Shortened SDL property names

This commit is contained in:
Sam Lantinga 2024-01-27 13:00:37 -08:00
parent 1885e6b2e0
commit 3b55c7d1f4
38 changed files with 435 additions and 435 deletions

View File

@ -1441,25 +1441,25 @@ The information previously available in SDL_GetWindowWMInfo() is now available a
becomes:
```c
#if defined(SDL_PLATFORM_WIN32)
HWND hwnd = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_WIN32_HWND_POINTER, NULL);
HWND hwnd = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
if (hwnd) {
...
}
#elif defined(SDL_PLATFORM_MACOS)
NSWindow *nswindow = (__bridge NSWindow *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_COCOA_WINDOW_POINTER, NULL);
NSWindow *nswindow = (__bridge NSWindow *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, NULL);
if (nswindow) {
...
}
#elif defined(SDL_PLATFORM_LINUX)
if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11") == 0) {
Display *xdisplay = (Display *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_X11_DISPLAY_POINTER, NULL);
Window xwindow = (Window)SDL_GetNumberProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_X11_WINDOW_NUMBER, 0);
Display *xdisplay = (Display *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
Window xwindow = (Window)SDL_GetNumberProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
if (xdisplay && xwindow) {
...
}
} else if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0) {
struct wl_display *display = (struct wl_display *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_WAYLAND_DISPLAY_POINTER, NULL);
struct wl_surface *surface = (struct wl_surface *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_WAYLAND_SURFACE_POINTER, NULL);
struct wl_display *display = (struct wl_display *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER, NULL);
struct wl_surface *surface = (struct wl_surface *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, NULL);
if (display && surface) {
...
}
@ -1550,11 +1550,11 @@ Rather than iterating over displays using display index, there is a new function
SDL_CreateWindow() has been simplified and no longer takes a window position. You can use SDL_CreateWindowWithProperties() if you need to set the window position when creating it, e.g.
```c
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetStringProperty(props, SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING, title);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_X_NUMBER, x);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_Y_NUMBER, y);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER, width);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER, height);
SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, title);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, x);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, y);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, width);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, height);
SDL_SetNumberProperty(props, "flags", flags);
pWindow = SDL_CreateWindowWithProperties(props);
SDL_DestroyProperties(props);

View File

@ -52,15 +52,15 @@ having SDL handle input and rendering, it needs to create a custom, roleless sur
toplevel window.
This is done by using `SDL_CreateWindowWithProperties()` and setting the
`SDL_PROPERTY_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` property to `SDL_TRUE`. Once the window has been
`SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` property to `SDL_TRUE`. Once the window has been
successfully created, the `wl_display` and `wl_surface` objects can then be retrieved from the
`SDL_PROPERTY_WINDOW_WAYLAND_DISPLAY_POINTER` and `SDL_PROPERTY_WINDOW_WAYLAND_SURFACE_POINTER` properties respectively.
`SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER` and `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER` properties respectively.
Surfaces don't receive any size change notifications, so if an application changes the window size, it must inform SDL
that the surface size has changed by calling SDL_SetWindowSize() with the new dimensions.
Custom surfaces will automatically handle scaling internally if the window was created with the
`SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN` property set to `SDL_TRUE`. In this case, applications should
`SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN` property set to `SDL_TRUE`. In this case, applications should
not manually attach viewports or change the surface scale value, as SDL will handle this internally. Calls
to `SDL_SetWindowSize()` should use the logical size of the window, and `SDL_GetWindowSizeInPixels()` should be used to
query the size of the backbuffer surface in pixels. If this property is not set or is `SDL_FALSE`, applications can
@ -77,7 +77,7 @@ and attach it to an application-managed toplevel window.
Wayland windows and surfaces are more intrinsically tied to the client library than other windowing systems, therefore,
when importing surfaces, it is necessary for both SDL and the application or toolkit to use the same `wl_display`
object. This can be set/queried via the global `SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER` property. To
object. This can be set/queried via the global `SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER` property. To
import an external `wl_display`, set this property before initializing the SDL video subsystem, and read the value to
export the internal `wl_display` after the video subsystem has been initialized. Setting this property after the video
subsystem has been initialized has no effect, and reading it when the video subsystem is uninitialized will either
@ -85,14 +85,14 @@ return the user provided value, if one was set while in the uninitialized state,
Once this is done, and the application has created or obtained the `wl_surface` to be wrapped in an `SDL_Window`, the
window is created with `SDL_CreateWindowWithProperties()` with the
`SDL_PROPERTY_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` property to set to the `wl_surface` object that is to be
`SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` property to set to the `wl_surface` object that is to be
imported by SDL.
SDL receives no notification regarding size changes on external surfaces or toplevel windows, so if the external surface
needs to be resized, SDL must be informed by calling SDL_SetWindowSize() with the new dimensions.
If desired, SDL can automatically handle the scaling for the surface by setting the
`SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN` property to `SDL_TRUE`, however, if the surface being imported
`SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN` property to `SDL_TRUE`, however, if the surface being imported
already has, or will have, a viewport/fractional scale manager attached to it by the application or an external toolkit,
a protocol violation will result. Avoid setting this property if importing surfaces from toolkits such as Qt or GTK.
@ -144,7 +144,7 @@ int main(int argc, char *argv[])
}
/* Set SDL to use the existing wl_display object from Qt and initialize. */
SDL_SetProperty(SDL_GetGlobalProperties(), SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER, display);
SDL_SetProperty(SDL_GetGlobalProperties(), SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER, display);
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
/* Create a basic, frameless QWindow */
@ -166,10 +166,10 @@ int main(int argc, char *argv[])
* Qt objects should not be flagged as DPI-aware or protocol violations will result.
*/
props = SDL_CreateProperties();
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER, surface);
SDL_SetBooleanProperty(props, SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN, SDL_TRUE);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER, 640);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER, 480);
SDL_SetProperty(props, SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER, surface);
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, SDL_TRUE);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, 640);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, 480);
sdlWindow = SDL_CreateWindowWithProperties(props);
SDL_DestroyProperties(props);
if (!sdlWindow) {

View File

@ -234,13 +234,13 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
*
* These are the supported properties:
*
* - `SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering
* - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering
* is displayed
* - `SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER`: the surface where
* - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where
* rendering is displayed, if you want a software renderer without a window
* - `SDL_PROPERTY_RENDERER_CREATE_NAME_STRING`: the name of the rendering
* - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering
* driver to use, if a specific one is desired
* - `SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
* - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
* present synchronized with the refresh rate
*
* \param props the properties to use
@ -256,10 +256,10 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
#define SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER "window"
#define SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER "surface"
#define SDL_PROPERTY_RENDERER_CREATE_NAME_STRING "name"
#define SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window"
#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface"
#define SDL_PROP_RENDERER_CREATE_NAME_STRING "name"
#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
/**
* Create a 2D software rendering context for a surface.
@ -326,13 +326,13 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
*
* The following read-only properties are provided by SDL:
*
* - `SDL_PROPERTY_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9
* - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9
* associated with the renderer
* - `SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
* - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
* with the renderer
* - `SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
* - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
* with the renderer
* - `SDL_PROPERTY_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the
* - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the
* ID3D12CommandQueue associated with the renderer
*
* \param renderer the rendering context
@ -346,10 +346,10 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
#define SDL_PROPERTY_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
#define SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
#define SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
#define SDL_PROPERTY_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
/**
* Get the output size in pixels of a rendering context.
@ -447,66 +447,66 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
*
* These are the supported properties:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values
* - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values
* in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
* - `SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values
* - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values
* in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
* - `SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
* - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
* pixels, required
* - `SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
* - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
* pixels, required
*
* With the direct3d11 renderer:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the
* ID3D11Texture2D associated with the U plane of a YUV texture, if you want
* to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the
* ID3D11Texture2D associated with the V plane of a YUV texture, if you want
* to wrap an existing texture.
*
* With the direct3d12 renderer:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
* associated with the U plane of a YUV texture, if you want to wrap an
* existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
* associated with the V plane of a YUV texture, if you want to wrap an
* existing texture.
*
* With the opengl renderer:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint
* texture associated with the UV plane of an NV12 texture, if you want to
* wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
* associated with the U plane of a YUV texture, if you want to wrap an
* existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture, if you want to wrap an
* existing texture.
*
* With the opengles2 renderer:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
* texture associated with the texture, if you want to wrap an existing
* texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
* texture associated with the texture, if you want to wrap an existing
* texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint
* texture associated with the UV plane of an NV12 texture, if you want to
* wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint
* texture associated with the U plane of a YUV texture, if you want to wrap
* an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint
* texture associated with the V plane of a YUV texture, if you want to wrap
* an existing texture.
*
@ -526,25 +526,25 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
*/
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
#define SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER "format"
#define SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER "access"
#define SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER "width"
#define SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER "height"
#define SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
#define SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
#define SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
#define SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
#define SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
#define SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format"
#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access"
#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width"
#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
/**
@ -554,50 +554,50 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
*
* With the direct3d11 renderer:
*
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
* associated with the texture
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
* associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
* associated with the V plane of a YUV texture
*
* With the direct3d12 renderer:
*
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
* associated with the texture
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
* associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
* associated with the V plane of a YUV texture
*
* With the opengl renderer:
*
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
* associated with the UV plane of an NV12 texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
* associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
* target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width
* - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width
* of the texture (0.0 - 1.0)
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height
* - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height
* of the texture (0.0 - 1.0)
*
* With the opengles2 renderer:
*
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
* associated with the UV plane of an NV12 texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
* associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the
* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
*
* \param texture the texture to query
@ -611,24 +611,24 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_TARGET "SDL.texture.opengl.target"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
#define SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_TARGET "SDL.texture.opengles2.target"
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET "SDL.texture.opengl.target"
#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET "SDL.texture.opengles2.target"
/**
* Get the renderer that created an SDL_Texture.

