3)A variable controlling whether the window is activated when the SDL_RaiseWindow function is called.✨
- SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN(3)A variable controlling whether the window is activated when the SDL_ShowWindow function is called.✨
- SDL_HINT_WINDOW_ALLOW_TOPMOST(3)If set to "0" then never set the top- most flag on an SDL Window even if the application requests it.✨
- SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN(3)A variable controlling whether the window frame and title bar are interactive when the cursor is hidden.✨
- SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4(3)A variable controlling whether SDL generates window-close events for Alt+F4 on Windows.✨
- SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS(3)A variable controlling whether menus can be opened with their keyboard shortcut (Alt+mnemonic).✨
- SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP(3)A variable controlling whether the windows message loop is processed by SDL.✨
- SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE(3)A variable controlling whether SDL will clear the window contents when the WM_ERASEBKGND message is received.✨
- SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL(3)A variable controlling whether SDL uses Kernel Semaphores on Windows.✨
- SDL_HINT_WINDOWS_GAMEINPUT(3)A variable controlling whether GameInput is used for raw keyboard and mouse on Windows.✨
- SDL_HINT_WINDOWS_INTRESOURCE_ICON(3)A variable to specify custom icon resource id from RC file on Windows platform.✨
- SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL(3)A variable to specify custom icon resource id from RC file on Windows platform.✨
- SDL_HINT_WINDOWS_RAW_KEYBOARD(3)A variable controlling whether raw keyboard events are used on Windows.✨
- SDL_HINT_WINDOWS_RAW_KEYBOARD_EXCLUDE_HOTKEYS(3)A variable controlling whether or not the RIDEV_NOHOTKEYS flag is set when enabling Windows raw keyboard events.✨
- SDL_HINT_WINDOWS_RAW_KEYBOARD_INPUTSINK(3)A variable controlling whether the RIDEV_INPUTSINK flag is set when enabling Windows raw keyboard events.✨
- SDL_HINT_WINDOWS_USE_D3D9EX(3)A variable controlling whether SDL uses the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.✨
- SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT(3)A variable controlling whether X11 windows are marked as override-redirect.✨
- SDL_HINT_X11_WINDOW_TYPE(3)A variable specifying the type of an X11 window.✨
- SDL_HINT_X11_XCB_LIBRARY(3)Specify the XCB library to load for the X11 driver.✨
- SDL_HINT_XINPUT_ENABLED(3)A variable controlling whether XInput should be used for controller handling.✨
- SDL_HintCallback(3type)A callback used to send notifications of hint value changes.✨
- SDL_HintPriority(3type)An enumeration of hint priorities.✨
- SDL_HitTest(3type)Callback used for hit-testing.✨
- SDL_HitTestResult(3type)Possible return values from the SDL_HitTest callback.✨
- SDL_iconv(3)This function converts text between encodings, reading from and writing to a buffer.✨
- SDL_iconv_close(3)This function frees a context used for character set conversion.✨
- SDL_iconv_open(3)This function allocates a context for the specified character set conversion.✨
- SDL_iconv_string(3)Helper function to convert a string's encoding in one call.✨
- SDL_iconv_t(3type)An opaque handle representing string encoding conversion state.✨
- SDL_iconv_utf8_locale(3)Convert a UTF-8 string to the current locale's character encoding.✨
- SDL_iconv_utf8_ucs2(3)Convert a UTF-8 string to UCS-2.✨
- SDL_iconv_utf8_ucs4(3)Convert a UTF-8 string to UCS-4.✨
- SDL_iconv_wchar_utf8(3)Convert a wchar_t string to UTF-8.✨
- SDL_IN_BYTECAP(3)Macro that annotates function params with input buffer size.✨
- SDL_Init(3)Initialize the SDL library.✨
- SDL_INIT_INTERFACE(3)A macro to initialize an SDL interface.✨
- SDL_InitFlags(3type)Initialization flags for SDL_Init and/or SDL_InitSubSystem✨
- SDL_InitHapticRumble(3)Initialize a haptic device for simple rumble playback.✨
- SDL_InitState(3type)A structure used for thread-safe initialization and shutdown.✨
- SDL_InitStatus(3type)The current status of an SDL_InitState structure.✨
