summaryrefslogtreecommitdiff
path: root/dependencies/include/SDL/SDL_video.h
diff options
context:
space:
mode:
Diffstat (limited to 'dependencies/include/SDL/SDL_video.h')
-rw-r--r--dependencies/include/SDL/SDL_video.h2150
1 files changed, 2150 insertions, 0 deletions
diff --git a/dependencies/include/SDL/SDL_video.h b/dependencies/include/SDL/SDL_video.h
new file mode 100644
index 0000000..b2f1509
--- /dev/null
+++ b/dependencies/include/SDL/SDL_video.h
@@ -0,0 +1,2150 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * \file SDL_video.h
+ *
+ * Header file for SDL video functions.
+ */
+
+#ifndef SDL_video_h_
+#define SDL_video_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_pixels.h"
+#include "SDL_rect.h"
+#include "SDL_surface.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * \brief The structure that defines a display mode
+ *
+ * \sa SDL_GetNumDisplayModes()
+ * \sa SDL_GetDisplayMode()
+ * \sa SDL_GetDesktopDisplayMode()
+ * \sa SDL_GetCurrentDisplayMode()
+ * \sa SDL_GetClosestDisplayMode()
+ * \sa SDL_SetWindowDisplayMode()
+ * \sa SDL_GetWindowDisplayMode()
+ */
+typedef struct
+{
+ Uint32 format; /**< pixel format */
+ int w; /**< width, in screen coordinates */
+ int h; /**< height, in screen coordinates */
+ int refresh_rate; /**< refresh rate (or zero for unspecified) */
+ void *driverdata; /**< driver-specific data, initialize to 0 */
+} SDL_DisplayMode;
+
+/**
+ * \brief The type used to identify a window
+ *
+ * \sa SDL_CreateWindow()
+ * \sa SDL_CreateWindowFrom()
+ * \sa SDL_DestroyWindow()
+ * \sa SDL_FlashWindow()
+ * \sa SDL_GetWindowData()
+ * \sa SDL_GetWindowFlags()
+ * \sa SDL_GetWindowGrab()
+ * \sa SDL_GetWindowKeyboardGrab()
+ * \sa SDL_GetWindowMouseGrab()
+ * \sa SDL_GetWindowPosition()
+ * \sa SDL_GetWindowSize()
+ * \sa SDL_GetWindowTitle()
+ * \sa SDL_HideWindow()
+ * \sa SDL_MaximizeWindow()
+ * \sa SDL_MinimizeWindow()
+ * \sa SDL_RaiseWindow()
+ * \sa SDL_RestoreWindow()
+ * \sa SDL_SetWindowData()
+ * \sa SDL_SetWindowFullscreen()
+ * \sa SDL_SetWindowGrab()
+ * \sa SDL_SetWindowKeyboardGrab()
+ * \sa SDL_SetWindowMouseGrab()
+ * \sa SDL_SetWindowIcon()
+ * \sa SDL_SetWindowPosition()
+ * \sa SDL_SetWindowSize()
+ * \sa SDL_SetWindowBordered()
+ * \sa SDL_SetWindowResizable()
+ * \sa SDL_SetWindowTitle()
+ * \sa SDL_ShowWindow()
+ */
+typedef struct SDL_Window SDL_Window;
+
+/**
+ * \brief The flags on a window
+ *
+ * \sa SDL_GetWindowFlags()
+ */
+typedef enum
+{
+ SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window */
+ SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */
+ SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */
+ SDL_WINDOW_HIDDEN = 0x00000008, /**< window is not visible */
+ SDL_WINDOW_BORDERLESS = 0x00000010, /**< no window decoration */
+ SDL_WINDOW_RESIZABLE = 0x00000020, /**< window can be resized */
+ SDL_WINDOW_MINIMIZED = 0x00000040, /**< window is minimized */
+ SDL_WINDOW_MAXIMIZED = 0x00000080, /**< window is maximized */
+ SDL_WINDOW_MOUSE_GRABBED = 0x00000100, /**< window has grabbed mouse input */
+ SDL_WINDOW_INPUT_FOCUS = 0x00000200, /**< window has input focus */
+ SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
+ SDL_WINDOW_FULLSCREEN_DESKTOP = ( SDL_WINDOW_FULLSCREEN | 0x00001000 ),
+ SDL_WINDOW_FOREIGN = 0x00000800, /**< window not created by SDL */
+ SDL_WINDOW_ALLOW_HIGHDPI = 0x00002000, /**< window should be created in high-DPI mode if supported.
+ On macOS NSHighResolutionCapable must be set true in the
+ application's Info.plist for this to have any effect. */
+ SDL_WINDOW_MOUSE_CAPTURE = 0x00004000, /**< window has mouse captured (unrelated to MOUSE_GRABBED) */
+ SDL_WINDOW_ALWAYS_ON_TOP = 0x00008000, /**< window should always be above others */
+ SDL_WINDOW_SKIP_TASKBAR = 0x00010000, /**< window should not be added to the taskbar */
+ SDL_WINDOW_UTILITY = 0x00020000, /**< window should be treated as a utility window */
+ SDL_WINDOW_TOOLTIP = 0x00040000, /**< window should be treated as a tooltip */
+ SDL_WINDOW_POPUP_MENU = 0x00080000, /**< window should be treated as a popup menu */
+ SDL_WINDOW_KEYBOARD_GRABBED = 0x00100000, /**< window has grabbed keyboard input */
+ SDL_WINDOW_VULKAN = 0x10000000, /**< window usable for Vulkan surface */
+ SDL_WINDOW_METAL = 0x20000000, /**< window usable for Metal view */
+
+ SDL_WINDOW_INPUT_GRABBED = SDL_WINDOW_MOUSE_GRABBED /**< equivalent to SDL_WINDOW_MOUSE_GRABBED for compatibility */
+} SDL_WindowFlags;
+
+/**
+ * \brief Used to indicate that you don't care what the window position is.
+ */
+#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
+#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
+#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
+#define SDL_WINDOWPOS_ISUNDEFINED(X) \
+ (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK)
+
+/**
+ * \brief Used to indicate that the window position should be centered.
+ */
+#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u
+#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X))
+#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0)
+#define SDL_WINDOWPOS_ISCENTERED(X) \
+ (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK)
+
+/**
+ * \brief Event subtype for window events
+ */
+typedef enum
+{
+ SDL_WINDOWEVENT_NONE, /**< Never used */
+ SDL_WINDOWEVENT_SHOWN, /**< Window has been shown */
+ SDL_WINDOWEVENT_HIDDEN, /**< Window has been hidden */
+ SDL_WINDOWEVENT_EXPOSED, /**< Window has been exposed and should be
+ redrawn */
+ SDL_WINDOWEVENT_MOVED, /**< Window has been moved to data1, data2
+ */
+ SDL_WINDOWEVENT_RESIZED, /**< Window has been resized to data1xdata2 */
+ SDL_WINDOWEVENT_SIZE_CHANGED, /**< The window size has changed, either as
+ a result of an API call or through the
+ system or user changing the window size. */
+ SDL_WINDOWEVENT_MINIMIZED, /**< Window has been minimized */
+ SDL_WINDOWEVENT_MAXIMIZED, /**< Window has been maximized */
+ SDL_WINDOWEVENT_RESTORED, /**< Window has been restored to normal size
+ and position */
+ SDL_WINDOWEVENT_ENTER, /**< Window has gained mouse focus */
+ SDL_WINDOWEVENT_LEAVE, /**< Window has lost mouse focus */
+ SDL_WINDOWEVENT_FOCUS_GAINED, /**< Window has gained keyboard focus */
+ SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */
+ SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */
+ SDL_WINDOWEVENT_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
+ SDL_WINDOWEVENT_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL. */
+ SDL_WINDOWEVENT_ICCPROF_CHANGED,/**< The ICC profile of the window's display has changed. */
+ SDL_WINDOWEVENT_DISPLAY_CHANGED /**< Window has been moved to display data1. */
+} SDL_WindowEventID;
+
+/**
+ * \brief Event subtype for display events
+ */
+typedef enum
+{
+ SDL_DISPLAYEVENT_NONE, /**< Never used */
+ SDL_DISPLAYEVENT_ORIENTATION, /**< Display orientation has changed to data1 */
+ SDL_DISPLAYEVENT_CONNECTED, /**< Display has been added to the system */
+ SDL_DISPLAYEVENT_DISCONNECTED /**< Display has been removed from the system */
+} SDL_DisplayEventID;
+
+/**
+ * \brief Display orientation
+ */
+typedef enum
+{
+ SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */
+ SDL_ORIENTATION_LANDSCAPE, /**< The display is in landscape mode, with the right side up, relative to portrait mode */
+ SDL_ORIENTATION_LANDSCAPE_FLIPPED, /**< The display is in landscape mode, with the left side up, relative to portrait mode */
+ SDL_ORIENTATION_PORTRAIT, /**< The display is in portrait mode */
+ SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */
+} SDL_DisplayOrientation;
+
+/**
+ * \brief Window flash operation
+ */
+typedef enum
+{
+ SDL_FLASH_CANCEL, /**< Cancel any window flash state */
+ SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */
+ SDL_FLASH_UNTIL_FOCUSED /**< Flash the window until it gets focus */
+} SDL_FlashOperation;
+
+/**
+ * \brief An opaque handle to an OpenGL context.
