Go to the documentation of this file.
24 #include "SDL_config.h"
30 "[--video driver]",
"[--renderer driver]",
"[--gldebug]",
31 "[--info all|video|modes|render|event]",
32 "[--log all|error|system|audio|video|render|input]",
"[--display N]",
33 "[--fullscreen | --fullscreen-desktop | --windows N]",
"[--title title]",
34 "[--icon icon.bmp]",
"[--center | --position X,Y]",
"[--geometry WxH]",
35 "[--min-geometry WxH]",
"[--max-geometry WxH]",
"[--logical WxH]",
36 "[--scale N]",
"[--depth N]",
"[--refresh R]",
"[--vsync]",
"[--noframe]",
37 "[--resize]",
"[--minimize]",
"[--maximize]",
"[--grab]",
42 "[--rate N]",
"[--format U8|S8|U16|U16LE|U16BE|S16|S16LE|S16BE]",
43 "[--channels N]",
"[--samples N]"
65 for (
i = 1; argv[
i]; ++
i) {
81 state->window_title = argv[0];
82 state->window_flags = 0;
87 state->num_windows = 1;
88 state->audiospec.freq = 22050;
90 state->audiospec.channels = 2;
91 state->audiospec.samples = 2048;
94 state->gl_red_size = 3;
95 state->gl_green_size = 3;
96 state->gl_blue_size = 2;
97 state->gl_alpha_size = 0;
98 state->gl_buffer_size = 0;
99 state->gl_depth_size = 16;
100 state->gl_stencil_size = 0;
101 state->gl_double_buffer = 1;
102 state->gl_accum_red_size = 0;
103 state->gl_accum_green_size = 0;
104 state->gl_accum_blue_size = 0;
105 state->gl_accum_alpha_size = 0;
106 state->gl_stereo = 0;
107 state->gl_multisamplebuffers = 0;
108 state->gl_multisamplesamples = 0;
109 state->gl_retained_backing = 1;
110 state->gl_accelerated = -1;
119 char **argv =
state->argv;
223 state->num_windows = 1;
228 state->num_windows = 1;
274 while (*
y && *
y !=
',') {
293 while (*
h && *
h !=
'x') {
312 while (*
h && *
h !=
'x') {
331 while (*
h && *
h !=
'x') {
350 while (*
h && *
h !=
'x') {
494 SDL_Log(
" %s",
"[--trackmem]");
509 for (
i = 0; options[
i] !=
NULL;
i++) {
669 for (
i = 0;
i <
sizeof(info->
flags) * 8; ++
i) {
671 if (info->
flags & flag) {
692 SDL_Log(
" Max Texture Size: %dx%d\n",
722 const int DRAGGABLE_TITLE = 32;
730 SDL_Log(
"SDL_HITTEST_RESIZE_TOPLEFT\n");
733 SDL_Log(
"SDL_HITTEST_RESIZE_BOTTOMLEFT\n");
736 SDL_Log(
"SDL_HITTEST_RESIZE_LEFT\n");
741 SDL_Log(
"SDL_HITTEST_RESIZE_TOPRIGHT\n");
744 SDL_Log(
"SDL_HITTEST_RESIZE_BOTTOMRIGHT\n");
747 SDL_Log(
"SDL_HITTEST_RESIZE_RIGHT\n");
751 SDL_Log(
"SDL_HITTEST_RESIZE_BOTTOM\n");
754 SDL_Log(
"SDL_HITTEST_RESIZE_TOP\n");
756 }
else if (area->
y < DRAGGABLE_TITLE) {
757 SDL_Log(
"SDL_HITTEST_DRAGGABLE\n");
774 SDL_Log(
"No built-in video drivers\n");
777 for (
i = 0;
i <
n; ++
i) {
787 SDL_Log(
"Couldn't initialize video driver: %s\n",
812 if (
state->gl_accelerated >= 0) {
814 state->gl_accelerated);
817 if (
state->gl_major_version) {
821 if (
state->gl_debug) {
824 if (
state->gl_profile_mask) {
834 Uint32 Rmask, Gmask, Bmask, Amask;
835 #if SDL_VIDEO_DRIVER_WINDOWS
836 int adapterIndex = 0;
840 SDL_Log(
"Number of displays: %d\n",
n);
841 for (
i = 0;
i <
n; ++
i) {
852 SDL_Log(
"Bounds: %dx%d at %d,%d\n", bounds.
