3 Library functions
79,992 pages in section 3.
sd
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SDL_Determines if a sample count for a texture format is supported.GPUTexture Supports Sample Count -
SDL_Wrapper around Clang thread safety analysis annotations.GUARDED_ BY -
SDL_Get an ASCII string representation for a given SDL_GUID .GUIDTo String -
SDL_Device can set autocenter.HAPTIC_ AUTOCENTER -
SDL_Uses cartesian coordinates for the direction.HAPTIC_ CARTESIAN -
SDL_Constant effect supported.HAPTIC_ CONSTANT -
SDL_Custom effect is supported.HAPTIC_ CUSTOM -
SDL_Damper effect supported - uses axes velocity.HAPTIC_ DAMPER -
SDL_Friction effect supported - uses axes movement.HAPTIC_ FRICTION -
SDL_Device can set global gain.HAPTIC_ GAIN -
SDL_Inertia effect supported - uses axes acceleration.HAPTIC_ INERTIA -
SDL_Used to play a device an infinite number of times.HAPTIC_ INFINITY -
SDL_Left/Right effect supported.HAPTIC_ LEFTRIGHT -
SDL_Device can be paused.HAPTIC_ PAUSE -
SDL_Uses polar coordinates for the direction.HAPTIC_ POLAR -
SDL_Ramp effect supported.HAPTIC_ RAMP -
SDL_Reserved for future use.HAPTIC_ RESERVED1 -
SDL_Reserved for future use.HAPTIC_ RESERVED2 -
SDL_Reserved for future use.HAPTIC_ RESERVED3 -
SDL_Sawtoothdown wave effect supported.HAPTIC_ SAWTOOTHDOWN -
SDL_Sawtoothup wave effect supported.HAPTIC_ SAWTOOTHUP -
SDL_Sine wave effect supported.HAPTIC_ SINE -
SDL_Uses spherical coordinates for the direction.HAPTIC_ SPHERICAL -
SDL_Spring effect supported - uses axes position.HAPTIC_ SPRING -
SDL_Square wave effect supported.HAPTIC_ SQUARE -
SDL_Device can be queried for effect status.HAPTIC_ STATUS -
SDL_Use this value to play an effect on the steering wheel axis.HAPTIC_ STEERING_ AXIS -
SDL_Triangle wave effect supported.HAPTIC_ TRIANGLE -
SDL_Check to see if an effect is supported by a haptic device.Haptic Effect Supported -
SDL_Check whether rumble is supported on a haptic device.Haptic Rumble Supported -
SDL_Check if the compiler supports a given builtin functionality.HAS_ BUILTIN -
SDL_Determine whether the CPU has AltiVec features.Has Alti Vec -
SDL_Determine whether the CPU has ARM SIMD (ARMv6) features.Has ARMSIMD -
SDL_Determine whether the CPU has AVX features.Has AVX -
SDL_Determine whether the CPU has AVX2 features.Has AVX2 -
SDL_Determine whether the CPU has AVX-512F (foundation) features.Has AVX512F -
SDL_Query whether there is data in the clipboard for the provided mime type.Has Clipboard Data -
SDL_Query whether the clipboard exists and contains a non-empty text string.Has Clipboard Text -
SDL_Check for the existence of a certain event type in the event queue.Has Event -
SDL_Check for the existence of certain event types in the event queue.Has Events -
SDL_Determine if a unsigned 32-bit value has exactly one bit set.Has Exactly One Bit Set32 -
SDL_Return whether a gamepad is currently connected.Has Gamepad -
SDL_Return whether a joystick is currently connected.Has Joystick -
SDL_Return whether a keyboard is currently connected.Has Keyboard -
SDL_Determine whether the CPU has LASX (LOONGARCH SIMD) features.Has LASX -
SDL_Determine whether the CPU has LSX (LOONGARCH SIMD) features.Has LSX -
SDL_Determine whether the CPU has MMX features.Has MMX -
SDL_Return whether a mouse is currently connected.Has Mouse -
SDL_Determine whether the CPU has NEON (ARM SIMD) features.Has NEON -
SDL_Query whether the primary selection exists and contains a non-empty text string.Has Primary Selection Text -
SDL_Return whether a property exists in a group of properties.Has Property -
SDL_Determine whether two rectangles intersect.Has Rect Intersection -
SDL_Determine whether two rectangles intersect with float precision.Has Rect Intersection Float -
SDL_Check whether the platform has screen keyboard support.Has Screen Keyboard Support -
SDL_Determine whether the CPU has SSE features.Has SSE -
SDL_Determine whether the CPU has SSE2 features.Has SSE2 -
SDL_Determine whether the CPU has SSE3 features.Has SSE3 -
SDL_Determine whether the CPU has SSE4.1 features.Has SSE41 -
SDL_Determine whether the CPU has SSE4.2 features.Has SSE42 -
SDL_Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers.hid_ ble_ scan -
SDL_Close a HID device.hid_ close -
SDL_Check to see if devices may have been added or removed.hid_ device_ change_ count -
SDL_Enumerate the HID Devices.hid_ enumerate -
SDL_Finalize the HIDAPI library.hid_ exit -
SDL_Free an enumeration linked list.hid_ free_ enumeration -
SDL_Get the device info from a HID device.hid_ get_ device_ info -
SDL_Get a feature report from a HID device.hid_ get_ feature_ report -
SDL_Get a string from a HID device, based on its string index.hid_ get_ indexed_ string -
SDL_Get an input report from a HID device.hid_ get_ input_ report -
SDL_Get The Manufacturer String from a HID device.hid_ get_ manufacturer_ string -
SDL_Get The Product String from a HID device.hid_ get_ product_ string -
SDL_Get a report descriptor from a HID device.hid_ get_ report_ descriptor -
SDL_Get The Serial Number String from a HID device.hid_ get_ serial_ number_ string -
SDL_Initialize the HIDAPI library.hid_ init -
SDL_Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally a serial number.hid_ open -
SDL_Open a HID device by its path name.hid_ open_ path -
SDL_Read an Input report from a HID device.hid_ read -
SDL_Read an Input report from a HID device with timeout.hid_ read_ timeout -
SDL_Send a Feature report to the device.hid_ send_ feature_ report -
SDL_Set the device handle to be non-blocking.hid_ set_ nonblocking -
SDL_Write an Output report to a HID device.hid_ write -
SDL_Hide the cursor.Hide Cursor -
SDL_Hide a window.Hide Window -
SDL_Specify the behavior of Alt+Tab while the keyboard is grabbed.HINT_ ALLOW_ ALT_ TAB_ WHILE_ GRABBED -
