All Types
Name | Unit | Description |
---|---|---|
cintptr_t | sdl2 |
|
cintptr_t | sdl2_gfx |
|
cintptr_t | sdl2_image |
|
cintptr_t | sdl2_mixer |
|
cintptr_t | sdl2_net |
|
cintptr_t | sdl2_ttf |
|
cuintptr_t | sdl2 | "The following type designates an unsigned integer type [or signed respectivly] with the property that any valid pointer to void can be converted to this type, then converted back to a pointer to void, and the result will compare equal to the original pointer: uintptr_t" Source: https://pubs.opengroup.org/onlinepubs/000095399/basedefs/stdint.h.html |
cuintptr_t | sdl2_gfx | "The following type designates an unsigned integer type [or signed respectivly] with the property that any valid pointer to void can be converted to this type, then converted back to a pointer to void, and the result will compare equal to the original pointer: uintptr_t" Source: https://pubs.opengroup.org/onlinepubs/000095399/basedefs/stdint.h.html |
cuintptr_t | sdl2_image | "The following type designates an unsigned integer type [or signed respectivly] with the property that any valid pointer to void can be converted to this type, then converted back to a pointer to void, and the result will compare equal to the original pointer: uintptr_t" Source: https://pubs.opengroup.org/onlinepubs/000095399/basedefs/stdint.h.html |
cuintptr_t | sdl2_mixer | "The following type designates an unsigned integer type [or signed respectivly] with the property that any valid pointer to void can be converted to this type, then converted back to a pointer to void, and the result will compare equal to the original pointer: uintptr_t" Source: https://pubs.opengroup.org/onlinepubs/000095399/basedefs/stdint.h.html |
cuintptr_t | sdl2_net | "The following type designates an unsigned integer type [or signed respectivly] with the property that any valid pointer to void can be converted to this type, then converted back to a pointer to void, and the result will compare equal to the original pointer: uintptr_t" Source: https://pubs.opengroup.org/onlinepubs/000095399/basedefs/stdint.h.html |
cuintptr_t | sdl2_ttf | "The following type designates an unsigned integer type [or signed respectivly] with the property that any valid pointer to void can be converted to this type, then converted back to a pointer to void, and the result will compare equal to the original pointer: uintptr_t" Source: https://pubs.opengroup.org/onlinepubs/000095399/basedefs/stdint.h.html |
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_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_RenderFlip | sdl2 | Flip constants for SDL_RenderCopyEx |
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_ThreadFunction | sdl2 | The function passed to SDL_CreateThread(). \param data what was passed as `data` to SDL_CreateThread() \returns a value that can be reported through SDL_WaitThread(). |
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_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 |
|
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_RenderFlip | 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 | The SDL thread structure, defined in SDL_thread.c * |
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_RenderFlip | 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 |
|
TTLSDestructor | sdl2 | SDL2-For-Pascal: This function pointer is introduced to specifiy the destructor pointer in the SDL_TLSSet function according to C headers. The TTLSDestructor type itself is not defined by the original SDL2 headers. |
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. |
Generated by PasDoc 0.16.0.