mirror of https://github.com/libsdl-org/SDL
Sync SDL3 wiki -> header
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@ -317,9 +317,10 @@ extern DECLSPEC int SDLCALL SDL_ReloadGamepadMappings(void);
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* You must free the returned pointer with SDL_free() when you are done with
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* it, but you do _not_ free each string in the array.
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*
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* \param count a pointer filled in with the number of mappings returned, can be NULL.
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* \returns an array of the mapping strings, NULL-terminated. Must be freed with SDL_free().
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* Returns NULL on error.
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* \param count a pointer filled in with the number of mappings returned, can
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* be NULL.
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* \returns an array of the mapping strings, NULL-terminated. Must be freed
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* with SDL_free(). Returns NULL on error.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@ -300,10 +300,11 @@ extern DECLSPEC void SDLCALL SDL_ClearComposition(void);
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extern DECLSPEC SDL_bool SDLCALL SDL_TextInputShown(void);
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/**
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* Set the rectangle used to type Unicode text inputs. Native input methods
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* will place a window with word suggestions near it, without covering the
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* text being inputted.
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*
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* Set the rectangle used to type Unicode text inputs.
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*
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* Native input methods will place a window with word suggestions near it,
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* without covering the text being inputted.
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*
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* To start text input in a given location, this function is intended to be
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* called before SDL_StartTextInput, although some platforms support moving
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* the rectangle even while text input (and a composition) is active.
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@ -251,9 +251,12 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
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* These are the supported properties:
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*
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* - "window" (pointer) - the window where rendering is displayed
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* - "surface" (pointer) - the surface where rendering is displayed, if you want a software renderer without a window
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* - "name" (string) - the name of the rendering driver to use, if a specific one is desired
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* - "present_vsync" (boolean) - true if you want present synchronized with the refresh rate
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* - "surface" (pointer) - the surface where rendering is displayed, if you
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* want a software renderer without a window
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* - "name" (string) - the name of the rendering driver to use, if a specific
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* one is desired
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* - "present_vsync" (boolean) - true if you want present synchronized with
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* the refresh rate
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*
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* \param props the properties to use
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* \returns a valid rendering context or NULL if there was an error; call
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@ -447,36 +450,52 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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*
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* These are the supported properties:
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*
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* - "format" (number) - one of the enumerated values in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
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* - "access" (number) - one of the enumerated values in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
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* - "format" (number) - one of the enumerated values in SDL_PixelFormatEnum,
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* defaults to the best RGBA format for the renderer
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* - "access" (number) - one of the enumerated values in SDL_TextureAccess,
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* defaults to SDL_TEXTUREACCESS_STATIC
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* - "width" (number) - the width of the texture in pixels, required
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* - "height" (number) - the height of the texture in pixels, required
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*
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* With the direct3d11 renderer:
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*
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* - "d3d11.texture" (pointer) - the ID3D11Texture2D associated with the texture, if you want to wrap an existing texture.
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* - "d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U plane of a YUV texture, if you want to wrap an existing texture.
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* - "d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V plane of a YUV texture, if you want to wrap an existing texture.
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* - "d3d11.texture" (pointer) - the ID3D11Texture2D associated with the
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* texture, if you want to wrap an existing texture.
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* - "d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U
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* plane of a YUV texture, if you want to wrap an existing texture.
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* - "d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V
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* plane of a YUV texture, if you want to wrap an existing texture.
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*
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* With the direct3d12 renderer:
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*
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* - "d3d12.texture" (pointer) - the ID3D12Resource associated with the texture, if you want to wrap an existing texture.
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* - "d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U plane of a YUV texture, if you want to wrap an existing texture.
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* - "d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V plane of a YUV texture, if you want to wrap an existing texture.
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* - "d3d12.texture" (pointer) - the ID3D12Resource associated with the
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* texture, if you want to wrap an existing texture.
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* - "d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U
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* plane of a YUV texture, if you want to wrap an existing texture.
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* - "d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V
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* plane of a YUV texture, if you want to wrap an existing texture.
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*
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* With the opengl renderer:
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*
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* - "opengl.texture" (number) - the GLuint texture associated with the texture, if you want to wrap an existing texture.