w, bounds.
h, bounds.
x, bounds.
y);
853 SDL_Log(
"Usable bounds: %dx%d at %d,%d\n", usablebounds.
w, usablebounds.
h, usablebounds.
x, usablebounds.
y);
854 SDL_Log(
"DPI: %fx%f\n", hdpi, vdpi);
859 SDL_Log(
" Current mode: %dx%d@%dHz, %d bits-per-pixel (%s)\n",
862 if (Rmask || Gmask || Bmask) {
863 SDL_Log(
" Red Mask = 0x%.8x\n", Rmask);
864 SDL_Log(
" Green Mask = 0x%.8x\n", Gmask);
865 SDL_Log(
" Blue Mask = 0x%.8x\n", Bmask);
867 SDL_Log(
" Alpha Mask = 0x%.8x\n", Amask);
873 SDL_Log(
"No available fullscreen video modes\n");
875 SDL_Log(
" Fullscreen video modes:\n");
876 for (
j = 0;
j <
m; ++
j) {
879 &Gmask, &Bmask, &Amask);
880 SDL_Log(
" Mode %d: %dx%d@%dHz, %d bits-per-pixel (%s)\n",
883 if (Rmask || Gmask || Bmask) {
884 SDL_Log(
" Red Mask = 0x%.8x\n",
886 SDL_Log(
" Green Mask = 0x%.8x\n",
888 SDL_Log(
" Blue Mask = 0x%.8x\n",
891 SDL_Log(
" Alpha Mask = 0x%.8x\n",
897 #if SDL_VIDEO_DRIVER_WINDOWS
900 SDL_Log(
"D3D9 Adapter Index: %d", adapterIndex);
904 SDL_Log(
"DXGI Adapter Index: %d Output Index: %d", adapterIndex, outputIndex);
914 SDL_Log(
"No built-in render drivers\n");
916 SDL_Log(
"Built-in render drivers:\n");
917 for (
i = 0;
i <
n; ++
i) {
925 switch (
state->depth) {
946 sizeof(*
state->windows));
949 sizeof(*
state->renderers));
952 sizeof(*
state->targets));
957 for (
i = 0;
i <
state->num_windows; ++
i) {
960 if (
state->num_windows > 1) {
962 state->window_title,
i + 1);
969 state->window_flags);
971 SDL_Log(
"Couldn't create window: %s\n",
975 if (
state->window_minW ||
state->window_minH) {
978 if (
state->window_maxW ||
state->window_maxH) {
984 printf(
"Window requested size %dx%d, got %dx%d\n",
state->window_w,
state->window_h,
w,
h);
989 SDL_Log(
"Can't set up fullscreen display mode: %s\n",
1000 if (
state->window_icon) {
1010 if (!
state->skip_renderer
1011 && (
state->renderdriver
1014 if (
state->renderdriver) {
1017 for (
j = 0;
j <
n; ++
j) {
1026 SDL_Log(
"Couldn't find render driver named %s",
1027 state->renderdriver);
1033 if (!