View File

@ -262,17 +262,17 @@ extern DECLSPEC void SDLCALL SDL_DestroySurface(SDL_Surface *surface);
*
* The following properties are understood by SDL:
*
* - `SDL_PROPERTY_SURFACE_COLOR_PRIMARIES_NUMBER`: an SDL_ColorPrimaries
* - `SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER`: an SDL_ColorPrimaries
* value describing the surface colorspace
* - `SDL_PROPERTY_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER`: an
* - `SDL_PROP_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER`: an
* SDL_TransferCharacteristics value describing the surface colorspace
* - `SDL_PROPERTY_SURFACE_MAXCLL_NUMBER`: MaxCLL (Maximum Content Light
* - `SDL_PROP_SURFACE_MAXCLL_NUMBER`: MaxCLL (Maximum Content Light
* Level) indicates the maximum light level of any single pixel (in cd/m2 or
* nits) of the entire playback sequence. MaxCLL is usually measured off the
* final delivered content after mastering. If one uses the full light level
* of the HDR mastering display and adds a hard clip at its maximum value,
* MaxCLL would be equal to the peak luminance of the mastering monitor.
* - `SDL_PROPERTY_SURFACE_MAXFALL_NUMBER`: MaxFALL (Maximum Frame Average
* - `SDL_PROP_SURFACE_MAXFALL_NUMBER`: MaxFALL (Maximum Frame Average
* Light Level) indicates the maximum value of the frame average light level
* (in cd/m2 or nits) of the entire playback sequence. MaxFALL is calculated
* by averaging the decoded luminance values of all the pixels within a
@ -289,10 +289,10 @@ extern DECLSPEC void SDLCALL SDL_DestroySurface(SDL_Surface *surface);
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetSurfaceProperties(SDL_Surface *surface);
#define SDL_PROPERTY_SURFACE_COLOR_PRIMARIES_NUMBER "SDL.surface.color_primaries"
#define SDL_PROPERTY_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER "SDL.surface.transfer_characteristics"
#define SDL_PROPERTY_SURFACE_MAXCLL_NUMBER "SDL.surface.maxCLL"
#define SDL_PROPERTY_SURFACE_MAXFALL_NUMBER "SDL.surface.maxFALL"
#define SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER "SDL.surface.color_primaries"
#define SDL_PROP_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER "SDL.surface.transfer_characteristics"
#define SDL_PROP_SURFACE_MAXCLL_NUMBER "SDL.surface.maxCLL"
#define SDL_PROP_SURFACE_MAXFALL_NUMBER "SDL.surface.maxFALL"
/**
* Set the palette used by a surface.

View File

@ -47,7 +47,7 @@ typedef Uint32 SDL_WindowID;
/**
* Global video properties
*
* - `SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER`: the pointer to
* - `SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER`: the pointer to
* the global `wl_display` object used by the Wayland video backend. Can be
* set before the video subsystem is initialized to import an external
* `wl_display` object from an application or toolkit for use in SDL, or
@ -58,7 +58,7 @@ typedef Uint32 SDL_WindowID;
* if one was set prior to initialization, or NULL. See
* docs/README-wayland.md for more information.
*/
#define SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER "video.wayland.wl_display"
#define SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER "video.wayland.wl_display"
/**
* System theme
@ -827,86 +827,86 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
*
* These are the supported properties:
*
* - `SDL_PROPERTY_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window
* - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window
* should be always on top
* - `SDL_PROPERTY_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has
* - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has
* no window decoration
* - `SDL_PROPERTY_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should
* - `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should
* accept keyboard input (defaults true)
* - `SDL_PROPERTY_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window
* - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window
* should start in fullscreen mode at desktop resolution
* - `SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window
* - `SDL_PROPERTY_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should
* - `SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window
* - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should
* start hidden
* - `SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the
* - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the
* window uses a high pixel density buffer if possible
* - `SDL_PROPERTY_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should
* - `SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should
* start maximized
* - `SDL_PROPERTY_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup
* - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup
* menu
* - `SDL_PROPERTY_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be
* - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be
* used with Metal rendering
* - `SDL_PROPERTY_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should
* - `SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should
* start minimized
* - `SDL_PROPERTY_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window
* - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window
* starts with grabbed mouse focus
* - `SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be
* - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be
* used with OpenGL rendering
* - `SDL_PROPERTY_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be
* - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be
* the parent of this window, required for windows with the "toolip" and
* "menu" properties
* - `SDL_PROPERTY_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should
* - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should
* be resizable
* - `SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING`: the title of the window, in
* - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in
* UTF-8 encoding
* - `SDL_PROPERTY_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show
* - `SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show
* transparent in the areas with alpha of 0
* - `SDL_PROPERTY_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a
* - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a
* tooltip
* - `SDL_PROPERTY_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a
* - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a
* utility window, not showing in the task bar and window list
* - `SDL_PROPERTY_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be
* - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be
* used with Vulkan rendering
* - `SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window
* - `SDL_PROPERTY_WINDOW_CREATE_X_NUMBER`: the x position of the window, or
* - `SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window
* - `SDL_PROP_WINDOW_CREATE_X_NUMBER`: the x position of the window, or
* `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is
* relative to the parent for windows with the "parent" property set.
* - `SDL_PROPERTY_WINDOW_CREATE_Y_NUMBER`: the y position of the window, or
* - `SDL_PROP_WINDOW_CREATE_Y_NUMBER`: the y position of the window, or
* `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is
* relative to the parent for windows with the "parent" property set.
*
* These are additional supported properties on macOS:
*
* - `SDL_PROPERTY_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the
* - `SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the
* `(__unsafe_unretained)` NSWindow associated with the window, if you want
* to wrap an existing window.
* - `SDL_PROPERTY_WINDOW_CREATE_COCOA_VIEW_POINTER`: the
* - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the
* `(__unsafe_unretained)` NSView associated with the window, defaults to
* `[window contentView]`
*
* These are additional supported properties on Wayland:
*
* - `SDL_PROPERTY_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true
* if the application wants to use the Wayland surface for a custom role and
* does not want it attached to an XDG toplevel window. See
* docs/README-wayland.md for more information on using custom surfaces.
* - `SDL_PROPERTY_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN - true if
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN - true if
* the application wants an associated `wl_egl_window` object to be created,
* even if the window does not have the OpenGL property or flag set.
* - `SDL_PROPERTY_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface
* - `SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface
* associated with the window, if you want to wrap an existing window. See
* docs/README-wayland.md for more information.
*
* These are additional supported properties on Windows:
*
* - `SDL_PROPERTY_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with
* - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with
* the window, if you want to wrap an existing window.
* - `SDL_PROPERTY_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional,
* - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional,
* another window to share pixel format with, useful for OpenGL windows
*
* These are additional supported properties with X11:
*
* - `SDL_PROPERTY_WINDOW_CREATE_X11_WINDOW_NUMBER`: the X11 Window associated
* - `SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER`: the X11 Window associated
* with the window, if you want to wrap an existing window.
*
* The window is implicitly shown if the "hidden" property is not set.
@ -925,37 +925,37 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
*/
extern DECLSPEC SDL_Window *SDLCALL SDL_CreateWindowWithProperties(SDL_PropertiesID props);
#define SDL_PROPERTY_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "always-on-top"
#define SDL_PROPERTY_WINDOW_CREATE_BORDERLESS_BOOLEAN "borderless"
#define SDL_PROPERTY_WINDOW_CREATE_FOCUSABLE_BOOLEAN "focusable"
#define SDL_PROPERTY_WINDOW_CREATE_FULLSCREEN_BOOLEAN "fullscreen"
#define SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER "height"
#define SDL_PROPERTY_WINDOW_CREATE_HIDDEN_BOOLEAN "hidden"
#define SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "high-pixel-density"
#define SDL_PROPERTY_WINDOW_CREATE_MAXIMIZED_BOOLEAN "maximized"
#define SDL_PROPERTY_WINDOW_CREATE_MENU_BOOLEAN "menu"
#define SDL_PROPERTY_WINDOW_CREATE_METAL_BOOLEAN "metal"
#define SDL_PROPERTY_WINDOW_CREATE_MINIMIZED_BOOLEAN "minimized"
#define SDL_PROPERTY_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "mouse-grabbed"
#define SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN "opengl"
#define SDL_PROPERTY_WINDOW_CREATE_PARENT_POINTER "parent"
#define SDL_PROPERTY_WINDOW_CREATE_RESIZABLE_BOOLEAN "resizable"
#define SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING "title"
#define SDL_PROPERTY_WINDOW_CREATE_TRANSPARENT_BOOLEAN "transparent"
#define SDL_PROPERTY_WINDOW_CREATE_TOOLTIP_BOOLEAN "tooltip"
#define SDL_PROPERTY_WINDOW_CREATE_UTILITY_BOOLEAN "utility"
#define SDL_PROPERTY_WINDOW_CREATE_VULKAN_BOOLEAN "vulkan"
#define SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER "width"
#define SDL_PROPERTY_WINDOW_CREATE_X_NUMBER "x"
#define SDL_PROPERTY_WINDOW_CREATE_Y_NUMBER "y"
#define SDL_PROPERTY_WINDOW_CREATE_COCOA_WINDOW_POINTER "cocoa.window"
#define SDL_PROPERTY_WINDOW_CREATE_COCOA_VIEW_POINTER "cocoa.view"
#define SDL_PROPERTY_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "wayland.surface_role_custom"
#define SDL_PROPERTY_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "wayland.create_egl_window"
#define SDL_PROPERTY_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "wayland.wl_surface"
#define SDL_PROPERTY_WINDOW_CREATE_WIN32_HWND_POINTER "win32.hwnd"
#define SDL_PROPERTY_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER "win32.pixel_format_hwnd"
#define SDL_PROPERTY_WINDOW_CREATE_X11_WINDOW_NUMBER "x11.window"
#define SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "always-on-top"
#define SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN "borderless"
#define SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN "focusable"
#define SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN "fullscreen"
#define SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER "height"
#define SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN "hidden"
#define SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "high-pixel-density"
#define SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN "maximized"
#define SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN "menu"
#define SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN "metal"
#define SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN "minimized"
#define SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "mouse-grabbed"
#define SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN "opengl"
#define SDL_PROP_WINDOW_CREATE_PARENT_POINTER "parent"
#define SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN "resizable"
#define SDL_PROP_WINDOW_CREATE_TITLE_STRING "title"
#define SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN "transparent"
#define SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN "tooltip"
#define SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN "utility"
#define SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN "vulkan"
#define SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER "width"
#define SDL_PROP_WINDOW_CREATE_X_NUMBER "x"
#define SDL_PROP_WINDOW_CREATE_Y_NUMBER "y"
#define SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER "cocoa.window"
#define SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER "cocoa.view"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "wayland.surface_role_custom"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "wayland.create_egl_window"
#define SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "wayland.wl_surface"
#define SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER "win32.hwnd"
#define SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER "win32.pixel_format_hwnd"
#define SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER "x11.window"
/**
* Get the numeric ID of a window.
@ -1009,55 +1009,55 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
*
* On Android:
*
* - `SDL_PROPERTY_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow
* - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow
* associated with the window
* - `SDL_PROPERTY_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated
* - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated
* with the window
*
* On iOS:
*
* - `SDL_PROPERTY_WINDOW_UIKIT_WINDOW_POINTER`: the `(__unsafe_unretained)`
* - `SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER`: the `(__unsafe_unretained)`
* UIWindow associated with the window
* - `SDL_PROPERTY_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
* - `SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
* assocated with metal views on the window
*
* On KMS/DRM:
*
* - `SDL_PROPERTY_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index
* - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index
* associated with the window (e.g. the X in /dev/dri/cardX)
* - `SDL_PROPERTY_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with
* - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with
* the window
* - `SDL_PROPERTY_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device
* - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device
* associated with the window
*
* On macOS:
*
* - `SDL_PROPERTY_WINDOW_COCOA_WINDOW_POINTER`: the `(__unsafe_unretained)`
* - `SDL_PROP_WINDOW_COCOA_WINDOW_POINTER`: the `(__unsafe_unretained)`
* NSWindow associated with the window
* - `SDL_PROPERTY_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
* - `SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
* assocated with metal views on the window
*
* On Vivante:
*
* - `SDL_PROPERTY_WINDOW_VIVANTE_DISPLAY_POINTER`: the EGLNativeDisplayType
* - `SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER`: the EGLNativeDisplayType
* associated with the window
* - `SDL_PROPERTY_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType
* - `SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType
* associated with the window
* - `SDL_PROPERTY_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated
* - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated
* with the window
*
* On UWP:
*
* - `SDL_PROPERTY_WINDOW_WINRT_WINDOW_POINTER`: the IInspectable CoreWindow
* - `SDL_PROP_WINDOW_WINRT_WINDOW_POINTER`: the IInspectable CoreWindow
* associated with the window
*
* On Windows:
*
* - `SDL_PROPERTY_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the
* - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the
* window
* - `SDL_PROPERTY_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the
* - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the
* window
* - `SDL_PROPERTY_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated
* - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated
* with the window
*
* On Wayland:
@ -1066,28 +1066,28 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
* show/hide calls. They will be null if the window is hidden and must be
* queried each time it is shown.
*
* - `SDL_PROPERTY_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated
* - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated
* with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated
* - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated
* with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window
* - `SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window
* associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface
* - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface
* associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role
* - `SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role
* associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role
* - `SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role
* associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_POSITIONER_POINTER`: the xdg_positioner
* - `SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER`: the xdg_positioner
* associated with the window, in popup mode
*
* On X11:
*
* - `SDL_PROPERTY_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated
* - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated
* with the window
* - `SDL_PROPERTY_WINDOW_X11_SCREEN_NUMBER`: the screen number associated
* - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated
* with the window
* - `SDL_PROPERTY_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with
* - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with
* the window
*
* \param window the window to query
@ -1101,32 +1101,32 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetWindowProperties(SDL_Window *window);
#define SDL_PROPERTY_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window"
#define SDL_PROPERTY_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface"
#define SDL_PROPERTY_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window"
#define SDL_PROPERTY_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag"
#define SDL_PROPERTY_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index"
#define SDL_PROPERTY_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd"
#define SDL_PROPERTY_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev"
#define SDL_PROPERTY_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window"
#define SDL_PROPERTY_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag"
#define SDL_PROPERTY_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display"
#define SDL_PROPERTY_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window"
#define SDL_PROPERTY_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface"
#define SDL_PROPERTY_WINDOW_WINRT_WINDOW_POINTER "SDL.window.winrt.window"
#define SDL_PROPERTY_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd"
#define SDL_PROPERTY_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc"
#define SDL_PROPERTY_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance"
#define SDL_PROPERTY_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display"
#define SDL_PROPERTY_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface"
#define SDL_PROPERTY_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window"
#define SDL_PROPERTY_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface"
#define SDL_PROPERTY_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel"
#define SDL_PROPERTY_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup"
#define SDL_PROPERTY_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner"
#define SDL_PROPERTY_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display"
#define SDL_PROPERTY_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen"
#define SDL_PROPERTY_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window"
#define SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window"
#define SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface"
#define SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window"
#define SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag"
#define SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index"
#define SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd"
#define SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev"
#define SDL_PROP_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window"
#define SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag"
#define SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display"
#define SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window"
#define SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface"
#define SDL_PROP_WINDOW_WINRT_WINDOW_POINTER "SDL.window.winrt.window"
#define SDL_PROP_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd"
#define SDL_PROP_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc"
#define SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance"
#define SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display"
#define SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface"
#define SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window"
#define SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface"
#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel"
#define SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup"
#define SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner"
#define SDL_PROP_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display"
#define SDL_PROP_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen"
#define SDL_PROP_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window"
/**
* Get the window flags.

