Go to the documentation of this file.
30 "[--video driver] [--renderer driver] [--gldebug] [--info all|video|modes|render|event] [--log all|error|system|audio|video|render|input] [--display N] [--fullscreen | --fullscreen-desktop | --windows N] [--title title] [--icon icon.bmp] [--center | --position X,Y] [--geometry WxH] [--min-geometry WxH] [--max-geometry WxH] [--logical WxH] [--scale N] [--depth N] [--refresh R] [--vsync] [--noframe] [--resize] [--minimize] [--maximize] [--grab] [--allow-highdpi]"
33 "[--rate N] [--format U8|S8|U16|U16LE|U16BE|S16|S16LE|S16BE] [--channels N] [--samples N]"
54 for (
i = 1; argv[
i]; ++
i) {
70 state->window_title = argv[0];
71 state->window_flags = 0;
76 state->num_windows = 1;
77 state->audiospec.freq = 22050;
79 state->audiospec.channels = 2;
80 state->audiospec.samples = 2048;
83 state->gl_red_size = 3;
84 state->gl_green_size = 3;
85 state->gl_blue_size = 2;
86 state->gl_alpha_size = 0;
87 state->gl_buffer_size = 0;
88 state->gl_depth_size = 16;
89 state->gl_stencil_size = 0;
90 state->gl_double_buffer = 1;
91 state->gl_accum_red_size = 0;
92 state->gl_accum_green_size = 0;
93 state->gl_accum_blue_size = 0;
94 state->gl_accum_alpha_size = 0;
96 state->gl_multisamplebuffers = 0;
97 state->gl_multisamplesamples = 0;
98 state->gl_retained_backing = 1;
99 state->gl_accelerated = -1;
108 char **argv =
state->argv;
212 state->num_windows = 1;
217 state->num_windows = 1;
263 while (*
y && *
y !=
',') {
282 while (*
h && *
h !=
'x') {
301 while (*
h && *
h !=
'x') {
320 while (*
h && *
h !=
'x') {
339 while (*
h && *
h !=
'x') {
488 return "[--trackmem]";
631 for (
i = 0;
i <
sizeof(info->
flags) * 8; ++
i) {
633 if (info->
flags & flag) {
654 SDL_Log(
" Max Texture Size: %dx%d\n",
684 const int DRAGGABLE_TITLE = 32;
692 SDL_Log(
"SDL_HITTEST_RESIZE_TOPLEFT\n");
695 SDL_Log(
"SDL_HITTEST_RESIZE_BOTTOMLEFT\n");
698 SDL_Log(
"SDL_HITTEST_RESIZE_LEFT\n");
703 SDL_Log(
"SDL_HITTEST_RESIZE_TOPRIGHT\n");
706 SDL_Log(
"SDL_HITTEST_RESIZE_BOTTOMRIGHT\n");
709 SDL_Log(
"SDL_HITTEST_RESIZE_RIGHT\n");
713 SDL_Log(
"SDL_HITTEST_RESIZE_BOTTOM\n");
716 SDL_Log(
"SDL_HITTEST_RESIZE_TOP\n");
718 }
else if (area->
y < DRAGGABLE_TITLE) {
719 SDL_Log(
"SDL_HITTEST_DRAGGABLE\n");
736 SDL_Log(
"No built-in video drivers\n");
739 for (
i = 0;
i <
n; ++
i) {
749 SDL_Log(
"Couldn't initialize video driver: %s\n",
774 if (
state->gl_accelerated >= 0) {
776 state->gl_accelerated);
779 if (
state->gl_major_version) {
783 if (
state->gl_debug) {
786 if (
state->gl_profile_mask) {
796 Uint32 Rmask, Gmask, Bmask, Amask;
797 #if SDL_VIDEO_DRIVER_WINDOWS
798 int adapterIndex = 0;
802 SDL_Log(
"Number of displays: %d\n",
n);
803 for (
i = 0;
i <
n; ++
i) {
814 SDL_Log(
"Bounds: %dx%d at %d,%d\n", bounds.