state->renderers[
i]) {
1034 SDL_Log(
"Couldn't create renderer: %s\n",
1040 }
else if (
state->scale != 0.) {
1046 SDL_Log(
"Current renderer:\n");
1058 SDL_Log(
"No built-in audio drivers\n");
1061 for (
i = 0;
i <
n; ++
i) {
1071 SDL_Log(
"Couldn't initialize audio driver: %s\n",
1092 switch (orientation)
1094 #define CASE(X) case SDL_ORIENTATION_##X: return #X
1097 CASE(LANDSCAPE_FLIPPED);
1099 CASE(PORTRAIT_FLIPPED);
1101 default:
return "???";
1110 #define AXIS_CASE(ax) case SDL_CONTROLLER_AXIS_##ax: return #ax
1119 default:
return "???";
1128 #define BUTTON_CASE(btn) case SDL_CONTROLLER_BUTTON_##btn: return #btn
1146 default:
return "???";
1158 switch (
event->type) {
1160 switch (
event->display.event) {
1165 SDL_Log(
"SDL EVENT: Display %d got unknown event 0x%4.4x",
1166 event->display.display,
event->display.event);
1171 switch (
event->window.event) {
1173 SDL_Log(
"SDL EVENT: Window %d shown",
event->window.windowID);
1176 SDL_Log(
"SDL EVENT: Window %d hidden",
event->window.windowID);
1179 SDL_Log(
"SDL EVENT: Window %d exposed",
event->window.windowID);
1182 SDL_Log(
"SDL EVENT: Window %d moved to %d,%d",
1184 event->window.data2);
1187 SDL_Log(
"SDL EVENT: Window %d resized to %dx%d",
1189 event->window.data2);
1192 SDL_Log(
"SDL EVENT: Window %d changed size to %dx%d",
1194 event->window.data2);
1197 SDL_Log(
"SDL EVENT: Window %d minimized",
event->window.windowID);
1200 SDL_Log(
"SDL EVENT: Window %d maximized",
event->window.windowID);
1203 SDL_Log(
"SDL EVENT: Window %d restored",
event->window.windowID);
1206 SDL_Log(
"SDL EVENT: Mouse entered window %d",
1207 event->window.windowID);
1210 SDL_Log(
"SDL EVENT: Mouse left window %d",
event->window.windowID);
1213 SDL_Log(
"SDL EVENT: Window %d gained keyboard focus",
1214 event->window.windowID);
1217 SDL_Log(
"SDL EVENT: Window %d lost keyboard focus",
1218 event->window.windowID);
1221 SDL_Log(
"SDL EVENT: Window %d closed",
event->window.windowID);
1224 SDL_Log(
"SDL EVENT: Window %d take focus",
event->window.windowID);
1227 SDL_Log(
"SDL EVENT: Window %d hit test",
event->window.windowID);
1230 SDL_Log(
"SDL EVENT: Window %d got unknown event 0x%4.4x",
1231 event->window.windowID,
event->window.event);
1236 SDL_Log(
"SDL EVENT: Keyboard: key pressed in window %d: scancode 0x%08X = %s, keycode 0x%08X = %s",
1237 event->key.windowID,
1238 event->key.keysym.scancode,
1243 SDL_Log(
"SDL EVENT: Keyboard: key released in window %d: scancode 0x%08X = %s, keycode 0x%08X = %s",
1244 event->key.windowID,
1245 event->key.keysym.scancode,
1250 SDL_Log(
"SDL EVENT: Keyboard: text editing \"%s\" in window %d",
1254 SDL_Log(
"SDL EVENT: Keyboard: text input \"%s\" in window %d",
1258 SDL_Log(
"SDL EVENT: Keymap changed");
1261 SDL_Log(
"SDL EVENT: Mouse: moved to %d,%d (%d,%d) in window %d",
1264 event->motion.windowID);
1267 SDL_Log(
"SDL EVENT: Mouse: button %d pressed at %d,%d with click count %d in window %d",
1269 event->button.windowID);
1272 SDL_Log(
"SDL EVENT: Mouse: button %d released at %d,%d with click count %d in window %d",
1274 event->button.windowID);
1277 SDL_Log(
"SDL EVENT: Mouse: wheel scrolled %d in x and %d in y (reversed: %d) in window %d",
1281 SDL_Log(
"SDL EVENT: Joystick index %d attached",
1282 event->jdevice.which);