View File

@ -428,9 +428,9 @@ void SDL_Fcitx_UpdateTextRect(const SDL_Rect *rect)
#ifdef SDL_VIDEO_DRIVER_X11
{
SDL_PropertiesID props = SDL_GetWindowProperties(focused_win);
Display *x_disp = (Display *)SDL_GetProperty(props, SDL_PROPERTY_WINDOW_X11_DISPLAY_POINTER, NULL);
int x_screen = SDL_GetNumberProperty(props, SDL_PROPERTY_WINDOW_X11_SCREEN_NUMBER, 0);
Window x_win = SDL_GetNumberProperty(props, SDL_PROPERTY_WINDOW_X11_WINDOW_NUMBER, 0);
Display *x_disp = (Display *)SDL_GetProperty(props, SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
int x_screen = SDL_GetNumberProperty(props, SDL_PROP_WINDOW_X11_SCREEN_NUMBER, 0);
Window x_win = SDL_GetNumberProperty(props, SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
Window unused;
if (x_disp && x_win) {
X11_XTranslateCoordinates(x_disp, x_win, RootWindow(x_disp, x_screen), 0, 0, &x, &y, &unused);

View File

@ -705,9 +705,9 @@ void SDL_IBus_UpdateTextRect(const SDL_Rect *rect)
#ifdef SDL_VIDEO_DRIVER_X11
{
SDL_PropertiesID props = SDL_GetWindowProperties(focused_win);
Display *x_disp = (Display *)SDL_GetProperty(props, SDL_PROPERTY_WINDOW_X11_DISPLAY_POINTER, NULL);
int x_screen = SDL_GetNumberProperty(props, SDL_PROPERTY_WINDOW_X11_SCREEN_NUMBER, 0);
Window x_win = SDL_GetNumberProperty(props, SDL_PROPERTY_WINDOW_X11_WINDOW_NUMBER, 0);
Display *x_disp = (Display *)SDL_GetProperty(props, SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
int x_screen = SDL_GetNumberProperty(props, SDL_PROP_WINDOW_X11_SCREEN_NUMBER, 0);
Window x_win = SDL_GetNumberProperty(props, SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
Window unused;
if (x_disp && x_win) {

View File

@ -43,7 +43,7 @@ this should probably be removed at some point in the future. --ryan. */
#define DONT_DRAW_WHILE_HIDDEN 0
#endif
#define SDL_PROPERTY_WINDOW_RENDERER "SDL.internal.window.renderer"
#define SDL_PROP_WINDOW_RENDERER "SDL.internal.window.renderer"
#define CHECK_RENDERER_MAGIC(renderer, retval) \
if (!(renderer) || (renderer)->magic != &SDL_renderer_magic) { \
@ -805,9 +805,9 @@ static void SDL_CalculateSimulatedVSyncInterval(SDL_Renderer *renderer, SDL_Wind
SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
{
#ifndef SDL_RENDER_DISABLED
SDL_Window *window = SDL_GetProperty(props, SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER, NULL);
SDL_Surface *surface = SDL_GetProperty(props, SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER, NULL);
const char *name = SDL_GetStringProperty(props, SDL_PROPERTY_RENDERER_CREATE_NAME_STRING, NULL);
SDL_Window *window = SDL_GetProperty(props, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, NULL);
SDL_Surface *surface = SDL_GetProperty(props, SDL_PROP_RENDERER_CREATE_SURFACE_POINTER, NULL);
const char *name = SDL_GetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, NULL);
SDL_Renderer *renderer = NULL;
const int n = SDL_GetNumRenderDrivers();
const char *hint;
@ -838,7 +838,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
if (hint && *hint) {
SDL_SetBooleanProperty(props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE));
SDL_SetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE));
}
if (!name) {
@ -871,7 +871,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
goto error;
}
if (SDL_GetBooleanProperty(props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
renderer->wanted_vsync = SDL_TRUE;
if (!(renderer->info.flags & SDL_RENDERER_PRESENTVSYNC)) {
@ -916,7 +916,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
renderer->hidden = SDL_FALSE;
}
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_RENDERER, renderer);
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_RENDERER, renderer);
SDL_SetRenderViewport(renderer, NULL);
@ -947,14 +947,14 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
{
SDL_Renderer *renderer;
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetProperty(props, SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER, window);
SDL_SetProperty(props, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, window);
if (flags & SDL_RENDERER_SOFTWARE) {
SDL_SetStringProperty(props, SDL_PROPERTY_RENDERER_CREATE_NAME_STRING, "software");
SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, "software");
} else {
SDL_SetStringProperty(props, SDL_PROPERTY_RENDERER_CREATE_NAME_STRING, name);
SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, name);
}
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_SetBooleanProperty(props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_TRUE);
SDL_SetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_TRUE);
}
renderer = SDL_CreateRendererWithProperties(props);
SDL_DestroyProperties(props);
@ -999,7 +999,7 @@ SDL_Renderer *SDL_CreateSoftwareRenderer(SDL_Surface *surface)
SDL_Renderer *SDL_GetRenderer(SDL_Window *window)
{
return (SDL_Renderer *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_RENDERER, NULL);
return (SDL_Renderer *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_RENDERER, NULL);
}
SDL_Window *SDL_GetRenderWindow(SDL_Renderer *renderer)
@ -1124,10 +1124,10 @@ static SDL_ScaleMode SDL_GetScaleMode(void)
SDL_Texture *SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props)
{
SDL_Texture *texture;
Uint32 format = (Uint32)SDL_GetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER, SDL_PIXELFORMAT_UNKNOWN);
int access = (int)SDL_GetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC);
int w = (int)SDL_GetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER, 0);
int h = (int)SDL_GetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER, 0);
Uint32 format = (Uint32)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, SDL_PIXELFORMAT_UNKNOWN);
int access = (int)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC);
int w = (int)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, 0);
int h = (int)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, 0);
SDL_bool texture_is_fourcc_and_target;
CHECK_RENDERER_MAGIC(renderer, NULL);
@ -1244,10 +1244,10 @@ SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access
{
SDL_Texture *texture;
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER, format);
SDL_SetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER, access);
SDL_SetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER, w);
SDL_SetNumberProperty(props, SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER, h);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, format);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, access);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, w);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, h);
texture = SDL_CreateTextureWithProperties(renderer, props);
SDL_DestroyProperties(props);
return texture;
@ -4155,7 +4155,7 @@ void SDL_DestroyRenderer(SDL_Renderer *renderer)
SDL_free(renderer->vertex_data);
if (renderer->window) {
SDL_ClearProperty(SDL_GetWindowProperties(renderer->window), SDL_PROPERTY_WINDOW_RENDERER);
SDL_ClearProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_RENDERER);
}
/* It's no longer magical... */