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* - "opengl.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
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* - "opengl.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
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* - "opengl.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
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* - "opengl.texture" (number) - the GLuint texture associated with the
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* texture, if you want to wrap an existing texture.
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* - "opengl.texture_uv" (number) - the GLuint texture associated with the UV
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* plane of an NV12 texture, if you want to wrap an existing texture.
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* - "opengl.texture_u" (number) - the GLuint texture associated with the U
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* plane of a YUV texture, if you want to wrap an existing texture.
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* - "opengl.texture_v" (number) - the GLuint texture associated with the V
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* plane of a YUV texture, if you want to wrap an existing texture.
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*
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* With the opengles2 renderer:
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*
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* - "opengles2.texture" (number) - the GLuint texture associated with the texture, if you want to wrap an existing texture.
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* - "opengles2.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
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* - "opengles2.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
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* - "opengles2.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
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* - "opengles2.texture" (number) - the GLuint texture associated with the
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* texture, if you want to wrap an existing texture.
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* - "opengles2.texture_uv" (number) - the GLuint texture associated with the
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* UV plane of an NV12 texture, if you want to wrap an existing texture.
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* - "opengles2.texture_u" (number) - the GLuint texture associated with the U
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* plane of a YUV texture, if you want to wrap an existing texture.
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* - "opengles2.texture_v" (number) - the GLuint texture associated with the V
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* plane of a YUV texture, if you want to wrap an existing texture.
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*
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* \param renderer the rendering context
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* \param props the properties to use
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@ -501,31 +520,47 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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*
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* With the direct3d11 renderer:
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*
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* - "SDL.texture.d3d11.texture" (pointer) - the ID3D11Texture2D associated with the texture
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* - "SDL.texture.d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U plane of a YUV texture
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* - "SDL.texture.d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V plane of a YUV texture
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* - "SDL.texture.d3d11.texture" (pointer) - the ID3D11Texture2D associated
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* with the texture
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* - "SDL.texture.d3d11.texture_u" (pointer) - the ID3D11Texture2D associated
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* with the U plane of a YUV texture
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* - "SDL.texture.d3d11.texture_v" (pointer) - the ID3D11Texture2D associated
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* with the V plane of a YUV texture
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*
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* With the direct3d12 renderer:
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*
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* - "SDL.texture.d3d12.texture" (pointer) - the ID3D12Resource associated with the texture
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* - "SDL.texture.d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U plane of a YUV texture
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* - "SDL.texture.d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V plane of a YUV texture
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* - "SDL.texture.d3d12.texture" (pointer) - the ID3D12Resource associated
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* with the texture
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* - "SDL.texture.d3d12.texture_u" (pointer) - the ID3D12Resource associated
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* with the U plane of a YUV texture
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* - "SDL.texture.d3d12.texture_v" (pointer) - the ID3D12Resource associated
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* with the V plane of a YUV texture
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*
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* With the opengl renderer:
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*
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* - "SDL.texture.opengl.texture" (number) - the GLuint texture associated with the texture
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* - "SDL.texture.opengl.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture
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* - "SDL.texture.opengl.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
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* - "SDL.texture.opengl.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
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* - "SDL.texture.opengl.tex_w" (float) - the texture coordinate width of the texture (0.0 - 1.0)
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* - "SDL.texture.opengl.tex_h" (float) - the texture coordinate height of the texture (0.0 - 1.0)
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* - "SDL.texture.opengl.texture" (number) - the GLuint texture associated
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* with the texture
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* - "SDL.texture.opengl.texture_uv" (number) - the GLuint texture associated
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* with the UV plane of an NV12 texture
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* - "SDL.texture.opengl.texture_u" (number) - the GLuint texture associated
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* with the U plane of a YUV texture
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* - "SDL.texture.opengl.texture_v" (number) - the GLuint texture associated
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* with the V plane of a YUV texture
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* - "SDL.texture.opengl.tex_w" (float) - the texture coordinate width of the
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* texture (0.0 - 1.0)
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* - "SDL.texture.opengl.tex_h" (float) - the texture coordinate height of the
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* texture (0.0 - 1.0)
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*
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* With the opengles2 renderer:
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*
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* - "SDL.texture.opengles2.texture" (number) - the GLuint texture associated with the texture
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* - "SDL.texture.opengles2.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture
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* - "SDL.texture.opengles2.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
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* - "SDL.texture.opengles2.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
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* - "SDL.texture.opengles2.texture" (number) - the GLuint texture associated
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* with the texture
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* - "SDL.texture.opengles2.texture_uv" (number) - the GLuint texture
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* associated with the UV plane of an NV12 texture
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* - "SDL.texture.opengles2.texture_u" (number) - the GLuint texture
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* associated with the U plane of a YUV texture
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* - "SDL.texture.opengles2.texture_v" (number) - the GLuint texture
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* associated with the V plane of a YUV texture
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*
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* \param texture the texture to query
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* \returns a valid property ID on success or 0 on failure; call
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@ -1565,15 +1600,14 @@ extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
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*
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* In all other cases, you can ignore this function.
