section 3 · Library functions 📚
100762 pages · page 360 of 504
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S (continued)
- SDL_GetWindowSafeArea(3)Get the safe area for this window.✨
- SDL_GetWindowSize(3)Get the size of a window's client area.✨
- SDL_GetWindowSizeInPixels(3)Get the size of a window's client area, in pixels.✨
- SDL_GetWindowSurface(3)Get the SDL surface associated with the window.✨
- SDL_GetWindowSurfaceVSync(3)Get VSync for the window surface.✨
- SDL_GetWindowTitle(3)Get the title of a window.✨
- SDL_GL_CreateContext(3)Create an OpenGL context for an OpenGL window, and make it current.✨
- SDL_GL_DestroyContext(3)Delete an OpenGL context.✨
- SDL_GL_ExtensionSupported(3)Check if an OpenGL extension is supported for the current context.✨
- SDL_GL_GetAttribute(3)Get the actual value for an attribute from the current context.✨
- SDL_GL_GetCurrentContext(3)Get the currently active OpenGL context.✨
- SDL_GL_GetCurrentWindow(3)Get the currently active OpenGL window.✨
- SDL_GL_GetProcAddress(3)Get an OpenGL function by name.✨
- SDL_GL_GetSwapInterval(3)Get the swap interval for the current OpenGL context.✨
- SDL_GL_LoadLibrary(3)Dynamically load an OpenGL library.✨
- SDL_GL_MakeCurrent(3)Set up an OpenGL context for rendering into an OpenGL window.✨
- SDL_GL_ResetAttributes(3)Reset all previously set OpenGL context attributes to their default values.✨
- SDL_GL_SetAttribute(3)Set an OpenGL window attribute before window creation.✨
- SDL_GL_SetSwapInterval(3)Set the swap interval for the current OpenGL context.✨
- SDL_GL_SwapBuffers(3)Swap OpenGL framebuffers/Update Display✨
- SDL_GL_SwapWindow(3)Update a window with OpenGL rendering.✨
- SDL_GL_UnloadLibrary(3)Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().✨
- SDL_GLattr(3)SDL GL Attributes✨
- SDL_GlobDirectory(3)Enumerate a directory tree, filtered by pattern, and return a list.✨
- SDL_GlobStorageDirectory(3)Enumerate a directory tree, filtered by pattern, and return a list.✨
- SDL_GPU_RENDERER(3)The name of the GPU renderer.✨
- SDL_GPUSupportsProperties(3)Checks for GPU runtime support.✨
- SDL_GPUSupportsShaderFormats(3)Checks for GPU runtime support.✨
- SDL_GPUTextureFormatTexelBlockSize(3)Obtains the texel block size for a texture format.✨
- 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_GUARDED_BY(3)Wrapper around Clang thread safety analysis annotations.✨
- SDL_GUIDToString(3)Get an ASCII string representation for a given SDL_GUID.✨
- 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_HapticEffectSupported(3)Check to see if an effect is supported by a haptic device.✨
- 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_HAS_TARGET_ATTRIBS(3)A macro to decide if the compiler supports __attribute__((target)).✨
- 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_close(3)Close a HID device.✨
- SDL_hid_device_change_count(3)Check to see if devices may have been added or removed.✨
- 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_properties(3)Get the properties associated with an SDL_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_AAUDIO_INPUT_PRESET(3)A variable to control Android's AAudio input preset.✨
- 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_RAW_STREAM(3)Specify whether this audio device should do audio processing.✨
- 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.✨
- SDL_HINT_BMP_SAVE_LEGACY_FORMAT(3)Prevent SDL from using version 4 of the bitmap header when saving BMPs.✨
- SDL_HINT_CAMERA_DRIVER(3)A variable that decides what camera backend to use.✨
- SDL_HINT_CPU_FEATURE_MASK(3)A variable that limits what CPU features are available.✨
- SDL_HINT_DISPLAY_USABLE_BOUNDS(3)Override for SDL_GetDisplayUsableBounds().✨
- SDL_HINT_EGL_LIBRARY(3)Specify the EGL library to load.✨
- SDL_HINT_EMSCRIPTEN_ASYNCIFY(3)Disable giving back control to the browser automatically when running with asyncify.✨
- SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR(3)Specify the CSS selector used for the "default" window/canvas.✨
- SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT(3)Override the binding element for keyboard inputs for Emscripten builds.✨
- SDL_HINT_ENABLE_SCREEN_KEYBOARD(3)A variable that controls whether the on-screen keyboard should be shown when text input is active.✨
- SDL_HINT_ENABLE_STEAM_SCREEN_KEYBOARD(3)A variable that controls whether the Steam on-screen keyboard should be shown when text input is active.✨
- SDL_HINT_EVDEV_DEVICES(3)A variable containing a list of evdev devices to use if udev is not available.✨
- SDL_HINT_EVENT_LOGGING(3)A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.✨
- SDL_HINT_FILE_DIALOG_DRIVER(3)A variable that specifies a dialog backend to use.✨
- SDL_HINT_FORCE_RAISEWINDOW(3)A variable controlling whether raising the window should be done more forcefully.✨
- SDL_HINT_FRAMEBUFFER_ACCELERATION(3)A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.✨
- SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES(3)A variable containing a list of devices to skip when scanning for game controllers.✨
- SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT(3)If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.✨
- SDL_HINT_GAMECONTROLLER_SENSOR_FUSION(3)A variable that controls whether the device's built-in accelerometer and gyro should be used as sensors for gamepads.✨
- SDL_HINT_GAMECONTROLLERCONFIG(3)A variable that lets you manually hint extra gamecontroller db entries.✨
- SDL_HINT_GAMECONTROLLERCONFIG_FILE(3)A variable that lets you provide a file with extra gamecontroller db entries.✨
- SDL_HINT_GAMECONTROLLERTYPE(3)A variable that overrides the automatic controller type detection.✨
- SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT(3)This variable sets the default text of the TextInput window on GDK platforms.✨
- SDL_HINT_GDK_TEXTINPUT_DESCRIPTION(3)This variable sets the description of the TextInput window on GDK platforms.✨
- SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH(3)This variable sets the maximum input length of the TextInput window on GDK platforms.✨
- SDL_HINT_GDK_TEXTINPUT_SCOPE(3)This variable sets the input scope of the TextInput window on GDK platforms.✨
- SDL_HINT_GDK_TEXTINPUT_TITLE(3)This variable sets the title of the TextInput window on GDK platforms.✨
- SDL_HINT_GPU_DRIVER(3)A variable that specifies a GPU backend to use.✨
- SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS(3)A variable to control whether SDL_hid_enumerate() enumerates all HID devices or only controllers.✨
- SDL_HINT_HIDAPI_IGNORE_DEVICES(3)A variable containing a list of devices to ignore in SDL_hid_enumerate().✨
- SDL_HINT_HIDAPI_LIBUSB(3)A variable to control whether HIDAPI uses libusb for device access.✨
- SDL_HINT_HIDAPI_LIBUSB_GAMECUBE(3)A variable to control whether HIDAPI uses libusb for GameCube adapters.✨
- SDL_HINT_HIDAPI_LIBUSB_WHITELIST(3)A variable to control whether HIDAPI uses libusb only for whitelisted devices.✨
- SDL_HINT_HIDAPI_UDEV(3)A variable to control whether HIDAPI uses udev for device detection.✨
- SDL_HINT_IME_IMPLEMENTED_UI(3)A variable describing what IME UI elements the application can display.✨
- SDL_HINT_INVALID_PARAM_CHECKS(3)Set the level of checking for invalid parameters passed to SDL functions.✨
- SDL_HINT_IOS_HIDE_HOME_INDICATOR(3)A variable controlling whether the home indicator bar on iPhone X and later should be hidden.✨
- SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS(3)A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.✨
- SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES(3)A variable containing a list of arcade stick style controllers.✨
- SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED(3)A variable containing a list of devices that are not arcade stick style controllers.✨
- SDL_HINT_JOYSTICK_BLACKLIST_DEVICES(3)A variable containing a list of devices that should not be considered joysticks.✨
- SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED(3)A variable containing a list of devices that should be considered joysticks.✨
- SDL_HINT_JOYSTICK_DEVICE(3)A variable containing a comma separated list of devices to open as joysticks.✨
- SDL_HINT_JOYSTICK_DIRECTINPUT(3)A variable controlling whether DirectInput should be used for controllers.✨
- SDL_HINT_JOYSTICK_ENHANCED_REPORTS(3)A variable controlling whether enhanced reports should be used for controllers when using the HIDAPI driver.✨
- SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES(3)A variable containing a list of flightstick style controllers.✨
- SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED(3)A variable containing a list of devices that are not flightstick style controllers.✨
- SDL_HINT_JOYSTICK_GAMECUBE_DEVICES(3)A variable containing a list of devices known to have a GameCube form factor.✨
- SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED(3)A variable containing a list of devices known not to have a GameCube form factor.✨
- SDL_HINT_JOYSTICK_GAMEINPUT(3)A variable controlling whether GameInput should be used for controller handling on Windows.✨
- SDL_HINT_JOYSTICK_GAMEINPUT_RAW(3)A variable controlling whether GameInput should be used for handling GIP devices that require raw report processing, but aren't supported by HIDRAW, such as Xbox One Guitars.✨
- SDL_HINT_JOYSTICK_HAPTIC_AXES(3)A variable containing a list of devices and their desired number of haptic (force feedback) enabled axis.✨
- SDL_HINT_JOYSTICK_HIDAPI(3)A variable controlling whether the HIDAPI joystick drivers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_8BITDO(3)A variable controlling whether the HIDAPI driver for 8BitDo controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS(3)A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver.✨
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getting it ready, bestie…