View File

@ -1610,7 +1610,7 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_pro
}
SDL_zero(pparams);
pparams.hDeviceWindow = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_WIN32_HWND_POINTER, NULL);
pparams.hDeviceWindow = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
pparams.BackBufferWidth = w;
pparams.BackBufferHeight = h;
pparams.BackBufferCount = 1;
@ -1625,7 +1625,7 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_pro
pparams.BackBufferFormat = D3DFMT_UNKNOWN;
pparams.FullScreen_RefreshRateInHz = 0;
}
if (SDL_GetBooleanProperty(create_props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
} else {
pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
@ -1709,7 +1709,7 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_pro
}
#endif
SDL_SetProperty(SDL_GetRendererProperties(renderer), SDL_PROPERTY_RENDERER_D3D9_DEVICE_POINTER, data->device);
SDL_SetProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D9_DEVICE_POINTER, data->device);
return renderer;
}

View File

@ -665,7 +665,7 @@ static HRESULT D3D11_CreateDeviceResources(SDL_Renderer *renderer)
ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
SDL_SetProperty(SDL_GetRendererProperties(renderer), SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER, data->d3dDevice);
SDL_SetProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D11_DEVICE_POINTER, data->d3dDevice);
done:
SAFE_RELEASE(d3dDevice);
@ -829,7 +829,7 @@ static HRESULT D3D11_CreateSwapChain(SDL_Renderer *renderer, int w, int h)
#endif
} else {
#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK)
HWND hwnd = (HWND)SDL_GetProperty(SDL_GetWindowProperties(renderer->window), SDL_PROPERTY_WINDOW_WIN32_HWND_POINTER, NULL);
HWND hwnd = (HWND)SDL_GetProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory,
(IUnknown *)data->d3dDevice,
@ -1137,7 +1137,7 @@ static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
}
SDL_SetProperty(SDL_GetTextureProperties(texture), SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER, textureData->mainTexture);
SDL_SetProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER, textureData->mainTexture);
#if SDL_HAVE_YUV
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
@ -1159,7 +1159,7 @@ static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
}
SDL_SetProperty(SDL_GetTextureProperties(texture), SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER, textureData->mainTextureU);
SDL_SetProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER, textureData->mainTextureU);
if (GetTextureProperty(create_props, "d3d11.texture_v", &textureData->mainTextureV) < 0) {
return -1;
@ -1174,7 +1174,7 @@ static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
}
SDL_SetProperty(SDL_GetTextureProperties(texture), SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER, textureData->mainTextureV);
SDL_SetProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER, textureData->mainTextureV);
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
@ -2496,7 +2496,7 @@ SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_p
*/
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
#else
if (SDL_GetBooleanProperty(create_props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
renderer->SetVSync = D3D11_SetVSync;

View File

@ -44,7 +44,7 @@ using namespace Windows::Graphics::Display;
extern "C" void *
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer *renderer)
{
IInspectable *window = (IInspectable *)SDL_GetProperty(SDL_GetWindowProperties(renderer->window), SDL_PROPERTY_WINDOW_WINRT_WINDOW_POINTER, NULL);
IInspectable *window = (IInspectable *)SDL_GetProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_WINRT_WINDOW_POINTER, NULL);
ABI::Windows::UI::Core::ICoreWindow *coreWindow = NULL;
if (!window || FAILED(window->QueryInterface(&coreWindow))) {
return NULL;

View File

@ -324,8 +324,8 @@ static void D3D12_ReleaseAll(SDL_Renderer *renderer)
SDL_Texture *texture = NULL;
SDL_PropertiesID props = SDL_GetRendererProperties(renderer);
SDL_SetProperty(props, SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER, NULL);
SDL_SetProperty(props, SDL_PROPERTY_RENDERER_D3D12_COMMAND_QUEUE_POINTER, NULL);
SDL_SetProperty(props, SDL_PROP_RENDERER_D3D12_DEVICE_POINTER, NULL);
SDL_SetProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, NULL);
/* Release all textures */
for (texture = renderer->textures; texture; texture = texture->next) {
@ -1074,8 +1074,8 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
data->srvPoolHead = &data->srvPoolNodes[0];
SDL_PropertiesID props = SDL_GetRendererProperties(renderer);
SDL_SetProperty(props, SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER, data->d3dDevice);
SDL_SetProperty(props, SDL_PROPERTY_RENDERER_D3D12_COMMAND_QUEUE_POINTER, data->commandQueue);
SDL_SetProperty(props, SDL_PROP_RENDERER_D3D12_DEVICE_POINTER, data->d3dDevice);
SDL_SetProperty(props, SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER, data->commandQueue);
done:
SAFE_RELEASE(d3dDevice);
@ -1179,7 +1179,7 @@ static HRESULT D3D12_CreateSwapChain(SDL_Renderer *renderer, int w, int h)
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT | /* To support SetMaximumFrameLatency */
DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; /* To support presenting with allow tearing on */
HWND hwnd = (HWND)SDL_GetProperty(SDL_GetWindowProperties(renderer->window), SDL_PROPERTY_WINDOW_WIN32_HWND_POINTER, NULL);
HWND hwnd = (HWND)SDL_GetProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
result = D3D_CALL(data->dxgiFactory, CreateSwapChainForHwnd,
(IUnknown *)data->commandQueue,
@ -1506,7 +1506,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
}
}
textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST;
SDL_SetProperty(SDL_GetTextureProperties(texture), SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER, textureData->mainTexture);
SDL_SetProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER, textureData->mainTexture);
#if SDL_HAVE_YUV
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
@ -1533,7 +1533,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
}
}
textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST;
SDL_SetProperty(SDL_GetTextureProperties(texture), SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER, textureData->mainTextureU);
SDL_SetProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER, textureData->mainTextureU);
if (GetTextureProperty(create_props, "d3d12.texture_v", &textureData->mainTextureV) < 0) {
return -1;
@ -1553,7 +1553,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
}
}
textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST;
SDL_SetProperty(SDL_GetTextureProperties(texture), SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER, textureData->mainTextureV);
SDL_SetProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER, textureData->mainTextureV);
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
@ -3027,7 +3027,7 @@ SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_p
renderer->driverdata = data;
D3D12_InvalidateCachedState(renderer);
if (SDL_GetBooleanProperty(create_props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
renderer->SetVSync = D3D12_SetVSync;

View File

@ -1630,8 +1630,8 @@ static int METAL_SetVSync(SDL_Renderer *renderer, const int vsync)
static SDL_MetalView GetWindowView(SDL_Window *window)
{
#ifdef SDL_VIDEO_DRIVER_COCOA
NSWindow *nswindow = (__bridge NSWindow *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_COCOA_WINDOW_POINTER, NULL);
NSInteger tag = (NSInteger)SDL_GetNumberProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER, 0);
NSWindow *nswindow = (__bridge NSWindow *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, NULL);
NSInteger tag = (NSInteger)SDL_GetNumberProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER, 0);
if (nswindow && tag) {
NSView *view = nswindow.contentView;
if (view.subviews.count > 0) {
@ -1644,8 +1644,8 @@ static SDL_MetalView GetWindowView(SDL_Window *window)
#endif
#ifdef SDL_VIDEO_DRIVER_UIKIT
UIWindow *uiwindow = (__bridge UIWindow *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_UIKIT_WINDOW_POINTER, NULL);
NSInteger tag = (NSInteger)SDL_GetNumberProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER, 0);
UIWindow *uiwindow = (__bridge UIWindow *)SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER, NULL);
NSInteger tag = (NSInteger)SDL_GetNumberProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER, 0);
if (uiwindow && tag) {
UIView *view = uiwindow.rootViewController.view;
if (view.tag == tag) {
@ -1924,7 +1924,7 @@ static SDL_Renderer *METAL_CreateRenderer(SDL_Window *window, SDL_PropertiesID c
#if (defined(SDL_PLATFORM_MACOS) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
if (@available(macOS 10.13, *)) {
data.mtllayer.displaySyncEnabled = SDL_GetBooleanProperty(create_props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE);
data.mtllayer.displaySyncEnabled = SDL_GetBooleanProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE);
if (data.mtllayer.displaySyncEnabled) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}