- SDL_InitSubSystem(3)Compatibility function to initialize the SDL library.✨
- SDL_INLINE(3)A macro to request a function be inlined.✨
- SDL_INOUT_Z_CAP(3)Macro that annotates function params with input/output string buffer size.✨
- SDL_InsertGPUDebugLabel(3)Inserts an arbitrary string label into the command buffer callstream.✨
- SDL_InsertTrayEntryAt(3)Insert a tray entry at a given position.✨
- SDL_INVALID_UNICODE_CODEPOINT(3)The Unicode REPLACEMENT CHARACTER codepoint.✨
- SDL_InvalidParamError(3)A macro to standardize error reporting on unsupported operations.✨
- SDL_IOFromConstMem(3)Use this function to prepare a read-only memory buffer for use with SDL_IOStream.✨
- SDL_IOFromDynamicMem(3)Use this function to create an SDL_IOStream that is backed by dynamically allocated memory.✨
- SDL_IOFromFile(3)Use this function to create a new SDL_IOStream structure for reading from and/or writing to a named file.✨
- SDL_IOFromMem(3)Use this function to prepare a read-write memory buffer for use with SDL_IOStream.✨
- SDL_IOprintf(3)Print to an SDL_IOStream data stream.✨
- SDL_iOSAnimationCallback(3type)The prototype for an Apple iOS animation callback.✨
- SDL_IOStatus(3type)SDL_IOStream status, set by a read or write operation.✨
- SDL_IOStream(3type)The read/write operation structure.✨
- SDL_IOStreamInterface(3type)The function pointers that drive an SDL_IOStream.✨
- SDL_IOvprintf(3)Print to an SDL_IOStream data stream.✨
- SDL_IOWhence(3type)Possible whence values for SDL_IOStream seeking.✨
- SDL_isalnum(3)Query if a character is alphabetic (a letter) or a number.✨
- SDL_isalpha(3)Query if a character is alphabetic (a letter).✨
- SDL_IsAudioDevicePhysical(3)Determine if an audio device is physical (instead of logical).✨
- SDL_IsAudioDevicePlayback(3)Determine if an audio device is a playback device (instead of recording).✨
- SDL_isblank(3)Report if a character is blank (a space or tab).✨
- SDL_IsChromebook(3)Query if the application is running on a Chromebook.✨
- SDL_iscntrl(3)Report if a character is a control character.✨
- SDL_ISCOLORSPACE_FULL_RANGE(3)A macro to determine if an SDL_Colorspace has a full range.✨
- SDL_ISCOLORSPACE_LIMITED_RANGE(3)A macro to determine if an SDL_Colorspace has a limited range.✨
- SDL_ISCOLORSPACE_MATRIX_BT2020_NCL(3)A macro to determine if an SDL_Colorspace uses BT2020_NCL matrix coefficients.✨
- SDL_ISCOLORSPACE_MATRIX_BT601(3)A macro to determine if an SDL_Colorspace uses BT601 (or BT470BG) matrix coefficients.✨
- SDL_ISCOLORSPACE_MATRIX_BT709(3)A macro to determine if an SDL_Colorspace uses BT709 matrix coefficients.✨
- SDL_IsDeXMode(3)Query if the application is running on a Samsung DeX docking station.✨
- SDL_isdigit(3)Report if a character is a numeric digit.✨
- SDL_IsGamepad(3)Check if the given joystick is supported by the gamepad interface.✨
- SDL_isgraph(3)Report if a character is any "printable" except space.✨
- SDL_isinf(3)Return whether the value is infinity.✨
- SDL_isinff(3)Return whether the value is infinity.✨
- SDL_IsJoystickHaptic(3)Query if a joystick has haptic features.✨
- SDL_IsJoystickVirtual(3)Query whether or not a joystick is virtual.✨
- SDL_islower(3)Report if a character is lower case.✨
- SDL_IsMainThread(3)Return whether this is the main thread.✨
- SDL_IsMouseHaptic(3)Query whether or not the current mouse has haptic capabilities.✨
- SDL_isnan(3)Return whether the value is NaN.✨
- SDL_isnanf(3)Return whether the value is NaN.✨
- SDL_ISPIXELFORMAT_10BIT(3)A macro to determine if an SDL_PixelFormat is a 10-bit format.✨
- SDL_ISPIXELFORMAT_ALPHA(3)A macro to determine if an SDL_PixelFormat has an alpha channel.✨
- SDL_ISPIXELFORMAT_ARRAY(3)A macro to determine if an SDL_PixelFormat is an array format.✨
- SDL_ISPIXELFORMAT_FLOAT(3)A macro to determine if an SDL_PixelFormat is a floating point format.✨
- SDL_ISPIXELFORMAT_FOURCC(3)A macro to determine if an SDL_PixelFormat is a "FourCC" format.✨
- SDL_ISPIXELFORMAT_INDEXED(3)A macro to determine if an SDL_PixelFormat is an indexed format.✨
- SDL_ISPIXELFORMAT_PACKED(3)A macro to determine if an SDL_PixelFormat is a packed format.✨