+ */
+typedef void *SDL_GLContext;
+
+/**
+ * \brief OpenGL configuration attributes
+ */
+typedef enum
+{
+ SDL_GL_RED_SIZE,
+ SDL_GL_GREEN_SIZE,
+ SDL_GL_BLUE_SIZE,
+ SDL_GL_ALPHA_SIZE,
+ SDL_GL_BUFFER_SIZE,
+ SDL_GL_DOUBLEBUFFER,
+ SDL_GL_DEPTH_SIZE,
+ SDL_GL_STENCIL_SIZE,
+ SDL_GL_ACCUM_RED_SIZE,
+ SDL_GL_ACCUM_GREEN_SIZE,
+ SDL_GL_ACCUM_BLUE_SIZE,
+ SDL_GL_ACCUM_ALPHA_SIZE,
+ SDL_GL_STEREO,
+ SDL_GL_MULTISAMPLEBUFFERS,
+ SDL_GL_MULTISAMPLESAMPLES,
+ SDL_GL_ACCELERATED_VISUAL,
+ SDL_GL_RETAINED_BACKING,
+ SDL_GL_CONTEXT_MAJOR_VERSION,
+ SDL_GL_CONTEXT_MINOR_VERSION,
+ SDL_GL_CONTEXT_EGL,
+ SDL_GL_CONTEXT_FLAGS,
+ SDL_GL_CONTEXT_PROFILE_MASK,
+ SDL_GL_SHARE_WITH_CURRENT_CONTEXT,
+ SDL_GL_FRAMEBUFFER_SRGB_CAPABLE,
+ SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
+ SDL_GL_CONTEXT_RESET_NOTIFICATION,
+ SDL_GL_CONTEXT_NO_ERROR,
+ SDL_GL_FLOATBUFFERS
+} SDL_GLattr;
+
+typedef enum
+{
+ SDL_GL_CONTEXT_PROFILE_CORE = 0x0001,
+ SDL_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002,
+ SDL_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */
+} SDL_GLprofile;
+
+typedef enum
+{
+ SDL_GL_CONTEXT_DEBUG_FLAG = 0x0001,
+ SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002,
+ SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG = 0x0004,
+ SDL_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008
+} SDL_GLcontextFlag;
+
+typedef enum
+{
+ SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE = 0x0000,
+ SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH = 0x0001
+} SDL_GLcontextReleaseFlag;
+
+typedef enum
+{
+ SDL_GL_CONTEXT_RESET_NO_NOTIFICATION = 0x0000,
+ SDL_GL_CONTEXT_RESET_LOSE_CONTEXT = 0x0001
+} SDL_GLContextResetNotification;
+
+/* Function prototypes */
+
+/**
+ * Get the number of video drivers compiled into SDL.
+ *
+ * \returns a number >= 1 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetVideoDriver
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void);
+
+/**
+ * Get the name of a built in video driver.
+ *
+ * The video drivers are presented in the order in which they are normally
+ * checked during initialization.
+ *
+ * \param index the index of a video driver
+ * \returns the name of the video driver with the given **index**.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumVideoDrivers
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index);
+
+/**
+ * Initialize the video subsystem, optionally specifying a video driver.
+ *
+ * This function initializes the video subsystem, setting up a connection to
+ * the window manager, etc, and determines the available display modes and
+ * pixel formats, but does not initialize a window or graphics mode.
+ *
+ * If you use this function and you haven't used the SDL_INIT_VIDEO flag with
+ * either SDL_Init() or SDL_InitSubSystem(), you should call SDL_VideoQuit()
+ * before calling SDL_Quit().
+ *
+ * It is safe to call this function multiple times. SDL_VideoInit() will call
+ * SDL_VideoQuit() itself if the video subsystem has already been initialized.
+ *
+ * You can use SDL_GetNumVideoDrivers() and SDL_GetVideoDriver() to find a
+ * specific `driver_name`.
+ *
+ * \param driver_name the name of a video driver to initialize, or NULL for
+ * the default driver
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumVideoDrivers
+ * \sa SDL_GetVideoDriver
+ * \sa SDL_InitSubSystem
+ * \sa SDL_VideoQuit
+ */
+extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name);
+
+/**
+ * Shut down the video subsystem, if initialized with SDL_VideoInit().
+ *
+ * This function closes all windows, and restores the original video mode.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_VideoInit
+ */
+extern DECLSPEC void SDLCALL SDL_VideoQuit(void);
+
+/**
+ * Get the name of the currently initialized video driver.
+ *
+ * \returns the name of the current video driver or NULL if no driver has been
+ * initialized.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumVideoDrivers
+ * \sa SDL_GetVideoDriver
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void);
+
+/**
+ * Get the number of available video displays.
+ *
+ * \returns a number >= 1 or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetDisplayBounds
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void);
+
+/**
+ * Get the name of a display in UTF-8 encoding.
+ *
+ * \param displayIndex the index of display from which the name should be
+ * queried
+ * \returns the name of a display or NULL for an invalid display index or
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC const char * SDLCALL SDL_GetDisplayName(int displayIndex);
+
+/**
+ * Get the desktop area represented by a display.
+ *
+ * The primary display (`displayIndex` zero) is always located at 0,0.
+ *
+ * \param displayIndex the index of the display to query
+ * \param rect the SDL_Rect structure filled in with the display bounds
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC int SDLCALL SDL_GetDisplayBounds(int displayIndex, SDL_Rect * rect);
+
+/**
+ * Get the usable desktop area represented by a display.
+ *
+ * The primary display (`displayIndex` zero) is always located at 0,0.
+ *
+ * This is the same area as SDL_GetDisplayBounds() reports, but with portions
+ * reserved by the system removed. For example, on Apple's macOS, this
+ * subtracts the area occupied by the menu bar and dock.
+ *
+ * Setting a window to be fullscreen generally bypasses these unusable areas,
+ * so these are good guidelines for the maximum space available to a
+ * non-fullscreen window.
+ *
+ * The parameter `rect` is ignored if it is NULL.
+ *
+ * This function also returns -1 if the parameter `displayIndex` is out of
+ * range.
+ *
+ * \param displayIndex the index of the display to query the usable bounds
+ * from
+ * \param rect the SDL_Rect structure filled in with the display bounds
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_GetDisplayBounds
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC int SDLCALL SDL_GetDisplayUsableBounds(int displayIndex, SDL_Rect * rect);
+
+/**
+ * Get the dots/pixels-per-inch for a display.
+ *
+ * Diagonal, horizontal and vertical DPI can all be optionally returned if the
+ * appropriate parameter is non-NULL.
+ *
+ * A failure of this function usually means that either no DPI information is
+ * available or the `displayIndex` is out of range.