View File

@ -498,7 +498,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
data->fbo = NULL;
}
data->texture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER, 0);
data->texture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER, 0);
if (data->texture) {
data->texture_external = SDL_TRUE;
} else {
@ -531,10 +531,10 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
data->texh = (GLfloat)texture->h / texture_h;
}
SDL_PropertiesID props = SDL_GetTextureProperties(texture);
SDL_SetNumberProperty(props, SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER, data->texture);
SDL_SetNumberProperty(props, SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_TARGET, (Sint64) textype);
SDL_SetFloatProperty(props, SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT, data->texw);
SDL_SetFloatProperty(props, SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT, data->texh);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, data->texture);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET, (Sint64) textype);
SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT, data->texw);
SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT, data->texh);
data->format = format;
data->formattype = type;
@ -593,13 +593,13 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
texture->format == SDL_PIXELFORMAT_IYUV) {
data->yuv = SDL_TRUE;
data->utexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER, 0);
data->utexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER, 0);
if (data->utexture) {
data->utexture_external = SDL_TRUE;
} else {
renderdata->glGenTextures(1, &data->utexture);
}
data->vtexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER, 0);
data->vtexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER, 0);
if (data->vtexture) {
data->vtexture_external = SDL_TRUE;
} else {
@ -617,7 +617,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w + 1) / 2,
(texture_h + 1) / 2, 0, format, type, NULL);
SDL_SetNumberProperty(props, SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER, data->utexture);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER, data->utexture);
renderdata->glBindTexture(textype, data->vtexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
@ -630,14 +630,14 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w + 1) / 2,
(texture_h + 1) / 2, 0, format, type, NULL);
SDL_SetNumberProperty(props, SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER, data->vtexture);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER, data->vtexture);
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
data->nv12 = SDL_TRUE;
data->utexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER, 0);
data->utexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER, 0);
if (data->utexture) {
data->utexture_external = SDL_TRUE;
} else {
@ -654,7 +654,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w + 1) / 2,
(texture_h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
SDL_SetNumberProperty(props, SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER, data->utexture);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER, data->utexture);
}
#endif
@ -1767,7 +1767,7 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, SDL_PropertiesID crea
*/
#endif
if (SDL_GetBooleanProperty(create_props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);

View File

@ -1508,7 +1508,7 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
#if SDL_HAVE_YUV
if (data->yuv) {
data->texture_v = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER, 0);
data->texture_v = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER, 0);
if (data->texture_v) {
data->texture_v_external = SDL_TRUE;
} else {
@ -1524,9 +1524,9 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER, data->texture_v);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER, data->texture_v);
data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER, 0);
data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER, 0);
if (data->texture_u) {
data->texture_u_external = SDL_TRUE;
} else {
@ -1545,10 +1545,10 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
}
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER, data->texture_u);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER, data->texture_u);
} else if (data->nv12) {
data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER, 0);
data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER, 0);
if (data->texture_u) {
data->texture_u_external = SDL_TRUE;
} else {
@ -1567,11 +1567,11 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
}
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER, data->texture_u);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER, data->texture_u);
}
#endif
data->texture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER, 0);
data->texture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER, 0);
if (data->texture) {
data->texture_external = SDL_TRUE;
} else {
@ -1593,8 +1593,8 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
return -1;
}
}
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER, data->texture);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_TARGET, data->texture_type);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER, data->texture);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET, data->texture_type);
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
@ -2105,10 +2105,10 @@ static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, SDL_PropertiesID c
* is turned on. Not doing so will freeze the screen's contents to that
* of the first drawn frame.
*/
SDL_SetBooleanProperty(create_props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_TRUE);
SDL_SetBooleanProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_TRUE);
#endif
if (SDL_GetBooleanProperty(create_props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);

View File

@ -643,7 +643,7 @@ static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, SDL_PropertiesID cre
data->gsGlobal = gsGlobal;
dynamicVsync = SDL_GetHintBoolean(SDL_HINT_PS2_DYNAMIC_VSYNC, SDL_FALSE);
if (SDL_GetBooleanProperty(create_props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
data->vsync = (dynamicVsync ? 2 : 1);
}

View File

@ -1345,7 +1345,7 @@ SDL_Renderer *PSP_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_pro
data->most_recent_target = NULL;
data->least_recent_target = NULL;
if (SDL_GetBooleanProperty(create_props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
data->vsync = SDL_TRUE;
} else {
data->vsync = SDL_FALSE;

View File

@ -1168,7 +1168,7 @@ static SDL_Renderer *SW_CreateRenderer(SDL_Window *window, SDL_PropertiesID crea
}
if (no_hint_set) {
if (SDL_GetBooleanProperty(create_props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1");
} else {
SDL_SetHint(SDL_HINT_RENDER_VSYNC, "0");

View File

@ -260,7 +260,7 @@ SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, SDL_PropertiesID creat
data->initialized = SDL_TRUE;
if (SDL_GetBooleanProperty(create_props, SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_FALSE)) {
data->displayData.wait_vblank = SDL_TRUE;
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
} else {

View File

@ -1451,11 +1451,11 @@ SDL_bool SDLTest_CommonInit(SDLTest_CommonState *state)
SDL_strlcpy(title, state->window_title, SDL_arraysize(title));
}
props = SDL_CreateProperties();
SDL_SetStringProperty(props, SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING, title);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_X_NUMBER, r.x);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_Y_NUMBER, r.y);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER, r.w);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER, r.h);
SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, title);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, r.x);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, r.y);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, r.w);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, r.h);
SDL_SetNumberProperty(props, "flags", state->window_flags);
state->windows[i] = SDL_CreateWindowWithProperties(props);
SDL_DestroyProperties(props);

View File

@ -187,7 +187,7 @@ static SDL_bool IsSurfaceHDR(SDL_Surface *surface)
{
if (surface->flags & SDL_SURFACE_USES_PROPERTIES) {
SDL_PropertiesID props = SDL_GetSurfaceProperties(surface);
if (SDL_GetNumberProperty(props, SDL_PROPERTY_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER, SDL_TRANSFER_CHARACTERISTICS_UNKNOWN) == SDL_TRANSFER_CHARACTERISTICS_SMPTE2084) {
if (SDL_GetNumberProperty(props, SDL_PROP_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER, SDL_TRANSFER_CHARACTERISTICS_UNKNOWN) == SDL_TRANSFER_CHARACTERISTICS_SMPTE2084) {
return SDL_TRUE;
}
}
@ -239,14 +239,14 @@ int SDL_CalculateBlit(SDL_Surface *surface)
/* See if they're in the same colorspace and light level */
SDL_PropertiesID src_props = SDL_GetSurfaceProperties(surface);
SDL_PropertiesID dst_props = SDL_GetSurfaceProperties(dst);
if ((SDL_GetNumberProperty(src_props, SDL_PROPERTY_SURFACE_COLOR_PRIMARIES_NUMBER, SDL_COLOR_PRIMARIES_UNKNOWN) !=
SDL_GetNumberProperty(dst_props, SDL_PROPERTY_SURFACE_COLOR_PRIMARIES_NUMBER, SDL_COLOR_PRIMARIES_UNKNOWN)) ||
(SDL_GetNumberProperty(src_props, SDL_PROPERTY_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER, SDL_TRANSFER_CHARACTERISTICS_UNKNOWN) !=
SDL_GetNumberProperty(dst_props, SDL_PROPERTY_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER, SDL_TRANSFER_CHARACTERISTICS_UNKNOWN)) ||
(SDL_GetNumberProperty(src_props, SDL_PROPERTY_SURFACE_MAXCLL_NUMBER, 0) !=
SDL_GetNumberProperty(dst_props, SDL_PROPERTY_SURFACE_MAXCLL_NUMBER, 0)) ||
(SDL_GetNumberProperty(src_props, SDL_PROPERTY_SURFACE_MAXFALL_NUMBER, 0) !=
SDL_GetNumberProperty(dst_props, SDL_PROPERTY_SURFACE_MAXFALL_NUMBER, 0))) {
if ((SDL_GetNumberProperty(src_props, SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER, SDL_COLOR_PRIMARIES_UNKNOWN) !=
SDL_GetNumberProperty(dst_props, SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER, SDL_COLOR_PRIMARIES_UNKNOWN)) ||
(SDL_GetNumberProperty(src_props, SDL_PROP_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER, SDL_TRANSFER_CHARACTERISTICS_UNKNOWN) !=
SDL_GetNumberProperty(dst_props, SDL_PROP_SURFACE_TRANSFER_CHARACTERISTICS_NUMBER, SDL_TRANSFER_CHARACTERISTICS_UNKNOWN)) ||
(SDL_GetNumberProperty(src_props, SDL_PROP_SURFACE_MAXCLL_NUMBER, 0) !=
SDL_GetNumberProperty(dst_props, SDL_PROP_SURFACE_MAXCLL_NUMBER, 0)) ||
(SDL_GetNumberProperty(src_props, SDL_PROP_SURFACE_MAXFALL_NUMBER, 0) !=
SDL_GetNumberProperty(dst_props, SDL_PROP_SURFACE_MAXFALL_NUMBER, 0))) {
SDL_InvalidateMap(map);
return SDL_SetError("Tone mapping between HDR surfaces not supported");
}
@ -259,7 +259,7 @@ int SDL_CalculateBlit(SDL_Surface *surface)
} else {
/* Tone mapping from an HDR surface to SDR surface */
SDL_PropertiesID props = SDL_GetSurfaceProperties(surface);
SDL_ColorPrimaries primaries = (SDL_ColorPrimaries)SDL_GetNumberProperty(props, SDL_PROPERTY_SURFACE_COLOR_PRIMARIES_NUMBER, SDL_COLOR_PRIMARIES_BT2020);
SDL_ColorPrimaries primaries = (SDL_ColorPrimaries)SDL_GetNumberProperty(props, SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER, SDL_COLOR_PRIMARIES_BT2020);
if (SDL_GetColorPrimariesConversionMatrix(primaries, SDL_COLOR_PRIMARIES_BT709) != NULL) {
if (SDL_ISPIXELFORMAT_10BIT(surface->format->format)) {
blit = SDL_Blit_Slow_PQtoSDR;