w, bounds.
h, bounds.
x, bounds.
y);
815 SDL_Log(
"Usable bounds: %dx%d at %d,%d\n", usablebounds.
w, usablebounds.
h, usablebounds.
x, usablebounds.
y);
816 SDL_Log(
"DPI: %fx%f\n", hdpi, vdpi);
821 SDL_Log(
" Current mode: %dx%d@%dHz, %d bits-per-pixel (%s)\n",
824 if (Rmask || Gmask || Bmask) {
825 SDL_Log(
" Red Mask = 0x%.8x\n", Rmask);
826 SDL_Log(
" Green Mask = 0x%.8x\n", Gmask);
827 SDL_Log(
" Blue Mask = 0x%.8x\n", Bmask);
829 SDL_Log(
" Alpha Mask = 0x%.8x\n", Amask);
835 SDL_Log(
"No available fullscreen video modes\n");
837 SDL_Log(
" Fullscreen video modes:\n");
838 for (
j = 0;
j <
m; ++
j) {
841 &Gmask, &Bmask, &Amask);
842 SDL_Log(
" Mode %d: %dx%d@%dHz, %d bits-per-pixel (%s)\n",
845 if (Rmask || Gmask || Bmask) {
846 SDL_Log(
" Red Mask = 0x%.8x\n",
848 SDL_Log(
" Green Mask = 0x%.8x\n",
850 SDL_Log(
" Blue Mask = 0x%.8x\n",
853 SDL_Log(
" Alpha Mask = 0x%.8x\n",
859 #if SDL_VIDEO_DRIVER_WINDOWS
862 SDL_Log(
"D3D9 Adapter Index: %d", adapterIndex);
866 SDL_Log(
"DXGI Adapter Index: %d Output Index: %d", adapterIndex, outputIndex);
876 SDL_Log(
"No built-in render drivers\n");
878 SDL_Log(
"Built-in render drivers:\n");
879 for (
i = 0;
i <
n; ++
i) {
887 switch (
state->depth) {
908 sizeof(*
state->windows));
911 sizeof(*
state->renderers));
914 sizeof(*
state->targets));
919 for (
i = 0;
i <
state->num_windows; ++
i) {
922 if (
state->num_windows > 1) {
924 state->window_title,
i + 1);
931 state->window_flags);
933 SDL_Log(
"Couldn't create window: %s\n",
937 if (
state->window_minW ||
state->window_minH) {
940 if (
state->window_maxW ||
state->window_maxH) {
946 printf(
"Window requested size %dx%d, got %dx%d\n",
state->window_w,
state->window_h,
w,
h);
951 SDL_Log(
"Can't set up fullscreen display mode: %s\n",
962 if (
state->window_icon) {
972 if (!
state->skip_renderer
973 && (
state->renderdriver
976 if (
state->renderdriver) {
979 for (
j = 0;
j <
n; ++
j) {
988 SDL_Log(
"Couldn't find render driver named %s",
989 state->renderdriver);
995 if (!
