All Types

Name Unit Description
cwchar_t sdl2

wchar_t is the "wide character" type of the C language. The size of this type is platform- and compiler-dependent.

While FPC does have it's own "wide character" type, System.WideChar, that one is defined as always being 16-bits, so we can't re-use it here.

When using FPC on Unices, the UnixType unit provides a wchar_t definition.

On other systems/compiler combos, let's just go by what the CPP reference wiki claims, i.e: - wchar_t is 16-bits on Windows - wchar_t is 32-bits on Linux "and many other non-Windows systems"

See: https://en.cppreference.com/w/cpp/language/types#Character_types

pcwchar_t sdl2

 

PFPSManager sdl2_gfx

 

PIMG_InitFlags sdl2_image

 

PIPaddress sdl2_net

 

PKeyStateArr sdl2

 

PMix_Channel_Finished sdl2_mixer

 

PMix_Chunk sdl2_mixer

 

PMix_EffectDone_t sdl2_mixer

 

PMix_EffectFunc_t sdl2_mixer

 

PMix_Fading sdl2_mixer

 

PMix_Func sdl2_mixer

 

PMIX_InitFlags sdl2_mixer

 

PMix_Music sdl2_mixer

 

PMix_MusicType sdl2_mixer

 

PMix_Music_Finished sdl2_mixer

 

PMix_SoundFunc sdl2_mixer

 

ppcuint8 sdl2

 

ppcuint8 sdl2_gfx

 

ppcuint8 sdl2_image

 

ppcuint8 sdl2_mixer

 

ppcuint8 sdl2_net

 

ppcuint8 sdl2_ttf

 

PPIMG_InitFlags sdl2_image

 

PPIPaddress sdl2_net

 

PPKeyStateArr sdl2

SDL2-for-Pascal: - Is this type used/needed anywhere? - It doesn't seem to be part of sdl_keyboard.h - If not, should be commented out or deleted

PPMix_Channel_Finished sdl2_mixer

Add your own callback when a channel has finished playing. NULL to disable callback. The callback may be called from the mixer's audio callback or it could be called as a result of Mix_HaltChannel(), etc. do not call SDL_LockAudio() from this callback; you will either be inside the audio callback, or SDL_mixer will explicitly lock the audio before calling your callback.

PPMix_Chunk sdl2_mixer

The internal format for an audio chunk *

PPMix_EffectDone_t sdl2_mixer

This is a callback that signifies that a channel has finished all its loops and has completed playback. This gets called if the buffer plays out normally, or if you call Mix_HaltChannel(), implicitly stop a channel via Mix_AllocateChannels(), or unregister a callback while it's still playing.

DO NOT EVER call SDL_LockAudio() from your callback function!

PPMix_EffectFunc_t sdl2_mixer

This is the format of a special effect callback:

myeffect(int chan, void *stream, int len, void *udata);

(chan) is the channel number that your effect is affecting. (stream) is the buffer of data to work upon. (len) is the size of (stream), and (udata) is a user-defined bit of data, which you pass as the last arg of Mix_RegisterEffect(), and is passed back unmolested to your callback. Your effect changes the contents of (stream) based on whatever parameters are significant, or just leaves it be, if you prefer. You can do whatever you like to the buffer, though, and it will continue in its changed state down the mixing pipeline, through any other effect functions, then finally to be mixed with the rest of the channels and music for the final output stream.

DO NOT EVER call SDL_LockAudio() from your callback function!

PPMix_Fading sdl2_mixer

The different fading types supported *

PPMix_Func sdl2_mixer

Set a function that is called after all mixing is performed. This can be used to provide real-time visual display of the audio stream or add a custom mixer filter for the stream data.

PPMIX_InitFlags sdl2_mixer

// Removed in SDL2_mixer 2.0.2 MIX_INIT_MODPLUG = $00000004; MIX_INIT_FLUIDSYNTH = $00000020;

PPMix_Music sdl2_mixer

The internal format for a music chunk interpreted via mikmod *

PPMix_MusicType sdl2_mixer

 

PPMix_Music_Finished sdl2_mixer

Add your own callback when the music has finished playing or when it is stopped from a call to Mix_HaltMusic.

PPMix_SoundFunc sdl2_mixer

 

PPSDLNet_GenericSocket sdl2_net

Any network socket can be safely cast to this socket type *

PPSDLNet_SocketSet sdl2_net

 

PPSDLNet_Version sdl2_net

 

PPSDL_ArrayOrder sdl2

Array component order, low byte -> high byte. *

PPSDL_Atomic sdl2

A type representing an atomic integer value. It is a record so people don't accidentally use numeric operations on it.

PPSDL_AudioCallback sdl2

This function is called when the audio device needs more data.

\param userdata An application-specific parameter saved in the SDL_AudioSpec structure \param stream A pointer to the audio data buffer. \param len The length of that buffer in bytes.

Once the callback returns, the buffer will no longer be valid. Stereo samples are stored in a LRLRLR ordering.

You can choose to avoid callbacks and use SDL_QueueAudio() instead, if you like. Just open your audio device with a NULL callback.

PPSDL_AudioCVT sdl2

 

PPSDL_AudioDeviceEvent sdl2

Audio device event structure (event.adevice.*)

PPSDL_AudioDeviceID sdl2

SDL Audio Device IDs.

A successful call to SDL_OpenAudio() is always device id 1, and legacy SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls always returns devices >= 2 on success. The legacy calls are good both for backwards compatibility and when you don't care about multiple, specific, or capture devices.

PPSDL_AudioFormat sdl2

Audio format flags.

These are what the 16 bits in SDL_AudioFormat currently mean... (Unspecified bits are always zero).