View File

@ -311,7 +311,7 @@ void SDL_Blit_Slow_PQtoSDR(SDL_BlitInfo *info)
Uint32 rgbmask = ~src_fmt->Amask;
Uint32 ckey = info->colorkey & rgbmask;
SDL_PropertiesID props = SDL_GetSurfaceProperties(info->src_surface);
SDL_ColorPrimaries src_primaries = (SDL_ColorPrimaries)SDL_GetNumberProperty(props, SDL_PROPERTY_SURFACE_COLOR_PRIMARIES_NUMBER, SDL_COLOR_PRIMARIES_BT2020);
SDL_ColorPrimaries src_primaries = (SDL_ColorPrimaries)SDL_GetNumberProperty(props, SDL_PROP_SURFACE_COLOR_PRIMARIES_NUMBER, SDL_COLOR_PRIMARIES_BT2020);
const float *color_primaries_matrix = SDL_GetColorPrimariesConversionMatrix(src_primaries, SDL_COLOR_PRIMARIES_BT709);
dstfmt_val = detect_format(dst_fmt);

View File

@ -195,7 +195,7 @@ static void SDL_SyncIfRequired(SDL_Window *window)
/* Support for framebuffer emulation using an accelerated renderer */
#define SDL_PROPERTY_WINDOW_TEXTUREDATA "SDL.internal.window.texturedata"
#define SDL_PROP_WINDOW_TEXTUREDATA "SDL.internal.window.texturedata"
typedef struct
{
@ -239,7 +239,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
{
SDL_RendererInfo info;
SDL_PropertiesID props = SDL_GetWindowProperties(window);
SDL_WindowTextureData *data = (SDL_WindowTextureData *)SDL_GetProperty(props, SDL_PROPERTY_WINDOW_TEXTUREDATA, NULL);
SDL_WindowTextureData *data = (SDL_WindowTextureData *)SDL_GetProperty(props, SDL_PROP_WINDOW_TEXTUREDATA, NULL);
const SDL_bool transparent = (window->flags & SDL_WINDOW_TRANSPARENT) ? SDL_TRUE : SDL_FALSE;
int i;
int w, h;
@ -292,7 +292,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
SDL_DestroyRenderer(renderer);
return -1;
}
SDL_SetPropertyWithCleanup(props, SDL_PROPERTY_WINDOW_TEXTUREDATA, data, SDL_CleanupWindowTextureData, NULL);
SDL_SetPropertyWithCleanup(props, SDL_PROP_WINDOW_TEXTUREDATA, data, SDL_CleanupWindowTextureData, NULL);
data->renderer = renderer;
} else {
@ -324,7 +324,7 @@ static int SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window, U
SDL_TEXTUREACCESS_STREAMING,
w, h);
if (!data->texture) {
/* codechecker_false_positive [Malloc] Static analyzer doesn't realize allocated `data` is saved to SDL_PROPERTY_WINDOW_TEXTUREDATA and not leaked here. */
/* codechecker_false_positive [Malloc] Static analyzer doesn't realize allocated `data` is saved to SDL_PROP_WINDOW_TEXTUREDATA and not leaked here. */
return -1; /* NOLINT(clang-analyzer-unix.Malloc) */
}
@ -362,7 +362,7 @@ static int SDL_UpdateWindowTexture(SDL_VideoDevice *unused, SDL_Window *window,
SDL_GetWindowSizeInPixels(window, &w, &h);
data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_TEXTUREDATA, NULL);
data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA, NULL);
if (!data || !data->texture) {
return SDL_SetError("No window texture data");
}
@ -387,14 +387,14 @@ static int SDL_UpdateWindowTexture(SDL_VideoDevice *unused, SDL_Window *window,
static void SDL_DestroyWindowTexture(SDL_VideoDevice *unused, SDL_Window *window)
{
SDL_ClearProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_TEXTUREDATA);
SDL_ClearProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA);
}
int SDL_SetWindowTextureVSync(SDL_Window *window, int vsync)
{
SDL_WindowTextureData *data;
data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_TEXTUREDATA, NULL);
data = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_TEXTUREDATA, NULL);
if (!data) {
return -1;
}
@ -1926,23 +1926,23 @@ static struct {
Uint32 flag;
SDL_bool invert_value;
} SDL_WindowFlagProperties[] = {
{ SDL_PROPERTY_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN, SDL_WINDOW_ALWAYS_ON_TOP, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_BORDERLESS_BOOLEAN, SDL_WINDOW_BORDERLESS, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_FOCUSABLE_BOOLEAN, SDL_WINDOW_NOT_FOCUSABLE, SDL_TRUE },
{ SDL_PROPERTY_WINDOW_CREATE_FULLSCREEN_BOOLEAN, SDL_WINDOW_FULLSCREEN, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_HIDDEN_BOOLEAN, SDL_WINDOW_HIDDEN, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN, SDL_WINDOW_HIGH_PIXEL_DENSITY, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_MAXIMIZED_BOOLEAN, SDL_WINDOW_MAXIMIZED, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_MENU_BOOLEAN, SDL_WINDOW_POPUP_MENU, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_METAL_BOOLEAN, SDL_WINDOW_METAL, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_MINIMIZED_BOOLEAN, SDL_WINDOW_MINIMIZED, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN, SDL_WINDOW_MOUSE_GRABBED, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN, SDL_WINDOW_OPENGL, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_RESIZABLE_BOOLEAN, SDL_WINDOW_RESIZABLE, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_TRANSPARENT_BOOLEAN, SDL_WINDOW_TRANSPARENT, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_TOOLTIP_BOOLEAN, SDL_WINDOW_TOOLTIP, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_UTILITY_BOOLEAN, SDL_WINDOW_UTILITY, SDL_FALSE },
{ SDL_PROPERTY_WINDOW_CREATE_VULKAN_BOOLEAN, SDL_WINDOW_VULKAN, SDL_FALSE }
{ SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN, SDL_WINDOW_ALWAYS_ON_TOP, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN, SDL_WINDOW_BORDERLESS, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN, SDL_WINDOW_NOT_FOCUSABLE, SDL_TRUE },
{ SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN, SDL_WINDOW_FULLSCREEN, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN, SDL_WINDOW_HIDDEN, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN, SDL_WINDOW_HIGH_PIXEL_DENSITY, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN, SDL_WINDOW_MAXIMIZED, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN, SDL_WINDOW_POPUP_MENU, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN, SDL_WINDOW_METAL, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN, SDL_WINDOW_MINIMIZED, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN, SDL_WINDOW_MOUSE_GRABBED, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, SDL_WINDOW_OPENGL, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN, SDL_WINDOW_RESIZABLE, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN, SDL_WINDOW_TRANSPARENT, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN, SDL_WINDOW_TOOLTIP, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN, SDL_WINDOW_UTILITY, SDL_FALSE },
{ SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN, SDL_WINDOW_VULKAN, SDL_FALSE }
};
static Uint32 SDL_GetWindowFlagProperties(SDL_PropertiesID props)
@ -1967,12 +1967,12 @@ static Uint32 SDL_GetWindowFlagProperties(SDL_PropertiesID props)
SDL_Window *SDL_CreateWindowWithProperties(SDL_PropertiesID props)
{
SDL_Window *window;
const char *title = SDL_GetStringProperty(props, SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING, NULL);
int x = (int)SDL_GetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_X_NUMBER, SDL_WINDOWPOS_UNDEFINED);
int y = (int)SDL_GetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_Y_NUMBER, SDL_WINDOWPOS_UNDEFINED);
int w = (int)SDL_GetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER, 0);
int h = (int)SDL_GetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER, 0);
SDL_Window *parent = SDL_GetProperty(props, SDL_PROPERTY_WINDOW_CREATE_PARENT_POINTER, NULL);
const char *title = SDL_GetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, NULL);
int x = (int)SDL_GetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, SDL_WINDOWPOS_UNDEFINED);
int y = (int)SDL_GetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, SDL_WINDOWPOS_UNDEFINED);
int w = (int)SDL_GetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, 0);
int h = (int)SDL_GetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, 0);
SDL_Window *parent = SDL_GetProperty(props, SDL_PROP_WINDOW_CREATE_PARENT_POINTER, NULL);
Uint32 flags = SDL_GetWindowFlagProperties(props);
Uint32 type_flags, graphics_flags;
SDL_bool undefined_x = SDL_FALSE;
@ -2183,10 +2183,10 @@ SDL_Window *SDL_CreateWindow(const char *title, int w, int h, Uint32 flags)
SDL_Window *window;
SDL_PropertiesID props = SDL_CreateProperties();
if (title && *title) {
SDL_SetStringProperty(props, SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING, title);
SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, title);
}
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER, w);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER, h);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, w);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, h);
SDL_SetNumberProperty(props, "flags", flags);
window = SDL_CreateWindowWithProperties(props);
SDL_DestroyProperties(props);
@ -2204,11 +2204,11 @@ SDL_Window *SDL_CreatePopupWindow(SDL_Window *parent, int offset_x, int offset_y
return NULL;
}
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_CREATE_PARENT_POINTER, parent);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_X_NUMBER, offset_x);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_Y_NUMBER, offset_y);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER, w);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER, h);
SDL_SetProperty(props, SDL_PROP_WINDOW_CREATE_PARENT_POINTER, parent);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, offset_x);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, offset_y);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, w);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, h);
SDL_SetNumberProperty(props, "flags", flags);
window = SDL_CreateWindowWithProperties(props);
SDL_DestroyProperties(props);

View File

@ -72,7 +72,7 @@ int Android_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Propert
retval = SDL_SetError("Could not fetch native window");
goto endfunction;
}
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_ANDROID_WINDOW_POINTER, data->native_window);
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER, data->native_window);
/* Do not create EGLSurface for Vulkan window since it will then make the window
incompatible with vkCreateAndroidSurfaceKHR */
@ -87,7 +87,7 @@ int Android_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Propert
goto endfunction;
}
}
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_ANDROID_SURFACE_POINTER, data->egl_surface);
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER, data->egl_surface);
#endif
window->driverdata = data;