SDL_A variable to control whether the SDL activity is allowed to be re-created.HINT_ ANDROID_ ALLOW_ RECREATE_ ACTIVITY -
SDL_A variable to control whether the event loop will block itself when the app is paused.HINT_ ANDROID_ BLOCK_ ON_ PAUSE -
SDL_A variable to control whether low latency audio should be enabled.HINT_ ANDROID_ LOW_ LATENCY_ AUDIO -
SDL_A variable to control whether we trap the Android back button to handle it manually.HINT_ ANDROID_ TRAP_ BACK_ BUTTON -
SDL_A variable setting the app ID string.HINT_ APP_ ID -
SDL_A variable setting the application name.HINT_ APP_ NAME -
SDL_A variable controlling whether controllers used with the Apple TV generate UI events.HINT_ APPLE_ TV_ CONTROLLER_ UI_ EVENTS -
SDL_A variable controlling whether the Apple TV remote's joystick axes will automatically match the rotation of the remote.HINT_ APPLE_ TV_ REMOTE_ ALLOW_ ROTATION -
SDL_A variable controlling response to SDL_assert failures.HINT_ ASSERT -
SDL_Specify the default ALSA audio device name.HINT_ AUDIO_ ALSA_ DEFAULT_ DEVICE -
SDL_Specify the default ALSA audio playback device name.HINT_ AUDIO_ ALSA_ DEFAULT_ PLAYBACK_ DEVICE -
SDL_Specify the default ALSA audio recording device name.HINT_ AUDIO_ ALSA_ DEFAULT_ RECORDING_ DEVICE -
SDL_A variable controlling the audio category on iOS and macOS.HINT_ AUDIO_ CATEGORY -
SDL_A variable controlling the default audio channel count.HINT_ AUDIO_ CHANNELS -
SDL_Specify an application icon name for an audio device.HINT_ AUDIO_ DEVICE_ APP_ ICON_ NAME -
SDL_A variable controlling device buffer size.HINT_ AUDIO_ DEVICE_ SAMPLE_ FRAMES -
SDL_Specify an audio stream name for an audio device.HINT_ AUDIO_ DEVICE_ STREAM_ NAME -
SDL_Specify an application role for an audio device.HINT_ AUDIO_ DEVICE_ STREAM_ ROLE -
SDL_Specify the input file when recording audio using the disk audio driver.HINT_ AUDIO_ DISK_ INPUT_ FILE -
SDL_Specify the output file when playing audio using the disk audio driver.HINT_ AUDIO_ DISK_ OUTPUT_ FILE -
SDL_A variable controlling the audio rate when using the disk audio driver.HINT_ AUDIO_ DISK_ TIMESCALE -
SDL_A variable that specifies an audio backend to use.HINT_ AUDIO_ DRIVER -
SDL_A variable controlling the audio rate when using the dummy audio driver.HINT_ AUDIO_ DUMMY_ TIMESCALE -
SDL_A variable controlling the default audio format.HINT_ AUDIO_ FORMAT -
SDL_A variable controlling the default audio frequency.HINT_ AUDIO_ FREQUENCY -
SDL_A variable that causes SDL to not ignore audio "monitors".HINT_ AUDIO_ INCLUDE_ MONITORS -
SDL_A variable controlling whether SDL updates joystick state when getting input events.HINT_ AUTO_ UPDATE_ JOYSTICKS -
SDL_A variable controlling whether SDL updates sensor state when getting input events.HINT_ AUTO_ UPDATE_ SENSORS -
SDL_Prevent SDL from using version 4 of the bitmap header when saving BMPs.HINT_ BMP_ SAVE_ LEGACY_ FORMAT -
SDL_A variable that decides what camera backend to use.HINT_ CAMERA_ DRIVER -
SDL_A variable that limits what CPU features are available.HINT_ CPU_ FEATURE_ MASK -
SDL_Override for SDL_GetDisplayUsableBounds ().HINT_ DISPLAY_ USABLE_ BOUNDS -
SDL_Specify the EGL library to load.HINT_ EGL_ LIBRARY -
SDL_Disable giving back control to the browser automatically when running with asyncify.HINT_ EMSCRIPTEN_ ASYNCIFY -
SDL_Specify the CSS selector used for the "default" window/canvas.HINT_ EMSCRIPTEN_ CANVAS_ SELECTOR -
SDL_Override the binding element for keyboard inputs for Emscripten builds.HINT_ EMSCRIPTEN_ KEYBOARD_ ELEMENT -
SDL_A variable that controls whether the on-screen keyboard should be shown when text input is active.HINT_ ENABLE_ SCREEN_ KEYBOARD -
SDL_A variable containing a list of evdev devices to use if udev is not available.HINT_ EVDEV_ DEVICES -
SDL_A variable controlling verbosity of the logging of SDL events pushed onto the internal queue.HINT_ EVENT_ LOGGING -
SDL_A variable that specifies a dialog backend to use.HINT_ FILE_ DIALOG_ DRIVER -
SDL_A variable controlling whether raising the window should be done more forcefully.HINT_ FORCE_ RAISEWINDOW -
SDL_A variable controlling how 3D acceleration is used to accelerate the SDL screen surface.HINT_ FRAMEBUFFER_ ACCELERATION -
SDL_A variable containing a list of devices to skip when scanning for game controllers.HINT_ GAMECONTROLLER_ IGNORE_ DEVICES -
SDL_If set, all devices will be skipped when scanning for game controllers except for the ones listed in this variable.HINT_ GAMECONTROLLER_ IGNORE_ DEVICES_ EXCEPT -
SDL_A variable that controls whether the device's built-in accelerometer and gyro should be used as sensors for gamepads.HINT_ GAMECONTROLLER_ SENSOR_ FUSION -
SDL_A variable that lets you manually hint extra gamecontroller db entries.HINT_ GAMECONTROLLERCONFIG -
SDL_A variable that lets you provide a file with extra gamecontroller db entries.HINT_ GAMECONTROLLERCONFIG_ FILE -
SDL_A variable that overrides the automatic controller type detection.HINT_ GAMECONTROLLERTYPE -
SDL_This variable sets the default text of the TextInput window on GDK platforms.HINT_ GDK_ TEXTINPUT_ DEFAULT_ TEXT -
SDL_This variable sets the description of the TextInput window on GDK platforms.HINT_ GDK_ TEXTINPUT_ DESCRIPTION -
SDL_This variable sets the maximum input length of the TextInput window on GDK platforms.HINT_ GDK_ TEXTINPUT_ MAX_ LENGTH -
SDL_This variable sets the input scope of the TextInput window on GDK platforms.HINT_ GDK_ TEXTINPUT_ SCOPE -
SDL_This variable sets the title of the TextInput window on GDK platforms.HINT_ GDK_ TEXTINPUT_ TITLE -
SDL_A variable that specifies a GPU backend to use.HINT_ GPU_ DRIVER -
SDL_A variable to control whether SDL_hid_enumerate () enumerates all HID devices or only controllers.HINT_ HIDAPI_ ENUMERATE_ ONLY_ CONTROLLERS -