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*
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* This call makes SDL flush any pending rendering work it was queueing up
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* to do later in a single batch, and marks any internal cached state as
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* invalid, so it'll prepare all its state again later, from scratch.
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* This call makes SDL flush any pending rendering work it was queueing up to
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* do later in a single batch, and marks any internal cached state as invalid,
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* so it'll prepare all its state again later, from scratch.
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*
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* This means you do not need to save state in your rendering code to protect
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* the SDL renderer. However, there lots of arbitrary pieces of Direct3D
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* and OpenGL state that can confuse things; you should use your best
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* judgement and be prepared to make changes if specific state needs to be
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* protected.
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* the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
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* OpenGL state that can confuse things; you should use your best judgement
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* and be prepared to make changes if specific state needs to be protected.
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*
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* \param renderer the rendering context
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* \returns 0 on success or a negative error code on failure; call
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@ -68,16 +68,16 @@ typedef struct SDL_Finger
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* Get a list of registered touch devices.
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*
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* On some platforms SDL first sees the touch device if it was actually used.
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* Therefore the returned list might be empty, although devices are
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* available. After using all devices at least once the number will be
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* correct.
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* Therefore the returned list might be empty, although devices are available.
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* After using all devices at least once the number will be correct.
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*
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* This was fixed for Android in SDL 2.0.1.
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*
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* \param count a pointer filled in with the number of devices returned, can be NULL.
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* \returns a 0 terminated array of touch device IDs which should be
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* freed with SDL_free(), or NULL on error; call SDL_GetError() for
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* more details.
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* \param count a pointer filled in with the number of devices returned, can
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* be NULL.
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* \returns a 0 terminated array of touch device IDs which should be freed
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* with SDL_free(), or NULL on error; call SDL_GetError() for more
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* details.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@ -89,8 +89,8 @@ extern DECLSPEC SDL_TouchID *SDLCALL SDL_GetTouchDevices(int *count);
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* You do not own the returned string, do not modify or free it.
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*
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* \param touchID the touch device instance ID.
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* \returns touch device name, or NULL on error; call SDL_GetError() for
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* more details.
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* \returns touch device name, or NULL on error; call SDL_GetError() for more
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* details.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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@ -750,7 +750,8 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreateWindow(const char *title, int w, i
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* input events. - 'SDL_WINDOW_POPUP_MENU': The popup window is a popup menu.
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* The topmost popup menu will implicitly gain the keyboard focus.