1285 SDL_Log(
"SDL EVENT: Joystick %d removed",
1286 event->jdevice.which);
1289 SDL_Log(
"SDL EVENT: Joystick %d: ball %d moved by %d,%d",
1295 const char *position =
"UNKNOWN";
1296 switch (
event->jhat.value) {
1298 position =
"CENTER";
1304 position =
"RIGHTUP";
1310 position =
"RIGHTDOWN";
1316 position =
"LEFTDOWN";
1322 position =
"LEFTUP";
1325 SDL_Log(
"SDL EVENT: Joystick %d: hat %d moved to %s",
event->jhat.which,
1326 event->jhat.hat, position);
1330 SDL_Log(
"SDL EVENT: Joystick %d: button %d pressed",
1331 event->jbutton.which,
event->jbutton.button);
1334 SDL_Log(
"SDL EVENT: Joystick %d: button %d released",
1335 event->jbutton.which,
event->jbutton.button);
1338 SDL_Log(
"SDL EVENT: Controller index %d attached",
1339 event->cdevice.which);
1342 SDL_Log(
"SDL EVENT: Controller %d removed",
1343 event->cdevice.which);
1346 SDL_Log(
"SDL EVENT: Controller %d axis %d ('%s') value: %d",
1350 event->caxis.value);
1353 SDL_Log(
"SDL EVENT: Controller %d button %d ('%s') down",
1358 SDL_Log(
"SDL EVENT: Controller %d button %d ('%s') up",
1363 SDL_Log(
"SDL EVENT: Clipboard updated");
1367 SDL_Log(
"SDL EVENT: Finger: motion touch=%ld, finger=%ld, x=%f, y=%f, dx=%f, dy=%f, pressure=%f",
1368 (
long)
event->tfinger.touchId,
1369 (
long)
event->tfinger.fingerId,
1375 SDL_Log(
"SDL EVENT: Finger: %s touch=%ld, finger=%ld, x=%f, y=%f, dx=%f, dy=%f, pressure=%f",
1377 (
long)
event->tfinger.touchId,
1378 (
long)
event->tfinger.fingerId,
1383 SDL_Log(
"SDL_EVENT: Dollar gesture detect: %ld", (
long)
event->dgesture.gestureId);
1386 SDL_Log(
"SDL_EVENT: Dollar gesture record: %ld", (
long)
event->dgesture.gestureId);
1389 SDL_Log(
"SDL_EVENT: Multi gesture fingers: %d",
event->mgesture.numFingers);
1393 SDL_Log(
"SDL EVENT: render device reset");
1396 SDL_Log(
"SDL EVENT: render targets reset");
1400 SDL_Log(
"SDL EVENT: App terminating");
1403 SDL_Log(
"SDL EVENT: App running low on memory");
1406 SDL_Log(
"SDL EVENT: App will enter the background");
1409 SDL_Log(
"SDL EVENT: App entered the background");
1412 SDL_Log(
"SDL EVENT: App will enter the foreground");
1415 SDL_Log(
"SDL EVENT: App entered the foreground");
1418 SDL_Log(
"SDL EVENT: Drag and drop beginning");
1421 SDL_Log(
"SDL EVENT: Drag and drop file: '%s'",
event->drop.file);
1424 SDL_Log(
"SDL EVENT: Drag and drop text: '%s'",
event->drop.file);
1427 SDL_Log(
"SDL EVENT: Drag and drop ending");
1430 SDL_Log(
"SDL EVENT: Quit requested");
1454 0x00FF0000, 0x0000FF00, 0x000000FF,
1456 0x000000FF, 0x0000FF00, 0x00FF0000,
1510 switch (
event->type) {
1512 switch (
event->window.event) {
1517 for (
i = 0;
i <
state->num_windows; ++
i) {
1523 if (
state->renderers[
i]) {
1542 switch (
event->key.keysym.sym) {
1547 for (
i = 0;
i <
state->num_windows; ++
i) {
1588 if (currentIndex >= 0 && numDisplays >= 1) {
1591 dest = (currentIndex + numDisplays - 1) % numDisplays;
1593 dest = (currentIndex + numDisplays + 1) % numDisplays;
1595 SDL_Log(
"Centering on display %d\n", dest);
1606 const int delta = 100;
1615 SDL_Log(
"Setting position to (%d, %d)\n",
x,
y);
1642 printf(
"Copied text to clipboard\n");
1646 for (
i = 0;
i <
state->num_windows; ++
i) {
1648 if (
state->renderers[
i]) {
1669 SDL_Log(
"%sapturing mouse %s!\n", shouldCapture ?