+ *
+ * **WARNING**: This reports the DPI that the hardware reports, and it is not
+ * always reliable! It is almost always better to use SDL_GetWindowSize() to
+ * find the window size, which might be in logical points instead of pixels,
+ * and then SDL_GL_GetDrawableSize(), SDL_Vulkan_GetDrawableSize(),
+ * SDL_Metal_GetDrawableSize(), or SDL_GetRendererOutputSize(), and compare
+ * the two values to get an actual scaling value between the two. We will be
+ * rethinking how high-dpi details should be managed in SDL3 to make things
+ * more consistent, reliable, and clear.
+ *
+ * \param displayIndex the index of the display from which DPI information
+ * should be queried
+ * \param ddpi a pointer filled in with the diagonal DPI of the display; may
+ * be NULL
+ * \param hdpi a pointer filled in with the horizontal DPI of the display; may
+ * be NULL
+ * \param vdpi a pointer filled in with the vertical DPI of the display; may
+ * be NULL
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC int SDLCALL SDL_GetDisplayDPI(int displayIndex, float * ddpi, float * hdpi, float * vdpi);
+
+/**
+ * Get the orientation of a display.
+ *
+ * \param displayIndex the index of the display to query
+ * \returns The SDL_DisplayOrientation enum value of the display, or
+ * `SDL_ORIENTATION_UNKNOWN` if it isn't available.
+ *
+ * \since This function is available since SDL 2.0.9.
+ *
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetDisplayOrientation(int displayIndex);
+
+/**
+ * Get the number of available display modes.
+ *
+ * The `displayIndex` needs to be in the range from 0 to
+ * SDL_GetNumVideoDisplays() - 1.
+ *
+ * \param displayIndex the index of the display to query
+ * \returns a number >= 1 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetDisplayMode
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(int displayIndex);
+
+/**
+ * Get information about a specific display mode.
+ *
+ * The display modes are sorted in this priority:
+ *
+ * - width -> largest to smallest
+ * - height -> largest to smallest
+ * - bits per pixel -> more colors to fewer colors
+ * - packed pixel layout -> largest to smallest
+ * - refresh rate -> highest to lowest
+ *
+ * \param displayIndex the index of the display to query
+ * \param modeIndex the index of the display mode to query
+ * \param mode an SDL_DisplayMode structure filled in with the mode at
+ * `modeIndex`
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetNumDisplayModes
+ */
+extern DECLSPEC int SDLCALL SDL_GetDisplayMode(int displayIndex, int modeIndex,
+ SDL_DisplayMode * mode);
+
+/**
+ * Get information about the desktop's display mode.
+ *
+ * There's a difference between this function and SDL_GetCurrentDisplayMode()
+ * when SDL runs fullscreen and has changed the resolution. In that case this
+ * function will return the previous native display mode, and not the current
+ * display mode.
+ *
+ * \param displayIndex the index of the display to query
+ * \param mode an SDL_DisplayMode structure filled in with the current display
+ * mode
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetCurrentDisplayMode
+ * \sa SDL_GetDisplayMode
+ * \sa SDL_SetWindowDisplayMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetDesktopDisplayMode(int displayIndex, SDL_DisplayMode * mode);
+
+/**
+ * Get information about the current display mode.
+ *
+ * There's a difference between this function and SDL_GetDesktopDisplayMode()
+ * when SDL runs fullscreen and has changed the resolution. In that case this
+ * function will return the current display mode, and not the previous native
+ * display mode.
+ *
+ * \param displayIndex the index of the display to query
+ * \param mode an SDL_DisplayMode structure filled in with the current display
+ * mode
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetDesktopDisplayMode
+ * \sa SDL_GetDisplayMode
+ * \sa SDL_GetNumVideoDisplays
+ * \sa SDL_SetWindowDisplayMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetCurrentDisplayMode(int displayIndex, SDL_DisplayMode * mode);
+
+
+/**
+ * Get the closest match to the requested display mode.
+ *
+ * The available display modes are scanned and `closest` is filled in with the
+ * closest mode matching the requested mode and returned. The mode format and
+ * refresh rate default to the desktop mode if they are set to 0. The modes
+ * are scanned with size being first priority, format being second priority,
+ * and finally checking the refresh rate. If all the available modes are too
+ * small, then NULL is returned.
+ *
+ * \param displayIndex the index of the display to query
+ * \param mode an SDL_DisplayMode structure containing the desired display
+ * mode
+ * \param closest an SDL_DisplayMode structure filled in with the closest
+ * match of the available display modes
+ * \returns the passed in value `closest` or NULL if no matching video mode
+ * was available; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetDisplayMode
+ * \sa SDL_GetNumDisplayModes
+ */
+extern DECLSPEC SDL_DisplayMode * SDLCALL SDL_GetClosestDisplayMode(int displayIndex, const SDL_DisplayMode * mode, SDL_DisplayMode * closest);
+
+/**
+ * Get the index of the display containing a point
+ *
+ * \param point the point to query
+ * \returns the index of the display containing the point or a negative error
+ * code on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.24.0.
+ *
+ * \sa SDL_GetDisplayBounds
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC int SDLCALL SDL_GetPointDisplayIndex(const SDL_Point * point);
+
+/**
+ * Get the index of the display primarily containing a rect
+ *
+ * \param rect the rect to query
+ * \returns the index of the display entirely containing the rect or closest
+ * to the center of the rect on success or a negative error code on
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.24.0.
+ *
+ * \sa SDL_GetDisplayBounds
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC int SDLCALL SDL_GetRectDisplayIndex(const SDL_Rect * rect);
+
+/**
+ * Get the index of the display associated with a window.
+ *
+ * \param window the window to query
+ * \returns the index of the display containing the center of the window on
+ * success or a negative error code on failure; call SDL_GetError()
+ * for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetDisplayBounds
+ * \sa SDL_GetNumVideoDisplays
+ */
+extern DECLSPEC int SDLCALL SDL_GetWindowDisplayIndex(SDL_Window * window);
+
+/**
+ * Set the display mode to use when a window is visible at fullscreen.
+ *
+ * This only affects the display mode used when the window is fullscreen. To
+ * change the window size when the window is not fullscreen, use
+ * SDL_SetWindowSize().
+ *
+ * \param window the window to affect
+ * \param mode the SDL_DisplayMode structure representing the mode to use, or
+ * NULL to use the window's dimensions and the desktop's format
+ * and refresh rate
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowDisplayMode
+ * \sa SDL_SetWindowFullscreen
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowDisplayMode(SDL_Window * window,
+ const SDL_DisplayMode * mode);
+
+/**
+ * Query the display mode to use when a window is visible at fullscreen.
+ *
+ * \param window the window to query
+ * \param mode an SDL_DisplayMode structure filled in with the fullscreen
+ * display mode
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowDisplayMode
+ * \sa SDL_SetWindowFullscreen
+ */
+extern DECLSPEC int SDLCALL SDL_GetWindowDisplayMode(SDL_Window * window,
+ SDL_DisplayMode * mode);
+
+/**
+ * Get the raw ICC profile data for the screen the window is currently on.
+ *
+ * Data returned should be freed with SDL_free.
+ *
+ * \param window the window to query
+ * \param size the size of the ICC profile
+ * \returns the raw ICC profile data on success or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC void* SDLCALL SDL_GetWindowICCProfile(SDL_Window * window, size_t* size);
+
+/**
+ * Get the pixel format associated with the window.
+ *
+ * \param window the window to query
+ * \returns the pixel format of the window on success or
+ * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
+
+/**
+ * Create a window with the specified position, dimensions, and flags.
+ *
+ * `flags` may be any of the following OR'd together:
+ *
+ * - `SDL_WINDOW_FULLSCREEN`: fullscreen window
+ * - `SDL_WINDOW_FULLSCREEN_DESKTOP`: fullscreen window at desktop resolution
+ * - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context
+ * - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance
+ * - `SDL_WINDOW_METAL`: window usable with a Metal instance
+ * - `SDL_WINDOW_HIDDEN`: window is not visible
+ * - `SDL_WINDOW_BORDERLESS`: no window decoration
+ * - `SDL_WINDOW_RESIZABLE`: window can be resized
+ * - `SDL_WINDOW_MINIMIZED`: window is minimized
+ * - `SDL_WINDOW_MAXIMIZED`: window is maximized
+ * - `SDL_WINDOW_INPUT_GRABBED`: window has grabbed input focus
+ * - `SDL_WINDOW_ALLOW_HIGHDPI`: window should be created in high-DPI mode if
+ * supported (>= SDL 2.0.1)
+ *
+ * `SDL_WINDOW_SHOWN` is ignored by SDL_CreateWindow(). The SDL_Window is
+ * implicitly shown if SDL_WINDOW_HIDDEN is not set. `SDL_WINDOW_SHOWN` may be
+ * queried later using SDL_GetWindowFlags().
