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Update SDL2 to 2.0.8
This commit is contained in:
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8bd2c79109
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89 changed files with 2756 additions and 801 deletions
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@ -25,8 +25,8 @@
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* Header file for SDL video functions.
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*/
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#ifndef _SDL_video_h
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#define _SDL_video_h
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#ifndef SDL_video_h_
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#define SDL_video_h_
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#include "SDL_stdinc.h"
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#include "SDL_pixels.h"
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@ -83,6 +83,7 @@ typedef struct
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* \sa SDL_SetWindowPosition()
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* \sa SDL_SetWindowSize()
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* \sa SDL_SetWindowBordered()
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* \sa SDL_SetWindowResizable()
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* \sa SDL_SetWindowTitle()
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* \sa SDL_ShowWindow()
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*/
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@ -95,6 +96,7 @@ typedef struct SDL_Window SDL_Window;
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*/
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typedef enum
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{
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/* !!! FIXME: change this to name = (1<<x). */
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SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */
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SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */
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SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */
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@ -108,14 +110,22 @@ typedef enum
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SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
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SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ),
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SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
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SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported */
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SDL_WINDOW_MOUSE_CAPTURE = 0x00004000 /**< window has mouse captured (unrelated to INPUT_GRABBED) */
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SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported.
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On macOS NSHighResolutionCapable must be set true in the
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application's Info.plist for this to have any effect. */
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SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to INPUT_GRABBED) */
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SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */
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SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */
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SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */
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SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */
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SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */
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SDL_WINDOW_VULKAN = 0x10000000 /**< window usable for Vulkan surface */
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} SDL_WindowFlags;
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/**
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* \brief Used to indicate that you don't care what the window position is.
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*/
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#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000
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#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
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#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
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#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
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#define SDL_WINDOWPOS_ISUNDEFINED(X) \
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@ -124,7 +134,7 @@ typedef enum
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/**
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* \brief Used to indicate that the window position should be centered.
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*/
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#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000
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#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u
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#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X))
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#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0)
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#define SDL_WINDOWPOS_ISCENTERED(X) \
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@ -154,8 +164,9 @@ typedef enum
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SDL_WINDOWEVENT_LEAVE, /**< Window has lost mouse focus */
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SDL_WINDOWEVENT_FOCUS_GAINED, /**< Window has gained keyboard focus */
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SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */
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SDL_WINDOWEVENT_CLOSE /**< The window manager requests that the
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window be closed */
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SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */
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SDL_WINDOWEVENT_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
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SDL_WINDOWEVENT_HIT_TEST /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */
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} SDL_WindowEventID;
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/**
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@ -192,14 +203,16 @@ typedef enum
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SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_SHARE_WITH_CURRENT_CONTEXT,
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SDL_GL_FRAMEBUFFER_SRGB_CAPABLE,
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SDL_GL_CONTEXT_RELEASE_BEHAVIOR
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SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
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SDL_GL_CONTEXT_RESET_NOTIFICATION,
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SDL_GL_CONTEXT_NO_ERROR
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} SDL_GLattr;
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typedef enum
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{
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SDL_GL_CONTEXT_PROFILE_CORE = 0x0001,
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SDL_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002,
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SDL_GL_CONTEXT_PROFILE_ES = 0x0004 /* GLX_CONTEXT_ES2_PROFILE_BIT_EXT */
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SDL_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */
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} SDL_GLprofile;
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typedef enum
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SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x0001
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} SDL_GLcontextReleaseFlag;
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typedef enum
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{
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SDL_GL_CONTEXT_RESET_NO_NOTIFICATION = 0x0000,
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SDL_GL_CONTEXT_RESET_LOSE_CONTEXT = 0x0001
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} SDL_GLContextResetNotification;
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/* Function prototypes */
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@ -310,6 +328,25 @@ extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * re
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*/
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extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi);
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/**
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* \brief Get the usable desktop area represented by a display, with the
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* primary display located at 0,0
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*
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* This is the same area as SDL_GetDisplayBounds() reports, but with portions
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* reserved by the system removed. For example, on Mac OS X, this subtracts
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* the area occupied by the menu bar and dock.
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*
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* Setting a window to be fullscreen generally bypasses these unusable areas,
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* so these are good guidelines for the maximum space available to a
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* non-fullscreen window.
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*
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* \return 0 on success, or -1 if the index is out of range.
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*
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* \sa SDL_GetDisplayBounds()
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* \sa SDL_GetNumVideoDisplays()
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*/
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extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect);
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/**
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* \brief Returns the number of available display modes.
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*
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@ -421,17 +458,32 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
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* ::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_BORDERLESS,
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* ::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED,
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* ::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_INPUT_GRABBED,
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* ::SDL_WINDOW_ALLOW_HIGHDPI.
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* ::SDL_WINDOW_ALLOW_HIGHDPI, ::SDL_WINDOW_VULKAN.
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*
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* \return The id of the window created, or zero if window creation failed.
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* \return The created window, or NULL if window creation failed.
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*
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* If the window is created with the SDL_WINDOW_ALLOW_HIGHDPI flag, its size
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* in pixels may differ from its size in screen coordinates on platforms with
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* high-DPI support (e.g. iOS and Mac OS X). Use SDL_GetWindowSize() to query
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* the client area's size in screen coordinates, and SDL_GL_GetDrawableSize()
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* or SDL_GetRendererOutputSize() to query the drawable size in pixels.
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* the client area's size in screen coordinates, and SDL_GL_GetDrawableSize(),
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* SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to query the
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* drawable size in pixels.
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*
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* If the window is created with any of the SDL_WINDOW_OPENGL or
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* SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function
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* (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the
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* corresponding UnloadLibrary function is called by SDL_DestroyWindow().