"C" :
"Unc", (rc == 0) ?
"succeeded" :
"failed");
1678 printf(
"Clipboard: %s\n",
text);
1680 printf(
"Clipboard is empty\n");
1735 }
else if (withAlt) {
1746 }
else if (withShift) {
1776 SDL_Log(
"ABSOLUTE MOUSE: (%d, %d)%s%s%s%s%s\n",
x,
y,
1821 lastEvent =
event->motion;
1837 if (
state->targets) {
1838 for (
i = 0;
i <
state->num_windows; ++
i) {
1845 if (
state->renderers) {
1846 for (
i = 0;
i <
state->num_windows; ++
i) {
1847 if (
state->renderers[
i]) {
SDL_bool SDLTest_CommonDefaultArgs(SDLTest_CommonState *state, const int argc, char **argv)
Easy argument handling when test app doesn't need any custom args.
#define SDL_GetWindowDisplayIndex
GLint GLint GLsizei GLsizei GLsizei GLint GLenum format
#define SDL_SetClipboardText
#define SDL_GetPixelFormatName
SDL_bool SDL_DXGIGetOutputInfo(int displayIndex, int *adapterIndex, int *outputIndex)
Returns the DXGI Adapter and Output indices for the specified display index.
#define SDL_SetWindowMinimumSize
Mouse motion event structure (event.motion.*)
A collection of pixels used in software blitting.
#define SDL_WINDOWPOS_CENTERED
#define SDL_PRINTF_FORMAT_STRING
#define SDL_GetNumVideoDrivers
#define SDL_SetWindowSize
#define SDL_RenderGetClipRect
GLboolean GLboolean GLboolean b
GLuint GLsizei const GLchar * message
#define SDL_GetNumRenderDrivers
#define SDL_GetDisplayMode
void SDLTest_CommonLogUsage(SDLTest_CommonState *state, const char *argv0, const char **options)
Logs command line usage info.
#define SDL_SetWindowDisplayMode
#define SDL_GetDisplayName
static void SDL_snprintfcat(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt,...)
#define SDL_SetWindowFullscreen
GLuint GLuint GLsizei count
#define SDL_GetWindowFlags
static void SDLTest_ScreenShot(SDL_Renderer *renderer)
#define SDL_BUTTON_X2MASK
#define SDL_WINDOWPOS_UNDEFINED
#define SDL_GetDesktopDisplayMode
SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
Returns true if the rectangle has no area.
#define SDL_WINDOWPOS_ISCENTERED(X)
int SDLTest_CommonArg(SDLTest_CommonState *state, int index)
Process one common argument.
#define SDL_GetDisplayUsableBounds
GLfloat GLfloat GLfloat GLfloat h
GLuint GLsizei GLsizei * length
#define SDL_SetWindowIcon
#define SDL_GetNumVideoDisplays
static void SDLTest_PrintRendererFlag(char *text, size_t maxlen, Uint32 flag)
Information on the capabilities of a render driver or context.
static const char * video_usage[]
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
#define SDL_SetRelativeMouseMode
The type used to identify a window.
#define SDL_GetRenderDriverInfo
The structure that defines a display mode.
#define SDL_GetKeyboardFocus
static const char * ControllerButtonName(const SDL_GameControllerButton button)
static SDL_Surface * SDLTest_LoadIcon(const char *file)
#define SDL_GetWindowSize
#define SDL_MinimizeWindow
static void SDLTest_PrintPixelFormat(char *text, size_t maxlen, Uint32 format)
#define SDL_ShowSimpleMessageBox
#define SDL_SetWindowGrab
SDL_HitTestResult
Possible return values from the SDL_HitTest callback.
void SDLTest_LogAllocations(void)
Print a log of any outstanding allocations.