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*
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* The following flags are not relevant to popup window creation and will be ignored:
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* The following flags are not relevant to popup window creation and will be
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* ignored:
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*
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* - 'SDL_WINDOW_MINIMIZED'
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* - 'SDL_WINDOW_MAXIMIZED'
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@ -803,45 +804,63 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
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*
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* - "always-on-top" (boolean) - true if the window should be always on top
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* - "borderless" (boolean) - true if the window has no window decoration
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* - "focusable" (boolean) - true if the window should accept keyboard input (defaults true)
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* - "fullscreen" (boolean) - true if the window should start in fullscreen mode at desktop resolution
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* - "focusable" (boolean) - true if the window should accept keyboard input
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* (defaults true)
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* - "fullscreen" (boolean) - true if the window should start in fullscreen
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* mode at desktop resolution
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* - "height" (number) - the height of the window
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* - "hidden" (boolean) - true if the window should start hidden
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* - "high-pixel-density" (boolean) - true if the window uses a high pixel density buffer if possible
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* - "high-pixel-density" (boolean) - true if the window uses a high pixel
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* density buffer if possible
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* - "maximized" (boolean) - true if the window should start maximized
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* - "menu" (boolean) - true if the window is a popup menu
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* - "metal" (string) - true if the window will be used with Metal rendering
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* - "minimized" (boolean) - true if the window should start minimized
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* - "mouse-grabbed" (boolean) - true if the window starts with grabbed mouse focus
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* - "opengl" (boolean) - true if the window will be used with OpenGL rendering
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* - "parent" (pointer) - an SDL_Window that will be the parent of this window, required for windows with the "toolip" and "menu" properties
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* - "mouse-grabbed" (boolean) - true if the window starts with grabbed mouse
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* focus
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* - "opengl" (boolean) - true if the window will be used with OpenGL
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* rendering
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* - "parent" (pointer) - an SDL_Window that will be the parent of this
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* window, required for windows with the "toolip" and "menu" properties
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* - "resizable" (boolean) - true if the window should be resizable
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* - "title" (string) - the title of the window, in UTF-8 encoding
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* - "transparent" (string) - true if the window show transparent in the areas with alpha of 0
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* - "transparent" (string) - true if the window show transparent in the areas
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* with alpha of 0
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* - "tooltip" (boolean) - true if the window is a tooltip
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* - "utility" (boolean) - true if the window is a utility window, not showing in the task bar and window list
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* - "utility" (boolean) - true if the window is a utility window, not showing
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* in the task bar and window list
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* - "vulkan" (string) - true if the window will be used with Vulkan rendering
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* - "width" (number) - the width of the window
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* - "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.
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* - "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.
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* - "x" (number) - the x position of the window, or `SDL_WINDOWPOS_CENTERED`,
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* defaults to `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for
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* windows with the "parent" property set.
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* - "y" (number) - the y position of the window, or `SDL_WINDOWPOS_CENTERED`,
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* defaults to `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for
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* windows with the "parent" property set.
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*
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* On macOS:
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*
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* - "cocoa.window" (pointer) - the (__unsafe_unretained) NSWindow associated with the window, if you want to wrap an existing window.
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* - "cocoa.view" (pointer) - the (__unsafe_unretained) NSView associated with the window, defaults to [window contentView]
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* - "cocoa.window" (pointer) - the (__unsafe_unretained) NSWindow associated
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* with the window, if you want to wrap an existing window.
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* - "cocoa.view" (pointer) - the (__unsafe_unretained) NSView associated with
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* the window, defaults to [window contentView]
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*
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* On Windows:
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*
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* - "win32.hwnd" (pointer) - the HWND associated with the window, if you want to wrap an existing window.
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* - "win32.pixel_format_hwnd" (pointer) - optional, another window to share pixel format with, useful for OpenGL windows
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* - "win32.hwnd" (pointer) - the HWND associated with the window, if you want
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* to wrap an existing window.
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* - "win32.pixel_format_hwnd" (pointer) - optional, another window to share
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* pixel format with, useful for OpenGL windows
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*
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* On X11:
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*
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* - "x11.window" (number) - the X11 Window associated with the window, if you want to wrap an existing window.
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* - "x11.window" (number) - the X11 Window associated with the window, if you
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* want to wrap an existing window.
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*
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* The SDL_Window is implicitly shown if the "hidden" property is not set.
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*
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* Windows with the "tooltip" and "menu" properties are popup windows and have the behaviors and guidelines outlined in `SDL_CreatePopupWindow()`.
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||||
* Windows with the "tooltip" and "menu" properties are popup windows and have
|
||||
* the behaviors and guidelines outlined in `SDL_CreatePopupWindow()`.
|
||||
*
|
||||
* \param props the properties to use
|
||||
* \returns the window that was created or NULL on failure; call
|
||||
|
|
Loading…
Reference in New Issue