++———————–sample is signed if set || || ++———–sample is bigendian if set || || || || ++—sample is float if set || || || || || || +—sample bit size—+ || || || | | 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00

There are macros in SDL 2.0 and later to query these bits.

PPSDL_AudioSpec sdl2

The calculated values in this structure are calculated by SDL_OpenAudio().

For multi-channel audio, the default SDL channel mapping is: 2: FL FR (stereo) 3: FL FR LFE (2.1 surround) 4: FL FR BL BR (quad) 5: FL FR LFE BL BR (4.1 surround) 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR) 7: FL FR FC LFE BC SL SR (6.1 surround) 8: FL FR FC LFE BL BR SL SR (7.1 surround)

PPSDL_AudioStatus sdl2

Audio state

Get the current audio state.

PPSDL_BitmapOrder sdl2

Bitmap pixel order, high bit -> low bit. *

PPSDL_BlendFactor sdl2

\brief The normalized factor used to multiply pixel components

PPSDL_BlendMode sdl2

The blend mode used in SDL_RenderCopy() and drawing operations.

PPSDL_BlendOperation sdl2

\brief The blend operation used when combining source and destination pixel components

PPSDL_Blit sdl2

The type of function used for surface blitting functions.

PPSDL_BlitMap sdl2

A collection of pixels used in software blitting.

This structure should be treated as read-only, except for \c pixels, which, if not NULL, contains the raw pixel data for the surface.

PPSDL_Bool sdl2

SDL-For-Pascal: A lot of the functions are missing. Some functions are useless if working with Pascal (e. g. memory management functions), others could be useful (e. g. math functions).

TODO: Investigate header file and translate potentially useful functions.

PPSDL_calloc_func sdl2

 

PPSDL_Color sdl2

The bits of this structure can be directly reinterpreted as an integer-packed color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems).

PPSDL_Colour sdl2

 

PPSDL_CommonEvent sdl2

Fields shared by every event

PPSDL_Cond sdl2

The SDL condition variable structure, defined in SDL_cond.c

PPSDL_ControllerAxisEvent sdl2

Game controller axis motion event structure (event.caxis.*)

PPSDL_ControllerButtonEvent sdl2

Game controller button event structure (event.cbutton.*)

PPSDL_ControllerDeviceEvent sdl2

Controller device event structure (event.cdevice.*)

PPSDL_ControllerSensorEvent sdl2

Game controller sensor event structure (event.csensor.*)

PPSDL_ControllerTouchpadEvent sdl2

Game controller touchpad event structure (event.ctouchpad.*)

PPSDL_Cursor sdl2

2.24.1 from "sdl_mouse.h"

PPSDL_DisplayEvent sdl2

Display state change event data (event.display.*)

PPSDL_DisplayEventID sdl2

\brief Event subtype for display events

PPSDL_DisplayMode sdl2

The structure that defines a display mode

SDL_GetNumDisplayModes() SDL_GetDisplayMode() SDL_GetDesktopDisplayMode() SDL_GetCurrentDisplayMode() SDL_GetClosestDisplayMode() SDL_SetWindowDisplayMode() SDL_GetWindowDisplayMode()

PPSDL_DisplayOrientation sdl2

< Display has been removed from the system *

PPSDL_DollarGestureEvent sdl2

(event.dgesture.*) *

PPSDL_DropEvent sdl2

An event used to request a file open by the system (event.drop.*) This event is disabled by default, you can enable it with SDL_EventState() If you enable this event, you must free the filename in the event.

PPSDL_Error sdl2

ERR_MAX_ARGS = 5; { Obsolete in 2.0.14? }

PPSDL_ErrorCode sdl2

#define SDL_OutOfMemory() SDL_Error(SDL_ENOMEM) #define SDL_Unsupported() SDL_Error(SDL_UNSUPPORTED) #define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param))

PPSDL_Event sdl2

General event structure

PPSDL_EventAction sdl2

 

PPSDL_EventFilter sdl2

 

PPSDL_EventType sdl2

2.26.5 from "sdl_events.h"

PPSDL_Finger sdl2

trackpad with relative device coordinates *

PPSDL_FingerID sdl2

 

PPSDL_FlashOperation sdl2

\brief Window flash operation

PPSDL_FPoint sdl2

\brief The structure that defines a point (floating point)

\sa SDL_EnclosePoints \sa SDL_PointInRect

PPSDL_FRect sdl2

A rectangle, with the origin at the upper left. (floating point)

PPSDL_free_func sdl2

 

PPSDL_GameController sdl2

The gamecontroller structure used to identify an SDL game controller *

PPSDL_GameControllerAxis sdl2

The list of axes available from a controller

PPSDL_GameControllerBindType sdl2

 

PPSDL_GameControllerButton sdl2

The list of buttons available from a controller

PPSDL_GameControllerButtonBind sdl2

 

PPSDL_GameControllerType sdl2

 

PPSDL_GestureID sdl2

2.24.0 from "sdl_gesture.h"

PPSDL_GLattr sdl2

OpenGL configuration attributes

PPSDL_GLContext sdl2

An opaque handle to an OpenGL context.

PPSDL_GLcontextFlag sdl2

 

PPSDL_GLcontextReleaseFlag sdl2

 

PPSDL_GLContextResetNotification sdl2

 

PPSDL_GLprofile sdl2

 

PPSDL_GUID sdl2

An SDL_GUID is a 128-bit identifier for an input device that identifies that device across runs of SDL programs on the same platform. If the device is detached and then re-attached to a different port, or if the base system is rebooted, the device should still report the same GUID.