state->renderers[
i]) {
996 SDL_Log(
"Couldn't create renderer: %s\n",
1002 }
else if (
state->scale) {
1008 SDL_Log(
"Current renderer:\n");
1020 SDL_Log(
"No built-in audio drivers\n");
1023 for (
i = 0;
i <
n; ++
i) {
1033 SDL_Log(
"Couldn't initialize audio driver: %s\n",
1054 switch (orientation)
1056 #define CASE(X) case SDL_ORIENTATION_##X: return #X
1059 CASE(LANDSCAPE_FLIPPED);
1061 CASE(PORTRAIT_FLIPPED);
1063 default:
return "???";
1072 #define AXIS_CASE(ax) case SDL_CONTROLLER_AXIS_##ax: return #ax
1081 default:
return "???";
1090 #define BUTTON_CASE(btn) case SDL_CONTROLLER_BUTTON_##btn: return #btn
1108 default:
return "???";
1120 switch (
event->type) {
1122 switch (
event->display.event) {
1127 SDL_Log(
"SDL EVENT: Display %d got unknown event 0x%4.4x",
1128 event->display.display,
event->display.event);
1133 switch (
event->window.event) {
1135 SDL_Log(
"SDL EVENT: Window %d shown",
event->window.windowID);
1138 SDL_Log(
"SDL EVENT: Window %d hidden",
event->window.windowID);
1141 SDL_Log(
"SDL EVENT: Window %d exposed",
event->window.windowID);
1144 SDL_Log(
"SDL EVENT: Window %d moved to %d,%d",
1146 event->window.data2);
1149 SDL_Log(
"SDL EVENT: Window %d resized to %dx%d",
1151 event->window.data2);
1154 SDL_Log(
"SDL EVENT: Window %d changed size to %dx%d",
1156 event->window.data2);
1159 SDL_Log(
"SDL EVENT: Window %d minimized",
event->window.windowID);
1162 SDL_Log(
"SDL EVENT: Window %d maximized",
event->window.windowID);
1165 SDL_Log(
"SDL EVENT: Window %d restored",
event->window.windowID);
1168 SDL_Log(
"SDL EVENT: Mouse entered window %d",
1169 event->window.windowID);
1172 SDL_Log(
"SDL EVENT: Mouse left window %d",
event->window.windowID);
1175 SDL_Log(
"SDL EVENT: Window %d gained keyboard focus",
1176 event->window.windowID);
1179 SDL_Log(
"SDL EVENT: Window %d lost keyboard focus",
1180 event->window.windowID);
1183 SDL_Log(
"SDL EVENT: Window %d closed",
event->window.windowID);
1186 SDL_Log(
"SDL EVENT: Window %d take focus",
event->window.windowID);
1189 SDL_Log(
"SDL EVENT: Window %d hit test",
event->window.windowID);
1192 SDL_Log(
"SDL EVENT: Window %d got unknown event 0x%4.4x",
1193 event->window.windowID,
event->window.event);
1198 SDL_Log(
"SDL EVENT: Keyboard: key pressed in window %d: scancode 0x%08X = %s, keycode 0x%08X = %s",
1199 event->key.windowID,
1200 event->key.keysym.scancode,
1205 SDL_Log(
"SDL EVENT: Keyboard: key released in window %d: scancode 0x%08X = %s, keycode 0x%08X = %s",
1206 event->key.windowID,
1207 event->key.keysym.scancode,
1212 SDL_Log(
"SDL EVENT: Keyboard: text editing \"%s\" in window %d",
1216 SDL_Log(
"SDL EVENT: Keyboard: text input \"%s\" in window %d",
1220 SDL_Log(
"SDL EVENT: Keymap changed");
1223 SDL_Log(
"SDL EVENT: Mouse: moved to %d,%d (%d,%d) in window %d",
1226 event->motion.windowID);
1229 SDL_Log(
"SDL EVENT: Mouse: button %d pressed at %d,%d with click count %d in window %d",
1231 event->button.windowID);
1234 SDL_Log(
"SDL EVENT: Mouse: button %d released at %d,%d with click count %d in window %d",
1236 event->button.windowID);
1239 SDL_Log(
"SDL EVENT: Mouse: wheel scrolled %d in x and %d in y (reversed: %d) in window %d",
1243 SDL_Log(
"SDL EVENT: Joystick index %d attached",
1244 event->jdevice.which);