View File

@ -1971,8 +1971,8 @@ static int SetupWindowData(SDL_VideoDevice *_this, SDL_Window *window, NSWindow
}
SDL_PropertiesID props = SDL_GetWindowProperties(window);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_COCOA_WINDOW_POINTER, (__bridge void *)data.nswindow);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER, SDL_METALVIEW_TAG);
SDL_SetProperty(props, SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, (__bridge void *)data.nswindow);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER, SDL_METALVIEW_TAG);
/* All done! */
window->driverdata = (SDL_WindowData *)CFBridgingRetain(data);
@ -1997,8 +1997,8 @@ int Cocoa_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Propertie
SDL_assert(false);
}
} else {
nswindow = (__bridge NSWindow *)SDL_GetProperty(create_props, SDL_PROPERTY_WINDOW_CREATE_COCOA_WINDOW_POINTER, NULL);
nsview = (__bridge NSView *)SDL_GetProperty(create_props, SDL_PROPERTY_WINDOW_CREATE_COCOA_VIEW_POINTER, NULL);
nswindow = (__bridge NSWindow *)SDL_GetProperty(create_props, SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER, NULL);
nsview = (__bridge NSView *)SDL_GetProperty(create_props, SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER, NULL);
}
if (nswindow && !nsview) {
nsview = [nswindow contentView];

View File

@ -1468,9 +1468,9 @@ int KMSDRM_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Properti
window->driverdata = windata;
SDL_PropertiesID props = SDL_GetWindowProperties(window);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER, viddata->devindex);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_KMSDRM_DRM_FD_NUMBER, viddata->drm_fd);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_KMSDRM_GBM_DEVICE_POINTER, viddata->gbm_dev);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER, viddata->devindex);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER, viddata->drm_fd);
SDL_SetProperty(props, SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER, viddata->gbm_dev);
if (!is_vulkan && !vulkan_mode) { /* NON-Vulkan block. */

View File

@ -146,8 +146,8 @@ static int SetupWindowData(SDL_VideoDevice *_this, SDL_Window *window, UIWindow
[view setSDLWindow:window];
SDL_PropertiesID props = SDL_GetWindowProperties(window);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_UIKIT_WINDOW_POINTER, (__bridge void *)data.uiwindow);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER, SDL_METALVIEW_TAG);
SDL_SetProperty(props, SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER, (__bridge void *)data.uiwindow);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER, SDL_METALVIEW_TAG);
return 0;
}

View File

@ -255,7 +255,7 @@ int VIVANTE_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Propert
window->driverdata = data;
SDL_PropertiesID props = SDL_GetWindowProperties(window);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_VIVANTE_DISPLAY_POINTER, displaydata->native_display);
SDL_SetProperty(props, SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER, displaydata->native_display);
#ifdef SDL_VIDEO_DRIVER_VIVANTE_VDK
data->native_window = vdkCreateWindow(displaydata->native_display, window->x, window->y, window->w, window->h);
@ -265,7 +265,7 @@ int VIVANTE_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Propert
if (!data->native_window) {
return SDL_SetError("VIVANTE: Can't create native window");
}
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_VIVANTE_WINDOW_POINTER, data->native_window);
SDL_SetProperty(props, SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER, data->native_window);
#ifdef SDL_VIDEO_OPENGL_EGL
if (window->flags & SDL_WINDOW_OPENGL) {
@ -276,7 +276,7 @@ int VIVANTE_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Propert
} else {
data->egl_surface = EGL_NO_SURFACE;
}
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_VIVANTE_SURFACE_POINTER, data->egl_surface);
SDL_SetProperty(props, SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER, data->egl_surface);
#endif
/* Window has been successfully created */

View File

@ -354,7 +354,7 @@ static void Wayland_DeleteDevice(SDL_VideoDevice *device)
if (data->display && !data->display_externally_owned) {
WAYLAND_wl_display_flush(data->display);
WAYLAND_wl_display_disconnect(data->display);
SDL_ClearProperty(SDL_GetGlobalProperties(), SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER);
SDL_ClearProperty(SDL_GetGlobalProperties(), SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER);
}
if (device->wakeup_lock) {
SDL_DestroyMutex(device->wakeup_lock);
@ -370,7 +370,7 @@ static SDL_VideoDevice *Wayland_CreateDevice(void)
SDL_VideoData *data;
struct SDL_WaylandInput *input;
struct wl_display *display = SDL_GetProperty(SDL_GetGlobalProperties(),
SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER, NULL);
SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER, NULL);
SDL_bool display_is_external = !!display;
/* Are we trying to connect to or are currently in a Wayland session? */
@ -433,7 +433,7 @@ static SDL_VideoDevice *Wayland_CreateDevice(void)
if (!display_is_external) {
SDL_SetProperty(SDL_GetGlobalProperties(),
SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER, display);
SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER, display);
}
device->driverdata = data;

View File

@ -1476,8 +1476,8 @@ void Wayland_ShowWindow(SDL_VideoDevice *_this, SDL_Window *window)
libdecor_frame_set_app_id(data->shell_surface.libdecor.frame, data->app_id);
libdecor_frame_map(data->shell_surface.libdecor.frame);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_XDG_SURFACE_POINTER, libdecor_frame_get_xdg_surface(data->shell_surface.libdecor.frame));
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER, libdecor_frame_get_xdg_toplevel(data->shell_surface.libdecor.frame));
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER, libdecor_frame_get_xdg_surface(data->shell_surface.libdecor.frame));
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER, libdecor_frame_get_xdg_toplevel(data->shell_surface.libdecor.frame));
}
} else
#endif
@ -1485,7 +1485,7 @@ void Wayland_ShowWindow(SDL_VideoDevice *_this, SDL_Window *window)
data->shell_surface.xdg.surface = xdg_wm_base_get_xdg_surface(c->shell.xdg, data->surface);
xdg_surface_set_user_data(data->shell_surface.xdg.surface, data);
xdg_surface_add_listener(data->shell_surface.xdg.surface, &shell_surface_listener_xdg, data);
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_WAYLAND_XDG_SURFACE_POINTER, data->shell_surface.xdg.surface);
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER, data->shell_surface.xdg.surface);
if (data->shell_surface_type == WAYLAND_SURFACE_XDG_POPUP) {
SDL_Window *parent = window->parent;
@ -1538,13 +1538,13 @@ void Wayland_ShowWindow(SDL_VideoDevice *_this, SDL_Window *window)
}
}
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_XDG_POPUP_POINTER, data->shell_surface.xdg.roleobj.popup.popup);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_XDG_POSITIONER_POINTER, data->shell_surface.xdg.roleobj.popup.positioner);
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER, data->shell_surface.xdg.roleobj.popup.popup);
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER, data->shell_surface.xdg.roleobj.popup.positioner);
} else {
data->shell_surface.xdg.roleobj.toplevel = xdg_surface_get_toplevel(data->shell_surface.xdg.surface);
xdg_toplevel_set_app_id(data->shell_surface.xdg.roleobj.toplevel, data->app_id);
xdg_toplevel_add_listener(data->shell_surface.xdg.roleobj.toplevel, &toplevel_listener_xdg, data);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER, data->shell_surface.xdg.roleobj.toplevel);
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER, data->shell_surface.xdg.roleobj.toplevel);
}
}
@ -1680,8 +1680,8 @@ static void Wayland_ReleasePopup(SDL_VideoDevice *_this, SDL_Window *popup)
popupdata->shell_surface.xdg.roleobj.popup.positioner = NULL;
SDL_PropertiesID props = SDL_GetWindowProperties(popup);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_XDG_POPUP_POINTER, NULL);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_XDG_POSITIONER_POINTER, NULL);
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER, NULL);
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER, NULL);
}
void Wayland_HideWindow(SDL_VideoDevice *_this, SDL_Window *window)
@ -1721,8 +1721,8 @@ void Wayland_HideWindow(SDL_VideoDevice *_this, SDL_Window *window)
libdecor_frame_unref(wind->shell_surface.libdecor.frame);
wind->shell_surface.libdecor.frame = NULL;
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_XDG_SURFACE_POINTER, NULL);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER, NULL);
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER, NULL);
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER, NULL);
}
} else
#endif
@ -1731,12 +1731,12 @@ void Wayland_HideWindow(SDL_VideoDevice *_this, SDL_Window *window)
} else if (wind->shell_surface.xdg.roleobj.toplevel) {
xdg_toplevel_destroy(wind->shell_surface.xdg.roleobj.toplevel);
wind->shell_surface.xdg.roleobj.toplevel = NULL;
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER, NULL);
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER, NULL);
}
if (wind->shell_surface.xdg.surface) {
xdg_surface_destroy(wind->shell_surface.xdg.surface);
wind->shell_surface.xdg.surface = NULL;
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_XDG_SURFACE_POINTER, NULL);
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER, NULL);
}
wind->show_hide_sync_required = SDL_TRUE;
@ -2057,11 +2057,11 @@ int Wayland_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Propert
{
SDL_WindowData *data;
SDL_VideoData *c;
struct wl_surface *external_surface = (struct wl_surface *)SDL_GetProperty(create_props, SDL_PROPERTY_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER,
struct wl_surface *external_surface = (struct wl_surface *)SDL_GetProperty(create_props, SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER,
(struct wl_surface *)SDL_GetProperty(create_props, "sdl2-compat.external_window", NULL));
const SDL_bool custom_surface_role = (external_surface != NULL) || SDL_GetBooleanProperty(create_props, SDL_PROPERTY_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN, SDL_FALSE);
const SDL_bool custom_surface_role = (external_surface != NULL) || SDL_GetBooleanProperty(create_props, SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN, SDL_FALSE);
const SDL_bool create_egl_window = !!(window->flags & SDL_WINDOW_OPENGL) ||
SDL_GetBooleanProperty(create_props, SDL_PROPERTY_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN, SDL_FALSE);
SDL_GetBooleanProperty(create_props, SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN, SDL_FALSE);
data = SDL_calloc(1, sizeof(*data));
@ -2203,9 +2203,9 @@ int Wayland_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Propert
}
SDL_PropertiesID props = SDL_GetWindowProperties(window);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_DISPLAY_POINTER, data->waylandData->display);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_SURFACE_POINTER, data->surface);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WAYLAND_EGL_WINDOW_POINTER, data->egl_window);
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER, data->waylandData->display);
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, data->surface);
SDL_SetProperty(props, SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER, data->egl_window);
data->hit_test_result = SDL_HITTEST_NORMAL;