GLint GLint GLint GLint GLint x
EGLSurface EGLNativeWindowType * window
#define SDL_GL_SetAttribute
#define SDL_GetRelativeMouseMode
#define SDL_RenderGetViewport
static void SDLTest_PrintRenderer(SDL_RendererInfo *info)
#define SDL_GetClipboardText
#define DEFAULT_WINDOW_HEIGHT
#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X)
int SDL_Direct3D9GetAdapterIndex(int displayIndex)
Returns the D3D9 adapter index that matches the specified display index.
#define DEFAULT_WINDOW_WIDTH
#define SDL_PixelFormatEnumToMasks
#define SDL_GetWindowFromID
#define SDL_GetWindowPosition
static char text[MAX_TEXT_LENGTH]
#define SDL_RenderSetLogicalSize
#define SDL_GetDisplayBounds
#define SDL_LoadBMP(file)
#define SDL_RestoreWindow
static SDL_HitTestResult SDLTest_ExampleHitTestCallback(SDL_Window *win, const SDL_Point *area, void *data)
#define SDL_BUTTON_X1MASK
#define SDL_SetWindowOpacity
#define SDL_WINDOWPOS_CENTERED_DISPLAY(X)
int SDLTest_TrackAllocations(void)
Start tracking SDL memory allocations.
#define SDL_GetAudioDriver
#define SDL_OutOfMemory()
#define SDL_GetCurrentAudioDriver
#define SDL_GetWindowOpacity
void SDLTest_CommonEvent(SDLTest_CommonState *state, SDL_Event *event, int *done)
Common event handler for test windows.
GLint GLint GLint GLint GLint GLint y
#define SDL_GetVideoDriver
#define SDL_RenderSetScale
#define SDL_CreateRGBSurface
#define SDL_arraysize(array)
#define SDL_DestroyTexture
#define SDL_GetScancodeName
static SDL_Renderer * renderer
#define SDL_GetWindowGrab
#define SDL_GetCurrentVideoDriver
#define SDL_SetWindowHitTest
The structure that defines a point (integer)
#define SDL_LogSetPriority
#define SDL_SetWindowBordered
SDLTest_CommonState * SDLTest_CommonCreateState(char **argv, Uint32 flags)
Parse command line parameters and create common state.
A rectangle, with the origin at the upper left (integer).
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int int in j)
#define SDL_MaximizeWindow
#define SDL_GetGlobalMouseState
static void SDLTest_PrintEvent(SDL_Event *event)
#define SDL_GetDisplayDPI
#define SDL_LogSetAllPriority
const SDL_PRINTF_FORMAT_STRING char int const SDL_PRINTF_FORMAT_STRING char int const SDL_PRINTF_FORMAT_STRING char int const SDL_PRINTF_FORMAT_STRING char const char const SDL_SCANF_FORMAT_STRING char return SDL_ThreadFunction const char void return Uint32 return Uint32 SDL_AssertionHandler void SDL_SpinLock SDL_atomic_t int int return SDL_atomic_t return void void void return void return int return SDL_AudioSpec SDL_AudioSpec return int int return return int SDL_RWops int SDL_AudioSpec Uint8 Uint32 return SDL_AudioCVT SDL_AudioFormat Uint8 int SDL_AudioFormat Uint8 int return Uint8 const Uint8 Uint32 int const char return return return return return return return return Uint32 return Uint32 SDL_Event return SDL_Event int return SDL_EventFilter void SDL_EventFilter void SDL_EventFilter void int return const char const char return SDL_JoystickGUID return int return int return SDL_GameController return int return const char return SDL_GameController SDL_GameControllerAxis return const char return SDL_GameController SDL_GameControllerButton return SDL_GameController SDL_RWops return SDL_TouchID SDL_RWops return int return int return return SDL_Joystick return SDL_Haptic SDL_Haptic return SDL_Haptic return SDL_Haptic SDL_HapticEffect return SDL_Haptic int Uint32 return SDL_Haptic int SDL_Haptic int return SDL_Haptic return