section 3 · Library functions 📚
178720 pages · page 648 of 894
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S (continued)
- 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_HapticDirectionType(3type)Type of coordinates used for haptic direction.✨
- SDL_HapticEffect(3type)The generic template for any haptic effect.✨
- SDL_HapticEffectID(3type)ID for haptic effects.✨
- SDL_HapticEffectSupported(3)Check to see if an effect is supported by a haptic device.✨
- SDL_HapticEffectType(3type)Type of haptic effect.✨
- 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_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_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_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.✨
- SDL_HINT_JOYSTICK_HIDAPI_FLYDIGI(3)A variable controlling whether the HIDAPI driver for Flydigi controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE(3)A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE(3)A variable controlling whether rumble is used to implement the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2).✨
- SDL_HINT_JOYSTICK_HIDAPI_GIP(3)A variable controlling whether the new HIDAPI driver for wired Xbox One (GIP) controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_GIP_RESET_FOR_METADATA(3)A variable controlling whether the new HIDAPI driver for wired Xbox One (GIP) controllers should reset the controller if it can't get the metadata from the controller.✨
- SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS(3)A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED(3)A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened.✨
- SDL_HINT_JOYSTICK_HIDAPI_LG4FF(3)A variable controlling whether the HIDAPI driver for some Logitech wheels should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_LUNA(3)A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC(3)A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_PS3(3)A variable controlling whether the HIDAPI driver for PS3 controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER(3)A variable controlling whether the Sony driver (sixaxis.sys) for PS3 controllers (Sixaxis/DualShock 3) should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_PS4(3)A variable controlling whether the HIDAPI driver for PS4 controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL(3)A variable controlling the update rate of the PS4 controller over Bluetooth when using the HIDAPI driver.✨
- SDL_HINT_JOYSTICK_HIDAPI_PS5(3)A variable controlling whether the HIDAPI driver for PS5 controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED(3)A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.✨
- SDL_HINT_JOYSTICK_HIDAPI_SHIELD(3)A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_SINPUT(3)A variable controlling whether the HIDAPI driver for SInput controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_STADIA(3)A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_STEAM(3)A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.✨
- SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED(3)A variable controlling whether the Steam button LED should be turned on when a Steam controller is opened.✨
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getting it ready, bestie…