View File

@ -545,9 +545,9 @@ static int SetupWindowData(SDL_VideoDevice *_this, SDL_Window *window, HWND hwnd
#endif /*!defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES)*/
SDL_PropertiesID props = SDL_GetWindowProperties(window);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WIN32_HWND_POINTER, data->hwnd);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WIN32_HDC_POINTER, data->hdc);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_WIN32_INSTANCE_POINTER, data->hinstance);
SDL_SetProperty(props, SDL_PROP_WINDOW_WIN32_HWND_POINTER, data->hwnd);
SDL_SetProperty(props, SDL_PROP_WINDOW_WIN32_HDC_POINTER, data->hdc);
SDL_SetProperty(props, SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER, data->hinstance);
/* All done! */
return 0;
@ -649,7 +649,7 @@ static void WIN_SetKeyboardFocus(SDL_Window *window)
int WIN_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_PropertiesID create_props)
{
HWND hwnd = (HWND)SDL_GetProperty(create_props, SDL_PROPERTY_WINDOW_CREATE_WIN32_HWND_POINTER, SDL_GetProperty(create_props, "sdl2-compat.external_window", NULL));
HWND hwnd = (HWND)SDL_GetProperty(create_props, SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER, SDL_GetProperty(create_props, "sdl2-compat.external_window", NULL));
HWND parent = NULL;
if (hwnd) {
window->flags |= SDL_WINDOW_EXTERNAL;
@ -727,7 +727,7 @@ int WIN_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_PropertiesI
}
}
HWND share_hwnd = (HWND)SDL_GetProperty(create_props, SDL_PROPERTY_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER, NULL);
HWND share_hwnd = (HWND)SDL_GetProperty(create_props, SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER, NULL);
if (share_hwnd) {
HDC hdc = GetDC(share_hwnd);
int pixel_format = GetPixelFormat(hdc);

View File

@ -605,7 +605,7 @@ int WINRT_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Propertie
data->appView = ApplicationView::GetForCurrentView();
#endif
}
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_WINRT_WINDOW_POINTER, reinterpret_cast<IInspectable *>(data->coreWindow.Get()));
SDL_SetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WINRT_WINDOW_POINTER, reinterpret_cast<IInspectable *>(data->coreWindow.Get()));
/* Make note of the requested window flags, before they start getting changed. */
const Uint32 requestedFlags = window->flags;

View File

@ -392,9 +392,9 @@ static int SetupWindowData(SDL_VideoDevice *_this, SDL_Window *window, Window w)
SDL_PropertiesID props = SDL_GetWindowProperties(window);
int screen = (displaydata ? displaydata->screen : 0);
SDL_SetProperty(props, SDL_PROPERTY_WINDOW_X11_DISPLAY_POINTER, data->videodata->display);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_X11_SCREEN_NUMBER, screen);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_X11_WINDOW_NUMBER, data->xwindow);
SDL_SetProperty(props, SDL_PROP_WINDOW_X11_DISPLAY_POINTER, data->videodata->display);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_X11_SCREEN_NUMBER, screen);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_X11_WINDOW_NUMBER, data->xwindow);
/* All done! */
window->driverdata = data;
@ -433,7 +433,7 @@ static void SetWindowBordered(Display *display, int screen, Window window, SDL_b
int X11_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_PropertiesID create_props)
{
Window w = (Window)SDL_GetNumberProperty(create_props, SDL_PROPERTY_WINDOW_CREATE_X11_WINDOW_NUMBER,
Window w = (Window)SDL_GetNumberProperty(create_props, SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER,
(Window)SDL_GetProperty(create_props, "sdl2-compat.external_window", NULL));
if (w) {
window->flags |= SDL_WINDOW_EXTERNAL;

View File

@ -1764,12 +1764,12 @@ static int video_setWindowCenteredOnDisplay(void *arg)
expectedY = (expectedDisplayRect.y + ((expectedDisplayRect.h - h) / 2));
props = SDL_CreateProperties();
SDL_SetStringProperty(props, SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING, title);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_X_NUMBER, x);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_Y_NUMBER, y);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER, w);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER, h);
SDL_SetBooleanProperty(props, SDL_PROPERTY_WINDOW_CREATE_BORDERLESS_BOOLEAN, SDL_TRUE);
SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, title);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, x);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, y);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, w);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, h);
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN, SDL_TRUE);
window = SDL_CreateWindowWithProperties(props);
SDL_DestroyProperties(props);
SDLTest_AssertPass("Call to SDL_CreateWindow('Title',%d,%d,%d,%d,SHOWN)", x, y, w, h);

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@ -145,7 +145,7 @@ static SDL_bool CreateWindowAndRenderer(Uint32 window_flags, const char *driver)
#endif
#ifdef SDL_PLATFORM_WIN32
d3d11_device = (ID3D11Device *)SDL_GetProperty(SDL_GetRendererProperties(renderer), SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER, NULL);
d3d11_device = (ID3D11Device *)SDL_GetProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D11_DEVICE_POINTER, NULL);
if (d3d11_device) {
ID3D11Device_AddRef(d3d11_device);
ID3D11Device_GetImmediateContext(d3d11_device, &d3d11_context);
@ -539,8 +539,8 @@ static SDL_bool GetTextureForDRMFrame(AVFrame *frame, SDL_Texture **texture)
SDL_SetTextureScaleMode(*texture, SDL_SCALEMODE_LINEAR);
props = SDL_GetTextureProperties(*texture);
textures[0] = (GLuint)SDL_GetNumberProperty(props, SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER, 0);
textures[1] = (GLuint)SDL_GetNumberProperty(props, SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER, 0);
textures[0] = (GLuint)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER, 0);
textures[1] = (GLuint)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER, 0);
if (!textures[0] || !textures[1]) {
SDL_SetError("Couldn't get NV12 OpenGL textures");
return SDL_FALSE;
@ -628,7 +628,7 @@ static SDL_bool GetTextureForD3D11Frame(AVFrame *frame, SDL_Texture **texture)
}
}
ID3D11Resource *dx11_resource = SDL_GetProperty(SDL_GetTextureProperties(*texture), SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER, NULL);
ID3D11Resource *dx11_resource = SDL_GetProperty(SDL_GetTextureProperties(*texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER, NULL);
if (!dx11_resource) {
SDL_SetError("Couldn't get texture ID3D11Resource interface");
return SDL_FALSE;

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@ -152,9 +152,9 @@ int main(int argc, char *argv[])
}
props = SDL_CreateProperties();
SDL_SetProperty(props, "sdl2-compat.external_window", native_window);
SDL_SetBooleanProperty(props, SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN, SDL_TRUE);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER, WINDOW_W);
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER, WINDOW_H);
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, SDL_TRUE);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, WINDOW_W);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, WINDOW_H);
window = SDL_CreateWindowWithProperties(props);
SDL_DestroyProperties(props);
if (!window) {

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@ -116,7 +116,7 @@ static void *CreateWindowWayland(int w, int h)
/* Export the display object from SDL and use it to create a registry object,
* which will enumerate the wl_compositor and xdg_wm_base protocols.
*/
state.wl_display = SDL_GetProperty(SDL_GetGlobalProperties(), SDL_PROPERTY_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER, NULL);
state.wl_display = SDL_GetProperty(SDL_GetGlobalProperties(), SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER, NULL);
if (!state.wl_display) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Invalid 'wl_display' object!");

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@ -209,12 +209,12 @@ int main(int argc, char **argv)
/* Create a window with the custom surface role property set. */
props = SDL_CreateProperties();
SDL_SetBooleanProperty(props, SDL_PROPERTY_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN, SDL_TRUE); /* Roleless surface */
SDL_SetBooleanProperty(props, SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN, SDL_TRUE); /* OpenGL enabled */
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER, WINDOW_WIDTH); /* Default width */
SDL_SetNumberProperty(props, SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER, WINDOW_HEIGHT); /* Default height */
SDL_SetBooleanProperty(props, SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN, SDL_TRUE); /* Handle DPI scaling internally */
SDL_SetStringProperty(props, SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING, "Wayland custom surface role test"); /* Default title */
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN, SDL_TRUE); /* Roleless surface */
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, SDL_TRUE); /* OpenGL enabled */
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, WINDOW_WIDTH); /* Default width */
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, WINDOW_HEIGHT); /* Default height */
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN, SDL_TRUE); /* Handle DPI scaling internally */
SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, "Wayland custom surface role test"); /* Default title */
window = SDL_CreateWindowWithProperties(props);
SDL_DestroyProperties(props);
@ -231,7 +231,7 @@ int main(int argc, char **argv)
}
/* Get the display object and use it to create a registry object, which will enumerate the xdg_wm_base protocol. */
state.wl_display = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_WAYLAND_DISPLAY_POINTER, NULL);
state.wl_display = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER, NULL);
state.wl_registry = wl_display_get_registry(state.wl_display);
wl_registry_add_listener(state.wl_registry, &wl_registry_listener, NULL);
@ -244,7 +244,7 @@ int main(int argc, char **argv)
}
/* Get the wl_surface object from the SDL_Window, and create a toplevel window with it. */
state.wl_surface = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROPERTY_WINDOW_WAYLAND_SURFACE_POINTER, NULL);
state.wl_surface = SDL_GetProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, NULL);
/* Create the xdg_surface from the wl_surface. */
state.xdg_surface = xdg_wm_base_get_xdg_surface(state.xdg_wm_base, state.wl_surface);