1247 SDL_Log(
"SDL EVENT: Joystick %d removed",
1248 event->jdevice.which);
1251 SDL_Log(
"SDL EVENT: Joystick %d: ball %d moved by %d,%d",
1257 const char *position =
"UNKNOWN";
1258 switch (
event->jhat.value) {
1260 position =
"CENTER";
1266 position =
"RIGHTUP";
1272 position =
"RIGHTDOWN";
1278 position =
"LEFTDOWN";
1284 position =
"LEFTUP";
1287 SDL_Log(
"SDL EVENT: Joystick %d: hat %d moved to %s",
event->jhat.which,
1288 event->jhat.hat, position);
1292 SDL_Log(
"SDL EVENT: Joystick %d: button %d pressed",
1293 event->jbutton.which,
event->jbutton.button);
1296 SDL_Log(
"SDL EVENT: Joystick %d: button %d released",
1297 event->jbutton.which,
event->jbutton.button);
1300 SDL_Log(
"SDL EVENT: Controller index %d attached",
1301 event->cdevice.which);
1304 SDL_Log(
"SDL EVENT: Controller %d removed",
1305 event->cdevice.which);
1308 SDL_Log(
"SDL EVENT: Controller %d axis %d ('%s') value: %d",
1312 event->caxis.value);
1315 SDL_Log(
"SDL EVENT: Controller %d button %d ('%s') down",
1320 SDL_Log(
"SDL EVENT: Controller %d button %d ('%s') up",
1325 SDL_Log(
"SDL EVENT: Clipboard updated");
1329 SDL_Log(
"SDL EVENT: Finger: motion touch=%ld, finger=%ld, x=%f, y=%f, dx=%f, dy=%f, pressure=%f",
1330 (
long)
event->tfinger.touchId,
1331 (
long)
event->tfinger.fingerId,
1337 SDL_Log(
"SDL EVENT: Finger: %s touch=%ld, finger=%ld, x=%f, y=%f, dx=%f, dy=%f, pressure=%f",
1339 (
long)
event->tfinger.touchId,
1340 (
long)
event->tfinger.fingerId,
1345 SDL_Log(
"SDL_EVENT: Dollar gesture detect: %ld", (
long)
event->dgesture.gestureId);
1348 SDL_Log(
"SDL_EVENT: Dollar gesture record: %ld", (
long)
event->dgesture.gestureId);
1351 SDL_Log(
"SDL_EVENT: Multi gesture fingers: %d",
event->mgesture.numFingers);
1355 SDL_Log(
"SDL EVENT: render device reset");
1358 SDL_Log(
"SDL EVENT: render targets reset");
1362 SDL_Log(
"SDL EVENT: App terminating");
1365 SDL_Log(
"SDL EVENT: App running low on memory");
1368 SDL_Log(
"SDL EVENT: App will enter the background");
1371 SDL_Log(
"SDL EVENT: App entered the background");
1374 SDL_Log(
"SDL EVENT: App will enter the foreground");
1377 SDL_Log(
"SDL EVENT: App entered the foreground");
1380 SDL_Log(
"SDL EVENT: Drag and drop beginning");
1383 SDL_Log(
"SDL EVENT: Drag and drop file: '%s'",
event->drop.file);
1386 SDL_Log(
"SDL EVENT: Drag and drop text: '%s'",
event->drop.file);
1389 SDL_Log(
"SDL EVENT: Drag and drop ending");
1392 SDL_Log(
"SDL EVENT: Quit requested");
1416 0x00FF0000, 0x0000FF00, 0x000000FF,
1418 0x000000FF, 0x0000FF00, 0x00FF0000,
1472 switch (
event->type) {
1474 switch (
event->window.event) {
1479 for (
i = 0;
i <
state->num_windows; ++
i) {
1485 if (
state->renderers[
i]) {
1504 switch (
event->key.keysym.sym) {
1509 for (
i = 0;
i <
state->num_windows; ++
i) {
1550 if (currentIndex >= 0 && numDisplays >= 1) {
1553 dest = (currentIndex + numDisplays - 1) % numDisplays;
1555 dest = (currentIndex + numDisplays + 1) % numDisplays;
1557 SDL_Log(
"Centering on display %d\n", dest);
1568 const int delta = 100;
1577 SDL_Log(
"Setting position to (%d, %d)\n",
x,
y);
1604 printf(
"Copied text to clipboard\n");
1608 for (
i = 0;
i <
state->num_windows; ++
i) {
1610 if (
state->renderers[
i]) {
1631 SDL_Log(
"%sapturing mouse %s!\n", shouldCapture ?
