Sync SDL3 wiki -> header

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SDL Wiki Bot 2024-01-08 01:02:25 +00:00
parent 1a13dae219
commit 4d5bffc323
2 changed files with 339 additions and 0 deletions

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@ -256,6 +256,31 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
* \sa SDL_DestroyRenderer
* \sa SDL_GetRendererInfo
*/
/**
* Create a 2D rendering context for a window, with the specified properties.
*
* These are the supported properties:
*
* - "window" (pointer) - the window where rendering is displayed
* - "surface" (pointer) - the surface where rendering is displayed, if you
* want a software renderer without a window
* - "name" (string) - the name of the rendering driver to use, if a specific
* one is desired
* - "present_vsync" (boolean) - true if you want present synchronized with
* the refresh rate
*
* \param props the properties to use
* \returns a valid rendering context or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRenderer
* \sa SDL_CreateSoftwareRenderer
* \sa SDL_DestroyRenderer
* \sa SDL_GetRendererInfo
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
/**
@ -337,6 +362,28 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
* \sa SDL_GetProperty
* \sa SDL_SetProperty
*/
/**
* Get the properties associated with a renderer.
*
* The following read-only properties are provided by SDL:
*
* ```
* "SDL.renderer.d3d9.device" (pointer) - the IDirect3DDevice9 associated with the renderer
* "SDL.renderer.d3d11.device" (pointer) - the ID3D11Device associated with the renderer
* "SDL.renderer.d3d12.device" (pointer) - the ID3D12Device associated with the renderer
* "SDL.renderer.d3d12.command_queue" (pointer) - the ID3D12CommandQueue associated with the renderer
* ```
*
* \param renderer the rendering context
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetProperty
* \sa SDL_SetProperty
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
/**
@ -481,6 +528,73 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
* \sa SDL_QueryTexture
* \sa SDL_UpdateTexture
*/
/**
* Create a texture for a rendering context with the specified properties.
*
* These are the supported properties:
*
* - "format" (number) - one of the enumerated values in SDL_PixelFormatEnum,
* defaults to the best RGBA format for the renderer
* - "access" (number) - one of the enumerated values in SDL_TextureAccess,
* defaults to SDL_TEXTUREACCESS_STATIC
* - "width" (number) - the width of the texture in pixels, required
* - "height" (number) - the height of the texture in pixels, required
*
* With the direct3d11 renderer:
*
* - "d3d11.texture" (pointer) - the ID3D11Texture2D associated with the
* texture, if you want to wrap an existing texture.
* - "d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "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:
*
* - "d3d12.texture" (pointer) - the ID3D12Resource associated with the
* texture, if you want to wrap an existing texture.
* - "d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "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:
*
* - "opengl.texture" (number) - the GLuint texture associated with the
* texture, if you want to wrap an existing texture.
* - "opengl.texture_uv" (number) - the GLuint texture associated with the UV
* plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengl.texture_u" (number) - the GLuint texture associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "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:
*
* - "opengles2.texture" (number) - the GLuint texture associated with the
* texture, if you want to wrap an existing texture.
* - "opengles2.texture_uv" (number) - the GLuint texture associated with the
* UV plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengles2.texture_u" (number) - the GLuint texture associated with the U
* plane of a YUV texture, if you want to wrap an existing texture.
* - "opengles2.texture_v" (number) - the GLuint texture associated with the V
* plane of a YUV texture, if you want to wrap an existing texture.
*
* \param renderer the rendering context
* \param props the properties to use
* \returns a pointer to the created texture or NULL if no rendering context
* was active, the format was unsupported, or the width or height
* were out of range; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateTextureFromSurface
* \sa SDL_CreateTexture
* \sa SDL_DestroyTexture
* \sa SDL_QueryTexture
* \sa SDL_UpdateTexture
*/
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
/**
@ -527,6 +641,65 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
* \sa SDL_GetProperty
* \sa SDL_SetProperty
*/
/**
* Get the properties associated with a texture.