+ *
+ * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist
+ * property to YES, otherwise you will not receive a High-DPI OpenGL canvas.
+ *
+ * If the window is created with the `SDL_WINDOW_ALLOW_HIGHDPI` flag, its size
+ * in pixels may differ from its size in screen coordinates on platforms with
+ * high-DPI support (e.g. iOS and macOS). Use SDL_GetWindowSize() to query the
+ * client area's size in screen coordinates, and SDL_GL_GetDrawableSize() or
+ * SDL_GetRendererOutputSize() to query the drawable size in pixels. Note that
+ * when this flag is set, the drawable size can vary after the window is
+ * created and should be queried after major window events such as when the
+ * window is resized or moved between displays.
+ *
+ * If the window is set fullscreen, the width and height parameters `w` and
+ * `h` will not be used. However, invalid size parameters (e.g. too large) may
+ * still fail. Window size is actually limited to 16384 x 16384 for all
+ * platforms at window creation.
+ *
+ * If the window is created with any of the SDL_WINDOW_OPENGL or
+ * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function
+ * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the
+ * corresponding UnloadLibrary function is called by SDL_DestroyWindow().
+ *
+ * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver,
+ * SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail.
+ *
+ * If SDL_WINDOW_METAL is specified on an OS that does not support Metal,
+ * SDL_CreateWindow() will fail.
+ *
+ * On non-Apple devices, SDL requires you to either not link to the Vulkan
+ * loader or link to a dynamic library version. This limitation may be removed
+ * in a future version of SDL.
+ *
+ * \param title the title of the window, in UTF-8 encoding
+ * \param x the x position of the window, `SDL_WINDOWPOS_CENTERED`, or
+ * `SDL_WINDOWPOS_UNDEFINED`
+ * \param y the y position of the window, `SDL_WINDOWPOS_CENTERED`, or
+ * `SDL_WINDOWPOS_UNDEFINED`
+ * \param w the width of the window, in screen coordinates
+ * \param h the height of the window, in screen coordinates
+ * \param flags 0, or one or more SDL_WindowFlags OR'd together
+ * \returns the window that was created or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateWindowFrom
+ * \sa SDL_DestroyWindow
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title,
+ int x, int y, int w,
+ int h, Uint32 flags);
+
+/**
+ * Create an SDL window from an existing native window.
+ *
+ * In some cases (e.g. OpenGL) and on some platforms (e.g. Microsoft Windows)
+ * the hint `SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT` needs to be configured
+ * before using SDL_CreateWindowFrom().
+ *
+ * \param data a pointer to driver-dependent window creation data, typically
+ * your native window cast to a void*
+ * \returns the window that was created or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateWindow
+ * \sa SDL_DestroyWindow
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowFrom(const void *data);
+
+/**
+ * Get the numeric ID of a window.
+ *
+ * The numeric ID is what SDL_WindowEvent references, and is necessary to map
+ * these events to specific SDL_Window objects.
+ *
+ * \param window the window to query
+ * \returns the ID of the window on success or 0 on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowFromID
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetWindowID(SDL_Window * window);
+
+/**
+ * Get a window from a stored ID.
+ *
+ * The numeric ID is what SDL_WindowEvent references, and is necessary to map
+ * these events to specific SDL_Window objects.
+ *
+ * \param id the ID of the window
+ * \returns the window associated with `id` or NULL if it doesn't exist; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowID
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(Uint32 id);
+
+/**
+ * Get the window flags.
+ *
+ * \param window the window to query
+ * \returns a mask of the SDL_WindowFlags associated with `window`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateWindow
+ * \sa SDL_HideWindow
+ * \sa SDL_MaximizeWindow
+ * \sa SDL_MinimizeWindow
+ * \sa SDL_SetWindowFullscreen
+ * \sa SDL_SetWindowGrab
+ * \sa SDL_ShowWindow
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_Window * window);
+
+/**
+ * Set the title of a window.
+ *
+ * This string is expected to be in UTF-8 encoding.
+ *
+ * \param window the window to change
+ * \param title the desired window title in UTF-8 format
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowTitle
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_Window * window,
+ const char *title);
+
+/**
+ * Get the title of a window.
+ *
+ * \param window the window to query
+ * \returns the title of the window in UTF-8 format or "" if there is no
+ * title.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowTitle
+ */
+extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_Window * window);
+
+/**
+ * Set the icon for a window.
+ *
+ * \param window the window to change
+ * \param icon an SDL_Surface structure containing the icon for the window
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Window * window,
+ SDL_Surface * icon);
+
+/**
+ * Associate an arbitrary named pointer with a window.
+ *
+ * `name` is case-sensitive.
+ *
+ * \param window the window to associate with the pointer
+ * \param name the name of the pointer
+ * \param userdata the associated pointer
+ * \returns the previous value associated with `name`.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowData
+ */
+extern DECLSPEC void* SDLCALL SDL_SetWindowData(SDL_Window * window,
+ const char *name,
+ void *userdata);
+
+/**
+ * Retrieve the data pointer associated with a window.
+ *
+ * \param window the window to query
+ * \param name the name of the pointer
+ * \returns the value associated with `name`.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowData
+ */
+extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_Window * window,
+ const char *name);
+
+/**
+ * Set the position of a window.
+ *
+ * The window coordinate origin is the upper left of the display.
+ *
+ * \param window the window to reposition
+ * \param x the x coordinate of the window in screen coordinates, or
+ * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED`
+ * \param y the y coordinate of the window in screen coordinates, or
+ * `SDL_WINDOWPOS_CENTERED` or `SDL_WINDOWPOS_UNDEFINED`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowPosition
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_Window * window,
+ int x, int y);
+
+/**
+ * Get the position of a window.
+ *
+ * If you do not need the value for one of the positions a NULL may be passed
+ * in the `x` or `y` parameter.
+ *
+ * \param window the window to query
+ * \param x a pointer filled in with the x position of the window, in screen
+ * coordinates, may be NULL
+ * \param y a pointer filled in with the y position of the window, in screen
+ * coordinates, may be NULL
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowPosition
+ */
+extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_Window * window,
+ int *x, int *y);
+
+/**
+ * Set the size of a window's client area.
+ *
+ * The window size in screen coordinates may differ from the size in pixels,
+ * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform
+ * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize() or
+ * SDL_GetRendererOutputSize() to get the real client area size in pixels.
+ *
+ * Fullscreen windows automatically match the size of the display mode, and
+ * you should use SDL_SetWindowDisplayMode() to change their size.
+ *
+ * \param window the window to change
+ * \param w the width of the window in pixels, in screen coordinates, must be
+ * > 0
+ * \param h the height of the window in pixels, in screen coordinates, must be
+ * > 0
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowSize
+ * \sa SDL_SetWindowDisplayMode
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_Window * window, int w,
+ int h);
+
+/**
+ * Get the size of a window's client area.
+ *
+ * NULL can safely be passed as the `w` or `h` parameter if the width or
+ * height value is not desired.
+ *
+ * The window size in screen coordinates may differ from the size in pixels,
+ * if the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a platform
+ * with high-dpi support (e.g. iOS or macOS). Use SDL_GL_GetDrawableSize(),
+ * SDL_Vulkan_GetDrawableSize(), or SDL_GetRendererOutputSize() to get the
+ * real client area size in pixels.
+ *
+ * \param window the window to query the width and height from
+ * \param w a pointer filled in with the width of the window, in screen
+ * coordinates, may be NULL
+ * \param h a pointer filled in with the height of the window, in screen
+ * coordinates, may be NULL
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_GetDrawableSize
+ * \sa SDL_Vulkan_GetDrawableSize
+ * \sa SDL_SetWindowSize
+ */
+extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window * window, int *w,
+ int *h);
+
+/**
+ * Get the size of a window's borders (decorations) around the client area.