"C" :
"Unc", (rc == 0) ?
"succeeded" :
"failed");
1640 printf(
"Clipboard: %s\n",
text);
1642 printf(
"Clipboard is empty\n");
1697 }
else if (withAlt) {
1708 }
else if (withShift) {
1738 SDL_Log(
"ABSOLUTE MOUSE: (%d, %d)%s%s%s%s%s\n",
x,
y,
1783 lastEvent =
event->motion;
1799 if (
state->targets) {
1800 for (
i = 0;
i <
state->num_windows; ++
i) {
1807 if (
state->renderers) {
1808 for (
i = 0;
i <
state->num_windows; ++
i) {
1809 if (
state->renderers[
i]) {
@ SDL_WINDOW_MOUSE_CAPTURE
@ SDL_PIXELFORMAT_ARGB8888
#define SDL_GetWindowDisplayIndex
GLint GLint GLsizei GLsizei GLsizei GLint GLenum format
@ SDL_CONTROLLERDEVICEREMOVED
#define SDL_SetClipboardText
#define SDL_GetPixelFormatName
@ SDL_WINDOW_ALLOW_HIGHDPI
SDL_bool SDL_DXGIGetOutputInfo(int displayIndex, int *adapterIndex, int *outputIndex)
Returns the DXGI Adapter and Output indices for the specified display index.
#define SDL_SetWindowMinimumSize
@ SDL_GL_MULTISAMPLESAMPLES
Mouse motion event structure (event.motion.*)
@ SDL_APP_DIDENTERBACKGROUND
@ SDL_APP_DIDENTERFOREGROUND
A collection of pixels used in software blitting.
@ SDL_PIXELFORMAT_ARGB4444
@ SDL_PIXELFORMAT_INDEX4MSB
void SDLTest_LogAllocations()
Print a log of any outstanding allocations.
@ SDL_DISPLAYEVENT_ORIENTATION
#define SDL_WINDOWPOS_CENTERED
#define SDL_PRINTF_FORMAT_STRING
@ SDL_PIXELFORMAT_BGRA8888
#define SDL_GetNumVideoDrivers
#define SDL_SetWindowSize
#define SDL_RenderGetClipRect
@ SDL_PIXELFORMAT_INDEX1LSB
GLboolean GLboolean GLboolean b
GLuint GLsizei const GLchar * message
@ SDL_WINDOWEVENT_FOCUS_LOST
#define SDL_GetNumRenderDrivers
#define SDL_GetDisplayMode
#define SDL_SetWindowDisplayMode
#define SDL_GetDisplayName
@ SDL_CONTROLLERBUTTONDOWN
static void SDL_snprintfcat(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt,...)
#define SDL_SetWindowFullscreen
GLuint GLuint GLsizei count
#define SDL_GetWindowFlags
static void SDLTest_ScreenShot(SDL_Renderer *renderer)
@ SDL_WINDOWEVENT_RESIZED
#define SDL_BUTTON_X2MASK
@ SDL_WINDOW_FULLSCREEN_DESKTOP
#define SDL_WINDOWPOS_UNDEFINED
@ SDL_GL_RETAINED_BACKING
#define SDL_GetDesktopDisplayMode
@ SDL_GL_CONTEXT_PROFILE_MASK
SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
Returns true if the rectangle has no area.