GUIDs are as precise as possible but are not guaranteed to distinguish physically distinct but equivalent devices. For example, two game controllers from the same vendor with the same product ID and revision may have the same GUID.

GUIDs may be platform-dependent (i.e., the same device may report different GUIDs on different operating systems).

PPSDL_Haptic sdl2

SDL_Haptic

The haptic structure used to identify an SDL haptic.

SDL_HapticOpen SDL_HapticOpenFromJoystick SDL_HapticClose

PPSDL_HapticCondition sdl2

A structure containing a template for a Condition effect.

The struct handles the following effects: - SDL_HAPTIC_SPRING: Effect based on axes position. - SDL_HAPTIC_DAMPER: Effect based on axes velocity. - SDL_HAPTIC_INERTIA: Effect based on axes acceleration. - SDL_HAPTIC_FRICTION: Effect based on axes movement.

Direction is handled by condition internals instead of a direction member. The condition effect specific members have three parameters. The first refers to the X axis, the second refers to the Y axis and the third refers to the Z axis. The right terms refer to the positive side of the axis and the left terms refer to the negative side of the axis. Please refer to the ::SDL_HapticDirection diagram for which side is positive and which is negative.

SDL_HapticDirection SDL_HAPTIC_SPRING SDL_HAPTIC_DAMPER SDL_HAPTIC_INERTIA SDL_HAPTIC_FRICTION SDL_HapticEffect

PPSDL_HapticConstant sdl2

A structure containing a template for a Constant effect.

The struct is exclusive to the ::SDL_HAPTIC_CONSTANT effect.

A constant effect applies a constant force in the specified direction to the joystick.

SDL_HAPTIC_CONSTANT SDL_HapticEffect

PPSDL_HapticCustom sdl2

A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.

A custom force feedback effect is much like a periodic effect, where the application can define its exact shape. You will have to allocate the data yourself. Data should consist of channels * samples Uint16 samples.

If channels is one, the effect is rotated using the defined direction. Otherwise it uses the samples in data for the different axes.

SDL_HAPTIC_CUSTOM SDL_HapticEffect

PPSDL_HapticDirection sdl2

Structure that represents a haptic direction.

Directions can be specified by: - SDL_HAPTIC_POLAR : Specified by polar coordinates. - SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates. - SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.

Cardinal directions of the haptic device are relative to the positioning of the device. North is considered to be away from the user.

The following diagram represents the cardinal directions:

.–. |__| .——-. |=.| |.—–.| |–| || || | | |'—–'| |__|˜')_____(' [ COMPUTER ]

North (0,-1) ˆ | | (1,0) West <—-[ HAPTIC ]—-> East (-1,0) | | v South (0,1)

[ USER ] \|||/ (o o) —ooO-(_)-Ooo—

If type is SDL_HAPTIC_POLAR, direction is encoded by hundredths of a degree starting north and turning clockwise. ::SDL_HAPTIC_POLAR only uses the first dir parameter. The cardinal directions would be: - North: 0 (0 degrees) - East: 9000 (90 degrees) - South: 18000 (180 degrees) - West: 27000 (270 degrees)

If type is SDL_HAPTIC_CARTESIAN, direction is encoded by three positions (X axis, Y axis and Z axis (with 3 axes)). ::SDL_HAPTIC_CARTESIAN uses the first three dir parameters. The cardinal directions would be: - North: 0,-1, 0 - East: -1, 0, 0 - South: 0, 1, 0 - West: 1, 0, 0

The Z axis represents the height of the effect if supported, otherwise it's unused. In cartesian encoding (1, 2) would be the same as (2, 4), you can use any multiple you want, only the direction matters.

If type is SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations. The first two dir parameters are used. The dir parameters are as follows (all values are in hundredths of degrees): - Degrees from (1, 0) rotated towards (0, 1). - Degrees towards (0, 0, 1) (device needs at least 3 axes).

Example of force coming from the south with all encodings (force coming from the south means the user will have to pull the stick to counteract):

SDL_HapticDirection direction;

// Cartesian directions direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding. direction.dir[0] = 0; // X position direction.dir[1] = 1; // Y position // Assuming the device has 2 axes, we don't need to specify third parameter.

// Polar directions direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding. direction.dir[0] = 18000; // Polar only uses first parameter

// Spherical coordinates direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.

SDL_HAPTIC_POLAR SDL_HAPTIC_CARTESIAN SDL_HAPTIC_SPHERICAL SDL_HapticEffect SDL_HapticNumAxes

PPSDL_HapticEffect sdl2

The generic template for any haptic effect.

All values max at 32767 (0x7FFF). Signed values also can be negative. Time values unless specified otherwise are in milliseconds.

You can also pass SDL_HAPTIC_INFINITY to length instead of a 0-32767 value. Neither delay, interval, attack_length nor fade_length support SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends.

Additionally, the SDL_HAPTIC_RAMP effect does not support a duration of SDL_HAPTIC_INFINITY.

Button triggers may not be supported on all devices, it is advised to not use them if possible. Buttons start at index 1 instead of index 0 like the joystick.

If both attack_length and fade_level are 0, the envelope is not used, otherwise both values are used.

Common parts:

// Replay - All effects have this Uint32 length; // Duration of effect (ms). Uint16 delay; // Delay before starting effect.

// Trigger - All effects have this Uint16 button; // Button that triggers effect. Uint16 interval; // How soon before effect can be triggered again.

// Envelope - All effects except condition effects have this Uint16 attack_length; // Duration of the attack (ms). Uint16 attack_level; // Level at the start of the attack. Uint16 fade_length; // Duration of the fade out (ms). Uint16 fade_level; // Level at the end of the fade.