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*
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* If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver,
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* SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail.
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*
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* \note On non-Apple devices, SDL requires you to either not link to the
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* Vulkan loader or link to a dynamic library version. This limitation
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* may be removed in a future version of SDL.
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*
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* \sa SDL_DestroyWindow()
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* \sa SDL_GL_LoadLibrary()
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* \sa SDL_Vulkan_LoadLibrary()
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*/
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extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title,
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int x, int y, int w,
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*
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* \param data A pointer to driver-dependent window creation data
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*
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* \return The id of the window created, or zero if window creation failed.
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* \return The created window, or NULL if window creation failed.
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*
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* \sa SDL_DestroyWindow()
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*/
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* \param w The width of the window, in screen coordinates. Must be >0.
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* \param h The height of the window, in screen coordinates. Must be >0.
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*
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* \note You can't change the size of a fullscreen window, it automatically
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* matches the size of the display mode.
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* \note Fullscreen windows automatically match the size of the display mode,
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* and you should use SDL_SetWindowDisplayMode() to change their size.
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*
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* The window size in screen coordinates may differ from the size in pixels, if
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* the window was created with SDL_WINDOW_ALLOW_HIGHDPI on a platform with
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* SDL_GetRendererOutputSize() to get the real client area size in pixels.
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*
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* \sa SDL_GetWindowSize()
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* \sa SDL_SetWindowDisplayMode()
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*/
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extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w,
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int h);
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extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w,
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int *h);
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/**
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* \brief Get the size of a window's borders (decorations) around the client area.
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*
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* \param window The window to query.
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* \param top Pointer to variable for storing the size of the top border. NULL is permitted.
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* \param left Pointer to variable for storing the size of the left border. NULL is permitted.
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* \param bottom Pointer to variable for storing the size of the bottom border. NULL is permitted.
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* \param right Pointer to variable for storing the size of the right border. NULL is permitted.
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*
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* \return 0 on success, or -1 if getting this information is not supported.
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*
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* \note if this function fails (returns -1), the size values will be
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* initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as
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* if the window in question was borderless.
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*/
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extern DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window * window,
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int *top, int *left,
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int *bottom, int *right);
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/**
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* \brief Set the minimum size of a window's client area.
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*
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extern DECLSPEC void SDLCALL SDL_SetWindowBordered(SDL_Window * window,
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SDL_bool bordered);
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/**
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* \brief Set the user-resizable state of a window.
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*
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* This will add or remove the window's SDL_WINDOW_RESIZABLE flag and
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* allow/disallow user resizing of the window. This is a no-op if the
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* window's resizable state already matches the requested state.
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*
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* \param window The window of which to change the resizable state.
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* \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow.
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*
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* \note You can't change the resizable state of a fullscreen window.
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*
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* \sa SDL_GetWindowFlags()
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*/
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extern DECLSPEC void SDLCALL SDL_SetWindowResizable(SDL_Window * window,
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SDL_bool resizable);
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/**
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* \brief Show a window.
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*
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* \return 0 on success, or -1 on error.
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*
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* \sa SDL_GetWindowSurface()
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* \sa SDL_UpdateWindowSurfaceRect()
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* \sa SDL_UpdateWindowSurface()
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*/
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extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window,
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const SDL_Rect * rects,
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*/
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extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window);
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/**
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* \brief Set the opacity for a window
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*
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* \param window The window which will be made transparent or opaque
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* \param opacity Opacity (0.0f - transparent, 1.0f - opaque) This will be
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* clamped internally between 0.0f and 1.0f.
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*
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* \return 0 on success, or -1 if setting the opacity isn't supported.
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*
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* \sa SDL_GetWindowOpacity()
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*/
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extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opacity);
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/**
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* \brief Get the opacity of a window.
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*
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* If transparency isn't supported on this platform, opacity will be reported
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* as 1.0f without error.
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*
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* \param window The window in question.
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* \param out_opacity Opacity (0.0f - transparent, 1.0f - opaque)
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*
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* \return 0 on success, or -1 on error (invalid window, etc).
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*
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* \sa SDL_SetWindowOpacity()
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*/
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extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity);
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/**
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* \brief Sets the window as a modal for another window (TODO: reconsider this function and/or its name)
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*
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* \param modal_window The window that should be modal
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* \param parent_window The parent window
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*
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* \return 0 on success, or -1 otherwise.
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*/
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extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window);
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/**
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* \brief Explicitly sets input focus to the window.
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*
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* You almost certainly want SDL_RaiseWindow() instead of this function. Use
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* this with caution, as you might give focus to a window that's completely
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* obscured by other windows.
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*
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* \param window The window that should get the input focus
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*
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* \return 0 on success, or -1 otherwise.
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* \sa SDL_RaiseWindow()
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*/
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extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window);
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/**
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* \brief Set the gamma ramp for a window.
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*
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/**
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* \brief Returns whether the screensaver is currently enabled (default on).
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* \brief Returns whether the screensaver is currently enabled (default off).
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*
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* \sa SDL_EnableScreenSaver()
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* \sa SDL_DisableScreenSaver()
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/**
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* \brief Set an OpenGL window attribute before window creation.
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*
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* \return 0 on success, or -1 if the attribute could not be set.
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*/
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extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value);
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/**
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* \brief Get the actual value for an attribute from the current context.
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*
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* \return 0 on success, or -1 if the attribute could not be retrieved.
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* The integer at \c value will be modified in either case.
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*/
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extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value);
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#endif
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#include "close_code.h"
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#endif /* _SDL_video_h */
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#endif /* SDL_video_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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