@ SDL_LOG_CATEGORY_SYSTEM
@ SDL_HITTEST_RESIZE_TOPLEFT
#define SDL_WINDOWPOS_ISCENTERED(X)
@ SDL_PIXELFORMAT_INDEX4LSB
int SDLTest_CommonArg(SDLTest_CommonState *state, int index)
Process one common argument.
#define SDL_GetDisplayUsableBounds
GLfloat GLfloat GLfloat GLfloat h
GLuint GLsizei GLsizei * length
@ SDL_CONTROLLERDEVICEADDED
#define SDL_SetWindowIcon
#define SDL_GetNumVideoDisplays
static void SDLTest_PrintRendererFlag(char *text, size_t maxlen, Uint32 flag)
Information on the capabilities of a render driver or context.
@ SDL_APP_WILLENTERFOREGROUND
@ SDL_CONTROLLERAXISMOTION
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
@ SDL_RENDER_TARGETS_RESET
#define SDL_SetRelativeMouseMode
The type used to identify a window.
#define SDL_GetRenderDriverInfo
The structure that defines a display mode.
#define SDL_GetKeyboardFocus
static const char * ControllerButtonName(const SDL_GameControllerButton button)
static SDL_Surface * SDLTest_LoadIcon(const char *file)
#define SDL_GetWindowSize
#define SDL_MinimizeWindow
static void SDLTest_PrintPixelFormat(char *text, size_t maxlen, Uint32 format)
@ SDL_GL_CONTEXT_DEBUG_FLAG
@ SDL_HITTEST_RESIZE_BOTTOMRIGHT
#define SDL_ShowSimpleMessageBox
int SDLTest_TrackAllocations()
Start tracking SDL memory allocations.
@ SDL_HITTEST_RESIZE_TOPRIGHT
#define SDL_SetWindowGrab
SDL_HitTestResult
Possible return values from the SDL_HitTest callback.
GLint GLint GLint GLint GLint x
EGLSurface EGLNativeWindowType * window
#define SDL_GL_SetAttribute
#define SDL_GetRelativeMouseMode
@ SDL_HITTEST_RESIZE_BOTTOM
#define SDL_RenderGetViewport
static void SDLTest_PrintRenderer(SDL_RendererInfo *info)
#define SDL_GetClipboardText
#define DEFAULT_WINDOW_HEIGHT
@ SDL_RENDERER_PRESENTVSYNC
#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X)
int SDL_Direct3D9GetAdapterIndex(int displayIndex)
Returns the D3D9 adapter index that matches the specified display index.
#define DEFAULT_WINDOW_WIDTH
@ SDL_HITTEST_RESIZE_LEFT
@ SDL_GL_ACCELERATED_VISUAL
@ SDL_WINDOWEVENT_EXPOSED
#define SDL_PixelFormatEnumToMasks
#define SDL_GetWindowFromID
#define SDL_GetWindowPosition
@ SDL_WINDOWEVENT_HIT_TEST
static char text[MAX_TEXT_LENGTH]
@ SDL_WINDOW_INPUT_GRABBED
@ SDL_APP_WILLENTERBACKGROUND
@ SDL_WINDOWEVENT_SIZE_CHANGED
@ SDL_GL_ACCUM_ALPHA_SIZE
@ SDL_PIXELFORMAT_UNKNOWN
#define SDL_RenderSetLogicalSize
#define SDL_GetDisplayBounds
#define SDL_LoadBMP(file)
@ SDL_PIXELFORMAT_RGBA8888
#define SDL_RestoreWindow
static SDL_HitTestResult SDLTest_ExampleHitTestCallback(SDL_Window *win, const SDL_Point *area, void *data)
#define SDL_BUTTON_X1MASK
#define SDL_SetWindowOpacity
@ SDL_WINDOWEVENT_MINIMIZED
#define SDL_WINDOWPOS_CENTERED_DISPLAY(X)
@ SDL_WINDOWEVENT_TAKE_FOCUS
#define SDL_GetAudioDriver
const char * SDLTest_CommonUsage(SDLTest_CommonState *state)
Returns common usage information.