SDL_A variable containing a list of devices to ignore in SDL_hid_enumerate ().HINT_ HIDAPI_ IGNORE_ DEVICES -
SDL_A variable to control whether HIDAPI uses libusb for device access.HINT_ HIDAPI_ LIBUSB -
SDL_A variable to control whether HIDAPI uses libusb only for whitelisted devices.HINT_ HIDAPI_ LIBUSB_ WHITELIST -
SDL_A variable to control whether HIDAPI uses udev for device detection.HINT_ HIDAPI_ UDEV -
SDL_A variable describing what IME UI elements the application can display.HINT_ IME_ IMPLEMENTED_ UI -
SDL_A variable controlling whether the home indicator bar on iPhone X should be hidden.HINT_ IOS_ HIDE_ HOME_ INDICATOR -
SDL_A variable that lets you enable joystick (and gamecontroller) events even when your app is in the background.HINT_ JOYSTICK_ ALLOW_ BACKGROUND_ EVENTS -
SDL_A variable containing a list of arcade stick style controllers.HINT_ JOYSTICK_ ARCADESTICK_ DEVICES -
SDL_A variable containing a list of devices that are not arcade stick style controllers.HINT_ JOYSTICK_ ARCADESTICK_ DEVICES_ EXCLUDED -
SDL_A variable containing a list of devices that should not be considered joysticks.HINT_ JOYSTICK_ BLACKLIST_ DEVICES -
SDL_A variable containing a list of devices that should be considered joysticks.HINT_ JOYSTICK_ BLACKLIST_ DEVICES_ EXCLUDED -
SDL_A variable containing a comma separated list of devices to open as joysticks.HINT_ JOYSTICK_ DEVICE -
SDL_A variable controlling whether DirectInput should be used for controllers.HINT_ JOYSTICK_ DIRECTINPUT -
SDL_A variable controlling whether enhanced reports should be used for controllers when using the HIDAPI driver.HINT_ JOYSTICK_ ENHANCED_ REPORTS -
SDL_A variable containing a list of flightstick style controllers.HINT_ JOYSTICK_ FLIGHTSTICK_ DEVICES -
SDL_A variable containing a list of devices that are not flightstick style controllers.HINT_ JOYSTICK_ FLIGHTSTICK_ DEVICES_ EXCLUDED -
SDL_A variable containing a list of devices known to have a GameCube form factor.HINT_ JOYSTICK_ GAMECUBE_ DEVICES -
SDL_A variable containing a list of devices known not to have a GameCube form factor.HINT_ JOYSTICK_ GAMECUBE_ DEVICES_ EXCLUDED -
SDL_A variable controlling whether GameInput should be used for controller handling on Windows.HINT_ JOYSTICK_ GAMEINPUT -
SDL_A variable containing a list of devices and their desired number of haptic (force feedback) enabled axis.HINT_ JOYSTICK_ HAPTIC_ AXES -
SDL_A variable controlling whether the HIDAPI joystick drivers should be used.HINT_ JOYSTICK_ HIDAPI -
SDL_A variable controlling whether Nintendo Switch Joy-Con controllers will be combined into a single Pro-like controller when using the HIDAPI driver.HINT_ JOYSTICK_ HIDAPI_ COMBINE_ JOY_ CONS -
SDL_A variable controlling whether the HIDAPI driver for Nintendo GameCube controllers should be used.HINT_ JOYSTICK_ HIDAPI_ GAMECUBE -
SDL_A variable controlling whether rumble is used to implement the GameCube controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2).HINT_ JOYSTICK_ HIDAPI_ GAMECUBE_ RUMBLE_ BRAKE -
SDL_A variable controlling whether the HIDAPI driver for Nintendo Switch Joy-Cons should be used.HINT_ JOYSTICK_ HIDAPI_ JOY_ CONS -
SDL_A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Joy-Con controller is opened.HINT_ JOYSTICK_ HIDAPI_ JOYCON_ HOME_ LED -
SDL_A variable controlling whether the HIDAPI driver for Amazon Luna controllers connected via Bluetooth should be used.HINT_ JOYSTICK_ HIDAPI_ LUNA -
SDL_A variable controlling whether the HIDAPI driver for Nintendo Online classic controllers should be used.HINT_ JOYSTICK_ HIDAPI_ NINTENDO_ CLASSIC -
SDL_A variable controlling whether the HIDAPI driver for PS3 controllers should be used.HINT_ JOYSTICK_ HIDAPI_ PS3 -
SDL_A variable controlling whether the Sony driver (sixaxis.sys) for PS3 controllers (Sixaxis/DualShock 3) should be used.HINT_ JOYSTICK_ HIDAPI_ PS3_ SIXAXIS_ DRIVER -
SDL_A variable controlling whether the HIDAPI driver for PS4 controllers should be used.HINT_ JOYSTICK_ HIDAPI_ PS4 -
SDL_A variable controlling the update rate of the PS4 controller over Bluetooth when using the HIDAPI driver.HINT_ JOYSTICK_ HIDAPI_ PS4_ REPORT_ INTERVAL -
SDL_A variable controlling whether the HIDAPI driver for PS5 controllers should be used.HINT_ JOYSTICK_ HIDAPI_ PS5 -
SDL_A variable controlling whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.HINT_ JOYSTICK_ HIDAPI_ PS5_ PLAYER_ LED -
SDL_A variable controlling whether the HIDAPI driver for NVIDIA SHIELD controllers should be used.HINT_ JOYSTICK_ HIDAPI_ SHIELD -
SDL_A variable controlling whether the HIDAPI driver for Google Stadia controllers should be used.HINT_ JOYSTICK_ HIDAPI_ STADIA -
SDL_A variable controlling whether the HIDAPI driver for Bluetooth Steam Controllers should be used.HINT_ JOYSTICK_ HIDAPI_ STEAM -
SDL_A variable controlling whether the Steam button LED should be turned on when a Steam controller is opened.HINT_ JOYSTICK_ HIDAPI_ STEAM_ HOME_ LED -
SDL_A variable controlling whether the HIDAPI driver for HORI licensed Steam controllers should be used.HINT_ JOYSTICK_ HIDAPI_ STEAM_ HORI -
SDL_A variable controlling whether the HIDAPI driver for the Steam Deck builtin controller should be used.HINT_ JOYSTICK_ HIDAPI_ STEAMDECK -
SDL_A variable controlling whether the HIDAPI driver for Nintendo Switch controllers should be used.HINT_ JOYSTICK_ HIDAPI_ SWITCH -
SDL_A variable controlling whether the Home button LED should be turned on when a Nintendo Switch Pro controller is opened.HINT_ JOYSTICK_ HIDAPI_ SWITCH_ HOME_ LED -
SDL_A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Nintendo Switch controller.HINT_ JOYSTICK_ HIDAPI_ SWITCH_ PLAYER_ LED -