SDL_Haptic return SDL_Haptic return SDL_Haptic return const char const char return const char SDL_HintCallback void int return SDL_Joystick return SDL_Joystick return const char return SDL_Joystick return SDL_Joystick return SDL_Joystick return int return SDL_Joystick int return SDL_Joystick int return return return SDL_Scancode return SDL_Scancode return SDL_Keycode return return const char return void int SDL_LogPriority SDL_LogOutputFunction void Uint32 const char const char SDL_Window return int int return SDL_Window int int return SDL_Surface int int return SDL_Cursor return int return SDL_mutex return SDL_mutex return Uint32 return SDL_sem return SDL_sem Uint32 return SDL_sem return SDL_cond SDL_cond return SDL_cond SDL_mutex Uint32 return Uint32 int Uint32 Uint32 Uint32 Uint32 return Uint32 return int return SDL_Palette const SDL_Color int int return const SDL_PixelFormat Uint8 Uint8 Uint8 return Uint32 const SDL_PixelFormat Uint8 Uint8 Uint8 float Uint16 int int return const SDL_Rect const SDL_Rect SDL_Rect return const SDL_Point int const SDL_Rect SDL_Rect return return int int Uint32 SDL_Window SDL_Renderer return SDL_Surface return SDL_Renderer SDL_RendererInfo return SDL_Renderer Uint32 int int int return SDL_Texture Uint32 int int int return SDL_Texture Uint8 Uint8 Uint8 return SDL_Texture Uint8 return SDL_Texture SDL_BlendMode return SDL_Texture const SDL_Rect const Uint8 int const Uint8 int const Uint8 int return SDL_Texture SDL_Renderer SDL_Texture return SDL_Renderer int int return SDL_Renderer const SDL_Rect return SDL_Renderer const SDL_Rect return SDL_Renderer float float return SDL_Renderer Uint8 Uint8 Uint8 Uint8 return SDL_Renderer SDL_BlendMode return SDL_Renderer return SDL_Renderer const SDL_Point int return SDL_Renderer const SDL_Point int return SDL_Renderer const SDL_Rect int return SDL_Renderer const SDL_Rect int return SDL_Renderer SDL_Texture const SDL_Rect const SDL_Rect const double const SDL_Point const SDL_RendererFlip return SDL_Renderer SDL_Renderer SDL_Texture return void int return return SDL_RWops return SDL_RWops return SDL_RWops return SDL_RWops return SDL_RWops Uint16 return SDL_RWops Uint32 return SDL_RWops Uint64 return const char unsigned int unsigned int unsigned int unsigned int Uint32 return SDL_Window SDL_Surface SDL_WindowShapeMode return size_t return void size_t return const char return void size_t size_t int(*) int return int return int size_t return size_t return const wchar_t return const wchar_t size_t retur SDL_OUT_Z_CAP)(c) char *a
Uint32 texture_formats[16]
#define SDL_CreateRenderer
#define SDL_RenderSetClipRect
#define SDL_DestroyRenderer
#define SDL_SaveBMP(surface, file)
SDL_bool SDLTest_CommonInit(SDLTest_CommonState *state)
Open test window.
#define SDL_GetNumDisplayModes
#define SDL_SetWindowPosition
static const char * DisplayOrientationName(int orientation)
static void FullscreenTo(int index, int windowId)
#define SDL_RenderReadPixels
#define SDL_HAT_RIGHTDOWN
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
static const char * audio_usage[]
static const char * ControllerAxisName(const SDL_GameControllerAxis axis)
#define SDL_SetWindowMaximumSize
#define SDL_DestroyWindow
void SDLTest_CommonQuit(SDLTest_CommonState *state)
Close test window.
#define SDL_WINDOWPOS_ISUNDEFINED(X)
#define SDL_GetNumAudioDrivers
Uint32 num_texture_formats
GLubyte GLubyte GLubyte GLubyte w
#define SDL_GetRendererInfo