#define SDL_OutOfMemory()
#define SDL_GetCurrentAudioDriver
@ SDL_MESSAGEBOX_INFORMATION
#define SDL_GetWindowOpacity
void SDLTest_CommonEvent(SDLTest_CommonState *state, SDL_Event *event, int *done)
Common event handler for test windows.
GLint GLint GLint GLint GLint GLint y
@ SDL_LOG_CATEGORY_RENDER
#define SDL_GetVideoDriver
#define SDL_RenderSetScale
#define SDL_CreateRGBSurface
@ SDL_HITTEST_RESIZE_RIGHT
#define SDL_arraysize(array)
@ SDL_PIXELFORMAT_ABGR4444
#define SDL_DestroyTexture
@ SDL_PIXELFORMAT_INDEX1MSB
#define SDL_GetScancodeName
static SDL_Renderer * renderer
#define SDL_GetWindowGrab
SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char const char SDL_SCANF_FORMAT_STRING const char return SDL_ThreadFunction const char void return Uint32 return Uint32 SDL_AssertionHandler void SDL_SpinLock SDL_atomic_t int int return SDL_atomic_t return void void void return void return int return SDL_AudioSpec SDL_AudioSpec return int int return return int SDL_RWops int SDL_AudioSpec Uint8 Uint32 return SDL_AudioCVT SDL_AudioFormat Uint8 int SDL_AudioFormat Uint8 int return Uint8 const Uint8 Uint32 int const char return return return return return return return return Uint32 return Uint32 SDL_Event return SDL_Event int return SDL_EventFilter void SDL_EventFilter void SDL_EventFilter void int return const char const char return SDL_JoystickGUID return int return int return SDL_GameController return int return const char return SDL_GameController SDL_GameControllerAxis return const char return SDL_GameController SDL_GameControllerButton return SDL_GameController SDL_RWops return SDL_TouchID SDL_RWops return int return int return return SDL_Joystick return SDL_Haptic SDL_Haptic return SDL_Haptic return SDL_Haptic SDL_HapticEffect return SDL_Haptic int Uint32 return SDL_Haptic int SDL_Haptic int return SDL_Haptic return SDL_Haptic return SDL_Haptic return SDL_Haptic return const char const char return const char SDL_HintCallback void int return SDL_Joystick return SDL_Joystick return const char return SDL_Joystick return SDL_Joystick return SDL_Joystick return int return SDL_Joystick int return SDL_Joystick int return return return SDL_Scancode return SDL_Scancode return SDL_Keycode return return const char return void int SDL_LogPriority SDL_LogOutputFunction void Uint32 const char const char SDL_Window return int int return SDL_Window int int return SDL_Surface int int return SDL_Cursor return int return SDL_mutex return SDL_mutex return Uint32 return SDL_sem return SDL_sem Uint32 return SDL_sem return SDL_cond SDL_cond return SDL_cond SDL_mutex Uint32 return Uint32 int Uint32 Uint32 Uint32 Uint32 return Uint32 return int return SDL_Palette const SDL_Color int int return const SDL_PixelFormat Uint8 Uint8 Uint8 return Uint32 const SDL_PixelFormat Uint8 Uint8 Uint8 float Uint16 int int return const SDL_Rect const SDL_Rect SDL_Rect return const SDL_Point int const SDL_Rect SDL_Rect return return int int Uint32 SDL_Window SDL_Renderer return SDL_Surface return SDL_Renderer SDL_RendererInfo return SDL_Renderer Uint32 int int int return SDL_Texture Uint32 int int int return