Here we have an example of a constant effect evolution in time:

Strength ˆ | | effect level –> _________________ | / \ | / \ | / \ | / \ | attack_level –> | \ | | | <— fade_level | +————————————————–> Time [–] [—] attack_length fade_length

[——————][———————–] delay length

Note either the attack_level or the fade_level may be above the actual effect level.

SDL_HapticConstant SDL_HapticPeriodic SDL_HapticCondition SDL_HapticRamp SDL_HapticCustom

PPSDL_HapticPeriodic sdl2

A structure containing a template for a Periodic effect.

The struct handles the following effects: - SDL_HAPTIC_SINE - SDL_HAPTIC_SQUARE - SDL_HAPTIC_TRIANGLE - SDL_HAPTIC_SAWTOOTHUP - SDL_HAPTIC_SAWTOOTHDOWN

A periodic effect consists in a wave-shaped effect that repeats itself over time. The type determines the shape of the wave and the parameters determine the dimensions of the wave.

Phase is given by hundredth of a cycle meaning that giving the phase a value of 9000 will displace it 25% of its period. Here are sample values: - 0: No phase displacement. - 9000: Displaced 25% of its period. - 18000: Displaced 50% of its period. - 27000: Displaced 75% of its period. - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.

Examples:

SDL_HAPTIC_SINE __ __ __ __ / \ / \ / \ / / \__/ \__/ \__/

SDL_HAPTIC_SQUARE __ __ __ __ __ | | | | | | | | | | | |__| |__| |__| |__| |

SDL_HAPTIC_TRIANGLE /\ /\ /\ /\ /\ / \ / \ / \ / \ / / \/ \/ \/ \/

SDL_HAPTIC_SAWTOOTHUP /| /| /| /| /| /| /| / | / | / | / | / | / | / | / |/ |/ |/ |/ |/ |/ |

SDL_HAPTIC_SAWTOOTHDOWN \ |\ |\ |\ |\ |\ |\ | \ | \ | \ | \ | \ | \ | \ | \| \| \| \| \| \| \|

SDL_HAPTIC_SINE SDL_HAPTIC_SQUARE SDL_HAPTIC_TRIANGLE SDL_HAPTIC_SAWTOOTHUP SDL_HAPTIC_SAWTOOTHDOWN SDL_HapticEffect

PPSDL_HapticRamp sdl2

A structure containing a template for a Ramp effect.

This struct is exclusively for the ::SDL_HAPTIC_RAMP effect.

The ramp effect starts at start strength and ends at end strength. It augments in linear fashion. If you use attack and fade with a ramp the effects get added to the ramp effect making the effect become quadratic instead of linear.

SDL_HAPTIC_RAMP SDL_HapticEffect

PPSDL_HintCallback sdl2

/** \brief Add a function to watch a particular hint

\param name The hint to watch \param callback The function to call when the hint value changes \param userdata A pointer to pass to the callback function /

PPSDL_HintPriority sdl2

/** \brief An enumeration of hint priorities /

PPSDL_HitTest sdl2

\brief Callback used for hit-testing.

\sa SDL_SetWindowHitTest

PPSDL_HitTestResult sdl2

\brief Possible return values from the SDL_HitTest callback.

\sa SDL_HitTest

PPSDL_Init sdl2

2.24.0 based on "sdl.h"

PPSDL_JoyAxisEvent sdl2

Joystick axis motion event structure (event.jaxis.*)

PPSDL_JoyBallEvent sdl2

Joystick trackball motion event structure (event.jball.*)

PPSDL_JoyBatteryEvent sdl2

Joysick battery level change event structure (event.jbattery.*)

PPSDL_JoyButtonEvent sdl2

Joystick button event structure (event.jbutton.*)

PPSDL_JoyDeviceEvent sdl2

Joystick device event structure (event.jdevice.*)

PPSDL_JoyHatEvent sdl2

Joystick hat position change event structure (event.jhat.*)

PPSDL_Joystick sdl2

The joystick structure used to identify an SDL joystick *

PPSDL_JoystickGUID sdl2

A structure that encodes the stable unique id for a joystick device *

PPSDL_JoystickID sdl2

This is a unique ID for a joystick for the time it is connected to the system, and is never reused for the lifetime of the application. If the joystick is disconnected and reconnected, it will get a new ID.

The ID value starts at 0 and increments from there. The value -1 is an invalid ID.

PPSDL_JoystickPowerLevel sdl2

 

PPSDL_JoystickType sdl2

 

PPSDL_KeyboardEvent sdl2

Keyboard button event structure (event.key.*)

PPSDL_KeyCode sdl2

The SDL virtual key representation.

Values of this type are used to represent keyboard keys using the current layout of the keyboard. These values include Unicode values representing the unmodified character that would be generated by pressing the key, or an SDLK_* constant for those keys that do not generate characters.

A special exception is the number keys at the top of the keyboard which always map to SDLK_0...SDLK_9, regardless of layout.

PPSDL_KeyMod sdl2

Enumeration of valid key mods (possibly OR'd together).

PPSDL_Keysym sdl2

\brief The SDL keysym structure, used in key events.

\note If you are looking for translated character input, see the:: SDL_TEXTINPUT event.

PPSDL_Locale sdl2

2.24.0 based on SDL_locale.h

PPSDL_LogCategory sdl2

\brief The predefined log categories

By default the application category is enabled at the INFO level, the assert category is enabled at the WARN level, test is enabled at the VERBOSE level and all other categories are enabled at the CRITICAL level.

PPSDL_LogOutputFunction sdl2

\brief The prototype for the log output function

PPSDL_LogPriority sdl2

\brief The predefined log priorities

PPSDL_malloc_func sdl2

 

PPSDL_MessageBoxButtonData sdl2

Individual button data.