SDL_A variable controlling whether Nintendo Switch Joy-Con controllers will be in vertical mode when using the HIDAPI driver.HINT_ JOYSTICK_ HIDAPI_ VERTICAL_ JOY_ CONS -
SDL_A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U controllers should be used.HINT_ JOYSTICK_ HIDAPI_ WII -
SDL_A variable controlling whether the player LEDs should be lit to indicate which player is associated with a Wii controller.HINT_ JOYSTICK_ HIDAPI_ WII_ PLAYER_ LED -
SDL_A variable controlling whether the HIDAPI driver for XBox controllers should be used.HINT_ JOYSTICK_ HIDAPI_ XBOX -
SDL_A variable controlling whether the HIDAPI driver for XBox 360 controllers should be used.HINT_ JOYSTICK_ HIDAPI_ XBOX_ 360 -
SDL_A variable controlling whether the player LEDs should be lit to indicate which player is associated with an Xbox 360 controller.HINT_ JOYSTICK_ HIDAPI_ XBOX_ 360_ PLAYER_ LED -
SDL_A variable controlling whether the HIDAPI driver for XBox 360 wireless controllers should be used.HINT_ JOYSTICK_ HIDAPI_ XBOX_ 360_ WIRELESS -
SDL_A variable controlling whether the HIDAPI driver for XBox One controllers should be used.HINT_ JOYSTICK_ HIDAPI_ XBOX_ ONE -
SDL_A variable controlling whether the Home button LED should be turned on when an Xbox One controller is opened.HINT_ JOYSTICK_ HIDAPI_ XBOX_ ONE_ HOME_ LED -
SDL_A variable controlling whether IOKit should be used for controller handling.HINT_ JOYSTICK_ IOKIT -
SDL_A variable controlling whether to use the classic /dev/input/js joystick interface or the newer /dev/input/event joystick interface on Linux.HINT_ JOYSTICK_ LINUX_ CLASSIC -
SDL_A variable controlling whether joysticks on Linux adhere to their HID-defined deadzones or return unfiltered values.HINT_ JOYSTICK_ LINUX_ DEADZONES -
SDL_A variable controlling whether joysticks on Linux will always treat 'hat' axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking whether they may be analog.HINT_ JOYSTICK_ LINUX_ DIGITAL_ HATS -
SDL_A variable controlling whether digital hats on Linux will apply deadzones to their underlying input axes or use unfiltered values.HINT_ JOYSTICK_ LINUX_ HAT_ DEADZONES -
SDL_A variable controlling whether GCController should be used for controller handling.HINT_ JOYSTICK_ MFI -
SDL_A variable controlling whether the RAWINPUT joystick drivers should be used for better handling XInput-capable devices.HINT_ JOYSTICK_ RAWINPUT -
SDL_A variable controlling whether the RAWINPUT driver should pull correlated data from XInput.HINT_ JOYSTICK_ RAWINPUT_ CORRELATE_ XINPUT -
SDL_A variable controlling whether the ROG Chakram mice should show up as joysticks.HINT_ JOYSTICK_ ROG_ CHAKRAM -
SDL_A variable controlling whether a separate thread should be used for handling joystick detection and raw input messages on Windows.HINT_ JOYSTICK_ THREAD -
SDL_A variable containing a list of throttle style controllers.HINT_ JOYSTICK_ THROTTLE_ DEVICES -
SDL_A variable containing a list of devices that are not throttle style controllers.HINT_ JOYSTICK_ THROTTLE_ DEVICES_ EXCLUDED -
SDL_A variable controlling whether Windows.Gaming.Input should be used for controller handling.HINT_ JOYSTICK_ WGI -
SDL_A variable containing a list of wheel style controllers.HINT_ JOYSTICK_ WHEEL_ DEVICES -
SDL_A variable containing a list of devices that are not wheel style controllers.HINT_ JOYSTICK_ WHEEL_ DEVICES_ EXCLUDED -
SDL_A variable containing a list of devices known to have all axes centered at zero.HINT_ JOYSTICK_ ZERO_ CENTERED_ DEVICES -
SDL_A variable that controls keycode representation in keyboard events.HINT_ KEYCODE_ OPTIONS -
SDL_A variable that controls what KMSDRM device to use.HINT_ KMSDRM_ DEVICE_ INDEX -
SDL_A variable that controls whether SDL requires DRM master access in order to initialize the KMSDRM video backend.HINT_ KMSDRM_ REQUIRE_ DRM_ MASTER -
SDL_A variable controlling the default SDL log levels.HINT_ LOGGING -
SDL_A variable controlling whether to force the application to become the foreground process when launched on macOS.HINT_ MAC_ BACKGROUND_ APP -
SDL_A variable that determines whether Ctrl+Click should generate a right-click event on macOS.HINT_ MAC_ CTRL_ CLICK_ EMULATE_ RIGHT_ CLICK -
SDL_A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing on macOS.HINT_ MAC_ OPENGL_ ASYNC_ DISPATCH -
SDL_A variable controlling whether the Option key on macOS should be remapped to act as the Alt key.HINT_ MAC_ OPTION_ AS_ ALT -
SDL_A variable controlling whether SDL_EVENT_MOUSE_WHEEL event values will have momentum on macOS.HINT_ MAC_ SCROLL_ MOMENTUM -
SDL_Request SDL_AppIterate () be called at a specific rate.HINT_ MAIN_ CALLBACK_ RATE -
SDL_A variable controlling whether the mouse is captured while mouse buttons are pressed.HINT_ MOUSE_ AUTO_ CAPTURE -
SDL_A variable setting which system cursor to use as the default cursor.HINT_ MOUSE_ DEFAULT_ SYSTEM_ CURSOR -
SDL_A variable setting the double click radius, in pixels.HINT_ MOUSE_ DOUBLE_ CLICK_ RADIUS -
SDL_A variable setting the double click time, in milliseconds.HINT_ MOUSE_ DOUBLE_ CLICK_ TIME -
SDL_A variable controlling whether warping a hidden mouse cursor will activate relative mouse mode.HINT_ MOUSE_ EMULATE_ WARP_ WITH_ RELATIVE -
SDL_Allow mouse click events when clicking to focus an SDL window.HINT_ MOUSE_ FOCUS_ CLICKTHROUGH -
SDL_A variable setting the speed scale for mouse motion, in floating point, when the mouse is not in relative mode.HINT_ MOUSE_ NORMAL_ SPEED_ SCALE -
SDL_A variable controlling whether the hardware cursor stays visible when relative mode is active.HINT_ MOUSE_ RELATIVE_ CURSOR_ VISIBLE -
SDL_A variable controlling whether relative mouse mode constrains the mouse to the center of the window.HINT_ MOUSE_ RELATIVE_ MODE_ CENTER -
SDL_A variable setting the scale for mouse motion, in floating point, when the mouse is in relative mode.HINT_ MOUSE_ RELATIVE_ SPEED_ SCALE -