+ *
+ * Note: If this function fails (returns -1), the size values will be
+ * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the
+ * window in question was borderless.
+ *
+ * Note: This function may fail on systems where the window has not yet been
+ * decorated by the display server (for example, immediately after calling
+ * SDL_CreateWindow). It is recommended that you wait at least until the
+ * window has been presented and composited, so that the window system has a
+ * chance to decorate the window and provide the border dimensions to SDL.
+ *
+ * This function also returns -1 if getting the information is not supported.
+ *
+ * \param window the window to query the size values of the border
+ * (decorations) from
+ * \param top pointer to variable for storing the size of the top border; NULL
+ * is permitted
+ * \param left pointer to variable for storing the size of the left border;
+ * NULL is permitted
+ * \param bottom pointer to variable for storing the size of the bottom
+ * border; NULL is permitted
+ * \param right pointer to variable for storing the size of the right border;
+ * NULL is permitted
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_GetWindowSize
+ */
+extern DECLSPEC int SDLCALL SDL_GetWindowBordersSize(SDL_Window * window,
+ int *top, int *left,
+ int *bottom, int *right);
+
+/**
+ * Get the size of a window in pixels.
+ *
+ * This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
+ * drawable, i.e. the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a
+ * platform with high-DPI support (Apple calls this "Retina"), and not
+ * disabled by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint.
+ *
+ * \param window the window from which the drawable size should be queried
+ * \param w a pointer to variable for storing the width in pixels, may be NULL
+ * \param h a pointer to variable for storing the height in pixels, may be
+ * NULL
+ *
+ * \since This function is available since SDL 2.26.0.
+ *
+ * \sa SDL_CreateWindow
+ * \sa SDL_GetWindowSize
+ */
+extern DECLSPEC void SDLCALL SDL_GetWindowSizeInPixels(SDL_Window * window,
+ int *w, int *h);
+
+/**
+ * Set the minimum size of a window's client area.
+ *
+ * \param window the window to change
+ * \param min_w the minimum width of the window in pixels
+ * \param min_h the minimum height of the window in pixels
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowMinimumSize
+ * \sa SDL_SetWindowMaximumSize
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowMinimumSize(SDL_Window * window,
+ int min_w, int min_h);
+
+/**
+ * Get the minimum size of a window's client area.
+ *
+ * \param window the window to query
+ * \param w a pointer filled in with the minimum width of the window, may be
+ * NULL
+ * \param h a pointer filled in with the minimum height of the window, may be
+ * NULL
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowMaximumSize
+ * \sa SDL_SetWindowMinimumSize
+ */
+extern DECLSPEC void SDLCALL SDL_GetWindowMinimumSize(SDL_Window * window,
+ int *w, int *h);
+
+/**
+ * Set the maximum size of a window's client area.
+ *
+ * \param window the window to change
+ * \param max_w the maximum width of the window in pixels
+ * \param max_h the maximum height of the window in pixels
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowMaximumSize
+ * \sa SDL_SetWindowMinimumSize
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowMaximumSize(SDL_Window * window,
+ int max_w, int max_h);
+
+/**
+ * Get the maximum size of a window's client area.
+ *
+ * \param window the window to query
+ * \param w a pointer filled in with the maximum width of the window, may be
+ * NULL
+ * \param h a pointer filled in with the maximum height of the window, may be
+ * NULL
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowMinimumSize
+ * \sa SDL_SetWindowMaximumSize
+ */
+extern DECLSPEC void SDLCALL SDL_GetWindowMaximumSize(SDL_Window * window,
+ int *w, int *h);
+
+/**
+ * Set the border state of a window.
+ *
+ * This will add or remove the window's `SDL_WINDOW_BORDERLESS` flag and add
+ * or remove the border from the actual window. This is a no-op if the
+ * window's border already matches the requested state.
+ *
+ * You can't change the border state of a fullscreen window.
+ *
+ * \param window the window of which to change the border state
+ * \param bordered SDL_FALSE to remove border, SDL_TRUE to add border
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowFlags
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowBordered(SDL_Window * window,
+ SDL_bool bordered);
+
+/**
+ * Set the user-resizable state of a window.
+ *
+ * This will add or remove the window's `SDL_WINDOW_RESIZABLE` flag and
+ * allow/disallow user resizing of the window. This is a no-op if the window's
+ * resizable state already matches the requested state.
+ *
+ * You can't change the resizable state of a fullscreen window.
+ *
+ * \param window the window of which to change the resizable state
+ * \param resizable SDL_TRUE to allow resizing, SDL_FALSE to disallow
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_GetWindowFlags
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowResizable(SDL_Window * window,
+ SDL_bool resizable);
+
+/**
+ * Set the window to always be above the others.
+ *
+ * This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This
+ * will bring the window to the front and keep the window above the rest.
+ *
+ * \param window The window of which to change the always on top state
+ * \param on_top SDL_TRUE to set the window always on top, SDL_FALSE to
+ * disable
+ *
+ * \since This function is available since SDL 2.0.16.
+ *
+ * \sa SDL_GetWindowFlags
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window * window,
+ SDL_bool on_top);
+
+/**
+ * Show a window.
+ *
+ * \param window the window to show
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HideWindow
+ * \sa SDL_RaiseWindow
+ */
+extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_Window * window);
+
+/**
+ * Hide a window.
+ *
+ * \param window the window to hide
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_ShowWindow
+ */
+extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_Window * window);
+
+/**
+ * Raise a window above other windows and set the input focus.
+ *
+ * \param window the window to raise
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_Window * window);
+
+/**
+ * Make a window as large as possible.
+ *
+ * \param window the window to maximize
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_MinimizeWindow
+ * \sa SDL_RestoreWindow
+ */
+extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_Window * window);
+
+/**
+ * Minimize a window to an iconic representation.
+ *
+ * \param window the window to minimize
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_MaximizeWindow
+ * \sa SDL_RestoreWindow
+ */
+extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_Window * window);
+
+/**
+ * Restore the size and position of a minimized or maximized window.
+ *
+ * \param window the window to restore
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_MaximizeWindow
+ * \sa SDL_MinimizeWindow
+ */
+extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_Window * window);
+
+/**
+ * Set a window's fullscreen state.
+ *
+ * `flags` may be `SDL_WINDOW_FULLSCREEN`, for "real" fullscreen with a
+ * videomode change; `SDL_WINDOW_FULLSCREEN_DESKTOP` for "fake" fullscreen
+ * that takes the size of the desktop; and 0 for windowed mode.
+ *
+ * \param window the window to change
+ * \param flags `SDL_WINDOW_FULLSCREEN`, `SDL_WINDOW_FULLSCREEN_DESKTOP` or 0
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowDisplayMode
+ * \sa SDL_SetWindowDisplayMode
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_Window * window,
+ Uint32 flags);
+
+/**
+ * Get the SDL surface associated with the window.
+ *
+ * A new surface will be created with the optimal format for the window, if
+ * necessary. This surface will be freed when the window is destroyed. Do not
+ * free this surface.
+ *
+ * This surface will be invalidated if the window is resized. After resizing a
+ * window this function must be called again to return a valid surface.
+ *
+ * You may not combine this with 3D or the rendering API on this window.
+ *
+ * This function is affected by `SDL_HINT_FRAMEBUFFER_ACCELERATION`.
+ *
+ * \param window the window to query
+ * \returns the surface associated with the window, or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_UpdateWindowSurface
+ * \sa SDL_UpdateWindowSurfaceRects
+ */
+extern DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window * window);
+
+/**
+ * Copy the window surface to the screen.
+ *
+ * This is the function you use to reflect any changes to the surface on the
+ * screen.
+ *
+ * This function is equivalent to the SDL 1.2 API SDL_Flip().
+ *
+ * \param window the window to update
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowSurface
+ * \sa SDL_UpdateWindowSurfaceRects
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window);
+
+/**
+ * Copy areas of the window surface to the screen.
+ *
+ * This is the function you use to reflect changes to portions of the surface
+ * on the screen.