PPSDL_MessageBoxButtonFlags sdl2

Flags for SDL_MessageBoxButtonData.

PPSDL_MessageBoxColor sdl2

RGB value used in a message box color scheme

PPSDL_MessageBoxColorScheme sdl2

A set of colors to use for message box dialogs

PPSDL_MessageBoxColorType sdl2

 

PPSDL_MessageBoxData sdl2

MessageBox structure containing title, text, window, etc.

PPSDL_MessageBoxFlags sdl2

SDL_MessageBox flags. If supported will display warning icon, etc.

PPSDL_MouseButtonEvent sdl2

Mouse button event structure (event.button.*)

PPSDL_MouseMotionEvent sdl2

Mouse motion event structure (event.motion.*)

PPSDL_MouseWheelDirection sdl2

 

PPSDL_MouseWheelEvent sdl2

Mouse wheel event structure (event.wheel.*)

PPSDL_MultiGestureEvent sdl2

Multiple Finger Gesture Event (event.mgesture.*)

PPSDL_Mutex sdl2

The SDL mutex structure, defined in SDL_sysmutex.c

PPSDL_PackedLayout sdl2

Packed component layout. *

PPSDL_PackOrder sdl2

Packed component order, high bit -> low bit. *

PPSDL_Palette sdl2

 

PPSDL_PixelFormat sdl2

Everything in the pixel format structure is read-only.

PPSDL_PixelType sdl2

Pixel type. *

PPSDL_Point sdl2

\brief The structure that defines a point (integer)

\sa SDL_EnclosePoints \sa SDL_PointInRect

PPSDL_PowerState sdl2

The basic state for the system's power supply.

PPSDL_QuitEvent sdl2

The "quit requested" event

PPSDL_realloc_func sdl2

 

PPSDL_Rect sdl2

\brief A rectangle, with the origin at the upper left (integer).

\sa SDL_RectEmpty \sa SDL_RectEquals \sa SDL_HasIntersection \sa SDL_IntersectRect \sa SDL_UnionRect \sa SDL_EnclosePoints

PPSDL_Renderer sdl2

A structure representing rendering state

PPSDL_RendererFlags sdl2

< The renderer supports rendering to texture *

PPSDL_RendererInfo sdl2

Information on the capabilities of a render driver or context.

PPSDL_RWops sdl2

Read-Only memory stream *

PPSDL_ScaleMode sdl2

The scaling mode for a texture.

PPSDL_ScanCode sdl2

The SDL keyboard scancode representation.

Values of this type are used to represent keyboard keys, among other places in the SDL_Keysym.scancode key.keysym.scancode \endlink field of the SDL_Event structure.

The values in this enumeration are based on the USB usage page standard: https://www.usb.org/sites/default/files/documents/hut1_12v2.pdf

PPSDL_Sem sdl2

The SDL semaphore structure, defined in SDL_sem.c

PPSDL_Sensor sdl2

\brief SDL_sensor.h

In order to use these functions, SDL_Init() must have been called with the ::SDL_INIT_SENSOR flag. This causes SDL to scan the system for sensors, and load appropriate drivers.

PPSDL_SensorEvent sdl2

Sensor event structure (event.sensor.*)

PPSDL_SensorID sdl2

This is a unique ID for a sensor for the time it is connected to the system, and is never reused for the lifetime of the application.

The ID value starts at 0 and increments from there. The value -1 is an invalid ID.

PPSDL_SensorType sdl2

The different sensors defined by SDL

Additional sensors may be available, using platform dependent semantics.

Hare are the additional Android sensors: https://developer.android.com/reference/android/hardware/SensorEvent.html#values

PPSDL_SpinLock sdl2

Atomic locks are efficient spinlocks using CPU instructions, but are vulnerable to starvation and can spin forever if a thread holding a lock has been terminated. For this reason you should minimize the code executed inside an atomic lock and never do expensive things like API or system calls while holding them.

The atomic locks are not safe to lock recursively.

PPSDL_Surface sdl2

 

PPSDL_SystemCursor sdl2

Cursor types for SDL_CreateSystemCursor.

PPSDL_SysWMEvent sdl2

A video driver dependent system event (event.syswm.*) This event is disabled by default, you can enable it with SDL_EventState()

If you want to use this event, you should include SDL_syswm.h.

PPSDL_SysWMinfo sdl2

The custom window manager information structure.

When this structure is returned, it holds information about which low level system it is using, and will be one of SDL_SYSWM_TYPE.

PPSDL_SysWMmsg sdl2

The custom event structure.

PPSDL_TextEditingEvent sdl2

Keyboard text editing event structure (event.edit.*)

PPSDL_TextEditingExtEvent sdl2

Extended keyboard text editing event structure (event.editExt.*) when text would be truncated if stored in the text buffer SDL_TextEditingEvent

PPSDL_TextInputEvent sdl2

Keyboard text input event structure (event.text.*)

PPSDL_Texture sdl2

An efficient driver-specific representation of pixel data

PPSDL_TextureAccess sdl2

The access pattern allowed for a texture.

PPSDL_TextureModulate sdl2

The texture channel modulation used in SDL_RenderCopy().

PPSDL_Thread sdl2

 

PPSDL_ThreadFunction sdl2

The function passed to SDL_CreateThread() It is passed a void* user context parameter and returns an int.

PPSDL_threadID sdl2

The SDL thread ID *

PPSDL_ThreadPriority sdl2

The SDL thread priority.

SDL will make system changes as necessary in order to apply the thread priority. Code which attempts to control thread state related to priority should be aware that calling SDL_SetThreadPriority may alter such state. SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of this behavior.

\note On many systems you require special privileges to set high or time critical priority.

PPSDL_TimerCallback sdl2

Function prototype for the timer callback function.

The callback function is passed the current timer interval and returns the next timer interval. If the returned value is the same as the one passed in, the periodic alarm continues, otherwise a new alarm is scheduled. If the callback returns 0, the periodic alarm is cancelled.

PPSDL_TimerID sdl2

Definition of the timer ID type.

PPSDL_TLSID sdl2

Thread local storage ID, 0 is the invalid ID *

PPSDL_TouchDeviceType sdl2

 

PPSDL_TouchFingerEvent sdl2

Touch finger event structure (event.tfinger.*)

PPSDL_TouchID sdl2

2.0.18 from "sdl_touch.h"

PPSDL_UserEvent sdl2

A user-defined event type (event.user.*)

PPSDL_Version sdl2

Information the version of SDL in use.

Represents the library's version as three levels: major revision (increments with massive changes, additions, and enhancements), minor revision (increments with backwards-compatible changes to the major revision), and patchlevel (increments with fixes to the minor revision).

SDL_VERSION SDL_GetVersion

PPSDL_Vertex sdl2

 

PPSDL_VirtualJoystickDesc sdl2

 

PPSDL_Window sdl2

2.0.14 from "sdl_video.h"

PPSDL_WindowEvent sdl2

Window state change event data (event.window.*)

PPSDL_WindowEventID sdl2

Event subtype for window events

PPSDL_WindowFlags sdl2

The flags on a window

SDL_GetWindowFlags()

PPSDL_WindowShapeMode sdl2

A struct that tags the SDL_WindowShapeParams union with an enum describing the type of its contents. *

PPSDL_WindowShapeParams sdl2

A union containing parameters for shaped windows. *

PPTTF_Direction sdl2_ttf

Direction flags

\sa TTF_SetFontDirection

PPTTF_Font sdl2_ttf

The internal structure containing font information *

PPUDPPacket sdl2_net

 

PPUDPSocket sdl2_net

 

PPUInt8Array sdl2

Data types for all compilers

PPUInt8Array sdl2_gfx

Data types for all compilers

PPUInt8Array sdl2_image

Data types for all compilers

PPUInt8Array sdl2_mixer

Data types for all compilers

PPUInt8Array sdl2_net

Data types for all compilers

PPUInt8Array sdl2_ttf

Data types for all compilers

PPWindowShapeMode sdl2

\brief An enum denoting the specific type of contents present in an SDL_WindowShapeParams union. *

PSDLNet_GenericSocket sdl2_net

 

PSDLNet_SocketSet sdl2_net

 

PSDLNet_Version sdl2_net

 

PSDL_ArrayOrder sdl2

 

PSDL_Atomic sdl2

 

PSDL_AudioCallback sdl2

 

PSDL_AudioCVT sdl2

 

PSDL_AudioDeviceEvent sdl2

 

PSDL_AudioDeviceID sdl2

 

PSDL_AudioFormat sdl2

 

PSDL_AudioSpec sdl2

 

PSDL_AudioStatus sdl2

 

PSDL_AudioStream sdl2

this is opaque to the outside world.

PSDL_BitmapOrder sdl2

 

PSDL_BlendFactor sdl2

 

PSDL_BlendMode sdl2

 

PSDL_BlendOperation sdl2

 

PSDL_Blit sdl2

 

PSDL_BlitMap sdl2

 

PSDL_Bool sdl2

 

PSDL_calloc_func sdl2

 

PSDL_Color sdl2

 

PSDL_Colour sdl2

 

PSDL_CommonEvent sdl2

 

PSDL_Cond sdl2

The condition variable type.

Typical use of condition variables:

Thread A: SDL_LockMutex(lock); while ( not condition ) begin SDL_CondWait(cond, lock); end; SDL_UnlockMutex(lock);

Thread B: SDL_LockMutex(lock); ... condition := true; ... SDL_CondSignal(cond); SDL_UnlockMutex(lock);

There is some discussion whether to signal the condition variable with the mutex locked or not. There is some potential performance benefit to unlocking first on some platforms, but there are some potential race conditions depending on how your code is structured.

In general it's safer to signal the condition variable while the mutex is locked.

PSDL_ControllerAxisEvent sdl2

 

PSDL_ControllerButtonEvent sdl2

 

PSDL_ControllerDeviceEvent sdl2

 

PSDL_ControllerSensorEvent sdl2

 

PSDL_ControllerTouchpadEvent sdl2

 

PSDL_Cursor sdl2

 

PSDL_DisplayEvent sdl2

 

PSDL_DisplayEventID sdl2

 

PSDL_DisplayMode sdl2

 

PSDL_DisplayOrientation sdl2

 

PSDL_DollarGestureEvent sdl2

 

PSDL_DropEvent sdl2

 

PSDL_Error sdl2

 

PSDL_ErrorCode sdl2

 

PSDL_Event sdl2

 

PSDL_EventAction sdl2

 

PSDL_EventFilter sdl2

 

PSDL_EventType sdl2

 

PSDL_Finger sdl2

 

PSDL_FingerID sdl2

 

PSDL_FlashOperation sdl2

 

PSDL_FPoint sdl2

 

PSDL_FRect sdl2

 

PSDL_free_func sdl2

 

PSDL_GameController sdl2

 

PSDL_GameControllerAxis sdl2

 

PSDL_GameControllerBindType sdl2

 

PSDL_GameControllerButton sdl2

 

PSDL_GameControllerButtonBind sdl2

 

PSDL_GameControllerType sdl2

 

PSDL_GestureID sdl2

 

PSDL_GLattr sdl2

 

PSDL_GLContext sdl2

 

PSDL_GLcontextFlag sdl2

 

PSDL_GLcontextReleaseFlag sdl2

 

PSDL_GLContextResetNotification sdl2

 

PSDL_GLprofile sdl2

 

PSDL_GUID sdl2

 

PSDL_Haptic sdl2

 

PSDL_HapticCondition sdl2

 

PSDL_HapticConstant sdl2

 

PSDL_HapticCustom sdl2

 

PSDL_HapticDirection sdl2

 

PSDL_HapticEffect sdl2

 

PSDL_HapticPeriodic sdl2

 

PSDL_HapticRamp sdl2

 

PSDL_hid_device sdl2

\brief A handle representing an open HID device.

PSDL_hid_device_info sdl2

opaque struct

PSDL_HintCallback sdl2

 

PSDL_HintPriority sdl2

 

PSDL_HitTest sdl2

 

PSDL_HitTestResult sdl2

 

PSDL_iconv sdl2

 

PSDL_Init sdl2

 

PSDL_JoyAxisEvent sdl2

 

PSDL_JoyBallEvent sdl2

 

PSDL_JoyBatteryEvent sdl2

 

PSDL_JoyButtonEvent sdl2

 

PSDL_JoyDeviceEvent sdl2

 

PSDL_JoyHatEvent sdl2

 

PSDL_Joystick sdl2

 

PSDL_JoystickGUID sdl2

 

PSDL_JoystickID sdl2

 

PSDL_JoystickPowerLevel sdl2

 

PSDL_JoystickType sdl2

 

PSDL_KeyboardEvent sdl2

 

PSDL_KeyCode sdl2

 

PSDL_KeyMod sdl2

 

PSDL_Keysym sdl2

 

PSDL_Locale sdl2

 

PSDL_LogCategory sdl2

 

PSDL_LogOutputFunction sdl2

 

PSDL_LogPriority sdl2

 

PSDL_malloc_func sdl2

 

PSDL_MessageBoxButtonData sdl2

 

PSDL_MessageBoxButtonFlags sdl2

 

PSDL_MessageBoxColor sdl2

 

PSDL_MessageBoxColorScheme sdl2

 

PSDL_MessageBoxColorType sdl2

 

PSDL_MessageBoxData sdl2

 

PSDL_MessageBoxFlags sdl2

 

PSDL_MouseButtonEvent sdl2

 

PSDL_MouseMotionEvent sdl2

 

PSDL_MouseWheelDirection sdl2

 

PSDL_MouseWheelEvent sdl2

 

PSDL_MultiGestureEvent sdl2

 

PSDL_Mutex sdl2

 

PSDL_PackedLayout sdl2

 

PSDL_PackOrder sdl2

 

PSDL_Palette sdl2

 

PSDL_PixelFormat sdl2

 

PSDL_PixelType sdl2

 

PSDL_Point sdl2

 

PSDL_PowerState sdl2

 

PSDL_QuitEvent sdl2

 

PSDL_realloc_func sdl2

 

PSDL_Rect sdl2

 

PSDL_Renderer sdl2

 

PSDL_RendererFlags sdl2

 

PSDL_RendererInfo sdl2

 

PSDL_RWops sdl2

 

PSDL_ScaleMode sdl2

 

PSDL_ScanCode sdl2

 

PSDL_Sem sdl2

 

PSDL_Sensor sdl2

 

PSDL_SensorEvent sdl2

 

PSDL_SensorID sdl2

 

PSDL_SensorType sdl2

 

PSDL_SpinLock sdl2

 

PSDL_Surface sdl2

 

PSDL_SystemCursor sdl2

 

PSDL_SysWMEvent sdl2

 

PSDL_SysWMinfo sdl2

 

PSDL_SysWMmsg sdl2

 

PSDL_TextEditingEvent sdl2

 

PSDL_TextEditingExtEvent sdl2

 

PSDL_TextInputEvent sdl2

 

PSDL_Texture sdl2

 

PSDL_TextureAccess sdl2

 

PSDL_TextureModulate sdl2

 

PSDL_Thread sdl2

 

PSDL_ThreadFunction sdl2

 

PSDL_threadID sdl2

 

PSDL_ThreadPriority sdl2

 

PSDL_TimerCallback sdl2

 

PSDL_TimerID sdl2

 

PSDL_TLSID sdl2

 

PSDL_TouchDeviceType sdl2

 

PSDL_TouchFingerEvent sdl2

 

PSDL_TouchID sdl2

 

PSDL_UserEvent sdl2

 

PSDL_Version sdl2

 

PSDL_Vertex sdl2

 

PSDL_VirtualJoystickDesc sdl2

 

PSDL_Window sdl2

 

PSDL_WindowEvent sdl2

 

PSDL_WindowEventID sdl2

 

PSDL_WindowFlags sdl2

 

PSDL_WindowShapeMode sdl2

 

PSDL_WindowShapeParams sdl2

 

PTTF_Direction sdl2_ttf

 

PTTF_Font sdl2_ttf

 

PUDPPacket sdl2_net

 

PUDPSocket sdl2_net

 

PUInt8Array sdl2

 

PUInt8Array sdl2_gfx

 

PUInt8Array sdl2_image

 

PUInt8Array sdl2_mixer

 

PUInt8Array sdl2_net

 

PUInt8Array sdl2_ttf

 

PWindowShapeMode sdl2

 

TClose sdl2

Close and free an allocated SDL_RWops structure.

0 if successful or -1 on write error when flushing data.

TIMG_InitFlags sdl2_image

 

TKeyStateArr sdl2

 

TMix_Channel_Finished sdl2_mixer

 

TMix_EffectDone_t sdl2_mixer

 

TMix_EffectFunc_t sdl2_mixer

 

TMix_Fading sdl2_mixer

 

TMix_Func sdl2_mixer

 

TMIX_InitFlags sdl2_mixer

 

TMix_MusicType sdl2_mixer

 

TMix_Music_Finished sdl2_mixer

 

TMix_SoundFunc sdl2_mixer

 

TRead sdl2

Read up to maxnum objects each of size size from the data stream to the area pointed at by ptr.

the number of objects read, or 0 at error or end of file.

TRumbleFunc sdl2

 

TRumbleTriggersFunc sdl2

 

TSDLNet_Version sdl2_net

 

TSDL_ArrayOrder sdl2

 

TSDL_AudioCallback sdl2

 

TSDL_AudioDeviceID sdl2

 

TSDL_AudioFilter sdl2

 

TSDL_AudioFormat sdl2

 

TSDL_AudioStatus sdl2

 

TSDL_BitmapOrder sdl2

 

TSDL_BlendFactor sdl2

 

TSDL_BlendMode sdl2

 

TSDL_BlendOperation sdl2

 

TSDL_Blit sdl2

 

TSDL_Bool sdl2

 

TSDL_calloc_func sdl2

 

TSDL_Colour sdl2

 

TSDL_DisplayEventID sdl2

 

TSDL_DisplayOrientation sdl2

 

TSDL_ErrorCode sdl2

 

TSDL_EventAction sdl2

 

TSDL_EventFilter sdl2

 

TSDL_EventType sdl2

 

TSDL_FingerID sdl2

 

TSDL_FlashOperation sdl2

 

TSDL_free_func sdl2

 

TSDL_GameControllerAxis sdl2

 

TSDL_GameControllerBindType sdl2

 

TSDL_GameControllerButton sdl2

 

TSDL_GameControllerType sdl2

 

TSDL_GestureID sdl2

 

TSDL_GLattr sdl2

 

TSDL_GLContext sdl2

 

TSDL_GLcontextFlag sdl2

 

TSDL_GLcontextReleaseFlag sdl2

 

TSDL_GLContextResetNotification sdl2

 

TSDL_GLprofile sdl2

 

TSDL_HintCallback sdl2

 

TSDL_HintPriority sdl2

 

TSDL_HitTest sdl2

 

TSDL_HitTestResult sdl2

 

TSDL_Init sdl2

 

TSDL_JoystickGUID sdl2

 

TSDL_JoystickID sdl2

 

TSDL_JoystickPowerLevel sdl2

 

TSDL_JoystickType sdl2

 

TSDL_KeyCode sdl2

 

TSDL_KeyMod sdl2

 

TSDL_LogCategory sdl2

 

TSDL_LogOutputFunction sdl2

 

TSDL_LogPriority sdl2

 

TSDL_malloc_func sdl2

 

TSDL_MessageBoxButtonFlags sdl2

 

TSDL_MessageBoxColorType sdl2

 

TSDL_MessageBoxFlags sdl2

 

TSDL_MouseWheelDirection sdl2

 

TSDL_PackedLayout sdl2

 

TSDL_PackOrder sdl2

 

TSDL_PixelType sdl2

 

TSDL_PowerState sdl2

 

TSDL_realloc_func sdl2

 

TSDL_RendererFlags sdl2

 

TSDL_ScaleMode sdl2

 

TSDL_ScanCode sdl2

 

TSDL_SensorID sdl2

 

TSDL_SensorType sdl2

 

TSDL_SpinLock sdl2

 

TSDL_SystemCursor sdl2

 

TSDL_SYSWM_TYPE sdl2

These are the various supported windowing subsystems

TSDL_TextureAccess sdl2

 

TSDL_TextureModulate sdl2

 

TSDL_ThreadFunction sdl2

 

TSDL_threadID sdl2

 

TSDL_ThreadPriority sdl2

 

TSDL_TimerCallback sdl2

 

TSDL_TimerID sdl2

 

TSDL_TLSID sdl2

 

TSDL_TouchDeviceType sdl2

 

TSDL_TouchID sdl2

 

TSDL_WindowEventID sdl2

 

TSDL_WindowFlags sdl2

 

TSDL_YUV_CONVERSION_MODE sdl2

\brief The formula used for converting between YUV and RGB

TSeek sdl2

Seek to offset relative to whence, one of stdio's whence values: RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END

the final offset in the data stream, or -1 on error.

TSendEffectFunc sdl2

 

TSetLEDFunc sdl2

 

TSetPlayerIndexProc sdl2

 

TSize sdl2

Return the size of the file in this rwops, or -1 if unknown

TTCPSocket sdl2_net

 

TTTF_Direction sdl2_ttf

 

TUInt8Array sdl2

 

TUInt8Array sdl2_gfx

 

TUInt8Array sdl2_image

 

TUInt8Array sdl2_mixer

 

TUInt8Array sdl2_net

 

TUInt8Array sdl2_ttf

 

TUpdateProc sdl2

The structure that defines an extended virtual joystick description

The caller must zero the structure and then initialize the version with `SDL_VIRTUAL_JOYSTICK_DESC_VERSION` before passing it to SDL_JoystickAttachVirtualEx() All other elements of this structure are optional and can be left 0.

\sa SDL_JoystickAttachVirtualEx

TWindowShapeMode sdl2

 

TWrite sdl2

Write exactly num objects each of size size from the area pointed at by ptr to data stream.

the number of objects written, or 0 at error or end of file.


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