*
* The following read-only properties are provided by SDL:
*
* With the direct3d11 renderer:
*
* - "SDL.texture.d3d11.texture" (pointer) - the ID3D11Texture2D associated
* with the texture
* - "SDL.texture.d3d11.texture_u" (pointer) - the ID3D11Texture2D associated
* with the U plane of a YUV texture
* - "SDL.texture.d3d11.texture_v" (pointer) - the ID3D11Texture2D associated
* with the V plane of a YUV texture
*
* With the direct3d12 renderer:
*
* - "SDL.texture.d3d12.texture" (pointer) - the ID3D12Resource associated
* with the texture
* - "SDL.texture.d3d12.texture_u" (pointer) - the ID3D12Resource associated
* with the U plane of a YUV texture
* - "SDL.texture.d3d12.texture_v" (pointer) - the ID3D12Resource associated
* with the V plane of a YUV texture
*
* With the opengl renderer:
*
* - "SDL.texture.opengl.texture" (number) - the GLuint texture associated
* with the texture
* - "SDL.texture.opengl.texture_uv" (number) - the GLuint texture associated
* with the UV plane of an NV12 texture
* - "SDL.texture.opengl.texture_u" (number) - the GLuint texture associated
* with the U plane of a YUV texture
* - "SDL.texture.opengl.texture_v" (number) - the GLuint texture associated
* with the V plane of a YUV texture
* - "SDL.texture.opengl.tex_w" (float) - the texture coordinate width of the
* texture (0.0 - 1.0)
* - "SDL.texture.opengl.tex_h" (float) - the texture coordinate height of the
* texture (0.0 - 1.0)
*
* With the opengles2 renderer:
*
* - "SDL.texture.opengles2.texture" (number) - the GLuint texture associated
* with the texture
* - "SDL.texture.opengles2.texture_uv" (number) - the GLuint texture
* associated with the UV plane of an NV12 texture
* - "SDL.texture.opengles2.texture_u" (number) - the GLuint texture
* associated with the U plane of a YUV texture
* - "SDL.texture.opengles2.texture_v" (number) - the GLuint texture
* associated with the V plane of a YUV texture
*
* \param texture the texture to query
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetProperty
* \sa SDL_SetProperty
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
/**

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@ -861,6 +861,81 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
* \sa SDL_CreateWindow
* \sa SDL_DestroyWindow
*/
/**
* Create a window with the specified properties.
*
* These are the supported properties:
*
* - "always-on-top" (boolean) - true if the window should be always on top
* - "borderless" (boolean) - true if the window has no window decoration
* - "focusable" (boolean) - true if the window should accept keyboard input
* (defaults true)
* - "fullscreen" (boolean) - true if the window should start in fullscreen
* mode at desktop resolution
* - "height" (number) - the height of the window
* - "hidden" (boolean) - true if the window should start hidden
* - "high-pixel-density" (boolean) - true if the window uses a high pixel
* density buffer if possible
* - "maximized" (boolean) - true if the window should start maximized
* - "menu" (boolean) - true if the window is a popup menu
* - "metal" (string) - true if the window will be used with Metal rendering
* - "minimized" (boolean) - true if the window should start minimized
* - "mouse-grabbed" (boolean) - true if the window starts with grabbed mouse
* focus
* - "opengl" (boolean) - true if the window will be used with OpenGL
* rendering
* - "parent" (pointer) - an SDL_Window that will be the parent of this
* window, required for windows with the "toolip" and "menu" properties
* - "resizable" (boolean) - true if the window should be resizable
* - "title" (string) - the title of the window, in UTF-8 encoding
* - "transparent" (string) - true if the window show transparent in the areas
* with alpha of 0
* - "tooltip" (boolean) - true if the window is a tooltip
* - "utility" (boolean) - true if the window is a utility window, not showing
* in the task bar and window list
* - "vulkan" (string) - true if the window will be used with Vulkan rendering
* - "width" (number) - the width of the window
* - "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.
* - "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.
*
* On macOS:
*
* - "cocoa.window" (pointer) - the (__unsafe_unretained) NSWindow associated
* with the window, if you want to wrap an existing window.
* - "cocoa.view" (pointer) - the (__unsafe_unretained) NSView associated with
* the window, defaults to [window contentView]
*
* On Windows:
*
* - "win32.hwnd" (pointer) - the HWND associated with the window, if you want
* to wrap an existing window.
* - "win32.pixel_format_hwnd" (pointer) - optional, another window to share
* pixel format with, useful for OpenGL windows
*
* On X11:
*
* - "x11.window" (number) - the X11 Window associated with the window, if you
* want to wrap an existing window.
*
* The SDL_Window is implicitly shown if the "hidden" property is not set.
*
* 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
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateWindow
* \sa SDL_DestroyWindow
*/
extern DECLSPEC SDL_Window *SDLCALL SDL_CreateWindowWithProperties(SDL_PropertiesID props);
/**
@ -981,6 +1056,97 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
* \sa SDL_GetProperty
* \sa SDL_SetProperty
*/
/**
* Get the properties associated with a window.
*
* The following read-only properties are provided by SDL:
*
* On Android:
*
* ```
* "SDL.window.android.window" (pointer) - the ANativeWindow associated with the window
* "SDL.window.android.surface" (pointer) - the EGLSurface associated with the window
* ```
*
* On iOS:
*
* ```
* "SDL.window.uikit.window" (pointer) - the (__unsafe_unretained) UIWindow associated with the window
* "SDL.window.uikit.metal_view_tag" (number) - the NSInteger tag assocated with metal views on the window
* ```
*
* On KMS/DRM:
*
* ```
* "SDL.window.kmsdrm.dev_index" (number) - the device index associated with the window (e.g. the X in /dev/dri/cardX)
* "SDL.window.kmsdrm.drm_fd" (number) - the DRM FD associated with the window
* "SDL.window.kmsdrm.gbm_dev" (pointer) - the GBM device associated with the window
* ```
*
* On macOS:
*
* ```
* "SDL.window.cocoa.window" (pointer) - the (__unsafe_unretained) NSWindow associated with the window
* "SDL.window.cocoa.metal_view_tag" (number) - the NSInteger tag assocated with metal views on the window
* ```
*
* On Vivante:
*
* ```
* "SDL.window.vivante.display" (pointer) - the EGLNativeDisplayType associated with the window
* "SDL.window.vivante.window" (pointer) - the EGLNativeWindowType associated with the window
* "SDL.window.vivante.surface" (pointer) - the EGLSurface associated with the window
* ```
*
* On UWP:
*
* ```
* "SDL.window.winrt.window" (pointer) - the IInspectable CoreWindow associated with the window
* ```
*
* On Windows:
*
* ```
* "SDL.window.win32.hwnd" (pointer) - the HWND associated with the window
* "SDL.window.win32.hdc" (pointer) - the HDC associated with the window
* "SDL.window.win32.instance" (pointer) - the HINSTANCE associated with the window
* ```
*
* On Wayland:
*
* ```
* "SDL.window.wayland.registry" (pointer) - the wl_registry associated with the window
* "SDL.window.wayland.display" (pointer) - the wl_display associated with the window
* "SDL.window.wayland.surface" (pointer) - the wl_surface associated with the window
* "SDL.window.wayland.egl_window" (pointer) - the wl_egl_window associated with the window
* "SDL.window.wayland.xdg_surface" (pointer) - the xdg_surface associated with the window
* "SDL.window.wayland.xdg_toplevel" (pointer) - the xdg_toplevel role associated with the window
* "SDL.window.wayland.xdg_popup" (pointer) - the xdg_popup role associated with the window
* "SDL.window.wayland.xdg_positioner" (pointer) - the xdg_positioner associated with the window, in popup mode
* ```
*
* Note: The xdg_* window objects do not internally persist across window
* show/hide calls. They will be null if the window is hidden and must be
* queried each time it is shown.
*
* On X11:
*
* ```
* "SDL.window.x11.display" (pointer) - the X11 Display associated with the window
* "SDL.window.x11.screen" (number) - the screen number associated with the window
* "SDL.window.x11.window" (number) - the X11 Window associated with the window
* ```
*
* \param window the window to query
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetProperty
* \sa SDL_SetProperty
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetWindowProperties(SDL_Window *window);
/**