+ *
+ * This function is equivalent to the SDL 1.2 API SDL_UpdateRects().
+ *
+ * \param window the window to update
+ * \param rects an array of SDL_Rect structures representing areas of the
+ * surface to copy
+ * \param numrects the number of rectangles
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowSurface
+ * \sa SDL_UpdateWindowSurface
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window,
+ const SDL_Rect * rects,
+ int numrects);
+
+/**
+ * Set a window's input grab mode.
+ *
+ * When input is grabbed, the mouse is confined to the window. This function
+ * will also grab the keyboard if `SDL_HINT_GRAB_KEYBOARD` is set. To grab the
+ * keyboard without also grabbing the mouse, use SDL_SetWindowKeyboardGrab().
+ *
+ * If the caller enables a grab while another window is currently grabbed, the
+ * other window loses its grab in favor of the caller's window.
+ *
+ * \param window the window for which the input grab mode should be set
+ * \param grabbed SDL_TRUE to grab input or SDL_FALSE to release input
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetGrabbedWindow
+ * \sa SDL_GetWindowGrab
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowGrab(SDL_Window * window,
+ SDL_bool grabbed);
+
+/**
+ * Set a window's keyboard grab mode.
+ *
+ * Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or
+ * the Meta/Super key. Note that not all system keyboard shortcuts can be
+ * captured by applications (one example is Ctrl+Alt+Del on Windows).
+ *
+ * This is primarily intended for specialized applications such as VNC clients
+ * or VM frontends. Normal games should not use keyboard grab.
+ *
+ * When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the
+ * window is full-screen to ensure the user is not trapped in your
+ * application. If you have a custom keyboard shortcut to exit fullscreen
+ * mode, you may suppress this behavior with
+ * `SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED`.
+ *
+ * If the caller enables a grab while another window is currently grabbed, the
+ * other window loses its grab in favor of the caller's window.
+ *
+ * \param window The window for which the keyboard grab mode should be set.
+ * \param grabbed This is SDL_TRUE to grab keyboard, and SDL_FALSE to release.
+ *
+ * \since This function is available since SDL 2.0.16.
+ *
+ * \sa SDL_GetWindowKeyboardGrab
+ * \sa SDL_SetWindowMouseGrab
+ * \sa SDL_SetWindowGrab
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window * window,
+ SDL_bool grabbed);
+
+/**
+ * Set a window's mouse grab mode.
+ *
+ * Mouse grab confines the mouse cursor to the window.
+ *
+ * \param window The window for which the mouse grab mode should be set.
+ * \param grabbed This is SDL_TRUE to grab mouse, and SDL_FALSE to release.
+ *
+ * \since This function is available since SDL 2.0.16.
+ *
+ * \sa SDL_GetWindowMouseGrab
+ * \sa SDL_SetWindowKeyboardGrab
+ * \sa SDL_SetWindowGrab
+ */
+extern DECLSPEC void SDLCALL SDL_SetWindowMouseGrab(SDL_Window * window,
+ SDL_bool grabbed);
+
+/**
+ * Get a window's input grab mode.
+ *
+ * \param window the window to query
+ * \returns SDL_TRUE if input is grabbed, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowGrab
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowGrab(SDL_Window * window);
+
+/**
+ * Get a window's keyboard grab mode.
+ *
+ * \param window the window to query
+ * \returns SDL_TRUE if keyboard is grabbed, and SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.16.
+ *
+ * \sa SDL_SetWindowKeyboardGrab
+ * \sa SDL_GetWindowGrab
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window * window);
+
+/**
+ * Get a window's mouse grab mode.
+ *
+ * \param window the window to query
+ * \returns SDL_TRUE if mouse is grabbed, and SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.16.
+ *
+ * \sa SDL_SetWindowKeyboardGrab
+ * \sa SDL_GetWindowGrab
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window * window);
+
+/**
+ * Get the window that currently has an input grab enabled.
+ *
+ * \returns the window if input is grabbed or NULL otherwise.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_GetWindowGrab
+ * \sa SDL_SetWindowGrab
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void);
+
+/**
+ * Confines the cursor to the specified area of a window.
+ *
+ * Note that this does NOT grab the cursor, it only defines the area a cursor
+ * is restricted to when the window has mouse focus.
+ *
+ * \param window The window that will be associated with the barrier.
+ * \param rect A rectangle area in window-relative coordinates. If NULL the
+ * barrier for the specified window will be destroyed.
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_GetWindowMouseRect
+ * \sa SDL_SetWindowMouseGrab
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowMouseRect(SDL_Window * window, const SDL_Rect * rect);
+
+/**
+ * Get the mouse confinement rectangle of a window.
+ *
+ * \param window The window to query
+ * \returns A pointer to the mouse confinement rectangle of a window, or NULL
+ * if there isn't one.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_SetWindowMouseRect
+ */
+extern DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window * window);
+
+/**
+ * Set the brightness (gamma multiplier) for a given window's display.
+ *
+ * Despite the name and signature, this method sets the brightness of the
+ * entire display, not an individual window. A window is considered to be
+ * owned by the display that contains the window's center pixel. (The index of
+ * this display can be retrieved using SDL_GetWindowDisplayIndex().) The
+ * brightness set will not follow the window if it is moved to another
+ * display.
+ *
+ * Many platforms will refuse to set the display brightness in modern times.
+ * You are better off using a shader to adjust gamma during rendering, or
+ * something similar.
+ *
+ * \param window the window used to select the display whose brightness will
+ * be changed
+ * \param brightness the brightness (gamma multiplier) value to set where 0.0
+ * is completely dark and 1.0 is normal brightness
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowBrightness
+ * \sa SDL_SetWindowGammaRamp
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowBrightness(SDL_Window * window, float brightness);
+
+/**
+ * Get the brightness (gamma multiplier) for a given window's display.
+ *
+ * Despite the name and signature, this method retrieves the brightness of the
+ * entire display, not an individual window. A window is considered to be
+ * owned by the display that contains the window's center pixel. (The index of
+ * this display can be retrieved using SDL_GetWindowDisplayIndex().)
+ *
+ * \param window the window used to select the display whose brightness will
+ * be queried
+ * \returns the brightness for the display where 0.0 is completely dark and
+ * 1.0 is normal brightness.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowBrightness
+ */
+extern DECLSPEC float SDLCALL SDL_GetWindowBrightness(SDL_Window * window);
+
+/**
+ * Set the opacity for a window.
+ *
+ * The parameter `opacity` will be clamped internally between 0.0f
+ * (transparent) and 1.0f (opaque).
+ *
+ * This function also returns -1 if setting the opacity isn't supported.
+ *
+ * \param window the window which will be made transparent or opaque
+ * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque)
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_GetWindowOpacity
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opacity);
+
+/**
+ * Get the opacity of a window.
+ *
+ * If transparency isn't supported on this platform, opacity will be reported
+ * as 1.0f without error.
+ *
+ * The parameter `opacity` is ignored if it is NULL.
+ *
+ * This function also returns -1 if an invalid window was provided.
+ *
+ * \param window the window to get the current opacity value from
+ * \param out_opacity the float filled in (0.0f - transparent, 1.0f - opaque)
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_SetWindowOpacity
+ */
+extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity);
+
+/**
+ * Set the window as a modal for another window.
+ *
+ * \param modal_window the window that should be set modal
+ * \param parent_window the parent window for the modal window
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window);
+
+/**
+ * Explicitly set input focus to the window.
+ *
+ * You almost certainly want SDL_RaiseWindow() instead of this function. Use
+ * this with caution, as you might give focus to a window that is completely
+ * obscured by other windows.
+ *
+ * \param window the window that should get the input focus
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_RaiseWindow
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowInputFocus(SDL_Window * window);
+
+/**
+ * Set the gamma ramp for the display that owns a given window.
+ *
+ * Set the gamma translation table for the red, green, and blue channels of
+ * the video hardware. Each table is an array of 256 16-bit quantities,
+ * representing a mapping between the input and output for that channel. The
+ * input is the index into the array, and the output is the 16-bit gamma value
+ * at that index, scaled to the output color precision.