SDL_A variable controlling whether the system mouse acceleration curve is used for relative mouse motion.HINT_ MOUSE_ RELATIVE_ SYSTEM_ SCALE -
SDL_A variable controlling whether a motion event should be generated for mouse warping in relative mode.HINT_ MOUSE_ RELATIVE_ WARP_ MOTION -
SDL_A variable controlling whether mouse events should generate synthetic touch events.HINT_ MOUSE_ TOUCH_ EVENTS -
SDL_A variable controlling whether the keyboard should be muted on the console.HINT_ MUTE_ CONSOLE_ KEYBOARD -
SDL_Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX platforms.HINT_ NO_ SIGNAL_ HANDLERS -
SDL_A variable controlling what driver to use for OpenGL ES contexts.HINT_ OPENGL_ ES_ DRIVER -
SDL_Specify the OpenGL library to load.HINT_ OPENGL_ LIBRARY -
SDL_Mechanism to specify openvr_api library locationHINT_ OPENVR_ LIBRARY -
SDL_A variable controlling which orientations are allowed on iOS/Android.HINT_ ORIENTATIONS -
SDL_A variable controlling whether pen events should generate synthetic mouse events.HINT_ PEN_ MOUSE_ EVENTS -
SDL_A variable controlling whether pen events should generate synthetic touch events.HINT_ PEN_ TOUCH_ EVENTS -
SDL_A variable controlling the use of a sentinel event when polling the event queue.HINT_ POLL_ SENTINEL -
SDL_Override for SDL_GetPreferredLocales ().HINT_ PREFERRED_ LOCALES -
SDL_A variable that decides whether to send SDL_EVENT_QUIT when closing the last window.HINT_ QUIT_ ON_ LAST_ WINDOW_ CLOSE -
SDL_A variable controlling whether to enable Direct3D 11+'s Debug Layer.HINT_ RENDER_ DIRECT3D11_ DEBUG -
SDL_A variable controlling whether the Direct3D device is initialized for thread-safe operations.HINT_ RENDER_ DIRECT3D_ THREADSAFE -
SDL_A variable specifying which render driver to use.HINT_ RENDER_ DRIVER -
SDL_A variable controlling whether to create the GPU device in debug mode.HINT_ RENDER_ GPU_ DEBUG -
SDL_A variable controlling whether to prefer a low-power GPU on multi-GPU systems.HINT_ RENDER_ GPU_ LOW_ POWER -
SDL_A variable controlling how the 2D render API renders lines.HINT_ RENDER_ LINE_ METHOD -
SDL_A variable controlling whether the Metal render driver select low power device over default one.HINT_ RENDER_ METAL_ PREFER_ LOW_ POWER_ DEVICE -
SDL_A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.HINT_ RENDER_ VSYNC -
SDL_A variable controlling whether to enable Vulkan Validation Layers.HINT_ RENDER_ VULKAN_ DEBUG -
SDL_A variable to control whether the return key on the soft keyboard should hide the soft keyboard on Android and iOS.HINT_ RETURN_ KEY_ HIDES_ IME -
SDL_A variable containing a list of ROG gamepad capable mice.HINT_ ROG_ GAMEPAD_ MICE -
SDL_A variable containing a list of devices that are not ROG gamepad capable mice.HINT_ ROG_ GAMEPAD_ MICE_ EXCLUDED -
SDL_A variable controlling which Dispmanx layer to use on a Raspberry PI.HINT_ RPI_ VIDEO_ LAYER -
SDL_Specify an "activity name" for screensaver inhibition.HINT_ SCREENSAVER_ INHIBIT_ ACTIVITY_ NAME -
SDL_A variable controlling whether SDL calls dbus_shutdown() on quit.HINT_ SHUTDOWN_ DBUS_ ON_ QUIT -
SDL_A variable that specifies a backend to use for title storage.HINT_ STORAGE_ TITLE_ DRIVER -
SDL_A variable that specifies a backend to use for user storage.HINT_ STORAGE_ USER_ DRIVER -
SDL_Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as realtime.HINT_ THREAD_ FORCE_ REALTIME_ TIME_ CRITICAL -
SDL_A string specifying additional information to use with SDL_SetCurrentThreadPriority .HINT_ THREAD_ PRIORITY_ POLICY -
SDL_A variable that controls the timer resolution, in milliseconds.HINT_ TIMER_ RESOLUTION -
SDL_A variable controlling whether touch events should generate synthetic mouse events.HINT_ TOUCH_ MOUSE_ EVENTS -
SDL_A variable controlling whether trackpads should be treated as touch devices.HINT_ TRACKPAD_ IS_ TOUCH_ ONLY -
SDL_A variable controlling whether the Android / tvOS remotes should be listed as joystick devices, instead of sending keyboard events.HINT_ TV_ REMOTE_ AS_ JOYSTICK -
SDL_A variable controlling whether the screensaver is enabled.HINT_ VIDEO_ ALLOW_ SCREENSAVER -
SDL_A comma separated list containing the names of the displays that SDL should sort to the front of the display list.HINT_ VIDEO_ DISPLAY_ PRIORITY -
SDL_Tell the video driver that we only want a double buffer.HINT_ VIDEO_ DOUBLE_ BUFFER -
SDL_A variable that specifies a video backend to use.HINT_ VIDEO_ DRIVER -
SDL_A variable controlling whether the dummy video driver saves output frames.HINT_ VIDEO_ DUMMY_ SAVE_ FRAMES -
SDL_If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay.HINT_ VIDEO_ EGL_ ALLOW_ GETDISPLAY_ FALLBACK -
SDL_A variable controlling whether the OpenGL context should be created with EGL.HINT_ VIDEO_ FORCE_ EGL -
SDL_A variable that specifies the menu visibility when a window is fullscreen in Spaces on macOS.HINT_ VIDEO_ MAC_ FULLSCREEN_ MENU_ VISIBILITY -
SDL_A variable that specifies the policy for fullscreen Spaces on macOS.HINT_ VIDEO_ MAC_ FULLSCREEN_ SPACES -
SDL_A variable controlling whether fullscreen windows are minimized when they lose focus.HINT_ VIDEO_ MINIMIZE_ ON_ FOCUS_ LOSS -
SDL_A variable controlling whether the offscreen video driver saves output frames.HINT_ VIDEO_ OFFSCREEN_ SAVE_ FRAMES -
SDL_A variable controlling whether all window operations will block until complete.HINT_ VIDEO_ SYNC_ WINDOW_ OPERATIONS -
SDL_A variable controlling whether the libdecor Wayland backend is allowed to be used.HINT_ VIDEO_ WAYLAND_ ALLOW_ LIBDECOR -
SDL_A variable controlling whether video mode emulation is enabled under Wayland.HINT_ VIDEO_ WAYLAND_ MODE_ EMULATION -
SDL_A variable controlling how modes with a non-native aspect ratio are displayed under Wayland.HINT_ VIDEO_ WAYLAND_ MODE_ SCALING -
SDL_A variable controlling whether the libdecor Wayland backend is preferred over native decorations.HINT_ VIDEO_ WAYLAND_ PREFER_ LIBDECOR -
SDL_A variable forcing non-DPI-aware Wayland windows to output at 1:1 scaling.HINT_ VIDEO_ WAYLAND_ SCALE_ TO_ DISPLAY -
SDL_A variable specifying which shader compiler to preload when using the Chrome ANGLE binaries.HINT_ VIDEO_ WIN_ D3DCOMPILER -
SDL_A variable controlling whether SDL should call XSelectInput() to enable input events on X11 windows wrapped by SDL windows.HINT_ VIDEO_ X11_ EXTERNAL_ WINDOW_ INPUT -
SDL_A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint should be used.HINT_ VIDEO_ X11_ NET_ WM_ BYPASS_ COMPOSITOR -
SDL_A variable controlling whether the X11 _NET_WM_PING protocol should be supported.HINT_ VIDEO_ X11_ NET_ WM_ PING -
SDL_A variable controlling whether SDL uses DirectColor visuals.HINT_ VIDEO_ X11_ NODIRECTCOLOR -
SDL_A variable forcing the content scaling factor for X11 displays.HINT_ VIDEO_ X11_ SCALING_ FACTOR -
SDL_A variable forcing the visual ID used for X11 display modes.HINT_ VIDEO_ X11_ VISUALID -
SDL_A variable forcing the visual ID chosen for new X11 windows.HINT_ VIDEO_ X11_ WINDOW_ VISUALID -
SDL_A variable controlling whether the X11 XRandR extension should be used.HINT_ VIDEO_ X11_ XRANDR -
SDL_A variable controlling whether touch should be enabled on the back panel of the PlayStation Vita.HINT_ VITA_ ENABLE_ BACK_ TOUCH -
SDL_A variable controlling whether touch should be enabled on the front panel of the PlayStation Vita.HINT_ VITA_ ENABLE_ FRONT_ TOUCH -
SDL_A variable controlling the module path on the PlayStation Vita.HINT_ VITA_ MODULE_ PATH -
SDL_A variable controlling whether to perform PVR initialization on the PlayStation Vita.HINT_ VITA_ PVR_ INIT -
SDL_A variable controlling whether OpenGL should be used instead of OpenGL ES on the PlayStation Vita.HINT_ VITA_ PVR_ OPENGL -
SDL_A variable overriding the resolution reported on the PlayStation Vita.HINT_ VITA_ RESOLUTION -
SDL_A variable controlling which touchpad should generate synthetic mouse events.HINT_ VITA_ TOUCH_ MOUSE_ DEVICE -
SDL_A variable overriding the display index used in SDL_Vulkan_CreateSurface ()HINT_ VULKAN_ DISPLAY -
SDL_Specify the Vulkan library to load.HINT_ VULKAN_ LIBRARY -
SDL_A variable controlling the maximum number of chunks in a WAVE file.HINT_ WAVE_ CHUNK_ LIMIT -
SDL_A variable controlling how the fact chunk affects the loading of a WAVE file.HINT_ WAVE_ FACT_ CHUNK -
SDL_A variable controlling how the size of the RIFF chunk affects the loading of a WAVE file.HINT_ WAVE_ RIFF_ CHUNK_ SIZE -
SDL_A variable controlling how a truncated WAVE file is handled.HINT_ WAVE_ TRUNCATION -
SDL_A variable controlling whether the window is activated when the SDL_RaiseWindow function is called.HINT_ WINDOW_ ACTIVATE_ WHEN_ RAISED -
SDL_A variable controlling whether the window is activated when the SDL_ShowWindow function is called.HINT_ WINDOW_ ACTIVATE_ WHEN_ SHOWN -
SDL_If set to "0" then never set the top-most flag on an SDL Window even if the application requests it.HINT_ WINDOW_ ALLOW_ TOPMOST -
SDL_A variable controlling whether the window frame and title bar are interactive when the cursor is hidden.HINT_ WINDOW_ FRAME_ USABLE_ WHILE_ CURSOR_ HIDDEN -
SDL_A variable controlling whether SDL generates window-close events for Alt+F4 on Windows.HINT_ WINDOWS_ CLOSE_ ON_ ALT_ F4 -
SDL_A variable controlling whether menus can be opened with their keyboard shortcut (Alt+mnemonic).HINT_ WINDOWS_ ENABLE_ MENU_ MNEMONICS -
SDL_A variable controlling whether the windows message loop is processed by SDL.HINT_ WINDOWS_ ENABLE_ MESSAGELOOP -
SDL_A variable controlling whether SDL will clear the window contents when the WM_ERASEBKGND message is received.HINT_ WINDOWS_ ERASE_ BACKGROUND_ MODE -
SDL_A variable controlling whether SDL uses Kernel Semaphores on Windows.HINT_ WINDOWS_ FORCE_ SEMAPHORE_ KERNEL -
SDL_A variable controlling whether GameInput is used for raw keyboard and mouse on Windows.HINT_ WINDOWS_ GAMEINPUT -
SDL_A variable to specify custom icon resource id from RC file on Windows platform.HINT_ WINDOWS_ INTRESOURCE_ ICON -
SDL_A variable to specify custom icon resource id from RC file on Windows platform.HINT_ WINDOWS_ INTRESOURCE_ ICON_ SMALL -
SDL_A variable controlling whether raw keyboard events are used on Windows.HINT_ WINDOWS_ RAW_ KEYBOARD -
SDL_A variable controlling whether SDL uses the D3D9Ex API introduced in Windows Vista, instead of normal D3D9.HINT_ WINDOWS_ USE_ D3D9EX -
SDL_A variable controlling whether X11 windows are marked as override-redirect.HINT_ X11_ FORCE_ OVERRIDE_ REDIRECT -
SDL_A variable specifying the type of an X11 window.HINT_ X11_ WINDOW_ TYPE -
SDL_Specify the XCB library to load for the X11 driver.HINT_ X11_ XCB_ LIBRARY -
SDL_A variable controlling whether XInput should be used for controller handling.HINT_ XINPUT_ ENABLED -
SDL_This function converts text between encodings, reading from and writing to a buffer.iconv -
SDL_This function frees a context used for character set conversion.iconv_ close -
SDL_This function allocates a context for the specified character set conversion.iconv_ open -
SDL_Helper function to convert a string's encoding in one call.iconv_ string -
SDL_Convert a UTF-8 string to the current locale's character encoding.iconv_ utf8_ locale -
SDL_Convert a UTF-8 string to UCS-2.iconv_ utf8_ ucs2 -
SDL_Convert a UTF-8 string to UCS-4.iconv_ utf8_ ucs4 -
SDL_Convert a wchar_t string to UTF-8.iconv_ wchar_ utf8 -
SDL_Printable format: "%d.%d.%d", MAJOR, MINOR, MICROIMAGE_ MAJOR_ VERSION -
SDL_This is the version number macro for the current SDL_image version.IMAGE_ VERSION -
SDL_This macro will evaluate to true if compiled with SDL_image at least X.Y.Z.IMAGE_ VERSION_ ATLEAST -
SDL_Macro that annotates function params with input buffer size.IN_ BYTECAP -
SDL_Initialize the SDL library.Init -
SDL_A macro to initialize an SDL interface.INIT_ INTERFACE -
SDL_Initialize a haptic device for simple rumble playback.Init Haptic Rumble -
SDL_Compatibility function to initialize the SDL library.Init Sub System -
SDL_A macro to request a function be inlined.INLINE -
SDL_Macro that annotates function params with input/output string buffer size.INOUT_ Z_ CAP -
SDL_Inserts an arbitrary string label into the command buffer callstream.Insert GPUDebug Label -
SDL_Insert a tray entry at a given position.Insert Tray Entry At -
SDL_The Unicode REPLACEMENT CHARACTER codepoint.INVALID_ UNICODE_ CODEPOINT -
SDL_A macro to standardize error reporting on unsupported operations.Invalid Param Error -
SDL_Use this function to prepare a read-only memory buffer for use with SDL_IOStream .IOFrom Const Mem -
SDL_Use this function to create an SDL_IOStream that is backed by dynamically allocated memory.IOFrom Dynamic Mem -
SDL_Use this function to create a new SDL_IOStream structure for reading from and/or writing to a named file.IOFrom File -
SDL_Use this function to prepare a read-write memory buffer for use with SDL_IOStream .IOFrom Mem -
SDL_Print to an SDL_IOStream data stream.IOprintf -
SDL_Print to an SDL_IOStream data stream.IOvprintf -
SDL_Query if a character is alphabetic (a letter) or a number.isalnum -
SDL_Query if a character is alphabetic (a letter).isalpha -
SDL_Determine if an audio device is physical (instead of logical).Is Audio Device Physical -
SDL_Determine if an audio device is a playback device (instead of recording).Is Audio Device Playback -
SDL_Report if a character is blank (a space or tab).isblank -
SDL_Query if the application is running on a Chromebook.Is Chromebook -
SDL_Report if a character is a control character.iscntrl -
SDL_A macro to determine if an SDL_Colorspace has a full range.ISCOLORSPACE_ FULL_ RANGE -
SDL_A macro to determine if an SDL_Colorspace has a limited range.ISCOLORSPACE_ LIMITED_ RANGE -
SDL_A macro to determine if an SDL_Colorspace uses BT2020_NCL matrix coefficients.ISCOLORSPACE_ MATRIX_ BT2020_ NCL -
SDL_A macro to determine if an SDL_Colorspace uses BT601 (or BT470BG) matrix coefficients.ISCOLORSPACE_ MATRIX_ BT601 -
SDL_A macro to determine if an SDL_Colorspace uses BT709 matrix coefficients.ISCOLORSPACE_ MATRIX_ BT709 -
SDL_Query if the application is running on a Samsung DeX docking station.Is De XMode -
SDL_Report if a character is a numeric digit.isdigit -
SDL_Check if the given joystick is supported by the gamepad interface.Is Gamepad -
SDL_Report if a character is any "printable" except space.isgraph -
SDL_Return whether the value is infinity.isinf -
SDL_Return whether the value is infinity.isinff -
SDL_Query if a joystick has haptic features.Is Joystick Haptic -
SDL_Query whether or not a joystick is virtual.Is Joystick Virtual -
SDL_Report if a character is lower case.islower -
SDL_Return whether this is the main thread.Is Main Thread -
SDL_Query whether or not the current mouse has haptic capabilities.Is Mouse Haptic -
SDL_Return whether the value is NaN.isnan -
SDL_Return whether the value is NaN.isnanf -
SDL_A macro to determine if an SDL_PixelFormat is a 10-bit format.ISPIXELFORMAT_ 10BIT -
SDL_A macro to determine if an SDL_PixelFormat has an alpha channel.ISPIXELFORMAT_ ALPHA -
SDL_A macro to determine if an SDL_PixelFormat is an array format.ISPIXELFORMAT_ ARRAY -
SDL_A macro to determine if an SDL_PixelFormat is a floating point format.ISPIXELFORMAT_ FLOAT -
SDL_A macro to determine if an SDL_PixelFormat is a "FourCC" format.ISPIXELFORMAT_ FOURCC -
SDL_A macro to determine if an SDL_PixelFormat is an indexed format.ISPIXELFORMAT_ INDEXED -
SDL_A macro to determine if an SDL_PixelFormat is a packed format.ISPIXELFORMAT_ PACKED -
SDL_Report if a character is "printable".isprint -
SDL_Report if a character is a punctuation mark.ispunct -
SDL_Report if a character is whitespace.isspace -
SDL_Query if the current device is a tablet.Is Tablet -
SDL_Query if the current device is a TV.Is TV -
SDL_Report if a character is upper case.isupper -
SDL_Report if a character is a hexadecimal digit.isxdigit -
SDL_Convert an integer into a string.itoa -
SDL_Joystick axis motion event structureJoy Axis Event -
SDL_Joystick trackball motion event structureJoy Ball Event -
SDL_Joystick button event structureJoy Button Event -
SDL_Joystick hat position change event structureJoy Hat Event -
SDL_The largest value an SDL_JoystickJOYSTICK_ AXIS_ MAX -
SDL_The smallest value an SDL_JoystickJOYSTICK_ AXIS_ MIN -
SDL_Closes a previously opened joystickJoystick Close -
SDL_Get the status of a specified joystick.Joystick Connected -
SDL_Query the state of joystick event processing.Joystick Events Enabled -
SDL_Enable/disable joystick event pollingJoystick Event State -
SDL_Get the current state of an axisJoystick Get Axis -
SDL_Get relative trackball motionJoystick Get Ball -
SDL_Get the current state of a given button on a given joystickJoystick Get Button -
SDL_Get the current state of a joystick hatJoystick Get Hat -
SDL_Get the index of an SDL_Joystick.Joystick Index -
SDL_Get joystick name.Joystick Name -
SDL_Get the number of joystick axesJoystick Num Axes -
SDL_Get the number of joystick trackballsJoystick Num Balls -
SDL_Get the number of joysitck buttonsJoystick Num Buttons -
SDL_Get the number of joystick hatsJoystick Num Hats -
SDL_Opens a joystick for use.Joystick Open -
SDL_Determine if a joystick has been openedJoystick Opened -
SDL_Updates the state of all joysticksJoystick Update -
SDL_Keyboard event structureKeyboard Event -
SDL_Keysym structurekeysym -
SDL_Stop a process.Kill Process -
SDL_Gracelessly terminates the thread.Kill Thread -
SDL_Defined if (and only if) the compiler supports Loongarch LSX intrinsics.LASX_ INTRINSICS -
SDL_A value to represent littleendian byteorder.LIL_ ENDIAN -
SDL_A macro that reports the current line number of the file being compiled.LINE -
SDL_Returns a pointer to an array of available screen dimensions for the given format and video flagsList Modes -
SDL_Convert a long long integer into a string.lltoa -
SDL_Load a BMP image from a file.Load BMP -
SDL_Load a BMP image from a seekable SDL data stream.Load BMP_ IO -
SDL_Load all the data from a file path.Load File -
SDL_Load all the data from an SDL data stream.Load File_ IO -
SDL_Load all the data from a file path, asynchronously.Load File Async -
SDL_Look up the address of the named function in a shared object.Load Function -
SDL_Dynamically load a shared object.Load Object -
SDL_Loads a WAV from a file path.Load WAV -
SDL_Load the audio data of a WAVE file into memory.Load WAV_ IO -
SDL_Lock out the callback functionLock Audio -
SDL_Lock an audio stream for serialized access.Lock Audio Stream -
SDL_Locking for atomic access to the joystick API.Lock Joysticks -
SDL_Lock the mutex.Lock Mutex -
SDL_Lock a group of properties.Lock Properties -
SDL_Lock the read/write lock for _read only_ operations.Lock RWLock For Reading -
SDL_Lock the read/write lock for _write_ operations.Lock RWLock For Writing -
SDL_Lock a spin lock by setting it to a non-zero value.Lock Spinlock -
SDL_Set up a surface for directly accessing the pixels.Lock Surface -
SDL_Lock a portion of the texture for write-only pixel access.Lock Texture -
SDL_Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.Lock Texture To Surface -
SDL_Lock an overlayLock YUVOverlay -
SDL_Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO .Log -
SDL_Compute the natural logarithm of x .log -
SDL_Compute the base-10 logarithm of x .log10 -
SDL_Compute the base-10 logarithm of x .log10f -
SDL_Log a message with SDL_LOG_PRIORITY_CRITICAL .Log Critical -
SDL_Log a message with SDL_LOG_PRIORITY_DEBUG .Log Debug -
SDL_Log a message with SDL_LOG_PRIORITY_ERROR .Log Error -
SDL_Compute the natural logarithm of x .logf -
SDL_Log a message with SDL_LOG_PRIORITY_INFO .Log Info -
SDL_Log a message with the specified category and priority.Log Message -
SDL_Log a message with the specified category and priority.Log Message V -
SDL_Log a message with SDL_LOG_PRIORITY_TRACE .Log Trace -
SDL_Log a message with SDL_LOG_PRIORITY_VERBOSE .Log Verbose -
SDL_Log a message with SDL_LOG_PRIORITY_WARN .Log Warn -
SDL_Round x to the nearest integer representable as a longlround -
SDL_Round x to the nearest integer representable as a longlroundf -
SDL_Defined if (and only if) the compiler supports Loongarch LSX intrinsics.LSX_ INTRINSICS -
SDL_Convert a long integer into a string.ltoa -
SDL_An app-supplied function for program entry.main -
SDL_Inform SDL that the app is providing an entry point instead of SDL.MAIN_ HANDLED -
SDL_Inform SDL to use the main callbacks instead of main.MAIN_ USE_ CALLBACKS -
SDL_The current major version of SDL headers.MAJOR_ VERSION -
SDL_A macro to tag a function as an allocator.MALLOC -
SDL_Allocate uninitialized memory.malloc -
SDL_Maps a transfer buffer into application address space.Map GPUTransfer Buffer -
SDL_Map an RGB triple to an opaque pixel value for a given pixel format.Map RGB -
SDL_Map an RGBA quadruple to a pixel value for a given pixel format.Map RGBA -
SDL_Map an RGB triple to an opaque pixel value for a surface.Map Surface RGB -
SDL_Map an RGBA quadruple to a pixel value for a surface.Map Surface RGBA -
SDL_Return the greater of two values.max -
SDL_Request that the window be made as large as possible.Maximize Window -
SDL_Compare two buffers of memory.memcmp -
SDL_Copy non-overlapping memory.memcpy -
SDL_Copy memory ranges that might overlap.memmove -
SDL_Insert a memory acquire barrier (macro version).Memory Barrier Acquire -
SDL_Insert a memory acquire barrier (function version).Memory Barrier Acquire Function -
SDL_Insert a memory release barrier (macro version).Memory Barrier Release -
SDL_Insert a memory release barrier (function version).Memory Barrier Release Function -
SDL_Initialize all bytes of buffer of memory to a specific value.memset -
SDL_Initialize all 32-bit words of buffer of memory to a specific value.memset4 -
SDL_Create a CAMetalLayer-backed NSView/UIView and attach it to the specified window.Metal_ Create View -
SDL_Destroy an existing SDL_MetalView object.Metal_ Destroy View -
SDL_Get a pointer to the backing CAMetalLayer for the given view.Metal_ Get Layer -
SDL_The current micro (or patchlevel) version of the SDL headers.MICRO_ VERSION -
SDL_Return the lesser of two values.min -
SDL_Request that the window be minimized to an iconic representation.Minimize Window -
SDL_The current minor version of the SDL headers.MINOR_ VERSION -
SDL_Mix audio data in a specified format.Mix Audio -
SDL_Defined if (and only if) the compiler supports Intel MMX intrinsics.MMX_ INTRINSICS -
SDL_Split x into integer and fractional partsmodf -
SDL_Split x into integer and fractional partsmodff -
SDL_Get the index of the most significant (set) bit in a 32-bit number.Most Significant Bit Index32 -
SDL_The SDL_TouchID for touch events simulated with mouse input.MOUSE_ TOUCHID -
SDL_Mouse button event structureMouse Button Event -
SDL_Mouse motion event structureMouse Motion Event -
SDL_Number of milliseconds in a second.MS_ PER_ SECOND -
SDL_Convert milliseconds to nanoseconds.MS_ TO_ NS -
SDL_Calculate a 32-bit MurmurHash3 value for a block of data.murmur3_ 32