- SDL_isprint(3)Report if a character is "printable".✨
- SDL_ispunct(3)Report if a character is a punctuation mark.✨
- SDL_isspace(3)Report if a character is whitespace.✨
- SDL_IsTablet(3)Query if the current device is a tablet.✨
- SDL_IsTV(3)Query if the current device is a TV.✨
- SDL_isupper(3)Report if a character is upper case.✨
- SDL_isxdigit(3)Report if a character is a hexadecimal digit.✨
- SDL_itoa(3)Convert an integer into a string.✨
- SDL_JoyAxisEvent(3type)Joystick axis motion event structure (event.jaxis.*)✨
- SDL_JoyBallEvent(3type)Joystick trackball motion event structure (event.jball.*)✨
- SDL_JoyBatteryEvent(3type)Joystick battery level change event structure (event.jbattery.*)✨
- SDL_JoyButtonEvent(3type)Joystick button event structure (event.jbutton.*)✨
- SDL_JoyDeviceEvent(3type)Joystick device event structure (event.jdevice.*)✨
- SDL_JoyHatEvent(3type)Joystick hat position change event structure (event.jhat.*)✨
- SDL_Joystick(3type)The joystick structure used to identify an SDL joystick.✨
- SDL_JOYSTICK_AXIS_MAX(3)The largest value an SDL_Joystick's axis can report.✨
- SDL_JOYSTICK_AXIS_MIN(3)The smallest value an SDL_Joystick's axis can report.✨
- SDL_JoystickConnected(3)Get the status of a specified joystick.✨
- SDL_JoystickConnectionState(3type)Possible connection states for a joystick device.✨
- SDL_JoystickEventsEnabled(3)Query the state of joystick event processing.✨
- SDL_JoystickID(3type)This is a unique ID for a joystick for the time it is connected to the system, and is never reused for the lifetime of the application.✨
- SDL_JoystickType(3type)An enum of some common joystick types.✨
- SDL_KeyboardDeviceEvent(3type)Keyboard device event structure (event.kdevice.*)✨
- SDL_KeyboardEvent(3type)Keyboard button event structure (event.key.*)✨
- SDL_KeyboardID(3type)This is a unique ID for a keyboard for the time it is connected to the system, and is never reused for the lifetime of the application.✨
- SDL_Keycode(3type)The SDL virtual key representation.✨
- SDL_Keymod(3type)Valid key modifiers (possibly OR'd together).✨
- SDL_KillProcess(3)Stop a process.✨
- SDL_LASX_INTRINSICS(3)Defined if (and only if) the compiler supports Loongarch LSX intrinsics.✨
- SDL_LIL_ENDIAN(3)A value to represent littleendian byteorder.✨
- SDL_LINE(3)A macro that reports the current line number of the file being compiled.✨
- SDL_lltoa(3)Convert a long long integer into a string.✨
- SDL_LoadBMP(3)Load a BMP image from a file.✨
- SDL_LoadBMP_IO(3)Load a BMP image from a seekable SDL data stream.✨
- SDL_LoadFile(3)Load all the data from a file path.✨
- SDL_LoadFile_IO(3)Load all the data from an SDL data stream.✨
- SDL_LoadFileAsync(3)Load all the data from a file path, asynchronously.✨
- SDL_LoadFunction(3)Look up the address of the named function in a shared object.✨
- SDL_LoadObject(3)Dynamically load a shared object.✨
- SDL_LoadPNG(3)Load a PNG image from a file.✨
- SDL_LoadPNG_IO(3)Load a PNG image from a seekable SDL data stream.✨
- SDL_LoadSurface(3)Load a BMP or PNG image from a file.✨
- SDL_LoadSurface_IO(3)Load a BMP or PNG image from a seekable SDL data stream.✨
- SDL_LoadWAV(3)Loads a WAV from a file path.✨
- SDL_LoadWAV_IO(3)Load the audio data of a WAVE file into memory.✨
- SDL_Locale(3type)A struct to provide locale data.✨
- SDL_LockAudioStream(3)Lock an audio stream for serialized access.✨
- SDL_LockJoysticks(3)Locking for atomic access to the joystick API.✨
- SDL_LockMutex(3)Lock the mutex.✨
- SDL_LockProperties(3)Lock a group of properties.✨
- SDL_LockRWLockForReading(3)Lock the read/write lock for _read only_ operations.✨
- SDL_LockRWLockForWriting(3)Lock the read/write lock for _write_ operations.✨
- SDL_LockSpinlock(3)Lock a spin lock by setting it to a non-zero value.✨
- SDL_LockSurface(3)Set up a surface for directly accessing the pixels.✨
- SDL_LockTexture(3)Lock a portion of the texture for write-only pixel access.✨
- SDL_LockTextureToSurface(3)Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.✨
- SDL_Log(3)Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO.✨
- SDL_log(3)Compute the natural logarithm of x.✨
💅
getting it ready, bestie…