+ *
+ * Despite the name and signature, this method sets the gamma ramp of the
+ * entire display, not an individual window. A window is considered to be
+ * owned by the display that contains the window's center pixel. (The index of
+ * this display can be retrieved using SDL_GetWindowDisplayIndex().) The gamma
+ * ramp set will not follow the window if it is moved to another display.
+ *
+ * \param window the window used to select the display whose gamma ramp will
+ * be changed
+ * \param red a 256 element array of 16-bit quantities representing the
+ * translation table for the red channel, or NULL
+ * \param green a 256 element array of 16-bit quantities representing the
+ * translation table for the green channel, or NULL
+ * \param blue a 256 element array of 16-bit quantities representing the
+ * translation table for the blue channel, or NULL
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetWindowGammaRamp
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowGammaRamp(SDL_Window * window,
+ const Uint16 * red,
+ const Uint16 * green,
+ const Uint16 * blue);
+
+/**
+ * Get the gamma ramp for a given window's display.
+ *
+ * Despite the name and signature, this method retrieves the gamma ramp of the
+ * entire display, not an individual window. A window is considered to be
+ * owned by the display that contains the window's center pixel. (The index of
+ * this display can be retrieved using SDL_GetWindowDisplayIndex().)
+ *
+ * \param window the window used to select the display whose gamma ramp will
+ * be queried
+ * \param red a 256 element array of 16-bit quantities filled in with the
+ * translation table for the red channel, or NULL
+ * \param green a 256 element array of 16-bit quantities filled in with the
+ * translation table for the green channel, or NULL
+ * \param blue a 256 element array of 16-bit quantities filled in with the
+ * translation table for the blue channel, or NULL
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetWindowGammaRamp
+ */
+extern DECLSPEC int SDLCALL SDL_GetWindowGammaRamp(SDL_Window * window,
+ Uint16 * red,
+ Uint16 * green,
+ Uint16 * blue);
+
+/**
+ * Possible return values from the SDL_HitTest callback.
+ *
+ * \sa SDL_HitTest
+ */
+typedef enum
+{
+ SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */
+ SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */
+ SDL_HITTEST_RESIZE_TOPLEFT,
+ SDL_HITTEST_RESIZE_TOP,
+ SDL_HITTEST_RESIZE_TOPRIGHT,
+ SDL_HITTEST_RESIZE_RIGHT,
+ SDL_HITTEST_RESIZE_BOTTOMRIGHT,
+ SDL_HITTEST_RESIZE_BOTTOM,
+ SDL_HITTEST_RESIZE_BOTTOMLEFT,
+ SDL_HITTEST_RESIZE_LEFT
+} SDL_HitTestResult;
+
+/**
+ * Callback used for hit-testing.
+ *
+ * \param win the SDL_Window where hit-testing was set on
+ * \param area an SDL_Point which should be hit-tested
+ * \param data what was passed as `callback_data` to SDL_SetWindowHitTest()
+ * \return an SDL_HitTestResult value.
+ *
+ * \sa SDL_SetWindowHitTest
+ */
+typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win,
+ const SDL_Point *area,
+ void *data);
+
+/**
+ * Provide a callback that decides if a window region has special properties.
+ *
+ * Normally windows are dragged and resized by decorations provided by the
+ * system window manager (a title bar, borders, etc), but for some apps, it
+ * makes sense to drag them from somewhere else inside the window itself; for
+ * example, one might have a borderless window that wants to be draggable from
+ * any part, or simulate its own title bar, etc.
+ *
+ * This function lets the app provide a callback that designates pieces of a
+ * given window as special. This callback is run during event processing if we
+ * need to tell the OS to treat a region of the window specially; the use of
+ * this callback is known as "hit testing."
+ *
+ * Mouse input may not be delivered to your application if it is within a
+ * special area; the OS will often apply that input to moving the window or
+ * resizing the window and not deliver it to the application.
+ *
+ * Specifying NULL for a callback disables hit-testing. Hit-testing is
+ * disabled by default.
+ *
+ * Platforms that don't support this functionality will return -1
+ * unconditionally, even if you're attempting to disable hit-testing.
+ *
+ * Your callback may fire at any time, and its firing does not indicate any
+ * specific behavior (for example, on Windows, this certainly might fire when
+ * the OS is deciding whether to drag your window, but it fires for lots of
+ * other reasons, too, some unrelated to anything you probably care about _and
+ * when the mouse isn't actually at the location it is testing_). Since this
+ * can fire at any time, you should try to keep your callback efficient,
+ * devoid of allocations, etc.
+ *
+ * \param window the window to set hit-testing on
+ * \param callback the function to call when doing a hit-test
+ * \param callback_data an app-defined void pointer passed to **callback**
+ * \returns 0 on success or -1 on error (including unsupported); call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ */
+extern DECLSPEC int SDLCALL SDL_SetWindowHitTest(SDL_Window * window,
+ SDL_HitTest callback,
+ void *callback_data);
+
+/**
+ * Request a window to demand attention from the user.
+ *
+ * \param window the window to be flashed
+ * \param operation the flash operation
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC int SDLCALL SDL_FlashWindow(SDL_Window * window, SDL_FlashOperation operation);
+
+/**
+ * Destroy a window.
+ *
+ * If `window` is NULL, this function will return immediately after setting
+ * the SDL error message to "Invalid window". See SDL_GetError().
+ *
+ * \param window the window to destroy
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateWindow
+ * \sa SDL_CreateWindowFrom
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window * window);
+
+
+/**
+ * Check whether the screensaver is currently enabled.
+ *
+ * The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2
+ * the screensaver was enabled by default.
+ *
+ * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`.
+ *
+ * \returns SDL_TRUE if the screensaver is enabled, SDL_FALSE if it is
+ * disabled.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DisableScreenSaver
+ * \sa SDL_EnableScreenSaver
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenSaverEnabled(void);
+
+/**
+ * Allow the screen to be blanked by a screen saver.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DisableScreenSaver
+ * \sa SDL_IsScreenSaverEnabled
+ */
+extern DECLSPEC void SDLCALL SDL_EnableScreenSaver(void);
+
+/**
+ * Prevent the screen from being blanked by a screen saver.
+ *
+ * If you disable the screensaver, it is automatically re-enabled when SDL
+ * quits.
+ *
+ * The screensaver is disabled by default since SDL 2.0.2. Before SDL 2.0.2
+ * the screensaver was enabled by default.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_EnableScreenSaver
+ * \sa SDL_IsScreenSaverEnabled
+ */
+extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void);
+
+
+/**
+ * \name OpenGL support functions
+ */
+/* @{ */
+
+/**
+ * Dynamically load an OpenGL library.
+ *
+ * This should be done after initializing the video driver, but before
+ * creating any OpenGL windows. If no OpenGL library is loaded, the default
+ * library will be loaded upon creation of the first OpenGL window.
+ *
+ * If you do this, you need to retrieve all of the GL functions used in your
+ * program from the dynamic library using SDL_GL_GetProcAddress().
+ *
+ * \param path the platform dependent OpenGL library name, or NULL to open the
+ * default OpenGL library
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_GetProcAddress
+ * \sa SDL_GL_UnloadLibrary
+ */
+extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
+
+/**
+ * Get an OpenGL function by name.
+ *
+ * If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all
+ * GL functions must be retrieved this way. Usually this is used to retrieve
+ * function pointers to OpenGL extensions.
+ *
+ * There are some quirks to looking up OpenGL functions that require some
+ * extra care from the application. If you code carefully, you can handle
+ * these quirks without any platform-specific code, though:
+ *
+ * - On Windows, function pointers are specific to the current GL context;
+ * this means you need to have created a GL context and made it current
+ * before calling SDL_GL_GetProcAddress(). If you recreate your context or
+ * create a second context, you should assume that any existing function
+ * pointers aren't valid to use with it. This is (currently) a
+ * Windows-specific limitation, and in practice lots of drivers don't suffer
+ * this limitation, but it is still the way the wgl API is documented to
+ * work and you should expect crashes if you don't respect it. Store a copy
+ * of the function pointers that comes and goes with context lifespan.
+ * - On X11, function pointers returned by this function are valid for any
+ * context, and can even be looked up before a context is created at all.