SDL_Texture Uint8 Uint8 Uint8 return SDL_Texture Uint8 return SDL_Texture SDL_BlendMode return SDL_Texture const SDL_Rect const Uint8 int const Uint8 int const Uint8 int return SDL_Texture SDL_Renderer SDL_Texture return SDL_Renderer int int return SDL_Renderer const SDL_Rect return SDL_Renderer const SDL_Rect return SDL_Renderer float float return SDL_Renderer Uint8 Uint8 Uint8 Uint8 return SDL_Renderer SDL_BlendMode return SDL_Renderer return SDL_Renderer const SDL_Point int return SDL_Renderer const SDL_Point int return SDL_Renderer const SDL_Rect int return SDL_Renderer const SDL_Rect int return SDL_Renderer SDL_Texture const SDL_Rect const SDL_Rect const double const SDL_Point const SDL_RendererFlip return SDL_Renderer SDL_Renderer SDL_Texture return void int return return SDL_RWops return SDL_RWops return SDL_RWops return SDL_RWops return SDL_RWops Uint16 return SDL_RWops Uint32 return SDL_RWops Uint64 return const char unsigned int unsigned int unsigned int unsigned int Uint32 return SDL_Window SDL_Surface SDL_WindowShapeMode return size_t return void size_t return const char return void size_t size_t int(*) int return int return int size_t return size_t return const wchar_t return const wchar_t size_t retur SDL_OUT_Z_CAP)(c) char *a
#define SDL_GetCurrentVideoDriver
#define SDL_SetWindowHitTest
The structure that defines a point.
#define SDL_LogSetPriority
#define SDL_SetWindowBordered
@ SDL_RENDERER_TARGETTEXTURE
@ SDL_GL_CONTEXT_MINOR_VERSION
SDLTest_CommonState * SDLTest_CommonCreateState(char **argv, Uint32 flags)
Parse command line parameters and create common state.
A rectangle, with the origin at the upper left.
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int int in j)
@ SDL_GL_MULTISAMPLEBUFFERS
@ SDL_RENDER_DEVICE_RESET
@ SDL_LOG_PRIORITY_VERBOSE
#define SDL_MaximizeWindow
#define SDL_GetGlobalMouseState
static void SDLTest_PrintEvent(SDL_Event *event)
#define SDL_GetDisplayDPI
@ SDL_PIXELFORMAT_ARGB2101010
@ SDL_WINDOWEVENT_RESTORED
#define SDL_LogSetAllPriority
@ SDL_PIXELFORMAT_ABGR8888
@ SDL_RENDERER_ACCELERATED
Uint32 texture_formats[16]
#define SDL_CreateRenderer
#define SDL_RenderSetClipRect
@ SDL_WINDOWEVENT_FOCUS_GAINED
#define SDL_DestroyRenderer
#define SDL_SaveBMP(surface, file)
SDL_bool SDLTest_CommonInit(SDLTest_CommonState *state)
Open test window.
#define SDL_GetNumDisplayModes
#define SDL_SetWindowPosition
static const char * DisplayOrientationName(int orientation)
@ SDL_PIXELFORMAT_ABGR1555
static void FullscreenTo(int index, int windowId)
#define SDL_RenderReadPixels
#define SDL_HAT_RIGHTDOWN
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
static const char * ControllerAxisName(const SDL_GameControllerAxis axis)
#define SDL_SetWindowMaximumSize
#define SDL_DestroyWindow
void SDLTest_CommonQuit(SDLTest_CommonState *state)
Close test window.
#define SDL_WINDOWPOS_ISUNDEFINED(X)
@ SDL_HITTEST_RESIZE_BOTTOMLEFT
#define SDL_GetNumAudioDrivers
@ SDL_WINDOWEVENT_MAXIMIZED
Uint32 num_texture_formats
@ SDL_GL_CONTEXT_MAJOR_VERSION
@ SDL_PIXELFORMAT_ARGB1555
GLubyte GLubyte GLubyte GLubyte w
@ SDL_GL_ACCUM_GREEN_SIZE
#define SDL_GetRendererInfo