+ * This means that, for at least some common OpenGL implementations, if you
+ * look up a function that doesn't exist, you'll get a non-NULL result that
+ * is _NOT_ safe to call. You must always make sure the function is actually
+ * available for a given GL context before calling it, by checking for the
+ * existence of the appropriate extension with SDL_GL_ExtensionSupported(),
+ * or verifying that the version of OpenGL you're using offers the function
+ * as core functionality.
+ * - Some OpenGL drivers, on all platforms, *will* return NULL if a function
+ * isn't supported, but you can't count on this behavior. Check for
+ * extensions you use, and if you get a NULL anyway, act as if that
+ * extension wasn't available. This is probably a bug in the driver, but you
+ * can code defensively for this scenario anyhow.
+ * - Just because you're on Linux/Unix, don't assume you'll be using X11.
+ * Next-gen display servers are waiting to replace it, and may or may not
+ * make the same promises about function pointers.
+ * - OpenGL function pointers must be declared `APIENTRY` as in the example
+ * code. This will ensure the proper calling convention is followed on
+ * platforms where this matters (Win32) thereby avoiding stack corruption.
+ *
+ * \param proc the name of an OpenGL function
+ * \returns a pointer to the named OpenGL function. The returned pointer
+ * should be cast to the appropriate function signature.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_ExtensionSupported
+ * \sa SDL_GL_LoadLibrary
+ * \sa SDL_GL_UnloadLibrary
+ */
+extern DECLSPEC void *SDLCALL SDL_GL_GetProcAddress(const char *proc);
+
+/**
+ * Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_LoadLibrary
+ */
+extern DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void);
+
+/**
+ * Check if an OpenGL extension is supported for the current context.
+ *
+ * This function operates on the current GL context; you must have created a
+ * context and it must be current before calling this function. Do not assume
+ * that all contexts you create will have the same set of extensions
+ * available, or that recreating an existing context will offer the same
+ * extensions again.
+ *
+ * While it's probably not a massive overhead, this function is not an O(1)
+ * operation. Check the extensions you care about after creating the GL
+ * context and save that information somewhere instead of calling the function
+ * every time you need to know.
+ *
+ * \param extension the name of the extension to check
+ * \returns SDL_TRUE if the extension is supported, SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GL_ExtensionSupported(const char
+ *extension);
+
+/**
+ * Reset all previously set OpenGL context attributes to their default values.
+ *
+ * \since This function is available since SDL 2.0.2.
+ *
+ * \sa SDL_GL_GetAttribute
+ * \sa SDL_GL_SetAttribute
+ */
+extern DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void);
+
+/**
+ * Set an OpenGL window attribute before window creation.
+ *
+ * This function sets the OpenGL attribute `attr` to `value`. The requested
+ * attributes should be set before creating an OpenGL window. You should use
+ * SDL_GL_GetAttribute() to check the values after creating the OpenGL
+ * context, since the values obtained can differ from the requested ones.
+ *
+ * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to set
+ * \param value the desired value for the attribute
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_GetAttribute
+ * \sa SDL_GL_ResetAttributes
+ */
+extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value);
+
+/**
+ * Get the actual value for an attribute from the current context.
+ *
+ * \param attr an SDL_GLattr enum value specifying the OpenGL attribute to get
+ * \param value a pointer filled in with the current value of `attr`
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_ResetAttributes
+ * \sa SDL_GL_SetAttribute
+ */
+extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value);
+
+/**
+ * Create an OpenGL context for an OpenGL window, and make it current.
+ *
+ * Windows users new to OpenGL should note that, for historical reasons, GL
+ * functions added after OpenGL version 1.1 are not available by default.
+ * Those functions must be loaded at run-time, either with an OpenGL
+ * extension-handling library or with SDL_GL_GetProcAddress() and its related
+ * functions.
+ *
+ * SDL_GLContext is an alias for `void *`. It's opaque to the application.
+ *
+ * \param window the window to associate with the context
+ * \returns the OpenGL context associated with `window` or NULL on error; call
+ * SDL_GetError() for more details.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_DeleteContext
+ * \sa SDL_GL_MakeCurrent
+ */
+extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *
+ window);
+
+/**
+ * Set up an OpenGL context for rendering into an OpenGL window.
+ *
+ * The context must have been created with a compatible window.
+ *
+ * \param window the window to associate with the context
+ * \param context the OpenGL context to associate with the window
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_CreateContext
+ */
+extern DECLSPEC int SDLCALL SDL_GL_MakeCurrent(SDL_Window * window,
+ SDL_GLContext context);
+
+/**
+ * Get the currently active OpenGL window.
+ *
+ * \returns the currently active OpenGL window on success or NULL on failure;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_Window* SDLCALL SDL_GL_GetCurrentWindow(void);
+
+/**
+ * Get the currently active OpenGL context.
+ *
+ * \returns the currently active OpenGL context or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_MakeCurrent
+ */
+extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void);
+
+/**
+ * Get the size of a window's underlying drawable in pixels.
+ *
+ * This returns info useful for calling glViewport().
+ *
+ * This may differ from SDL_GetWindowSize() if we're rendering to a high-DPI
+ * drawable, i.e. the window was created with `SDL_WINDOW_ALLOW_HIGHDPI` on a
+ * platform with high-DPI support (Apple calls this "Retina"), and not
+ * disabled by the `SDL_HINT_VIDEO_HIGHDPI_DISABLED` hint.
+ *
+ * \param window the window from which the drawable size should be queried
+ * \param w a pointer to variable for storing the width in pixels, may be NULL
+ * \param h a pointer to variable for storing the height in pixels, may be
+ * NULL
+ *
+ * \since This function is available since SDL 2.0.1.
+ *
+ * \sa SDL_CreateWindow
+ * \sa SDL_GetWindowSize
+ */
+extern DECLSPEC void SDLCALL SDL_GL_GetDrawableSize(SDL_Window * window, int *w,
+ int *h);
+
+/**
+ * Set the swap interval for the current OpenGL context.
+ *
+ * Some systems allow specifying -1 for the interval, to enable adaptive
+ * vsync. Adaptive vsync works the same as vsync, but if you've already missed
+ * the vertical retrace for a given frame, it swaps buffers immediately, which
+ * might be less jarring for the user during occasional framerate drops. If an
+ * application requests adaptive vsync and the system does not support it,
+ * this function will fail and return -1. In such a case, you should probably
+ * retry the call with 1 for the interval.
+ *
+ * Adaptive vsync is implemented for some glX drivers with
+ * GLX_EXT_swap_control_tear, and for some Windows drivers with
+ * WGL_EXT_swap_control_tear.
+ *
+ * Read more on the Khronos wiki:
+ * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync
+ *
+ * \param interval 0 for immediate updates, 1 for updates synchronized with
+ * the vertical retrace, -1 for adaptive vsync
+ * \returns 0 on success or -1 if setting the swap interval is not supported;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_GetSwapInterval
+ */
+extern DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval);
+
+/**
+ * Get the swap interval for the current OpenGL context.
+ *
+ * If the system can't determine the swap interval, or there isn't a valid
+ * current context, this function will return 0 as a safe default.
+ *
+ * \returns 0 if there is no vertical retrace synchronization, 1 if the buffer
+ * swap is synchronized with the vertical retrace, and -1 if late
+ * swaps happen immediately instead of waiting for the next retrace;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_SetSwapInterval
+ */
+extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(void);
+
+/**
+ * Update a window with OpenGL rendering.
+ *
+ * This is used with double-buffered OpenGL contexts, which are the default.
+ *
+ * On macOS, make sure you bind 0 to the draw framebuffer before swapping the
+ * window, otherwise nothing will happen. If you aren't using
+ * glBindFramebuffer(), this is the default and you won't have to do anything
+ * extra.
+ *
+ * \param window the window to change
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_Window * window);
+
+/**
+ * Delete an OpenGL context.
+ *
+ * \param context the OpenGL context to be deleted
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_CreateContext
+ */
+extern DECLSPEC void SDLCALL SDL_GL_DeleteContext(SDL_GLContext context);
+
+/* @} *//* OpenGL support functions */
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_video_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */