SDL3
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- SDL3.SDL_AcquireCameraFrame(camera: LP_SDL_Camera, timestampNS: LP_c_uint64) LP_SDL_Surface[source]
Acquire a frame.
- SDL3.SDL_AcquireGPUCommandBuffer(device: LP_SDL_GPUDevice) LP_SDL_GPUCommandBuffer[source]
Acquire a command buffer.
- SDL3.SDL_AcquireGPUSwapchainTexture(command_buffer: LP_SDL_GPUCommandBuffer, window: LP_SDL_Window, swapchain_texture: LP_LP_SDL_GPUTexture, swapchain_texture_width: LP_c_uint32, swapchain_texture_height: LP_c_uint32) c_bool[source]
Acquire a texture to use in presentation.
- SDL3.SDL_AddEventWatch(filter: CFunctionType, userdata: c_void_p) c_bool[source]
Add a callback to be triggered when an event is added to the event queue.
- SDL3.SDL_AddGamepadMapping(mapping: c_char_p) c_int[source]
Add support for gamepads that SDL is unaware of or change the binding of an existing gamepad.
- SDL3.SDL_AddGamepadMappingsFromFile(file: c_char_p) c_int[source]
Load a set of gamepad mappings from a file.
- SDL3.SDL_AddGamepadMappingsFromIO(src: LP_SDL_IOStream, closeio: c_bool) c_int[source]
Load a set of gamepad mappings from an SDL_IOStream.
- SDL3.SDL_AddHintCallback(name: c_char_p, callback: CFunctionType, userdata: c_void_p) c_bool[source]
Add a function to watch a particular hint.
- SDL3.SDL_AddSurfaceAlternateImage(surface: LP_SDL_Surface, image: LP_SDL_Surface) c_bool[source]
Add an alternate version of a surface.
- SDL3.SDL_AddTimer(interval: c_uint32, callback: CFunctionType, userdata: c_void_p) SDL_TimerID[source]
Call a callback function at a future time.
- SDL3.SDL_AddTimerNS(interval: c_uint64, callback: CFunctionType, userdata: c_void_p) SDL_TimerID[source]
Call a callback function at a future time.
- SDL3.SDL_AddVulkanRenderSemaphores(renderer: LP_SDL_Renderer, wait_stage_mask: c_uint32, wait_semaphore: c_int64, signal_semaphore: c_int64) c_bool[source]
Add a set of synchronization semaphores for the current frame.
- SDL3.SDL_AsyncIOFromFile(file: c_char_p, mode: c_char_p) LP_SDL_AsyncIO[source]
Use this function to create a new SDL_AsyncIO object for reading from and/or writing to a named file.
- SDL3.SDL_AttachVirtualJoystick(desc: LP_SDL_VirtualJoystickDesc) SDL_JoystickID[source]
Attach a new virtual joystick.
- SDL3.SDL_AudioDevicePaused(devid: SDL_AudioDeviceID) c_bool[source]
Use this function to query if an audio device is paused.
- SDL3.SDL_AudioStreamDevicePaused(stream: LP_SDL_AudioStream) c_bool[source]
Use this function to query if an audio device associated with a stream is paused.
- SDL3.SDL_BeginGPUComputePass(command_buffer: LP_SDL_GPUCommandBuffer, storage_texture_bindings: LP_SDL_GPUStorageTextureReadWriteBinding, num_storage_texture_bindings: c_uint32, storage_buffer_bindings: LP_SDL_GPUStorageBufferReadWriteBinding, num_storage_buffer_bindings: c_uint32) LP_SDL_GPUComputePass[source]
Begins a compute pass on a command buffer.
- SDL3.SDL_BeginGPUCopyPass(command_buffer: LP_SDL_GPUCommandBuffer) LP_SDL_GPUCopyPass[source]
Begins a copy pass on a command buffer.
- SDL3.SDL_BeginGPURenderPass(command_buffer: LP_SDL_GPUCommandBuffer, color_target_infos: LP_SDL_GPUColorTargetInfo, num_color_targets: c_uint32, depth_stencil_target_info: LP_SDL_GPUDepthStencilTargetInfo) LP_SDL_GPURenderPass[source]
Begins a render pass on a command buffer.
- SDL3.SDL_BindAudioStream(devid: SDL_AudioDeviceID, stream: LP_SDL_AudioStream) c_bool[source]
Bind a single audio stream to an audio device.
- SDL3.SDL_BindAudioStreams(devid: SDL_AudioDeviceID, streams: LP_LP_SDL_AudioStream, num_streams: c_int) c_bool[source]
Bind a list of audio streams to an audio device.
- SDL3.SDL_BindGPUComputePipeline(compute_pass: LP_SDL_GPUComputePass, compute_pipeline: LP_SDL_GPUComputePipeline) None[source]
Binds a compute pipeline on a command buffer for use in compute dispatch.
- SDL3.SDL_BindGPUComputeSamplers(compute_pass: LP_SDL_GPUComputePass, first_slot: c_uint32, texture_sampler_bindings: LP_SDL_GPUTextureSamplerBinding, num_bindings: c_uint32) None[source]
Binds texture-sampler pairs for use on the compute shader.
- SDL3.SDL_BindGPUComputeStorageBuffers(compute_pass: LP_SDL_GPUComputePass, first_slot: c_uint32, storage_buffers: LP_LP_SDL_GPUBuffer, num_bindings: c_uint32) None[source]
Binds storage buffers as readonly for use on the compute pipeline.
- SDL3.SDL_BindGPUComputeStorageTextures(compute_pass: LP_SDL_GPUComputePass, first_slot: c_uint32, storage_textures: LP_LP_SDL_GPUTexture, num_bindings: c_uint32) None[source]
Binds storage textures as readonly for use on the compute pipeline.
- SDL3.SDL_BindGPUFragmentSamplers(render_pass: LP_SDL_GPURenderPass, first_slot: c_uint32, texture_sampler_bindings: LP_SDL_GPUTextureSamplerBinding, num_bindings: c_uint32) None[source]
Binds texture-sampler pairs for use on the fragment shader.
- SDL3.SDL_BindGPUFragmentStorageBuffers(render_pass: LP_SDL_GPURenderPass, first_slot: c_uint32, storage_buffers: LP_LP_SDL_GPUBuffer, num_bindings: c_uint32) None[source]
Binds storage buffers for use on the fragment shader.
- SDL3.SDL_BindGPUFragmentStorageTextures(render_pass: LP_SDL_GPURenderPass, first_slot: c_uint32, storage_textures: LP_LP_SDL_GPUTexture, num_bindings: c_uint32) None[source]
Binds storage textures for use on the fragment shader.
- SDL3.SDL_BindGPUGraphicsPipeline(render_pass: LP_SDL_GPURenderPass, graphics_pipeline: LP_SDL_GPUGraphicsPipeline) None[source]
Binds a graphics pipeline on a render pass to be used in rendering.
- SDL3.SDL_BindGPUIndexBuffer(render_pass: LP_SDL_GPURenderPass, binding: LP_SDL_GPUBufferBinding, index_element_size: SDL_GPUIndexElementSize) None[source]
Binds an index buffer on a command buffer for use with subsequent draw calls.
- SDL3.SDL_BindGPUVertexBuffers(render_pass: LP_SDL_GPURenderPass, first_slot: c_uint32, bindings: LP_SDL_GPUBufferBinding, num_bindings: c_uint32) None[source]
Binds vertex buffers on a command buffer for use with subsequent draw calls.
- SDL3.SDL_BindGPUVertexSamplers(render_pass: LP_SDL_GPURenderPass, first_slot: c_uint32, texture_sampler_bindings: LP_SDL_GPUTextureSamplerBinding, num_bindings: c_uint32) None[source]
Binds texture-sampler pairs for use on the vertex shader.
- SDL3.SDL_BindGPUVertexStorageBuffers(render_pass: LP_SDL_GPURenderPass, first_slot: c_uint32, storage_buffers: LP_LP_SDL_GPUBuffer, num_bindings: c_uint32) None[source]
Binds storage buffers for use on the vertex shader.
- SDL3.SDL_BindGPUVertexStorageTextures(render_pass: LP_SDL_GPURenderPass, first_slot: c_uint32, storage_textures: LP_LP_SDL_GPUTexture, num_bindings: c_uint32) None[source]
Binds storage textures for use on the vertex shader.
- SDL3.SDL_BlitGPUTexture(command_buffer: LP_SDL_GPUCommandBuffer, info: LP_SDL_GPUBlitInfo) None[source]
Blits from a source texture region to a destination texture region.
- SDL3.SDL_BlitSurface(src: LP_SDL_Surface, srcrect: LP_SDL_Rect, dst: LP_SDL_Surface, dstrect: LP_SDL_Rect) c_bool[source]
Performs a fast blit from the source surface to the destination surface with clipping.
- SDL3.SDL_BlitSurface9Grid(src: LP_SDL_Surface, srcrect: LP_SDL_Rect, left_width: c_int, right_width: c_int, top_height: c_int, bottom_height: c_int, scale: c_float, scaleMode: SDL_ScaleMode, dst: LP_SDL_Surface, dstrect: LP_SDL_Rect) c_bool[source]
Perform a scaled blit using the 9-grid algorithm to a destination surface, which may be of a different format.
- SDL3.SDL_BlitSurfaceScaled(src: LP_SDL_Surface, srcrect: LP_SDL_Rect, dst: LP_SDL_Surface, dstrect: LP_SDL_Rect, scaleMode: SDL_ScaleMode) c_bool[source]
Perform a scaled blit to a destination surface, which may be of a different format.
- SDL3.SDL_BlitSurfaceTiled(src: LP_SDL_Surface, srcrect: LP_SDL_Rect, dst: LP_SDL_Surface, dstrect: LP_SDL_Rect) c_bool[source]
Perform a tiled blit to a destination surface, which may be of a different format.
- SDL3.SDL_BlitSurfaceTiledWithScale(src: LP_SDL_Surface, srcrect: LP_SDL_Rect, scale: c_float, scaleMode: SDL_ScaleMode, dst: LP_SDL_Surface, dstrect: LP_SDL_Rect) c_bool[source]
Perform a scaled and tiled blit to a destination surface, which may be of a different format.
- SDL3.SDL_BlitSurfaceUnchecked(src: LP_SDL_Surface, srcrect: LP_SDL_Rect, dst: LP_SDL_Surface, dstrect: LP_SDL_Rect) c_bool[source]
Perform low-level surface blitting only.
- SDL3.SDL_BlitSurfaceUncheckedScaled(src: LP_SDL_Surface, srcrect: LP_SDL_Rect, dst: LP_SDL_Surface, dstrect: LP_SDL_Rect, scaleMode: SDL_ScaleMode) c_bool[source]
Perform low-level surface scaled blitting only.
- SDL3.SDL_BroadcastCondition(cond: LP_SDL_Condition) None[source]
Restart all threads that are waiting on the condition variable.
- SDL3.SDL_CalculateGPUTextureFormatSize(format: SDL_GPUTextureFormat, width: c_uint32, height: c_uint32, depth_or_layer_count: c_uint32) c_uint32[source]
Calculate the size in bytes of a texture format with dimensions.
- SDL3.SDL_CancelGPUCommandBuffer(command_buffer: LP_SDL_GPUCommandBuffer) c_bool[source]
Cancels a command buffer.
- SDL3.SDL_CaptureMouse(enabled: c_bool) c_bool[source]
Capture the mouse and to track input outside an SDL window.
- SDL3.SDL_ClaimWindowForGPUDevice(device: LP_SDL_GPUDevice, window: LP_SDL_Window) c_bool[source]
Claims a window, creating a swapchain structure for it.
- SDL3.SDL_ClearAudioStream(stream: LP_SDL_AudioStream) c_bool[source]
Clear any pending data in the stream.
- SDL3.SDL_ClearComposition(window: LP_SDL_Window) c_bool[source]
Dismiss the composition window/IME without disabling the subsystem.
- SDL3.SDL_ClearProperty(props: SDL_PropertiesID, name: c_char_p) c_bool[source]
Clear a property from a group of properties.
- SDL3.SDL_ClearSurface(surface: LP_SDL_Surface, r: c_float, g: c_float, b: c_float, a: c_float) c_bool[source]
Clear a surface with a specific color, with floating point precision.
- SDL3.SDL_CloseAsyncIO(asyncio: LP_SDL_AsyncIO, flush: c_bool, queue: LP_SDL_AsyncIOQueue, userdata: c_void_p) c_bool[source]
Close and free any allocated resources for an async I/O object.
- SDL3.SDL_CloseAudioDevice(devid: SDL_AudioDeviceID) None[source]
Close a previously-opened audio device.
- SDL3.SDL_CloseCamera(camera: LP_SDL_Camera) None[source]
Use this function to shut down camera processing and close the camera device.
- SDL3.SDL_CloseGamepad(gamepad: LP_SDL_Gamepad) None[source]
Close a gamepad previously opened with SDL_OpenGamepad().
- SDL3.SDL_CloseHaptic(haptic: LP_SDL_Haptic) None[source]
Close a haptic device previously opened with SDL_OpenHaptic().
- SDL3.SDL_CloseIO(context: LP_SDL_IOStream) c_bool[source]
Close and free an allocated SDL_IOStream structure.
- SDL3.SDL_CloseJoystick(joystick: LP_SDL_Joystick) None[source]
Close a joystick previously opened with SDL_OpenJoystick().
- SDL3.SDL_CloseSensor(sensor: LP_SDL_Sensor) None[source]
Close a sensor previously opened with SDL_OpenSensor().
- SDL3.SDL_CloseStorage(storage: LP_SDL_Storage) c_bool[source]
Closes and frees a storage container.
- SDL3.SDL_CompareAndSwapAtomicInt(a: LP_SDL_AtomicInt, oldval: c_int, newval: c_int) c_bool[source]
Set an atomic variable to a new value if it is currently an old value.
- SDL3.SDL_CompareAndSwapAtomicPointer(a: LP_c_void_p, oldval: c_void_p, newval: c_void_p) c_bool[source]
Set a pointer to a new value if it is currently an old value.
- SDL3.SDL_CompareAndSwapAtomicU32(a: LP_SDL_AtomicU32, oldval: c_uint32, newval: c_uint32) c_bool[source]
Set an atomic variable to a new value if it is currently an old value.
- SDL3.SDL_ComposeCustomBlendMode(srcColorFactor: SDL_BlendFactor, dstColorFactor: SDL_BlendFactor, colorOperation: SDL_BlendOperation, srcAlphaFactor: SDL_BlendFactor, dstAlphaFactor: SDL_BlendFactor, alphaOperation: SDL_BlendOperation) SDL_BlendMode[source]
Compose a custom blend mode for renderers.
- SDL3.SDL_ConvertAudioSamples(src_spec: LP_SDL_AudioSpec, src_data: LP_c_uint8, src_len: c_int, dst_spec: LP_SDL_AudioSpec, dst_data: LP_LP_c_uint8, dst_len: LP_c_int) c_bool[source]
Convert some audio data of one format to another format.
- SDL3.SDL_ConvertEventToRenderCoordinates(renderer: LP_SDL_Renderer, event: LP_SDL_Event) c_bool[source]
Convert the coordinates in an event to render coordinates.
- SDL3.SDL_ConvertPixels(width: c_int, height: c_int, src_format: SDL_PixelFormat, src: c_void_p, src_pitch: c_int, dst_format: SDL_PixelFormat, dst: c_void_p, dst_pitch: c_int) c_bool[source]
Copy a block of pixels of one format to another format.
- SDL3.SDL_ConvertPixelsAndColorspace(width: c_int, height: c_int, src_format: SDL_PixelFormat, src_colorspace: SDL_Colorspace, src_properties: SDL_PropertiesID, src: c_void_p, src_pitch: c_int, dst_format: SDL_PixelFormat, dst_colorspace: SDL_Colorspace, dst_properties: SDL_PropertiesID, dst: c_void_p, dst_pitch: c_int) c_bool[source]
Copy a block of pixels of one format and colorspace to another format and colorspace.
- SDL3.SDL_ConvertSurface(surface: LP_SDL_Surface, format: SDL_PixelFormat) LP_SDL_Surface[source]
Copy an existing surface to a new surface of the specified format.
- SDL3.SDL_ConvertSurfaceAndColorspace(surface: LP_SDL_Surface, format: SDL_PixelFormat, palette: LP_SDL_Palette, colorspace: SDL_Colorspace, props: SDL_PropertiesID) LP_SDL_Surface[source]
Copy an existing surface to a new surface of the specified format and colorspace.
- SDL3.SDL_CopyGPUBufferToBuffer(copy_pass: LP_SDL_GPUCopyPass, source: LP_SDL_GPUBufferLocation, destination: LP_SDL_GPUBufferLocation, size: c_uint32, cycle: c_bool) None[source]
Performs a buffer-to-buffer copy.
- SDL3.SDL_CopyGPUTextureToTexture(copy_pass: LP_SDL_GPUCopyPass, source: LP_SDL_GPUTextureLocation, destination: LP_SDL_GPUTextureLocation, w: c_uint32, h: c_uint32, d: c_uint32, cycle: c_bool) None[source]
Performs a texture-to-texture copy.
- SDL3.SDL_CopyProperties(src: SDL_PropertiesID, dst: SDL_PropertiesID) c_bool[source]
Copy a group of properties.
- SDL3.SDL_CopyStorageFile(storage: LP_SDL_Storage, oldpath: c_char_p, newpath: c_char_p) c_bool[source]
Copy a file in a writable storage container.
- SDL3.SDL_CreateAnimatedCursor(frames: LP_SDL_CursorFrameInfo, frame_count: c_int, hot_x: c_int, hot_y: c_int) LP_SDL_Cursor[source]
Create an animated color cursor.
- SDL3.SDL_CreateAsyncIOQueue() LP_SDL_AsyncIOQueue[source]
Create a task queue for tracking multiple I/O operations.
- SDL3.SDL_CreateAudioStream(src_spec: LP_SDL_AudioSpec, dst_spec: LP_SDL_AudioSpec) LP_SDL_AudioStream[source]
Create a new audio stream.
- SDL3.SDL_CreateColorCursor(surface: LP_SDL_Surface, hot_x: c_int, hot_y: c_int) LP_SDL_Cursor[source]
Create a color cursor.
- SDL3.SDL_CreateCursor(data: LP_c_uint8, mask: LP_c_uint8, w: c_int, h: c_int, hot_x: c_int, hot_y: c_int) LP_SDL_Cursor[source]
Create a cursor using the specified bitmap data and mask (in MSB format).
- SDL3.SDL_CreateDirectory(path: c_char_p) c_bool[source]
Create a directory, and any missing parent directories.
- SDL3.SDL_CreateEnvironment(populated: c_bool) LP_SDL_Environment[source]
Create a set of environment variables
- SDL3.SDL_CreateGPUBuffer(device: LP_SDL_GPUDevice, createinfo: LP_SDL_GPUBufferCreateInfo) LP_SDL_GPUBuffer[source]
Creates a buffer object to be used in graphics or compute workflows.
- SDL3.SDL_CreateGPUComputePipeline(device: LP_SDL_GPUDevice, createinfo: LP_SDL_GPUComputePipelineCreateInfo) LP_SDL_GPUComputePipeline[source]
Creates a pipeline object to be used in a compute workflow.
- SDL3.SDL_CreateGPUDevice(format_flags: SDL_GPUShaderFormat, debug_mode: c_bool, name: c_char_p) LP_SDL_GPUDevice[source]
Creates a GPU context.
- SDL3.SDL_CreateGPUDeviceWithProperties(props: SDL_PropertiesID) LP_SDL_GPUDevice[source]
Creates a GPU context.
- SDL3.SDL_CreateGPUGraphicsPipeline(device: LP_SDL_GPUDevice, createinfo: LP_SDL_GPUGraphicsPipelineCreateInfo) LP_SDL_GPUGraphicsPipeline[source]
Creates a pipeline object to be used in a graphics workflow.
- SDL3.SDL_CreateGPURenderState(renderer: LP_SDL_Renderer, createinfo: LP_SDL_GPURenderStateCreateInfo) LP_SDL_GPURenderState[source]
Create custom GPU render state.
- SDL3.SDL_CreateGPURenderer(device: LP_SDL_GPUDevice, window: LP_SDL_Window) LP_SDL_Renderer[source]
Create a 2D GPU rendering context.
- SDL3.SDL_CreateGPUSampler(device: LP_SDL_GPUDevice, createinfo: LP_SDL_GPUSamplerCreateInfo) LP_SDL_GPUSampler[source]
Creates a sampler object to be used when binding textures in a graphics workflow.
- SDL3.SDL_CreateGPUShader(device: LP_SDL_GPUDevice, createinfo: LP_SDL_GPUShaderCreateInfo) LP_SDL_GPUShader[source]
Creates a shader to be used when creating a graphics pipeline.
- SDL3.SDL_CreateGPUTexture(device: LP_SDL_GPUDevice, createinfo: LP_SDL_GPUTextureCreateInfo) LP_SDL_GPUTexture[source]
Creates a texture object to be used in graphics or compute workflows.
- SDL3.SDL_CreateGPUTransferBuffer(device: LP_SDL_GPUDevice, createinfo: LP_SDL_GPUTransferBufferCreateInfo) LP_SDL_GPUTransferBuffer[source]
Creates a transfer buffer to be used when uploading to or downloading from graphics resources.
- SDL3.SDL_CreateHapticEffect(haptic: LP_SDL_Haptic, effect: LP_SDL_HapticEffect) SDL_HapticEffectID[source]
Create a new haptic effect on a specified device.
- SDL3.SDL_CreatePalette(ncolors: c_int) LP_SDL_Palette[source]
Create a palette structure with the specified number of color entries.
- SDL3.SDL_CreatePopupWindow(parent: LP_SDL_Window, offset_x: c_int, offset_y: c_int, w: c_int, h: c_int, flags: SDL_WindowFlags) LP_SDL_Window[source]
Create a child popup window of the specified parent window.
- SDL3.SDL_CreateProcess(args: LP_c_char_p, pipe_stdio: c_bool) LP_SDL_Process[source]
Create a new process.
- SDL3.SDL_CreateProcessWithProperties(props: SDL_PropertiesID) LP_SDL_Process[source]
Create a new process with the specified properties.
- SDL3.SDL_CreateRenderer(window: LP_SDL_Window, name: c_char_p) LP_SDL_Renderer[source]
Create a 2D rendering context for a window.
- SDL3.SDL_CreateRendererWithProperties(props: SDL_PropertiesID) LP_SDL_Renderer[source]
Create a 2D rendering context for a window, with the specified properties.
- SDL3.SDL_CreateSoftwareRenderer(surface: LP_SDL_Surface) LP_SDL_Renderer[source]
Create a 2D software rendering context for a surface.
- SDL3.SDL_CreateStorageDirectory(storage: LP_SDL_Storage, path: c_char_p) c_bool[source]
Create a directory in a writable storage container.
- SDL3.SDL_CreateSurface(width: c_int, height: c_int, format: SDL_PixelFormat) LP_SDL_Surface[source]
Allocate a new surface with a specific pixel format.
- SDL3.SDL_CreateSurfaceFrom(width: c_int, height: c_int, format: SDL_PixelFormat, pixels: c_void_p, pitch: c_int) LP_SDL_Surface[source]
Allocate a new surface with a specific pixel format and existing pixel data.
- SDL3.SDL_CreateSurfacePalette(surface: LP_SDL_Surface) LP_SDL_Palette[source]
Create a palette and associate it with a surface.
- SDL3.SDL_CreateTexture(renderer: LP_SDL_Renderer, format: SDL_PixelFormat, access: SDL_TextureAccess, w: c_int, h: c_int) LP_SDL_Texture[source]
Create a texture for a rendering context.
- SDL3.SDL_CreateTextureFromSurface(renderer: LP_SDL_Renderer, surface: LP_SDL_Surface) LP_SDL_Texture[source]
Create a texture from an existing surface.
- SDL3.SDL_CreateTextureWithProperties(renderer: LP_SDL_Renderer, props: SDL_PropertiesID) LP_SDL_Texture[source]
Create a texture for a rendering context with the specified properties.
- SDL3.SDL_CreateThreadRuntime(_0: CFunctionType, _1: c_char_p, _2: c_void_p, _3: CFunctionType, _4: CFunctionType) LP_SDL_Thread[source]
- SDL3.SDL_CreateThreadWithPropertiesRuntime(_0: SDL_PropertiesID, _1: CFunctionType, _2: CFunctionType) LP_SDL_Thread[source]
- SDL3.SDL_CreateTray(icon: LP_SDL_Surface, tooltip: c_char_p) LP_SDL_Tray[source]
Create an icon to be placed in the operating system’s tray, or equivalent.
- SDL3.SDL_CreateTrayMenu(tray: LP_SDL_Tray) LP_SDL_TrayMenu[source]
Create a menu for a system tray.
Create a submenu for a system tray entry.
- SDL3.SDL_CreateWindow(title: c_char_p, w: c_int, h: c_int, flags: SDL_WindowFlags) LP_SDL_Window[source]
Create a window with the specified dimensions and flags.
- SDL3.SDL_CreateWindowAndRenderer(title: c_char_p, width: c_int, height: c_int, window_flags: SDL_WindowFlags, window: LP_LP_SDL_Window, renderer: LP_LP_SDL_Renderer) c_bool[source]
Create a window and default renderer.
- SDL3.SDL_CreateWindowWithProperties(props: SDL_PropertiesID) LP_SDL_Window[source]
Create a window with the specified properties.
- SDL3.SDL_DateTimeToTime(dt: LP_SDL_DateTime, ticks: LP_SDL_Time) c_bool[source]
Converts a calendar time to an SDL_Time in nanoseconds since the epoch.
- SDL3.SDL_Delay(ms: c_uint32) None[source]
Wait a specified number of milliseconds before returning.
- SDL3.SDL_DelayNS(ns: c_uint64) None[source]
Wait a specified number of nanoseconds before returning.
- SDL3.SDL_DelayPrecise(ns: c_uint64) None[source]
Wait a specified number of nanoseconds before returning.
- SDL3.SDL_DestroyAsyncIOQueue(queue: LP_SDL_AsyncIOQueue) None[source]
Destroy a previously-created async I/O task queue.
- SDL3.SDL_DestroyEnvironment(env: LP_SDL_Environment) None[source]
Destroy a set of environment variables.
- SDL3.SDL_DestroyGPUDevice(device: LP_SDL_GPUDevice) None[source]
Destroys a GPU context previously returned by SDL_CreateGPUDevice.
- SDL3.SDL_DestroyGPURenderState(state: LP_SDL_GPURenderState) None[source]
Destroy custom GPU render state.
- SDL3.SDL_DestroyHapticEffect(haptic: LP_SDL_Haptic, effect: SDL_HapticEffectID) None[source]
Destroy a haptic effect on the device.
- SDL3.SDL_DestroyMutex(mutex: LP_SDL_Mutex) None[source]
Destroy a mutex created with SDL_CreateMutex().
- SDL3.SDL_DestroyPalette(palette: LP_SDL_Palette) None[source]
Free a palette created with SDL_CreatePalette().
- SDL3.SDL_DestroyProcess(process: LP_SDL_Process) None[source]
Destroy a previously created process object.
- SDL3.SDL_DestroyRWLock(rwlock: LP_SDL_RWLock) None[source]
Destroy a read/write lock created with SDL_CreateRWLock().
- SDL3.SDL_DestroyRenderer(renderer: LP_SDL_Renderer) None[source]
Destroy the rendering context for a window and free all associated textures.
- SDL3.SDL_DestroyWindowSurface(window: LP_SDL_Window) c_bool[source]
Destroy the surface associated with the window.
- SDL3.SDL_DetachThread(thread: LP_SDL_Thread) None[source]
Let a thread clean up on exit without intervention.
- SDL3.SDL_DetachVirtualJoystick(instance_id: SDL_JoystickID) c_bool[source]
Detach a virtual joystick.
- SDL3.SDL_DisableScreenSaver() c_bool[source]
Prevent the screen from being blanked by a screen saver.
- SDL3.SDL_DispatchGPUCompute(compute_pass: LP_SDL_GPUComputePass, groupcount_x: c_uint32, groupcount_y: c_uint32, groupcount_z: c_uint32) None[source]
Dispatches compute work.
- SDL3.SDL_DispatchGPUComputeIndirect(compute_pass: LP_SDL_GPUComputePass, buffer: LP_SDL_GPUBuffer, offset: c_uint32) None[source]
Dispatches compute work with parameters set from a buffer.
- SDL3.SDL_DownloadFromGPUBuffer(copy_pass: LP_SDL_GPUCopyPass, source: LP_SDL_GPUBufferRegion, destination: LP_SDL_GPUTransferBufferLocation) None[source]
Copies data from a buffer to a transfer buffer on the GPU timeline.
- SDL3.SDL_DownloadFromGPUTexture(copy_pass: LP_SDL_GPUCopyPass, source: LP_SDL_GPUTextureRegion, destination: LP_SDL_GPUTextureTransferInfo) None[source]
Copies data from a texture to a transfer buffer on the GPU timeline.
- SDL3.SDL_DrawGPUIndexedPrimitives(render_pass: LP_SDL_GPURenderPass, num_indices: c_uint32, num_instances: c_uint32, first_index: c_uint32, vertex_offset: c_int32, first_instance: c_uint32) None[source]
Draws data using bound graphics state with an index buffer and instancing enabled.
- SDL3.SDL_DrawGPUIndexedPrimitivesIndirect(render_pass: LP_SDL_GPURenderPass, buffer: LP_SDL_GPUBuffer, offset: c_uint32, draw_count: c_uint32) None[source]
Draws data using bound graphics state with an index buffer enabled and with draw parameters set from a buffer.
- SDL3.SDL_DrawGPUPrimitives(render_pass: LP_SDL_GPURenderPass, num_vertices: c_uint32, num_instances: c_uint32, first_vertex: c_uint32, first_instance: c_uint32) None[source]
Draws data using bound graphics state.
- SDL3.SDL_DrawGPUPrimitivesIndirect(render_pass: LP_SDL_GPURenderPass, buffer: LP_SDL_GPUBuffer, offset: c_uint32, draw_count: c_uint32) None[source]
Draws data using bound graphics state and with draw parameters set from a buffer.
- SDL3.SDL_DuplicateSurface(surface: LP_SDL_Surface) LP_SDL_Surface[source]
Creates a new surface identical to the existing surface.
- SDL3.SDL_EGL_GetProcAddress(proc: c_char_p) CFunctionType[source]
Get an EGL library function by name.
- SDL3.SDL_EGL_GetWindowSurface(window: LP_SDL_Window) SDL_EGLSurface[source]
Get the EGL surface associated with the window.
- SDL3.SDL_EGL_SetAttributeCallbacks(platformAttribCallback: CFunctionType, surfaceAttribCallback: CFunctionType, contextAttribCallback: CFunctionType, userdata: c_void_p) None[source]
Sets the callbacks for defining custom EGLAttrib arrays for EGL initialization.
- SDL3.SDL_EndGPUComputePass(compute_pass: LP_SDL_GPUComputePass) None[source]
Ends the current compute pass.
- SDL3.SDL_EndGPURenderPass(render_pass: LP_SDL_GPURenderPass) None[source]
Ends the given render pass.
- SDL3.SDL_EnterAppMainCallbacks(argc: c_int, argv: LP_c_char_p, appinit: CFunctionType, appiter: CFunctionType, appevent: CFunctionType, appquit: CFunctionType) c_int[source]
An entry point for SDL’s use in SDL_MAIN_USE_CALLBACKS.
- SDL3.SDL_EnumerateDirectory(path: c_char_p, callback: CFunctionType, userdata: c_void_p) c_bool[source]
Enumerate a directory through a callback function.
- SDL3.SDL_EnumerateProperties(props: SDL_PropertiesID, callback: CFunctionType, userdata: c_void_p) c_bool[source]
Enumerate the properties contained in a group of properties.
- SDL3.SDL_EnumerateStorageDirectory(storage: LP_SDL_Storage, path: c_char_p, callback: CFunctionType, userdata: c_void_p) c_bool[source]
Enumerate a directory in a storage container through a callback function.
- SDL3.SDL_FillSurfaceRect(dst: LP_SDL_Surface, rect: LP_SDL_Rect, color: c_uint32) c_bool[source]
Perform a fast fill of a rectangle with a specific color.
- SDL3.SDL_FillSurfaceRects(dst: LP_SDL_Surface, rects: LP_SDL_Rect, count: c_int, color: c_uint32) c_bool[source]
Perform a fast fill of a set of rectangles with a specific color.
- SDL3.SDL_FilterEvents(filter: CFunctionType, userdata: c_void_p) None[source]
Run a specific filter function on the current event queue, removing any events for which the filter returns false.
- SDL3.SDL_FlashWindow(window: LP_SDL_Window, operation: SDL_FlashOperation) c_bool[source]
Request a window to demand attention from the user.
- SDL3.SDL_FlipSurface(surface: LP_SDL_Surface, flip: SDL_FlipMode) c_bool[source]
Flip a surface vertically or horizontally.
- SDL3.SDL_FlushAudioStream(stream: LP_SDL_AudioStream) c_bool[source]
Tell the stream that you’re done sending data, and anything being buffered should be converted/resampled and made available immediately.
- SDL3.SDL_FlushEvent(type: c_uint32) None[source]
Clear events of a specific type from the event queue.
- SDL3.SDL_FlushEvents(minType: c_uint32, maxType: c_uint32) None[source]
Clear events of a range of types from the event queue.
- SDL3.SDL_FlushRenderer(renderer: LP_SDL_Renderer) c_bool[source]
Force the rendering context to flush any pending commands and state.
- SDL3.SDL_GL_CreateContext(window: LP_SDL_Window) SDL_GLContext[source]
Create an OpenGL context for an OpenGL window, and make it current.
- SDL3.SDL_GL_ExtensionSupported(extension: c_char_p) c_bool[source]
Check if an OpenGL extension is supported for the current context.
- SDL3.SDL_GL_GetAttribute(attr: SDL_GLAttr, value: LP_c_int) c_bool[source]
Get the actual value for an attribute from the current context.
- SDL3.SDL_GL_GetSwapInterval(interval: LP_c_int) c_bool[source]
Get the swap interval for the current OpenGL context.
- SDL3.SDL_GL_MakeCurrent(window: LP_SDL_Window, context: SDL_GLContext) c_bool[source]
Set up an OpenGL context for rendering into an OpenGL window.
- SDL3.SDL_GL_ResetAttributes() None[source]
Reset all previously set OpenGL context attributes to their default values.
- SDL3.SDL_GL_SetAttribute(attr: SDL_GLAttr, value: c_int) c_bool[source]
Set an OpenGL window attribute before window creation.
- SDL3.SDL_GL_SetSwapInterval(interval: c_int) c_bool[source]
Set the swap interval for the current OpenGL context.
- SDL3.SDL_GL_SwapWindow(window: LP_SDL_Window) c_bool[source]
Update a window with OpenGL rendering.
- SDL3.SDL_GL_UnloadLibrary() None[source]
Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
- SDL3.SDL_GPUSupportsProperties(props: SDL_PropertiesID) c_bool[source]
Checks for GPU runtime support.
- SDL3.SDL_GPUSupportsShaderFormats(format_flags: SDL_GPUShaderFormat, name: c_char_p) c_bool[source]
Checks for GPU runtime support.
- SDL3.SDL_GPUTextureFormatTexelBlockSize(format: SDL_GPUTextureFormat) c_uint32[source]
Obtains the texel block size for a texture format.
- SDL3.SDL_GPUTextureSupportsFormat(device: LP_SDL_GPUDevice, format: SDL_GPUTextureFormat, type: SDL_GPUTextureType, usage: SDL_GPUTextureUsageFlags) c_bool[source]
Determines whether a texture format is supported for a given type and usage.
- SDL3.SDL_GPUTextureSupportsSampleCount(device: LP_SDL_GPUDevice, format: SDL_GPUTextureFormat, sample_count: SDL_GPUSampleCount) c_bool[source]
Determines if a sample count for a texture format is supported.
- SDL3.SDL_GUIDToString(guid: SDL_GUID, pszGUID: c_char_p, cbGUID: c_int) None[source]
Get an ASCII string representation for a given SDL_GUID.
- SDL3.SDL_GamepadConnected(gamepad: LP_SDL_Gamepad) c_bool[source]
Check if a gamepad has been opened and is currently connected.
- SDL3.SDL_GamepadHasAxis(gamepad: LP_SDL_Gamepad, axis: SDL_GamepadAxis) c_bool[source]
Query whether a gamepad has a given axis.
- SDL3.SDL_GamepadHasButton(gamepad: LP_SDL_Gamepad, button: SDL_GamepadButton) c_bool[source]
Query whether a gamepad has a given button.
- SDL3.SDL_GamepadHasSensor(gamepad: LP_SDL_Gamepad, type: SDL_SensorType) c_bool[source]
Return whether a gamepad has a particular sensor.
- SDL3.SDL_GamepadSensorEnabled(gamepad: LP_SDL_Gamepad, type: SDL_SensorType) c_bool[source]
Query whether sensor data reporting is enabled for a gamepad.
- SDL3.SDL_GenerateMipmapsForGPUTexture(command_buffer: LP_SDL_GPUCommandBuffer, texture: LP_SDL_GPUTexture) None[source]
Generates mipmaps for the given texture.
- SDL3.SDL_GetAssertionHandler(puserdata: LP_c_void_p) CFunctionType[source]
Get the current assertion handler.
- SDL3.SDL_GetAsyncIOResult(queue: LP_SDL_AsyncIOQueue, outcome: LP_SDL_AsyncIOOutcome) c_bool[source]
Query an async I/O task queue for completed tasks.
- SDL3.SDL_GetAsyncIOSize(asyncio: LP_SDL_AsyncIO) c_int64[source]
Use this function to get the size of the data stream in an SDL_AsyncIO.
- SDL3.SDL_GetAudioDeviceChannelMap(devid: SDL_AudioDeviceID, count: LP_c_int) LP_c_int[source]
Get the current channel map of an audio device.
- SDL3.SDL_GetAudioDeviceFormat(devid: SDL_AudioDeviceID, spec: LP_SDL_AudioSpec, sample_frames: LP_c_int) c_bool[source]
Get the current audio format of a specific audio device.
- SDL3.SDL_GetAudioDeviceGain(devid: SDL_AudioDeviceID) c_float[source]
Get the gain of an audio device.
- SDL3.SDL_GetAudioDeviceName(devid: SDL_AudioDeviceID) c_char_p[source]
Get the human-readable name of a specific audio device.
- SDL3.SDL_GetAudioDriver(index: c_int) c_char_p[source]
Use this function to get the name of a built in audio driver.
- SDL3.SDL_GetAudioFormatName(format: SDL_AudioFormat) c_char_p[source]
Get the human readable name of an audio format.
- SDL3.SDL_GetAudioPlaybackDevices(count: LP_c_int) LP_SDL_AudioDeviceID[source]
Get a list of currently-connected audio playback devices.
- SDL3.SDL_GetAudioRecordingDevices(count: LP_c_int) LP_SDL_AudioDeviceID[source]
Get a list of currently-connected audio recording devices.
- SDL3.SDL_GetAudioStreamAvailable(stream: LP_SDL_AudioStream) c_int[source]
Get the number of converted/resampled bytes available.
- SDL3.SDL_GetAudioStreamData(stream: LP_SDL_AudioStream, buf: c_void_p, len: c_int) c_int[source]
Get converted/resampled data from the stream.
- SDL3.SDL_GetAudioStreamDevice(stream: LP_SDL_AudioStream) SDL_AudioDeviceID[source]
Query an audio stream for its currently-bound device.
- SDL3.SDL_GetAudioStreamFormat(stream: LP_SDL_AudioStream, src_spec: LP_SDL_AudioSpec, dst_spec: LP_SDL_AudioSpec) c_bool[source]
Query the current format of an audio stream.
- SDL3.SDL_GetAudioStreamFrequencyRatio(stream: LP_SDL_AudioStream) c_float[source]
Get the frequency ratio of an audio stream.
- SDL3.SDL_GetAudioStreamGain(stream: LP_SDL_AudioStream) c_float[source]
Get the gain of an audio stream.
- SDL3.SDL_GetAudioStreamInputChannelMap(stream: LP_SDL_AudioStream, count: LP_c_int) LP_c_int[source]
Get the current input channel map of an audio stream.
- SDL3.SDL_GetAudioStreamOutputChannelMap(stream: LP_SDL_AudioStream, count: LP_c_int) LP_c_int[source]
Get the current output channel map of an audio stream.
- SDL3.SDL_GetAudioStreamProperties(stream: LP_SDL_AudioStream) SDL_PropertiesID[source]
Get the properties associated with an audio stream.
- SDL3.SDL_GetAudioStreamQueued(stream: LP_SDL_AudioStream) c_int[source]
Get the number of bytes currently queued.
- SDL3.SDL_GetBooleanProperty(props: SDL_PropertiesID, name: c_char_p, default_value: c_bool) c_bool[source]
Get a boolean property from a group of properties.
- SDL3.SDL_GetCameraDriver(index: c_int) c_char_p[source]
Use this function to get the name of a built in camera driver.
- SDL3.SDL_GetCameraFormat(camera: LP_SDL_Camera, spec: LP_SDL_CameraSpec) c_bool[source]
Get the spec that a camera is using when generating images.
- SDL3.SDL_GetCameraID(camera: LP_SDL_Camera) SDL_CameraID[source]
Get the instance ID of an opened camera.
- SDL3.SDL_GetCameraName(instance_id: SDL_CameraID) c_char_p[source]
Get the human-readable device name for a camera.
- SDL3.SDL_GetCameraPermissionState(camera: LP_SDL_Camera) SDL_CameraPermissionState[source]
Query if camera access has been approved by the user.
- SDL3.SDL_GetCameraPosition(instance_id: SDL_CameraID) SDL_CameraPosition[source]
Get the position of the camera in relation to the system.
- SDL3.SDL_GetCameraProperties(camera: LP_SDL_Camera) SDL_PropertiesID[source]
Get the properties associated with an opened camera.
- SDL3.SDL_GetCameraSupportedFormats(instance_id: SDL_CameraID, count: LP_c_int) LP_LP_SDL_CameraSpec[source]
Get the list of native formats/sizes a camera supports.
- SDL3.SDL_GetCameras(count: LP_c_int) LP_SDL_CameraID[source]
Get a list of currently connected camera devices.
- SDL3.SDL_GetClipboardData(mime_type: c_char_p, size: LP_c_size_t) c_void_p[source]
Get the data from the clipboard for a given mime type.
- SDL3.SDL_GetClosestFullscreenDisplayMode(displayID: SDL_DisplayID, w: c_int, h: c_int, refresh_rate: c_float, include_high_density_modes: c_bool, closest: LP_SDL_DisplayMode) c_bool[source]
Get the closest match to the requested display mode.
- SDL3.SDL_GetCurrentDirectory() c_char_p[source]
Get what the system believes is the “current working directory.”
- SDL3.SDL_GetCurrentDisplayMode(displayID: SDL_DisplayID) LP_SDL_DisplayMode[source]
Get information about the current display mode.
- SDL3.SDL_GetCurrentDisplayOrientation(displayID: SDL_DisplayID) SDL_DisplayOrientation[source]
Get the orientation of a display.
- SDL3.SDL_GetCurrentRenderOutputSize(renderer: LP_SDL_Renderer, w: LP_c_int, h: LP_c_int) c_bool[source]
Get the current output size in pixels of a rendering context.
- SDL3.SDL_GetCurrentThreadID() SDL_ThreadID[source]
Get the thread identifier for the current thread.
- SDL3.SDL_GetCurrentTime(ticks: LP_SDL_Time) c_bool[source]
Gets the current value of the system realtime clock in nanoseconds since Jan 1, 1970 in Universal Coordinated Time (UTC).
- SDL3.SDL_GetCurrentVideoDriver() c_char_p[source]
Get the name of the currently initialized video driver.
- SDL3.SDL_GetDXGIOutputInfo(displayID: SDL_DisplayID, adapterIndex: LP_c_int, outputIndex: LP_c_int) c_bool[source]
Get the DXGI Adapter and Output indices for the specified display.
- SDL3.SDL_GetDateTimeLocalePreferences(dateFormat: LP_SDL_DateFormat, timeFormat: LP_SDL_TimeFormat) c_bool[source]
Gets the current preferred date and time format for the system locale.
- SDL3.SDL_GetDayOfWeek(year: c_int, month: c_int, day: c_int) c_int[source]
Get the day of week for a calendar date.
- SDL3.SDL_GetDayOfYear(year: c_int, month: c_int, day: c_int) c_int[source]
Get the day of year for a calendar date.
- SDL3.SDL_GetDaysInMonth(year: c_int, month: c_int) c_int[source]
Get the number of days in a month for a given year.
- SDL3.SDL_GetDefaultTextureScaleMode(renderer: LP_SDL_Renderer, scale_mode: LP_SDL_ScaleMode) c_bool[source]
Get default texture scale mode of the given renderer.
- SDL3.SDL_GetDesktopDisplayMode(displayID: SDL_DisplayID) LP_SDL_DisplayMode[source]
Get information about the desktop’s display mode.
- SDL3.SDL_GetDirect3D9AdapterIndex(displayID: SDL_DisplayID) c_int[source]
Get the D3D9 adapter index that matches the specified display.
- SDL3.SDL_GetDisplayBounds(displayID: SDL_DisplayID, rect: LP_SDL_Rect) c_bool[source]
Get the desktop area represented by a display.
- SDL3.SDL_GetDisplayContentScale(displayID: SDL_DisplayID) c_float[source]
Get the content scale of a display.
- SDL3.SDL_GetDisplayForPoint(point: LP_SDL_Point) SDL_DisplayID[source]
Get the display containing a point.
- SDL3.SDL_GetDisplayForRect(rect: LP_SDL_Rect) SDL_DisplayID[source]
Get the display primarily containing a rect.
- SDL3.SDL_GetDisplayForWindow(window: LP_SDL_Window) SDL_DisplayID[source]
Get the display associated with a window.
- SDL3.SDL_GetDisplayName(displayID: SDL_DisplayID) c_char_p[source]
Get the name of a display in UTF-8 encoding.
- SDL3.SDL_GetDisplayProperties(displayID: SDL_DisplayID) SDL_PropertiesID[source]
Get the properties associated with a display.
- SDL3.SDL_GetDisplayUsableBounds(displayID: SDL_DisplayID, rect: LP_SDL_Rect) c_bool[source]
Get the usable desktop area represented by a display, in screen coordinates.
- SDL3.SDL_GetDisplays(count: LP_c_int) LP_SDL_DisplayID[source]
Get a list of currently connected displays.
- SDL3.SDL_GetEnvironmentVariable(env: LP_SDL_Environment, name: c_char_p) c_char_p[source]
Get the value of a variable in the environment.
- SDL3.SDL_GetEnvironmentVariables(env: LP_SDL_Environment) LP_c_char_p[source]
Get all variables in the environment.
- SDL3.SDL_GetError() c_char_p[source]
Retrieve a message about the last error that occurred on the current thread.
- SDL3.SDL_GetEventDescription(event: LP_SDL_Event, buf: c_char_p, buflen: c_int) c_int[source]
Generate an English description of an event.
- SDL3.SDL_GetEventFilter(filter: LP_SDL_EventFilter, userdata: LP_c_void_p) c_bool[source]
Query the current event filter.
- SDL3.SDL_GetFloatProperty(props: SDL_PropertiesID, name: c_char_p, default_value: c_float) c_float[source]
Get a floating point property from a group of properties.
- SDL3.SDL_GetFullscreenDisplayModes(displayID: SDL_DisplayID, count: LP_c_int) LP_LP_SDL_DisplayMode[source]
Get a list of fullscreen display modes available on a display.
- SDL3.SDL_GetGPUDeviceDriver(device: LP_SDL_GPUDevice) c_char_p[source]
Returns the name of the backend used to create this GPU context.
- SDL3.SDL_GetGPUDeviceProperties(device: LP_SDL_GPUDevice) SDL_PropertiesID[source]
Get the properties associated with a GPU device.
- SDL3.SDL_GetGPURendererDevice(renderer: LP_SDL_Renderer) LP_SDL_GPUDevice[source]
Return the GPU device used by a renderer.
- SDL3.SDL_GetGPUShaderFormats(device: LP_SDL_GPUDevice) SDL_GPUShaderFormat[source]
Returns the supported shader formats for this GPU context.
- SDL3.SDL_GetGPUSwapchainTextureFormat(device: LP_SDL_GPUDevice, window: LP_SDL_Window) SDL_GPUTextureFormat[source]
Obtains the texture format of the swapchain for the given window.
- SDL3.SDL_GetGPUTextureFormatFromPixelFormat(format: SDL_PixelFormat) SDL_GPUTextureFormat[source]
Get the GPU texture format corresponding to an SDL pixel format.
- SDL3.SDL_GetGamepadAppleSFSymbolsNameForAxis(gamepad: LP_SDL_Gamepad, axis: SDL_GamepadAxis) c_char_p[source]
Return the sfSymbolsName for a given axis on a gamepad on Apple platforms.
- SDL3.SDL_GetGamepadAppleSFSymbolsNameForButton(gamepad: LP_SDL_Gamepad, button: SDL_GamepadButton) c_char_p[source]
Return the sfSymbolsName for a given button on a gamepad on Apple platforms.
- SDL3.SDL_GetGamepadAxis(gamepad: LP_SDL_Gamepad, axis: SDL_GamepadAxis) c_int16[source]
Get the current state of an axis control on a gamepad.
- SDL3.SDL_GetGamepadAxisFromString(str: c_char_p) SDL_GamepadAxis[source]
Convert a string into SDL_GamepadAxis enum.
- SDL3.SDL_GetGamepadBindings(gamepad: LP_SDL_Gamepad, count: LP_c_int) LP_LP_SDL_GamepadBinding[source]
Get the SDL joystick layer bindings for a gamepad.
- SDL3.SDL_GetGamepadButton(gamepad: LP_SDL_Gamepad, button: SDL_GamepadButton) c_bool[source]
Get the current state of a button on a gamepad.
- SDL3.SDL_GetGamepadButtonFromString(str: c_char_p) SDL_GamepadButton[source]
Convert a string into an SDL_GamepadButton enum.
- SDL3.SDL_GetGamepadButtonLabel(gamepad: LP_SDL_Gamepad, button: SDL_GamepadButton) SDL_GamepadButtonLabel[source]
Get the label of a button on a gamepad.
- SDL3.SDL_GetGamepadButtonLabelForType(type: SDL_GamepadType, button: SDL_GamepadButton) SDL_GamepadButtonLabel[source]
Get the label of a button on a gamepad.
- SDL3.SDL_GetGamepadConnectionState(gamepad: LP_SDL_Gamepad) SDL_JoystickConnectionState[source]
Get the connection state of a gamepad.
- SDL3.SDL_GetGamepadFirmwareVersion(gamepad: LP_SDL_Gamepad) c_uint16[source]
Get the firmware version of an opened gamepad, if available.
- SDL3.SDL_GetGamepadFromID(instance_id: SDL_JoystickID) LP_SDL_Gamepad[source]
Get the SDL_Gamepad associated with a joystick instance ID, if it has been opened.
- SDL3.SDL_GetGamepadFromPlayerIndex(player_index: c_int) LP_SDL_Gamepad[source]
Get the SDL_Gamepad associated with a player index.
- SDL3.SDL_GetGamepadGUIDForID(instance_id: SDL_JoystickID) SDL_GUID[source]
Get the implementation-dependent GUID of a gamepad.
- SDL3.SDL_GetGamepadID(gamepad: LP_SDL_Gamepad) SDL_JoystickID[source]
Get the instance ID of an opened gamepad.
- SDL3.SDL_GetGamepadJoystick(gamepad: LP_SDL_Gamepad) LP_SDL_Joystick[source]
Get the underlying joystick from a gamepad.
- SDL3.SDL_GetGamepadMapping(gamepad: LP_SDL_Gamepad) c_char_p[source]
Get the current mapping of a gamepad.
- SDL3.SDL_GetGamepadMappingForGUID(guid: SDL_GUID) c_char_p[source]
Get the gamepad mapping string for a given GUID.
- SDL3.SDL_GetGamepadMappingForID(instance_id: SDL_JoystickID) c_char_p[source]
Get the mapping of a gamepad.
- SDL3.SDL_GetGamepadName(gamepad: LP_SDL_Gamepad) c_char_p[source]
Get the implementation-dependent name for an opened gamepad.
- SDL3.SDL_GetGamepadNameForID(instance_id: SDL_JoystickID) c_char_p[source]
Get the implementation dependent name of a gamepad.
- SDL3.SDL_GetGamepadPath(gamepad: LP_SDL_Gamepad) c_char_p[source]
Get the implementation-dependent path for an opened gamepad.
- SDL3.SDL_GetGamepadPathForID(instance_id: SDL_JoystickID) c_char_p[source]
Get the implementation dependent path of a gamepad.
- SDL3.SDL_GetGamepadPlayerIndex(gamepad: LP_SDL_Gamepad) c_int[source]
Get the player index of an opened gamepad.
- SDL3.SDL_GetGamepadPlayerIndexForID(instance_id: SDL_JoystickID) c_int[source]
Get the player index of a gamepad.
- SDL3.SDL_GetGamepadPowerInfo(gamepad: LP_SDL_Gamepad, percent: LP_c_int) SDL_PowerState[source]
Get the battery state of a gamepad.
- SDL3.SDL_GetGamepadProduct(gamepad: LP_SDL_Gamepad) c_uint16[source]
Get the USB product ID of an opened gamepad, if available.
- SDL3.SDL_GetGamepadProductForID(instance_id: SDL_JoystickID) c_uint16[source]
Get the USB product ID of a gamepad, if available.
- SDL3.SDL_GetGamepadProductVersion(gamepad: LP_SDL_Gamepad) c_uint16[source]
Get the product version of an opened gamepad, if available.
- SDL3.SDL_GetGamepadProductVersionForID(instance_id: SDL_JoystickID) c_uint16[source]
Get the product version of a gamepad, if available.
- SDL3.SDL_GetGamepadProperties(gamepad: LP_SDL_Gamepad) SDL_PropertiesID[source]
Get the properties associated with an opened gamepad.
- SDL3.SDL_GetGamepadSensorData(gamepad: LP_SDL_Gamepad, type: SDL_SensorType, data: LP_c_float, num_values: c_int) c_bool[source]
Get the current state of a gamepad sensor.
- SDL3.SDL_GetGamepadSensorDataRate(gamepad: LP_SDL_Gamepad, type: SDL_SensorType) c_float[source]
Get the data rate (number of events per second) of a gamepad sensor.
- SDL3.SDL_GetGamepadSerial(gamepad: LP_SDL_Gamepad) c_char_p[source]
Get the serial number of an opened gamepad, if available.
- SDL3.SDL_GetGamepadSteamHandle(gamepad: LP_SDL_Gamepad) c_uint64[source]
Get the Steam Input handle of an opened gamepad, if available.
- SDL3.SDL_GetGamepadStringForAxis(axis: SDL_GamepadAxis) c_char_p[source]
Convert from an SDL_GamepadAxis enum to a string.
- SDL3.SDL_GetGamepadStringForButton(button: SDL_GamepadButton) c_char_p[source]
Convert from an SDL_GamepadButton enum to a string.
- SDL3.SDL_GetGamepadStringForType(type: SDL_GamepadType) c_char_p[source]
Convert from an SDL_GamepadType enum to a string.
- SDL3.SDL_GetGamepadTouchpadFinger(gamepad: LP_SDL_Gamepad, touchpad: c_int, finger: c_int, down: LP_c_bool, x: LP_c_float, y: LP_c_float, pressure: LP_c_float) c_bool[source]
Get the current state of a finger on a touchpad on a gamepad.
- SDL3.SDL_GetGamepadType(gamepad: LP_SDL_Gamepad) SDL_GamepadType[source]
Get the type of an opened gamepad.
- SDL3.SDL_GetGamepadTypeForID(instance_id: SDL_JoystickID) SDL_GamepadType[source]
Get the type of a gamepad.
- SDL3.SDL_GetGamepadTypeFromString(str: c_char_p) SDL_GamepadType[source]
Convert a string into SDL_GamepadType enum.
- SDL3.SDL_GetGamepadVendor(gamepad: LP_SDL_Gamepad) c_uint16[source]
Get the USB vendor ID of an opened gamepad, if available.
- SDL3.SDL_GetGamepadVendorForID(instance_id: SDL_JoystickID) c_uint16[source]
Get the USB vendor ID of a gamepad, if available.
- SDL3.SDL_GetGamepads(count: LP_c_int) LP_SDL_JoystickID[source]
Get a list of currently connected gamepads.
- SDL3.SDL_GetGlobalMouseState(x: LP_c_float, y: LP_c_float) SDL_MouseButtonFlags[source]
Query the platform for the asynchronous mouse button state and the desktop-relative platform-cursor position.
- SDL3.SDL_GetGrabbedWindow() LP_SDL_Window[source]
Get the window that currently has an input grab enabled.
- SDL3.SDL_GetHapticEffectStatus(haptic: LP_SDL_Haptic, effect: SDL_HapticEffectID) c_bool[source]
Get the status of the current effect on the specified haptic device.
- SDL3.SDL_GetHapticFeatures(haptic: LP_SDL_Haptic) c_uint32[source]
Get the haptic device’s supported features in bitwise manner.
- SDL3.SDL_GetHapticFromID(instance_id: SDL_HapticID) LP_SDL_Haptic[source]
Get the SDL_Haptic associated with an instance ID, if it has been opened.
- SDL3.SDL_GetHapticID(haptic: LP_SDL_Haptic) SDL_HapticID[source]
Get the instance ID of an opened haptic device.
- SDL3.SDL_GetHapticName(haptic: LP_SDL_Haptic) c_char_p[source]
Get the implementation dependent name of a haptic device.
- SDL3.SDL_GetHapticNameForID(instance_id: SDL_HapticID) c_char_p[source]
Get the implementation dependent name of a haptic device.
- SDL3.SDL_GetHaptics(count: LP_c_int) LP_SDL_HapticID[source]
Get a list of currently connected haptic devices.
- SDL3.SDL_GetHintBoolean(name: c_char_p, default_value: c_bool) c_bool[source]
Get the boolean value of a hint variable.
- SDL3.SDL_GetIOProperties(context: LP_SDL_IOStream) SDL_PropertiesID[source]
Get the properties associated with an SDL_IOStream.
- SDL3.SDL_GetIOSize(context: LP_SDL_IOStream) c_int64[source]
Use this function to get the size of the data stream in an SDL_IOStream.
- SDL3.SDL_GetIOStatus(context: LP_SDL_IOStream) SDL_IOStatus[source]
Query the stream status of an SDL_IOStream.
- SDL3.SDL_GetJoystickAxis(joystick: LP_SDL_Joystick, axis: c_int) c_int16[source]
Get the current state of an axis control on a joystick.
- SDL3.SDL_GetJoystickAxisInitialState(joystick: LP_SDL_Joystick, axis: c_int, state: LP_c_int16) c_bool[source]
Get the initial state of an axis control on a joystick.
- SDL3.SDL_GetJoystickBall(joystick: LP_SDL_Joystick, ball: c_int, dx: LP_c_int, dy: LP_c_int) c_bool[source]
Get the ball axis change since the last poll.
- SDL3.SDL_GetJoystickButton(joystick: LP_SDL_Joystick, button: c_int) c_bool[source]
Get the current state of a button on a joystick.
- SDL3.SDL_GetJoystickConnectionState(joystick: LP_SDL_Joystick) SDL_JoystickConnectionState[source]
Get the connection state of a joystick.
- SDL3.SDL_GetJoystickFirmwareVersion(joystick: LP_SDL_Joystick) c_uint16[source]
Get the firmware version of an opened joystick, if available.
- SDL3.SDL_GetJoystickFromID(instance_id: SDL_JoystickID) LP_SDL_Joystick[source]
Get the SDL_Joystick associated with an instance ID, if it has been opened.
- SDL3.SDL_GetJoystickFromPlayerIndex(player_index: c_int) LP_SDL_Joystick[source]
Get the SDL_Joystick associated with a player index.
- SDL3.SDL_GetJoystickGUID(joystick: LP_SDL_Joystick) SDL_GUID[source]
Get the implementation-dependent GUID for the joystick.
- SDL3.SDL_GetJoystickGUIDForID(instance_id: SDL_JoystickID) SDL_GUID[source]
Get the implementation-dependent GUID of a joystick.
- SDL3.SDL_GetJoystickGUIDInfo(guid: SDL_GUID, vendor: LP_c_uint16, product: LP_c_uint16, version: LP_c_uint16, crc16: LP_c_uint16) None[source]
Get the device information encoded in a SDL_GUID structure.
- SDL3.SDL_GetJoystickHat(joystick: LP_SDL_Joystick, hat: c_int) c_uint8[source]
Get the current state of a POV hat on a joystick.
- SDL3.SDL_GetJoystickID(joystick: LP_SDL_Joystick) SDL_JoystickID[source]
Get the instance ID of an opened joystick.
- SDL3.SDL_GetJoystickName(joystick: LP_SDL_Joystick) c_char_p[source]
Get the implementation dependent name of a joystick.
- SDL3.SDL_GetJoystickNameForID(instance_id: SDL_JoystickID) c_char_p[source]
Get the implementation dependent name of a joystick.
- SDL3.SDL_GetJoystickPath(joystick: LP_SDL_Joystick) c_char_p[source]
Get the implementation dependent path of a joystick.
- SDL3.SDL_GetJoystickPathForID(instance_id: SDL_JoystickID) c_char_p[source]
Get the implementation dependent path of a joystick.
- SDL3.SDL_GetJoystickPlayerIndex(joystick: LP_SDL_Joystick) c_int[source]
Get the player index of an opened joystick.
- SDL3.SDL_GetJoystickPlayerIndexForID(instance_id: SDL_JoystickID) c_int[source]
Get the player index of a joystick.
- SDL3.SDL_GetJoystickPowerInfo(joystick: LP_SDL_Joystick, percent: LP_c_int) SDL_PowerState[source]
Get the battery state of a joystick.
- SDL3.SDL_GetJoystickProduct(joystick: LP_SDL_Joystick) c_uint16[source]
Get the USB product ID of an opened joystick, if available.
- SDL3.SDL_GetJoystickProductForID(instance_id: SDL_JoystickID) c_uint16[source]
Get the USB product ID of a joystick, if available.
- SDL3.SDL_GetJoystickProductVersion(joystick: LP_SDL_Joystick) c_uint16[source]
Get the product version of an opened joystick, if available.
- SDL3.SDL_GetJoystickProductVersionForID(instance_id: SDL_JoystickID) c_uint16[source]
Get the product version of a joystick, if available.
- SDL3.SDL_GetJoystickProperties(joystick: LP_SDL_Joystick) SDL_PropertiesID[source]
Get the properties associated with a joystick.
- SDL3.SDL_GetJoystickSerial(joystick: LP_SDL_Joystick) c_char_p[source]
Get the serial number of an opened joystick, if available.
- SDL3.SDL_GetJoystickType(joystick: LP_SDL_Joystick) SDL_JoystickType[source]
Get the type of an opened joystick.
- SDL3.SDL_GetJoystickTypeForID(instance_id: SDL_JoystickID) SDL_JoystickType[source]
Get the type of a joystick, if available.
- SDL3.SDL_GetJoystickVendor(joystick: LP_SDL_Joystick) c_uint16[source]
Get the USB vendor ID of an opened joystick, if available.
- SDL3.SDL_GetJoystickVendorForID(instance_id: SDL_JoystickID) c_uint16[source]
Get the USB vendor ID of a joystick, if available.
- SDL3.SDL_GetJoysticks(count: LP_c_int) LP_SDL_JoystickID[source]
Get a list of currently connected joysticks.
- SDL3.SDL_GetKeyFromName(name: c_char_p) SDL_Keycode[source]
Get a key code from a human-readable name.
- SDL3.SDL_GetKeyFromScancode(scancode: SDL_Scancode, modstate: SDL_Keymod, key_event: c_bool) SDL_Keycode[source]
Get the key code corresponding to the given scancode according to the current keyboard layout.
- SDL3.SDL_GetKeyboardFocus() LP_SDL_Window[source]
Query the window which currently has keyboard focus.
- SDL3.SDL_GetKeyboardNameForID(instance_id: SDL_KeyboardID) c_char_p[source]
Get the name of a keyboard.
- SDL3.SDL_GetKeyboardState(numkeys: LP_c_int) LP_c_bool[source]
Get a snapshot of the current state of the keyboard.
- SDL3.SDL_GetKeyboards(count: LP_c_int) LP_SDL_KeyboardID[source]
Get a list of currently connected keyboards.
- SDL3.SDL_GetLogOutputFunction(callback: LP_SDL_LogOutputFunction, userdata: LP_c_void_p) None[source]
Get the current log output function.
- SDL3.SDL_GetLogPriority(category: c_int) SDL_LogPriority[source]
Get the priority of a particular log category.
- SDL3.SDL_GetMasksForPixelFormat(format: SDL_PixelFormat, bpp: LP_c_int, Rmask: LP_c_uint32, Gmask: LP_c_uint32, Bmask: LP_c_uint32, Amask: LP_c_uint32) c_bool[source]
Convert one of the enumerated pixel formats to a bpp value and RGBA masks.
- SDL3.SDL_GetMaxHapticEffects(haptic: LP_SDL_Haptic) c_int[source]
Get the number of effects a haptic device can store.
- SDL3.SDL_GetMaxHapticEffectsPlaying(haptic: LP_SDL_Haptic) c_int[source]
Get the number of effects a haptic device can play at the same time.
- SDL3.SDL_GetMemoryFunctions(malloc_func: LP_SDL_malloc_func, calloc_func: LP_SDL_calloc_func, realloc_func: LP_SDL_realloc_func, free_func: LP_SDL_free_func) None[source]
Get the current set of SDL memory functions.
- SDL3.SDL_GetMouseState(x: LP_c_float, y: LP_c_float) SDL_MouseButtonFlags[source]
Query SDL’s cache for the synchronous mouse button state and the window-relative SDL-cursor position.
- SDL3.SDL_GetNaturalDisplayOrientation(displayID: SDL_DisplayID) SDL_DisplayOrientation[source]
Get the orientation of a display when it is unrotated.
- SDL3.SDL_GetNumAudioDrivers() c_int[source]
Use this function to get the number of built-in audio drivers.
- SDL3.SDL_GetNumCameraDrivers() c_int[source]
Use this function to get the number of built-in camera drivers.
- SDL3.SDL_GetNumGamepadTouchpadFingers(gamepad: LP_SDL_Gamepad, touchpad: c_int) c_int[source]
Get the number of supported simultaneous fingers on a touchpad on a game gamepad.
- SDL3.SDL_GetNumGamepadTouchpads(gamepad: LP_SDL_Gamepad) c_int[source]
Get the number of touchpads on a gamepad.
- SDL3.SDL_GetNumHapticAxes(haptic: LP_SDL_Haptic) c_int[source]
Get the number of haptic axes the device has.
- SDL3.SDL_GetNumJoystickAxes(joystick: LP_SDL_Joystick) c_int[source]
Get the number of general axis controls on a joystick.
- SDL3.SDL_GetNumJoystickBalls(joystick: LP_SDL_Joystick) c_int[source]
Get the number of trackballs on a joystick.
- SDL3.SDL_GetNumJoystickButtons(joystick: LP_SDL_Joystick) c_int[source]
Get the number of buttons on a joystick.
- SDL3.SDL_GetNumJoystickHats(joystick: LP_SDL_Joystick) c_int[source]
Get the number of POV hats on a joystick.
- SDL3.SDL_GetNumRenderDrivers() c_int[source]
Get the number of 2D rendering drivers available for the current display.
- SDL3.SDL_GetNumberProperty(props: SDL_PropertiesID, name: c_char_p, default_value: c_int64) c_int64[source]
Get a number property from a group of properties.
- SDL3.SDL_GetOriginalMemoryFunctions(malloc_func: LP_SDL_malloc_func, calloc_func: LP_SDL_calloc_func, realloc_func: LP_SDL_realloc_func, free_func: LP_SDL_free_func) None[source]
Get the original set of SDL memory functions.
- SDL3.SDL_GetPathInfo(path: c_char_p, info: LP_SDL_PathInfo) c_bool[source]
Get information about a filesystem path.
- SDL3.SDL_GetPenDeviceType(instance_id: SDL_PenID) SDL_PenDeviceType[source]
Get the device type of the given pen.
- SDL3.SDL_GetPerformanceCounter() c_uint64[source]
Get the current value of the high resolution counter.
- SDL3.SDL_GetPerformanceFrequency() c_uint64[source]
Get the count per second of the high resolution counter.
- SDL3.SDL_GetPixelFormatDetails(format: SDL_PixelFormat) LP_SDL_PixelFormatDetails[source]
Create an SDL_PixelFormatDetails structure corresponding to a pixel format.
- SDL3.SDL_GetPixelFormatForMasks(bpp: c_int, Rmask: c_uint32, Gmask: c_uint32, Bmask: c_uint32, Amask: c_uint32) SDL_PixelFormat[source]
Convert a bpp value and RGBA masks to an enumerated pixel format.
- SDL3.SDL_GetPixelFormatFromGPUTextureFormat(format: SDL_GPUTextureFormat) SDL_PixelFormat[source]
Get the SDL pixel format corresponding to a GPU texture format.
- SDL3.SDL_GetPixelFormatName(format: SDL_PixelFormat) c_char_p[source]
Get the human readable name of a pixel format.
- SDL3.SDL_GetPointerProperty(props: SDL_PropertiesID, name: c_char_p, default_value: c_void_p) c_void_p[source]
Get a pointer property from a group of properties.
- SDL3.SDL_GetPowerInfo(seconds: LP_c_int, percent: LP_c_int) SDL_PowerState[source]
Get the current power supply details.
- SDL3.SDL_GetPrefPath(org: c_char_p, app: c_char_p) c_char_p[source]
Get the user-and-app-specific path where files can be written.
- SDL3.SDL_GetPreferredLocales(count: LP_c_int) LP_LP_SDL_Locale[source]
Report the user’s preferred locale.
- SDL3.SDL_GetProcessInput(process: LP_SDL_Process) LP_SDL_IOStream[source]
Get the SDL_IOStream associated with process standard input.
- SDL3.SDL_GetProcessOutput(process: LP_SDL_Process) LP_SDL_IOStream[source]
Get the SDL_IOStream associated with process standard output.
- SDL3.SDL_GetProcessProperties(process: LP_SDL_Process) SDL_PropertiesID[source]
Get the properties associated with a process.
- SDL3.SDL_GetPropertyType(props: SDL_PropertiesID, name: c_char_p) SDL_PropertyType[source]
Get the type of a property in a group of properties.
- SDL3.SDL_GetRGB(pixelvalue: c_uint32, format: LP_SDL_PixelFormatDetails, palette: LP_SDL_Palette, r: LP_c_uint8, g: LP_c_uint8, b: LP_c_uint8) None[source]
Get RGB values from a pixel in the specified format.
- SDL3.SDL_GetRGBA(pixelvalue: c_uint32, format: LP_SDL_PixelFormatDetails, palette: LP_SDL_Palette, r: LP_c_uint8, g: LP_c_uint8, b: LP_c_uint8, a: LP_c_uint8) None[source]
Get RGBA values from a pixel in the specified format.
- SDL3.SDL_GetRealGamepadType(gamepad: LP_SDL_Gamepad) SDL_GamepadType[source]
Get the type of an opened gamepad, ignoring any mapping override.
- SDL3.SDL_GetRealGamepadTypeForID(instance_id: SDL_JoystickID) SDL_GamepadType[source]
Get the type of a gamepad, ignoring any mapping override.
- SDL3.SDL_GetRectAndLineIntersection(rect: LP_SDL_Rect, X1: LP_c_int, Y1: LP_c_int, X2: LP_c_int, Y2: LP_c_int) c_bool[source]
Calculate the intersection of a rectangle and line segment.
- SDL3.SDL_GetRectAndLineIntersectionFloat(rect: LP_SDL_FRect, X1: LP_c_float, Y1: LP_c_float, X2: LP_c_float, Y2: LP_c_float) c_bool[source]
Calculate the intersection of a rectangle and line segment with float precision.
- SDL3.SDL_GetRectEnclosingPoints(points: LP_SDL_Point, count: c_int, clip: LP_SDL_Rect, result: LP_SDL_Rect) c_bool[source]
Calculate a minimal rectangle enclosing a set of points.
- SDL3.SDL_GetRectEnclosingPointsFloat(points: LP_SDL_FPoint, count: c_int, clip: LP_SDL_FRect, result: LP_SDL_FRect) c_bool[source]
Calculate a minimal rectangle enclosing a set of points with float precision.
- SDL3.SDL_GetRectIntersection(A: LP_SDL_Rect, B: LP_SDL_Rect, result: LP_SDL_Rect) c_bool[source]
Calculate the intersection of two rectangles.
- SDL3.SDL_GetRectIntersectionFloat(A: LP_SDL_FRect, B: LP_SDL_FRect, result: LP_SDL_FRect) c_bool[source]
Calculate the intersection of two rectangles with float precision.
- SDL3.SDL_GetRectUnion(A: LP_SDL_Rect, B: LP_SDL_Rect, result: LP_SDL_Rect) c_bool[source]
Calculate the union of two rectangles.
- SDL3.SDL_GetRectUnionFloat(A: LP_SDL_FRect, B: LP_SDL_FRect, result: LP_SDL_FRect) c_bool[source]
Calculate the union of two rectangles with float precision.
- SDL3.SDL_GetRelativeMouseState(x: LP_c_float, y: LP_c_float) SDL_MouseButtonFlags[source]
Query SDL’s cache for the synchronous mouse button state and accumulated mouse delta since last call.
- SDL3.SDL_GetRenderClipRect(renderer: LP_SDL_Renderer, rect: LP_SDL_Rect) c_bool[source]
Get the clip rectangle for the current target.
- SDL3.SDL_GetRenderColorScale(renderer: LP_SDL_Renderer, scale: LP_c_float) c_bool[source]
Get the color scale used for render operations.
- SDL3.SDL_GetRenderDrawBlendMode(renderer: LP_SDL_Renderer, blendMode: LP_SDL_BlendMode) c_bool[source]
Get the blend mode used for drawing operations.
- SDL3.SDL_GetRenderDrawColor(renderer: LP_SDL_Renderer, r: LP_c_uint8, g: LP_c_uint8, b: LP_c_uint8, a: LP_c_uint8) c_bool[source]
Get the color used for drawing operations (Rect, Line and Clear).
- SDL3.SDL_GetRenderDrawColorFloat(renderer: LP_SDL_Renderer, r: LP_c_float, g: LP_c_float, b: LP_c_float, a: LP_c_float) c_bool[source]
Get the color used for drawing operations (Rect, Line and Clear).
- SDL3.SDL_GetRenderDriver(index: c_int) c_char_p[source]
Use this function to get the name of a built in 2D rendering driver.
- SDL3.SDL_GetRenderLogicalPresentation(renderer: LP_SDL_Renderer, w: LP_c_int, h: LP_c_int, mode: LP_SDL_RendererLogicalPresentation) c_bool[source]
Get device independent resolution and presentation mode for rendering.
- SDL3.SDL_GetRenderLogicalPresentationRect(renderer: LP_SDL_Renderer, rect: LP_SDL_FRect) c_bool[source]
Get the final presentation rectangle for rendering.
- SDL3.SDL_GetRenderMetalCommandEncoder(renderer: LP_SDL_Renderer) c_void_p[source]
Get the Metal command encoder for the current frame.
- SDL3.SDL_GetRenderMetalLayer(renderer: LP_SDL_Renderer) c_void_p[source]
Get the CAMetalLayer associated with the given Metal renderer.
- SDL3.SDL_GetRenderOutputSize(renderer: LP_SDL_Renderer, w: LP_c_int, h: LP_c_int) c_bool[source]
Get the output size in pixels of a rendering context.
- SDL3.SDL_GetRenderSafeArea(renderer: LP_SDL_Renderer, rect: LP_SDL_Rect) c_bool[source]
Get the safe area for rendering within the current viewport.
- SDL3.SDL_GetRenderScale(renderer: LP_SDL_Renderer, scaleX: LP_c_float, scaleY: LP_c_float) c_bool[source]
Get the drawing scale for the current target.
- SDL3.SDL_GetRenderTarget(renderer: LP_SDL_Renderer) LP_SDL_Texture[source]
Get the current render target.
- SDL3.SDL_GetRenderTextureAddressMode(renderer: LP_SDL_Renderer, u_mode: LP_SDL_TextureAddressMode, v_mode: LP_SDL_TextureAddressMode) c_bool[source]
Get the texture addressing mode used in SDL_RenderGeometry().
- SDL3.SDL_GetRenderVSync(renderer: LP_SDL_Renderer, vsync: LP_c_int) c_bool[source]
Get VSync of the given renderer.
- SDL3.SDL_GetRenderViewport(renderer: LP_SDL_Renderer, rect: LP_SDL_Rect) c_bool[source]
Get the drawing area for the current target.
- SDL3.SDL_GetRenderWindow(renderer: LP_SDL_Renderer) LP_SDL_Window[source]
Get the window associated with a renderer.
- SDL3.SDL_GetRenderer(window: LP_SDL_Window) LP_SDL_Renderer[source]
Get the renderer associated with a window.
- SDL3.SDL_GetRendererFromTexture(texture: LP_SDL_Texture) LP_SDL_Renderer[source]
Get the renderer that created an SDL_Texture.
- SDL3.SDL_GetRendererProperties(renderer: LP_SDL_Renderer) SDL_PropertiesID[source]
Get the properties associated with a renderer.
- SDL3.SDL_GetRevision() c_char_p[source]
Get the code revision of the SDL library that is linked against your program.
- SDL3.SDL_GetSIMDAlignment() c_size_t[source]
Report the alignment this system needs for SIMD allocations.
- SDL3.SDL_GetScancodeFromKey(key: SDL_Keycode, modstate: LP_SDL_Keymod) SDL_Scancode[source]
Get the scancode corresponding to the given key code according to the current keyboard layout.
- SDL3.SDL_GetScancodeFromName(name: c_char_p) SDL_Scancode[source]
Get a scancode from a human-readable name.
- SDL3.SDL_GetScancodeName(scancode: SDL_Scancode) c_char_p[source]
Get a human-readable name for a scancode.
- SDL3.SDL_GetSemaphoreValue(sem: LP_SDL_Semaphore) c_uint32[source]
Get the current value of a semaphore.
- SDL3.SDL_GetSensorData(sensor: LP_SDL_Sensor, data: LP_c_float, num_values: c_int) c_bool[source]
Get the current state of an opened sensor.
- SDL3.SDL_GetSensorFromID(instance_id: SDL_SensorID) LP_SDL_Sensor[source]
Return the SDL_Sensor associated with an instance ID.
- SDL3.SDL_GetSensorName(sensor: LP_SDL_Sensor) c_char_p[source]
Get the implementation dependent name of a sensor.
- SDL3.SDL_GetSensorNameForID(instance_id: SDL_SensorID) c_char_p[source]
Get the implementation dependent name of a sensor.
- SDL3.SDL_GetSensorNonPortableType(sensor: LP_SDL_Sensor) c_int[source]
Get the platform dependent type of a sensor.
- SDL3.SDL_GetSensorNonPortableTypeForID(instance_id: SDL_SensorID) c_int[source]
Get the platform dependent type of a sensor.
- SDL3.SDL_GetSensorProperties(sensor: LP_SDL_Sensor) SDL_PropertiesID[source]
Get the properties associated with a sensor.
- SDL3.SDL_GetSensorTypeForID(instance_id: SDL_SensorID) SDL_SensorType[source]
Get the type of a sensor.
- SDL3.SDL_GetSensors(count: LP_c_int) LP_SDL_SensorID[source]
Get a list of currently connected sensors.
- SDL3.SDL_GetSilenceValueForFormat(format: SDL_AudioFormat) c_int[source]
Get the appropriate memset value for silencing an audio format.
- SDL3.SDL_GetStorageFileSize(storage: LP_SDL_Storage, path: c_char_p, length: LP_c_uint64) c_bool[source]
Query the size of a file within a storage container.
- SDL3.SDL_GetStoragePathInfo(storage: LP_SDL_Storage, path: c_char_p, info: LP_SDL_PathInfo) c_bool[source]
Get information about a filesystem path in a storage container.
- SDL3.SDL_GetStorageSpaceRemaining(storage: LP_SDL_Storage) c_uint64[source]
Queries the remaining space in a storage container.
- SDL3.SDL_GetStringProperty(props: SDL_PropertiesID, name: c_char_p, default_value: c_char_p) c_char_p[source]
Get a string property from a group of properties.
- SDL3.SDL_GetSurfaceAlphaMod(surface: LP_SDL_Surface, alpha: LP_c_uint8) c_bool[source]
Get the additional alpha value used in blit operations.
- SDL3.SDL_GetSurfaceBlendMode(surface: LP_SDL_Surface, blendMode: LP_SDL_BlendMode) c_bool[source]
Get the blend mode used for blit operations.
- SDL3.SDL_GetSurfaceClipRect(surface: LP_SDL_Surface, rect: LP_SDL_Rect) c_bool[source]
Get the clipping rectangle for a surface.
- SDL3.SDL_GetSurfaceColorKey(surface: LP_SDL_Surface, key: LP_c_uint32) c_bool[source]
Get the color key (transparent pixel) for a surface.
- SDL3.SDL_GetSurfaceColorMod(surface: LP_SDL_Surface, r: LP_c_uint8, g: LP_c_uint8, b: LP_c_uint8) c_bool[source]
Get the additional color value multiplied into blit operations.
- SDL3.SDL_GetSurfaceColorspace(surface: LP_SDL_Surface) SDL_Colorspace[source]
Get the colorspace used by a surface.
- SDL3.SDL_GetSurfaceImages(surface: LP_SDL_Surface, count: LP_c_int) LP_LP_SDL_Surface[source]
Get an array including all versions of a surface.
- SDL3.SDL_GetSurfacePalette(surface: LP_SDL_Surface) LP_SDL_Palette[source]
Get the palette used by a surface.
- SDL3.SDL_GetSurfaceProperties(surface: LP_SDL_Surface) SDL_PropertiesID[source]
Get the properties associated with a surface.
- SDL3.SDL_GetTLS(id: LP_SDL_TLSID) c_void_p[source]
Get the current thread’s value associated with a thread local storage ID.
- SDL3.SDL_GetTextInputArea(window: LP_SDL_Window, rect: LP_SDL_Rect, cursor: LP_c_int) c_bool[source]
Get the area used to type Unicode text input.
- SDL3.SDL_GetTextureAlphaMod(texture: LP_SDL_Texture, alpha: LP_c_uint8) c_bool[source]
Get the additional alpha value multiplied into render copy operations.
- SDL3.SDL_GetTextureAlphaModFloat(texture: LP_SDL_Texture, alpha: LP_c_float) c_bool[source]
Get the additional alpha value multiplied into render copy operations.
- SDL3.SDL_GetTextureBlendMode(texture: LP_SDL_Texture, blendMode: LP_SDL_BlendMode) c_bool[source]
Get the blend mode used for texture copy operations.
- SDL3.SDL_GetTextureColorMod(texture: LP_SDL_Texture, r: LP_c_uint8, g: LP_c_uint8, b: LP_c_uint8) c_bool[source]
Get the additional color value multiplied into render copy operations.
- SDL3.SDL_GetTextureColorModFloat(texture: LP_SDL_Texture, r: LP_c_float, g: LP_c_float, b: LP_c_float) c_bool[source]
Get the additional color value multiplied into render copy operations.
- SDL3.SDL_GetTexturePalette(texture: LP_SDL_Texture) LP_SDL_Palette[source]
Get the palette used by a texture.
- SDL3.SDL_GetTextureProperties(texture: LP_SDL_Texture) SDL_PropertiesID[source]
Get the properties associated with a texture.
- SDL3.SDL_GetTextureScaleMode(texture: LP_SDL_Texture, scaleMode: LP_SDL_ScaleMode) c_bool[source]
Get the scale mode used for texture scale operations.
- SDL3.SDL_GetTextureSize(texture: LP_SDL_Texture, w: LP_c_float, h: LP_c_float) c_bool[source]
Get the size of a texture, as floating point values.
- SDL3.SDL_GetThreadID(thread: LP_SDL_Thread) SDL_ThreadID[source]
Get the thread identifier for the specified thread.
- SDL3.SDL_GetThreadName(thread: LP_SDL_Thread) c_char_p[source]
Get the thread name as it was specified in SDL_CreateThread().
- SDL3.SDL_GetThreadState(thread: LP_SDL_Thread) SDL_ThreadState[source]
Get the current state of a thread.
- SDL3.SDL_GetTicks() c_uint64[source]
Get the number of milliseconds that have elapsed since the SDL library initialization.
- SDL3.SDL_GetTicksNS() c_uint64[source]
Get the number of nanoseconds since SDL library initialization.
- SDL3.SDL_GetTouchDeviceName(touchID: SDL_TouchID) c_char_p[source]
Get the touch device name as reported from the driver.
- SDL3.SDL_GetTouchDeviceType(touchID: SDL_TouchID) SDL_TouchDeviceType[source]
Get the type of the given touch device.
- SDL3.SDL_GetTouchDevices(count: LP_c_int) LP_SDL_TouchID[source]
Get a list of registered touch devices.
- SDL3.SDL_GetTouchFingers(touchID: SDL_TouchID, count: LP_c_int) LP_LP_SDL_Finger[source]
Get a list of active fingers for a given touch device.
- SDL3.SDL_GetTrayEntries(menu: LP_SDL_TrayMenu, count: LP_c_int) LP_LP_SDL_TrayEntry[source]
Returns a list of entries in the menu, in order.
- SDL3.SDL_GetTrayEntryChecked(entry: LP_SDL_TrayEntry) c_bool[source]
Gets whether or not an entry is checked.
- SDL3.SDL_GetTrayEntryEnabled(entry: LP_SDL_TrayEntry) c_bool[source]
Gets whether or not an entry is enabled.
- SDL3.SDL_GetTrayEntryParent(entry: LP_SDL_TrayEntry) LP_SDL_TrayMenu[source]
Gets the menu containing a certain tray entry.
- SDL3.SDL_GetTrayMenu(tray: LP_SDL_Tray) LP_SDL_TrayMenu[source]
Gets a previously created tray menu.
- SDL3.SDL_GetTrayMenuParentEntry(menu: LP_SDL_TrayMenu) LP_SDL_TrayEntry[source]
Gets the entry for which the menu is a submenu, if the current menu is a submenu.
- SDL3.SDL_GetTrayMenuParentTray(menu: LP_SDL_TrayMenu) LP_SDL_Tray[source]
Gets the tray for which this menu is the first-level menu, if the current menu isn’t a submenu.
Gets a previously created tray entry submenu.
- SDL3.SDL_GetUserFolder(folder: SDL_Folder) c_char_p[source]
Finds the most suitable user folder for a specific purpose.
- SDL3.SDL_GetWindowAspectRatio(window: LP_SDL_Window, min_aspect: LP_c_float, max_aspect: LP_c_float) c_bool[source]
Get the aspect ratio of a window’s client area.
- SDL3.SDL_GetWindowBordersSize(window: LP_SDL_Window, top: LP_c_int, left: LP_c_int, bottom: LP_c_int, right: LP_c_int) c_bool[source]
Get the size of a window’s borders (decorations) around the client area.
- SDL3.SDL_GetWindowDisplayScale(window: LP_SDL_Window) c_float[source]
Get the content display scale relative to a window’s pixel size.
- SDL3.SDL_GetWindowFromEvent(event: LP_SDL_Event) LP_SDL_Window[source]
Get window associated with an event.
- SDL3.SDL_GetWindowFullscreenMode(window: LP_SDL_Window) LP_SDL_DisplayMode[source]
Query the display mode to use when a window is visible at fullscreen.
- SDL3.SDL_GetWindowICCProfile(window: LP_SDL_Window, size: LP_c_size_t) c_void_p[source]
Get the raw ICC profile data for the screen the window is currently on.
- SDL3.SDL_GetWindowKeyboardGrab(window: LP_SDL_Window) c_bool[source]
Get a window’s keyboard grab mode.
- SDL3.SDL_GetWindowMaximumSize(window: LP_SDL_Window, w: LP_c_int, h: LP_c_int) c_bool[source]
Get the maximum size of a window’s client area.
- SDL3.SDL_GetWindowMinimumSize(window: LP_SDL_Window, w: LP_c_int, h: LP_c_int) c_bool[source]
Get the minimum size of a window’s client area.
- SDL3.SDL_GetWindowMouseRect(window: LP_SDL_Window) LP_SDL_Rect[source]
Get the mouse confinement rectangle of a window.
- SDL3.SDL_GetWindowPixelDensity(window: LP_SDL_Window) c_float[source]
Get the pixel density of a window.
- SDL3.SDL_GetWindowPixelFormat(window: LP_SDL_Window) SDL_PixelFormat[source]
Get the pixel format associated with the window.
- SDL3.SDL_GetWindowPosition(window: LP_SDL_Window, x: LP_c_int, y: LP_c_int) c_bool[source]
Get the position of a window.
- SDL3.SDL_GetWindowProgressState(window: LP_SDL_Window) SDL_ProgressState[source]
Get the state of the progress bar for the given window’s taskbar icon.
- SDL3.SDL_GetWindowProgressValue(window: LP_SDL_Window) c_float[source]
Get the value of the progress bar for the given window’s taskbar icon.
- SDL3.SDL_GetWindowProperties(window: LP_SDL_Window) SDL_PropertiesID[source]
Get the properties associated with a window.
- SDL3.SDL_GetWindowRelativeMouseMode(window: LP_SDL_Window) c_bool[source]
Query whether relative mouse mode is enabled for a window.
- SDL3.SDL_GetWindowSafeArea(window: LP_SDL_Window, rect: LP_SDL_Rect) c_bool[source]
Get the safe area for this window.
- SDL3.SDL_GetWindowSize(window: LP_SDL_Window, w: LP_c_int, h: LP_c_int) c_bool[source]
Get the size of a window’s client area.
- SDL3.SDL_GetWindowSizeInPixels(window: LP_SDL_Window, w: LP_c_int, h: LP_c_int) c_bool[source]
Get the size of a window’s client area, in pixels.
- SDL3.SDL_GetWindowSurface(window: LP_SDL_Window) LP_SDL_Surface[source]
Get the SDL surface associated with the window.
- SDL3.SDL_GetWindowSurfaceVSync(window: LP_SDL_Window, vsync: LP_c_int) c_bool[source]
Get VSync for the window surface.
- SDL3.SDL_GlobDirectory(path: c_char_p, pattern: c_char_p, flags: SDL_GlobFlags, count: LP_c_int) LP_c_char_p[source]
Enumerate a directory tree, filtered by pattern, and return a list.
- SDL3.SDL_GlobStorageDirectory(storage: LP_SDL_Storage, path: c_char_p, pattern: c_char_p, flags: SDL_GlobFlags, count: LP_c_int) LP_c_char_p[source]
Enumerate a directory tree, filtered by pattern, and return a list.
- SDL3.SDL_HapticEffectSupported(haptic: LP_SDL_Haptic, effect: LP_SDL_HapticEffect) c_bool[source]
Check to see if an effect is supported by a haptic device.
- SDL3.SDL_HapticRumbleSupported(haptic: LP_SDL_Haptic) c_bool[source]
Check whether rumble is supported on a haptic device.
- SDL3.SDL_HasClipboardData(mime_type: c_char_p) c_bool[source]
Query whether there is data in the clipboard for the provided mime type.
- SDL3.SDL_HasClipboardText() c_bool[source]
Query whether the clipboard exists and contains a non-empty text string.
- SDL3.SDL_HasEvent(type: c_uint32) c_bool[source]
Check for the existence of a certain event type in the event queue.
- SDL3.SDL_HasEvents(minType: c_uint32, maxType: c_uint32) c_bool[source]
Check for the existence of certain event types in the event queue.
- SDL3.SDL_HasPrimarySelectionText() c_bool[source]
Query whether the primary selection exists and contains a non-empty text string.
- SDL3.SDL_HasProperty(props: SDL_PropertiesID, name: c_char_p) c_bool[source]
Return whether a property exists in a group of properties.
- SDL3.SDL_HasRectIntersection(A: LP_SDL_Rect, B: LP_SDL_Rect) c_bool[source]
Determine whether two rectangles intersect.
- SDL3.SDL_HasRectIntersectionFloat(A: LP_SDL_FRect, B: LP_SDL_FRect) c_bool[source]
Determine whether two rectangles intersect with float precision.
- SDL3.SDL_HasScreenKeyboardSupport() c_bool[source]
Check whether the platform has screen keyboard support.
- SDL3.SDL_IOFromConstMem(mem: c_void_p, size: c_size_t) LP_SDL_IOStream[source]
Use this function to prepare a read-only memory buffer for use with SDL_IOStream.
- SDL3.SDL_IOFromDynamicMem() LP_SDL_IOStream[source]
Use this function to create an SDL_IOStream that is backed by dynamically allocated memory.
- SDL3.SDL_IOFromFile(file: c_char_p, mode: c_char_p) LP_SDL_IOStream[source]
Use this function to create a new SDL_IOStream structure for reading from and/or writing to a named file.
- SDL3.SDL_IOFromMem(mem: c_void_p, size: c_size_t) LP_SDL_IOStream[source]
Use this function to prepare a read-write memory buffer for use with SDL_IOStream.
- SDL3.SDL_IOprintf(context: LP_SDL_IOStream, fmt: c_char_p, *args: Any) c_size_t[source]
Print to an SDL_IOStream data stream.
- SDL3.SDL_IOvprintf(context: LP_SDL_IOStream, fmt: c_char_p, ap: SDL_VA_LIST) c_size_t[source]
Print to an SDL_IOStream data stream.
- SDL3.SDL_InitHapticRumble(haptic: LP_SDL_Haptic) c_bool[source]
Initialize a haptic device for simple rumble playback.
- SDL3.SDL_InitSubSystem(flags: SDL_InitFlags) c_bool[source]
Compatibility function to initialize the SDL library.
- SDL3.SDL_InsertGPUDebugLabel(command_buffer: LP_SDL_GPUCommandBuffer, text: c_char_p) None[source]
Inserts an arbitrary string label into the command buffer callstream.
- SDL3.SDL_InsertTrayEntryAt(menu: LP_SDL_TrayMenu, pos: c_int, label: c_char_p, flags: SDL_TrayEntryFlags) LP_SDL_TrayEntry[source]
Insert a tray entry at a given position.
- SDL3.SDL_IsAudioDevicePhysical(devid: SDL_AudioDeviceID) c_bool[source]
Determine if an audio device is physical (instead of logical).
- SDL3.SDL_IsAudioDevicePlayback(devid: SDL_AudioDeviceID) c_bool[source]
Determine if an audio device is a playback device (instead of recording).
- SDL3.SDL_IsGamepad(instance_id: SDL_JoystickID) c_bool[source]
Check if the given joystick is supported by the gamepad interface.
- SDL3.SDL_IsJoystickHaptic(joystick: LP_SDL_Joystick) c_bool[source]
Query if a joystick has haptic features.
- SDL3.SDL_IsJoystickVirtual(instance_id: SDL_JoystickID) c_bool[source]
Query whether or not a joystick is virtual.
- SDL3.SDL_IsMouseHaptic() c_bool[source]
Query whether or not the current mouse has haptic capabilities.
- SDL3.SDL_JoystickConnected(joystick: LP_SDL_Joystick) c_bool[source]
Get the status of a specified joystick.
- SDL3.SDL_LoadBMP_IO(src: LP_SDL_IOStream, closeio: c_bool) LP_SDL_Surface[source]
Load a BMP image from a seekable SDL data stream.
- SDL3.SDL_LoadFile(file: c_char_p, datasize: LP_c_size_t) c_void_p[source]
Load all the data from a file path.
- SDL3.SDL_LoadFileAsync(file: c_char_p, queue: LP_SDL_AsyncIOQueue, userdata: c_void_p) c_bool[source]
Load all the data from a file path, asynchronously.
- SDL3.SDL_LoadFile_IO(src: LP_SDL_IOStream, datasize: LP_c_size_t, closeio: c_bool) c_void_p[source]
Load all the data from an SDL data stream.
- SDL3.SDL_LoadFunction(handle: LP_SDL_SharedObject, name: c_char_p) CFunctionType[source]
Look up the address of the named function in a shared object.
- SDL3.SDL_LoadObject(sofile: c_char_p) LP_SDL_SharedObject[source]
Dynamically load a shared object.
- SDL3.SDL_LoadPNG_IO(src: LP_SDL_IOStream, closeio: c_bool) LP_SDL_Surface[source]
Load a PNG image from a seekable SDL data stream.
- SDL3.SDL_LoadSurface_IO(src: LP_SDL_IOStream, closeio: c_bool) LP_SDL_Surface[source]
Load a BMP or PNG image from a seekable SDL data stream.
- SDL3.SDL_LoadWAV(path: c_char_p, spec: LP_SDL_AudioSpec, audio_buf: LP_LP_c_uint8, audio_len: LP_c_uint32) c_bool[source]
Loads a WAV from a file path.
- SDL3.SDL_LoadWAV_IO(src: LP_SDL_IOStream, closeio: c_bool, spec: LP_SDL_AudioSpec, audio_buf: LP_LP_c_uint8, audio_len: LP_c_uint32) c_bool[source]
Load the audio data of a WAVE file into memory.
- SDL3.SDL_LockAudioStream(stream: LP_SDL_AudioStream) c_bool[source]
Lock an audio stream for serialized access.
- SDL3.SDL_LockRWLockForReading(rwlock: LP_SDL_RWLock) None[source]
Lock the read/write lock for read only operations.
- SDL3.SDL_LockRWLockForWriting(rwlock: LP_SDL_RWLock) None[source]
Lock the read/write lock for write operations.
- SDL3.SDL_LockSpinlock(lock: LP_SDL_SpinLock) None[source]
Lock a spin lock by setting it to a non-zero value.
- SDL3.SDL_LockSurface(surface: LP_SDL_Surface) c_bool[source]
Set up a surface for directly accessing the pixels.
- SDL3.SDL_LockTexture(texture: LP_SDL_Texture, rect: LP_SDL_Rect, pixels: LP_c_void_p, pitch: LP_c_int) c_bool[source]
Lock a portion of the texture for write-only pixel access.
- SDL3.SDL_LockTextureToSurface(texture: LP_SDL_Texture, rect: LP_SDL_Rect, surface: LP_LP_SDL_Surface) c_bool[source]
Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.
- SDL3.SDL_Log(fmt: c_char_p, *args: Any) None[source]
Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO.
- SDL3.SDL_LogCritical(category: c_int, fmt: c_char_p, *args: Any) None[source]
Log a message with SDL_LOG_PRIORITY_CRITICAL.
- SDL3.SDL_LogDebug(category: c_int, fmt: c_char_p, *args: Any) None[source]
Log a message with SDL_LOG_PRIORITY_DEBUG.
- SDL3.SDL_LogError(category: c_int, fmt: c_char_p, *args: Any) None[source]
Log a message with SDL_LOG_PRIORITY_ERROR.
- SDL3.SDL_LogInfo(category: c_int, fmt: c_char_p, *args: Any) None[source]
Log a message with SDL_LOG_PRIORITY_INFO.
- SDL3.SDL_LogMessage(category: c_int, priority: SDL_LogPriority, fmt: c_char_p, *args: Any) None[source]
Log a message with the specified category and priority.
- SDL3.SDL_LogMessageV(category: c_int, priority: SDL_LogPriority, fmt: c_char_p, ap: SDL_VA_LIST) None[source]
Log a message with the specified category and priority.
- SDL3.SDL_LogTrace(category: c_int, fmt: c_char_p, *args: Any) None[source]
Log a message with SDL_LOG_PRIORITY_TRACE.
- SDL3.SDL_LogVerbose(category: c_int, fmt: c_char_p, *args: Any) None[source]
Log a message with SDL_LOG_PRIORITY_VERBOSE.
- SDL3.SDL_LogWarn(category: c_int, fmt: c_char_p, *args: Any) None[source]
Log a message with SDL_LOG_PRIORITY_WARN.
- SDL3.SDL_MapGPUTransferBuffer(device: LP_SDL_GPUDevice, transfer_buffer: LP_SDL_GPUTransferBuffer, cycle: c_bool) c_void_p[source]
Maps a transfer buffer into application address space.
- SDL3.SDL_MapRGB(format: LP_SDL_PixelFormatDetails, palette: LP_SDL_Palette, r: c_uint8, g: c_uint8, b: c_uint8) c_uint32[source]
Map an RGB triple to an opaque pixel value for a given pixel format.
- SDL3.SDL_MapRGBA(format: LP_SDL_PixelFormatDetails, palette: LP_SDL_Palette, r: c_uint8, g: c_uint8, b: c_uint8, a: c_uint8) c_uint32[source]
Map an RGBA quadruple to a pixel value for a given pixel format.
- SDL3.SDL_MapSurfaceRGB(surface: LP_SDL_Surface, r: c_uint8, g: c_uint8, b: c_uint8) c_uint32[source]
Map an RGB triple to an opaque pixel value for a surface.
- SDL3.SDL_MapSurfaceRGBA(surface: LP_SDL_Surface, r: c_uint8, g: c_uint8, b: c_uint8, a: c_uint8) c_uint32[source]
Map an RGBA quadruple to a pixel value for a surface.
- SDL3.SDL_MaximizeWindow(window: LP_SDL_Window) c_bool[source]
Request that the window be made as large as possible.
- SDL3.SDL_MemoryBarrierAcquireFunction() None[source]
Insert a memory acquire barrier (function version).
- SDL3.SDL_MemoryBarrierReleaseFunction() None[source]
Insert a memory release barrier (function version).
- SDL3.SDL_Metal_CreateView(window: LP_SDL_Window) SDL_MetalView[source]
Create a CAMetalLayer-backed NSView/UIView and attach it to the specified window.
- SDL3.SDL_Metal_DestroyView(view: SDL_MetalView) None[source]
Destroy an existing SDL_MetalView object.
- SDL3.SDL_Metal_GetLayer(view: SDL_MetalView) c_void_p[source]
Get a pointer to the backing CAMetalLayer for the given view.
- SDL3.SDL_MinimizeWindow(window: LP_SDL_Window) c_bool[source]
Request that the window be minimized to an iconic representation.
- SDL3.SDL_MixAudio(dst: LP_c_uint8, src: LP_c_uint8, format: SDL_AudioFormat, len: c_uint32, volume: c_float) c_bool[source]
Mix audio data in a specified format.
- SDL3.SDL_OnApplicationDidEnterBackground() None[source]
Let iOS apps with external event handling report onApplicationDidEnterBackground.
- SDL3.SDL_OnApplicationDidEnterForeground() None[source]
Let iOS apps with external event handling report onApplicationDidBecomeActive.
- SDL3.SDL_OnApplicationDidReceiveMemoryWarning() None[source]
Let iOS apps with external event handling report onApplicationDidReceiveMemoryWarning.
- SDL3.SDL_OnApplicationWillEnterBackground() None[source]
Let iOS apps with external event handling report onApplicationWillResignActive.
- SDL3.SDL_OnApplicationWillEnterForeground() None[source]
Let iOS apps with external event handling report onApplicationWillEnterForeground.
- SDL3.SDL_OnApplicationWillTerminate() None[source]
Let iOS apps with external event handling report onApplicationWillTerminate.
- SDL3.SDL_OpenAudioDevice(devid: SDL_AudioDeviceID, spec: LP_SDL_AudioSpec) SDL_AudioDeviceID[source]
Open a specific audio device.
- SDL3.SDL_OpenAudioDeviceStream(devid: SDL_AudioDeviceID, spec: LP_SDL_AudioSpec, callback: CFunctionType, userdata: c_void_p) LP_SDL_AudioStream[source]
Convenience function for straightforward audio init for the common case.
- SDL3.SDL_OpenCamera(instance_id: SDL_CameraID, spec: LP_SDL_CameraSpec) LP_SDL_Camera[source]
Open a video recording device (a “camera”).
- SDL3.SDL_OpenFileStorage(path: c_char_p) LP_SDL_Storage[source]
Opens up a container for local filesystem storage.
- SDL3.SDL_OpenHapticFromJoystick(joystick: LP_SDL_Joystick) LP_SDL_Haptic[source]
Open a haptic device for use from a joystick device.
- SDL3.SDL_OpenHapticFromMouse() LP_SDL_Haptic[source]
Try to open a haptic device from the current mouse.
- SDL3.SDL_OpenIO(iface: LP_SDL_IOStreamInterface, userdata: c_void_p) LP_SDL_IOStream[source]
Create a custom SDL_IOStream.
- SDL3.SDL_OpenJoystick(instance_id: SDL_JoystickID) LP_SDL_Joystick[source]
Open a joystick for use.
- SDL3.SDL_OpenStorage(iface: LP_SDL_StorageInterface, userdata: c_void_p) LP_SDL_Storage[source]
Opens up a container using a client-provided storage interface.
- SDL3.SDL_OpenTitleStorage(override: c_char_p, props: SDL_PropertiesID) LP_SDL_Storage[source]
Opens up a read-only container for the application’s filesystem.
- SDL3.SDL_OpenURL(url: c_char_p) c_bool[source]
Open a URL/URI in the browser or other appropriate external application.
- SDL3.SDL_OpenUserStorage(org: c_char_p, app: c_char_p, props: SDL_PropertiesID) LP_SDL_Storage[source]
Opens up a container for a user’s unique read/write filesystem.
- SDL3.SDL_PauseAudioDevice(devid: SDL_AudioDeviceID) c_bool[source]
Use this function to pause audio playback on a specified device.
- SDL3.SDL_PauseAudioStreamDevice(stream: LP_SDL_AudioStream) c_bool[source]
Use this function to pause audio playback on the audio device associated with an audio stream.
- SDL3.SDL_PeepEvents(events: LP_SDL_Event, numevents: c_int, action: SDL_EventAction, minType: c_uint32, maxType: c_uint32) c_int[source]
Check the event queue for messages and optionally return them.
- SDL3.SDL_PlayHapticRumble(haptic: LP_SDL_Haptic, strength: c_float, length: c_uint32) c_bool[source]
Run a simple rumble effect on a haptic device.
- SDL3.SDL_PopGPUDebugGroup(command_buffer: LP_SDL_GPUCommandBuffer) None[source]
Ends the most-recently pushed debug group.
- SDL3.SDL_PremultiplyAlpha(width: c_int, height: c_int, src_format: SDL_PixelFormat, src: c_void_p, src_pitch: c_int, dst_format: SDL_PixelFormat, dst: c_void_p, dst_pitch: c_int, linear: c_bool) c_bool[source]
Premultiply the alpha on a block of pixels.
- SDL3.SDL_PremultiplySurfaceAlpha(surface: LP_SDL_Surface, linear: c_bool) c_bool[source]
Premultiply the alpha in a surface.
- SDL3.SDL_PushGPUComputeUniformData(command_buffer: LP_SDL_GPUCommandBuffer, slot_index: c_uint32, data: c_void_p, length: c_uint32) None[source]
Pushes data to a uniform slot on the command buffer.
- SDL3.SDL_PushGPUDebugGroup(command_buffer: LP_SDL_GPUCommandBuffer, name: c_char_p) None[source]
Begins a debug group with an arbitrary name.
- SDL3.SDL_PushGPUFragmentUniformData(command_buffer: LP_SDL_GPUCommandBuffer, slot_index: c_uint32, data: c_void_p, length: c_uint32) None[source]
Pushes data to a fragment uniform slot on the command buffer.
- SDL3.SDL_PushGPUVertexUniformData(command_buffer: LP_SDL_GPUCommandBuffer, slot_index: c_uint32, data: c_void_p, length: c_uint32) None[source]
Pushes data to a vertex uniform slot on the command buffer.
- SDL3.SDL_PutAudioStreamData(stream: LP_SDL_AudioStream, buf: c_void_p, len: c_int) c_bool[source]
Add data to the stream.
- SDL3.SDL_PutAudioStreamDataNoCopy(stream: LP_SDL_AudioStream, buf: c_void_p, len: c_int, callback: CFunctionType, userdata: c_void_p) c_bool[source]
Add external data to an audio stream without copying it.
- SDL3.SDL_PutAudioStreamPlanarData(stream: LP_SDL_AudioStream, channel_buffers: LP_c_void_p, num_channels: c_int, num_samples: c_int) c_bool[source]
Add data to the stream with each channel in a separate array.
- SDL3.SDL_QueryGPUFence(device: LP_SDL_GPUDevice, fence: LP_SDL_GPUFence) c_bool[source]
Checks the status of a fence.
- SDL3.SDL_RaiseWindow(window: LP_SDL_Window) c_bool[source]
Request that a window be raised above other windows and gain the input focus.
- SDL3.SDL_ReadAsyncIO(asyncio: LP_SDL_AsyncIO, ptr: c_void_p, offset: c_uint64, size: c_uint64, queue: LP_SDL_AsyncIOQueue, userdata: c_void_p) c_bool[source]
Start an async read.
- SDL3.SDL_ReadIO(context: LP_SDL_IOStream, ptr: c_void_p, size: c_size_t) c_size_t[source]
Read from a data source.
- SDL3.SDL_ReadProcess(process: LP_SDL_Process, datasize: LP_c_size_t, exitcode: LP_c_int) c_void_p[source]
Read all the output from a process.
- SDL3.SDL_ReadS16BE(src: LP_SDL_IOStream, value: LP_c_int16) c_bool[source]
Use this function to read 16 bits of big-endian data from an SDL_IOStream and return in native format.
- SDL3.SDL_ReadS16LE(src: LP_SDL_IOStream, value: LP_c_int16) c_bool[source]
Use this function to read 16 bits of little-endian data from an SDL_IOStream and return in native format.
- SDL3.SDL_ReadS32BE(src: LP_SDL_IOStream, value: LP_c_int32) c_bool[source]
Use this function to read 32 bits of big-endian data from an SDL_IOStream and return in native format.
- SDL3.SDL_ReadS32LE(src: LP_SDL_IOStream, value: LP_c_int32) c_bool[source]
Use this function to read 32 bits of little-endian data from an SDL_IOStream and return in native format.
- SDL3.SDL_ReadS64BE(src: LP_SDL_IOStream, value: LP_c_int64) c_bool[source]
Use this function to read 64 bits of big-endian data from an SDL_IOStream and return in native format.
- SDL3.SDL_ReadS64LE(src: LP_SDL_IOStream, value: LP_c_int64) c_bool[source]
Use this function to read 64 bits of little-endian data from an SDL_IOStream and return in native format.
- SDL3.SDL_ReadS8(src: LP_SDL_IOStream, value: LP_c_int8) c_bool[source]
Use this function to read a signed byte from an SDL_IOStream.
- SDL3.SDL_ReadStorageFile(storage: LP_SDL_Storage, path: c_char_p, destination: c_void_p, length: c_uint64) c_bool[source]
Synchronously read a file from a storage container into a client-provided buffer.
- SDL3.SDL_ReadSurfacePixel(surface: LP_SDL_Surface, x: c_int, y: c_int, r: LP_c_uint8, g: LP_c_uint8, b: LP_c_uint8, a: LP_c_uint8) c_bool[source]
Retrieves a single pixel from a surface.
- SDL3.SDL_ReadSurfacePixelFloat(surface: LP_SDL_Surface, x: c_int, y: c_int, r: LP_c_float, g: LP_c_float, b: LP_c_float, a: LP_c_float) c_bool[source]
Retrieves a single pixel from a surface.
- SDL3.SDL_ReadU16BE(src: LP_SDL_IOStream, value: LP_c_uint16) c_bool[source]
Use this function to read 16 bits of big-endian data from an SDL_IOStream and return in native format.
- SDL3.SDL_ReadU16LE(src: LP_SDL_IOStream, value: LP_c_uint16) c_bool[source]
Use this function to read 16 bits of little-endian data from an SDL_IOStream and return in native format.
- SDL3.SDL_ReadU32BE(src: LP_SDL_IOStream, value: LP_c_uint32) c_bool[source]
Use this function to read 32 bits of big-endian data from an SDL_IOStream and return in native format.
- SDL3.SDL_ReadU32LE(src: LP_SDL_IOStream, value: LP_c_uint32) c_bool[source]
Use this function to read 32 bits of little-endian data from an SDL_IOStream and return in native format.
- SDL3.SDL_ReadU64BE(src: LP_SDL_IOStream, value: LP_c_uint64) c_bool[source]
Use this function to read 64 bits of big-endian data from an SDL_IOStream and return in native format.
- SDL3.SDL_ReadU64LE(src: LP_SDL_IOStream, value: LP_c_uint64) c_bool[source]
Use this function to read 64 bits of little-endian data from an SDL_IOStream and return in native format.
- SDL3.SDL_ReadU8(src: LP_SDL_IOStream, value: LP_c_uint8) c_bool[source]
Use this function to read a byte from an SDL_IOStream.
- SDL3.SDL_RegisterApp(name: c_char_p, style: c_uint32, hInst: c_void_p) c_bool[source]
Register a win32 window class for SDL’s use.
- SDL3.SDL_RegisterEvents(numevents: c_int) c_uint32[source]
Allocate a set of user-defined events, and return the beginning event number for that set of events.
- SDL3.SDL_ReleaseCameraFrame(camera: LP_SDL_Camera, frame: LP_SDL_Surface) None[source]
Release a frame of video acquired from a camera.
- SDL3.SDL_ReleaseGPUBuffer(device: LP_SDL_GPUDevice, buffer: LP_SDL_GPUBuffer) None[source]
Frees the given buffer as soon as it is safe to do so.
- SDL3.SDL_ReleaseGPUComputePipeline(device: LP_SDL_GPUDevice, compute_pipeline: LP_SDL_GPUComputePipeline) None[source]
Frees the given compute pipeline as soon as it is safe to do so.
- SDL3.SDL_ReleaseGPUFence(device: LP_SDL_GPUDevice, fence: LP_SDL_GPUFence) None[source]
Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
- SDL3.SDL_ReleaseGPUGraphicsPipeline(device: LP_SDL_GPUDevice, graphics_pipeline: LP_SDL_GPUGraphicsPipeline) None[source]
Frees the given graphics pipeline as soon as it is safe to do so.
- SDL3.SDL_ReleaseGPUSampler(device: LP_SDL_GPUDevice, sampler: LP_SDL_GPUSampler) None[source]
Frees the given sampler as soon as it is safe to do so.
- SDL3.SDL_ReleaseGPUShader(device: LP_SDL_GPUDevice, shader: LP_SDL_GPUShader) None[source]
Frees the given shader as soon as it is safe to do so.
- SDL3.SDL_ReleaseGPUTexture(device: LP_SDL_GPUDevice, texture: LP_SDL_GPUTexture) None[source]
Frees the given texture as soon as it is safe to do so.
- SDL3.SDL_ReleaseGPUTransferBuffer(device: LP_SDL_GPUDevice, transfer_buffer: LP_SDL_GPUTransferBuffer) None[source]
Frees the given transfer buffer as soon as it is safe to do so.
- SDL3.SDL_ReleaseWindowFromGPUDevice(device: LP_SDL_GPUDevice, window: LP_SDL_Window) None[source]
Unclaims a window, destroying its swapchain structure.
- SDL3.SDL_ReloadGamepadMappings() c_bool[source]
Reinitialize the SDL mapping database to its initial state.
- SDL3.SDL_RemoveEventWatch(filter: CFunctionType, userdata: c_void_p) None[source]
Remove an event watch callback added with SDL_AddEventWatch().
- SDL3.SDL_RemoveHintCallback(name: c_char_p, callback: CFunctionType, userdata: c_void_p) None[source]
Remove a function watching a particular hint.
- SDL3.SDL_RemoveStoragePath(storage: LP_SDL_Storage, path: c_char_p) c_bool[source]
Remove a file or an empty directory in a writable storage container.
- SDL3.SDL_RemoveSurfaceAlternateImages(surface: LP_SDL_Surface) None[source]
Remove all alternate versions of a surface.
- SDL3.SDL_RenamePath(oldpath: c_char_p, newpath: c_char_p) c_bool[source]
Rename a file or directory.
- SDL3.SDL_RenameStoragePath(storage: LP_SDL_Storage, oldpath: c_char_p, newpath: c_char_p) c_bool[source]
Rename a file or directory in a writable storage container.
- SDL3.SDL_RenderClear(renderer: LP_SDL_Renderer) c_bool[source]
Clear the current rendering target with the drawing color.
- SDL3.SDL_RenderClipEnabled(renderer: LP_SDL_Renderer) c_bool[source]
Get whether clipping is enabled on the given render target.
- SDL3.SDL_RenderCoordinatesFromWindow(renderer: LP_SDL_Renderer, window_x: c_float, window_y: c_float, x: LP_c_float, y: LP_c_float) c_bool[source]
Get a point in render coordinates when given a point in window coordinates.
- SDL3.SDL_RenderCoordinatesToWindow(renderer: LP_SDL_Renderer, x: c_float, y: c_float, window_x: LP_c_float, window_y: LP_c_float) c_bool[source]
Get a point in window coordinates when given a point in render coordinates.
- SDL3.SDL_RenderDebugText(renderer: LP_SDL_Renderer, x: c_float, y: c_float, str: c_char_p) c_bool[source]
Draw debug text to an SDL_Renderer.
- SDL3.SDL_RenderDebugTextFormat(renderer: LP_SDL_Renderer, x: c_float, y: c_float, fmt: c_char_p, *args: Any) c_bool[source]
Draw debug text to an SDL_Renderer.
- SDL3.SDL_RenderFillRect(renderer: LP_SDL_Renderer, rect: LP_SDL_FRect) c_bool[source]
Fill a rectangle on the current rendering target with the drawing color at subpixel precision.
- SDL3.SDL_RenderFillRects(renderer: LP_SDL_Renderer, rects: LP_SDL_FRect, count: c_int) c_bool[source]
Fill some number of rectangles on the current rendering target with the drawing color at subpixel precision.
- SDL3.SDL_RenderGeometry(renderer: LP_SDL_Renderer, texture: LP_SDL_Texture, vertices: LP_SDL_Vertex, num_vertices: c_int, indices: LP_c_int, num_indices: c_int) c_bool[source]
Render a list of triangles, optionally using a texture and indices into the vertex array.
- SDL3.SDL_RenderGeometryRaw(renderer: LP_SDL_Renderer, texture: LP_SDL_Texture, xy: LP_c_float, xy_stride: c_int, color: LP_SDL_FColor, color_stride: c_int, uv: LP_c_float, uv_stride: c_int, num_vertices: c_int, indices: c_void_p, num_indices: c_int, size_indices: c_int) c_bool[source]
Render a list of triangles, optionally using a texture and indices into the vertex arrays.
- SDL3.SDL_RenderLine(renderer: LP_SDL_Renderer, x1: c_float, y1: c_float, x2: c_float, y2: c_float) c_bool[source]
Draw a line on the current rendering target at subpixel precision.
- SDL3.SDL_RenderLines(renderer: LP_SDL_Renderer, points: LP_SDL_FPoint, count: c_int) c_bool[source]
Draw a series of connected lines on the current rendering target at subpixel precision.
- SDL3.SDL_RenderPoint(renderer: LP_SDL_Renderer, x: c_float, y: c_float) c_bool[source]
Draw a point on the current rendering target at subpixel precision.
- SDL3.SDL_RenderPoints(renderer: LP_SDL_Renderer, points: LP_SDL_FPoint, count: c_int) c_bool[source]
Draw multiple points on the current rendering target at subpixel precision.
- SDL3.SDL_RenderPresent(renderer: LP_SDL_Renderer) c_bool[source]
Update the screen with any rendering performed since the previous call.
- SDL3.SDL_RenderReadPixels(renderer: LP_SDL_Renderer, rect: LP_SDL_Rect) LP_SDL_Surface[source]
Read pixels from the current rendering target.
- SDL3.SDL_RenderRect(renderer: LP_SDL_Renderer, rect: LP_SDL_FRect) c_bool[source]
Draw a rectangle on the current rendering target at subpixel precision.
- SDL3.SDL_RenderRects(renderer: LP_SDL_Renderer, rects: LP_SDL_FRect, count: c_int) c_bool[source]
Draw some number of rectangles on the current rendering target at subpixel precision.
- SDL3.SDL_RenderTexture(renderer: LP_SDL_Renderer, texture: LP_SDL_Texture, srcrect: LP_SDL_FRect, dstrect: LP_SDL_FRect) c_bool[source]
Copy a portion of the texture to the current rendering target at subpixel precision.
- SDL3.SDL_RenderTexture9Grid(renderer: LP_SDL_Renderer, texture: LP_SDL_Texture, srcrect: LP_SDL_FRect, left_width: c_float, right_width: c_float, top_height: c_float, bottom_height: c_float, scale: c_float, dstrect: LP_SDL_FRect) c_bool[source]
Perform a scaled copy using the 9-grid algorithm to the current rendering target at subpixel precision.
- SDL3.SDL_RenderTexture9GridTiled(renderer: LP_SDL_Renderer, texture: LP_SDL_Texture, srcrect: LP_SDL_FRect, left_width: c_float, right_width: c_float, top_height: c_float, bottom_height: c_float, scale: c_float, dstrect: LP_SDL_FRect, tileScale: c_float) c_bool[source]
Perform a scaled copy using the 9-grid algorithm to the current rendering target at subpixel precision.
- SDL3.SDL_RenderTextureAffine(renderer: LP_SDL_Renderer, texture: LP_SDL_Texture, srcrect: LP_SDL_FRect, origin: LP_SDL_FPoint, right: LP_SDL_FPoint, down: LP_SDL_FPoint) c_bool[source]
Copy a portion of the source texture to the current rendering target, with affine transform, at subpixel precision.
- SDL3.SDL_RenderTextureRotated(renderer: LP_SDL_Renderer, texture: LP_SDL_Texture, srcrect: LP_SDL_FRect, dstrect: LP_SDL_FRect, angle: c_double, center: LP_SDL_FPoint, flip: SDL_FlipMode) c_bool[source]
Copy a portion of the source texture to the current rendering target, with rotation and flipping, at subpixel precision.
- SDL3.SDL_RenderTextureTiled(renderer: LP_SDL_Renderer, texture: LP_SDL_Texture, srcrect: LP_SDL_FRect, scale: c_float, dstrect: LP_SDL_FRect) c_bool[source]
Tile a portion of the texture to the current rendering target at subpixel precision.
- SDL3.SDL_RenderViewportSet(renderer: LP_SDL_Renderer) c_bool[source]
Return whether an explicit rectangle was set as the viewport.
- SDL3.SDL_ReportAssertion(data: LP_SDL_AssertData, func: c_char_p, file: c_char_p, line: c_int) SDL_AssertState[source]
Never call this directly.
- SDL3.SDL_RestoreWindow(window: LP_SDL_Window) c_bool[source]
Request that the size and position of a minimized or maximized window be restored.
- SDL3.SDL_ResumeAudioDevice(devid: SDL_AudioDeviceID) c_bool[source]
Use this function to unpause audio playback on a specified device.
- SDL3.SDL_ResumeAudioStreamDevice(stream: LP_SDL_AudioStream) c_bool[source]
Use this function to unpause audio playback on the audio device associated with an audio stream.
- SDL3.SDL_RotateSurface(surface: LP_SDL_Surface, angle: c_float) LP_SDL_Surface[source]
Return a copy of a surface rotated clockwise a number of degrees.
- SDL3.SDL_RumbleGamepad(gamepad: LP_SDL_Gamepad, low_frequency_rumble: c_uint16, high_frequency_rumble: c_uint16, duration_ms: c_uint32) c_bool[source]
Start a rumble effect on a gamepad.
- SDL3.SDL_RumbleGamepadTriggers(gamepad: LP_SDL_Gamepad, left_rumble: c_uint16, right_rumble: c_uint16, duration_ms: c_uint32) c_bool[source]
Start a rumble effect in the gamepad’s triggers.
- SDL3.SDL_RumbleJoystick(joystick: LP_SDL_Joystick, low_frequency_rumble: c_uint16, high_frequency_rumble: c_uint16, duration_ms: c_uint32) c_bool[source]
Start a rumble effect.
- SDL3.SDL_RumbleJoystickTriggers(joystick: LP_SDL_Joystick, left_rumble: c_uint16, right_rumble: c_uint16, duration_ms: c_uint32) c_bool[source]
Start a rumble effect in the joystick’s triggers.
- SDL3.SDL_RunApp(argc: c_int, argv: LP_c_char_p, mainFunction: CFunctionType, reserved: c_void_p) c_int[source]
Initializes and launches an SDL application, by doing platform-specific initialization before calling your mainFunction and cleanups after it returns, if that is needed for a specific platform, otherwise it just calls mainFunction.
- SDL3.SDL_RunHapticEffect(haptic: LP_SDL_Haptic, effect: SDL_HapticEffectID, iterations: c_uint32) c_bool[source]
Run the haptic effect on its associated haptic device.
- SDL3.SDL_RunOnMainThread(callback: CFunctionType, userdata: c_void_p, wait_complete: c_bool) c_bool[source]
Call a function on the main thread during event processing.
- SDL3.SDL_SaveBMP(surface: LP_SDL_Surface, file: c_char_p) c_bool[source]
Save a surface to a file in BMP format.
- SDL3.SDL_SaveBMP_IO(surface: LP_SDL_Surface, dst: LP_SDL_IOStream, closeio: c_bool) c_bool[source]
Save a surface to a seekable SDL data stream in BMP format.
- SDL3.SDL_SaveFile(file: c_char_p, data: c_void_p, datasize: c_size_t) c_bool[source]
Save all the data into a file path.
- SDL3.SDL_SaveFile_IO(src: LP_SDL_IOStream, data: c_void_p, datasize: c_size_t, closeio: c_bool) c_bool[source]
Save all the data into an SDL data stream.
- SDL3.SDL_SavePNG(surface: LP_SDL_Surface, file: c_char_p) c_bool[source]
Save a surface to a file in PNG format.
- SDL3.SDL_SavePNG_IO(surface: LP_SDL_Surface, dst: LP_SDL_IOStream, closeio: c_bool) c_bool[source]
Save a surface to a seekable SDL data stream in PNG format.
- SDL3.SDL_ScaleSurface(surface: LP_SDL_Surface, width: c_int, height: c_int, scaleMode: SDL_ScaleMode) LP_SDL_Surface[source]
Creates a new surface identical to the existing surface, scaled to the desired size.
- SDL3.SDL_ScreenKeyboardShown(window: LP_SDL_Window) c_bool[source]
Check whether the screen keyboard is shown for given window.
- SDL3.SDL_SeekIO(context: LP_SDL_IOStream, offset: c_int64, whence: SDL_IOWhence) c_int64[source]
Seek within an SDL_IOStream data stream.
- SDL3.SDL_SendGamepadEffect(gamepad: LP_SDL_Gamepad, data: c_void_p, size: c_int) c_bool[source]
Send a gamepad specific effect packet.
- SDL3.SDL_SendJoystickEffect(joystick: LP_SDL_Joystick, data: c_void_p, size: c_int) c_bool[source]
Send a joystick specific effect packet.
- SDL3.SDL_SendJoystickVirtualSensorData(joystick: LP_SDL_Joystick, type: SDL_SensorType, sensor_timestamp: c_uint64, data: LP_c_float, num_values: c_int) c_bool[source]
Send a sensor update for an opened virtual joystick.
- SDL3.SDL_SetAppMetadata(appname: c_char_p, appversion: c_char_p, appidentifier: c_char_p) c_bool[source]
Specify basic metadata about your app.
- SDL3.SDL_SetAppMetadataProperty(name: c_char_p, value: c_char_p) c_bool[source]
Specify metadata about your app through a set of properties.
- SDL3.SDL_SetAssertionHandler(handler: CFunctionType, userdata: c_void_p) None[source]
Set an application-defined assertion handler.
- SDL3.SDL_SetAtomicInt(a: LP_SDL_AtomicInt, v: c_int) c_int[source]
Set an atomic variable to a value.
- SDL3.SDL_SetAtomicPointer(a: LP_c_void_p, v: c_void_p) c_void_p[source]
Set a pointer to a value atomically.
- SDL3.SDL_SetAtomicU32(a: LP_SDL_AtomicU32, v: c_uint32) c_uint32[source]
Set an atomic variable to a value.
- SDL3.SDL_SetAudioDeviceGain(devid: SDL_AudioDeviceID, gain: c_float) c_bool[source]
Change the gain of an audio device.
- SDL3.SDL_SetAudioPostmixCallback(devid: SDL_AudioDeviceID, callback: CFunctionType, userdata: c_void_p) c_bool[source]
Set a callback that fires when data is about to be fed to an audio device.
- SDL3.SDL_SetAudioStreamFormat(stream: LP_SDL_AudioStream, src_spec: LP_SDL_AudioSpec, dst_spec: LP_SDL_AudioSpec) c_bool[source]
Change the input and output formats of an audio stream.
- SDL3.SDL_SetAudioStreamFrequencyRatio(stream: LP_SDL_AudioStream, ratio: c_float) c_bool[source]
Change the frequency ratio of an audio stream.
- SDL3.SDL_SetAudioStreamGain(stream: LP_SDL_AudioStream, gain: c_float) c_bool[source]
Change the gain of an audio stream.
- SDL3.SDL_SetAudioStreamGetCallback(stream: LP_SDL_AudioStream, callback: CFunctionType, userdata: c_void_p) c_bool[source]
Set a callback that runs when data is requested from an audio stream.
- SDL3.SDL_SetAudioStreamInputChannelMap(stream: LP_SDL_AudioStream, chmap: LP_c_int, count: c_int) c_bool[source]
Set the current input channel map of an audio stream.
- SDL3.SDL_SetAudioStreamOutputChannelMap(stream: LP_SDL_AudioStream, chmap: LP_c_int, count: c_int) c_bool[source]
Set the current output channel map of an audio stream.
- SDL3.SDL_SetAudioStreamPutCallback(stream: LP_SDL_AudioStream, callback: CFunctionType, userdata: c_void_p) c_bool[source]
Set a callback that runs when data is added to an audio stream.
- SDL3.SDL_SetBooleanProperty(props: SDL_PropertiesID, name: c_char_p, value: c_bool) c_bool[source]
Set a boolean property in a group of properties.
- SDL3.SDL_SetClipboardData(callback: CFunctionType, cleanup: CFunctionType, userdata: c_void_p, mime_types: LP_c_char_p, num_mime_types: c_size_t) c_bool[source]
Offer clipboard data to the OS.
- SDL3.SDL_SetCurrentThreadPriority(priority: SDL_ThreadPriority) c_bool[source]
Set the priority for the current thread.
- SDL3.SDL_SetDefaultTextureScaleMode(renderer: LP_SDL_Renderer, scale_mode: SDL_ScaleMode) c_bool[source]
Set default scale mode for new textures for given renderer.
- SDL3.SDL_SetEnvironmentVariable(env: LP_SDL_Environment, name: c_char_p, value: c_char_p, overwrite: c_bool) c_bool[source]
Set the value of a variable in the environment.
- SDL3.SDL_SetError(fmt: c_char_p, *args: Any) c_bool[source]
Set the SDL error message for the current thread.
- SDL3.SDL_SetErrorV(fmt: c_char_p, ap: SDL_VA_LIST) c_bool[source]
Set the SDL error message for the current thread.
- SDL3.SDL_SetEventEnabled(type: c_uint32, enabled: c_bool) None[source]
Set the state of processing events by type.
- SDL3.SDL_SetEventFilter(filter: CFunctionType, userdata: c_void_p) None[source]
Set up a filter to process all events before they are added to the internal event queue.
- SDL3.SDL_SetFloatProperty(props: SDL_PropertiesID, name: c_char_p, value: c_float) c_bool[source]
Set a floating point property in a group of properties.
- SDL3.SDL_SetGPUAllowedFramesInFlight(device: LP_SDL_GPUDevice, allowed_frames_in_flight: c_uint32) c_bool[source]
Configures the maximum allowed number of frames in flight.
- SDL3.SDL_SetGPUBlendConstants(render_pass: LP_SDL_GPURenderPass, blend_constants: SDL_FColor) None[source]
Sets the current blend constants on a command buffer.
- SDL3.SDL_SetGPUBufferName(device: LP_SDL_GPUDevice, buffer: LP_SDL_GPUBuffer, text: c_char_p) None[source]
Sets an arbitrary string constant to label a buffer.
- SDL3.SDL_SetGPURenderState(renderer: LP_SDL_Renderer, state: LP_SDL_GPURenderState) c_bool[source]
Set custom GPU render state.
- SDL3.SDL_SetGPURenderStateFragmentUniforms(state: LP_SDL_GPURenderState, slot_index: c_uint32, data: c_void_p, length: c_uint32) c_bool[source]
Set fragment shader uniform variables in a custom GPU render state.
- SDL3.SDL_SetGPUScissor(render_pass: LP_SDL_GPURenderPass, scissor: LP_SDL_Rect) None[source]
Sets the current scissor state on a command buffer.
- SDL3.SDL_SetGPUStencilReference(render_pass: LP_SDL_GPURenderPass, reference: c_uint8) None[source]
Sets the current stencil reference value on a command buffer.
- SDL3.SDL_SetGPUSwapchainParameters(device: LP_SDL_GPUDevice, window: LP_SDL_Window, swapchain_composition: SDL_GPUSwapchainComposition, present_mode: SDL_GPUPresentMode) c_bool[source]
Changes the swapchain parameters for the given claimed window.
- SDL3.SDL_SetGPUTextureName(device: LP_SDL_GPUDevice, texture: LP_SDL_GPUTexture, text: c_char_p) None[source]
Sets an arbitrary string constant to label a texture.
- SDL3.SDL_SetGPUViewport(render_pass: LP_SDL_GPURenderPass, viewport: LP_SDL_GPUViewport) None[source]
Sets the current viewport state on a command buffer.
- SDL3.SDL_SetGamepadEventsEnabled(enabled: c_bool) None[source]
Set the state of gamepad event processing.
- SDL3.SDL_SetGamepadLED(gamepad: LP_SDL_Gamepad, red: c_uint8, green: c_uint8, blue: c_uint8) c_bool[source]
Update a gamepad’s LED color.
- SDL3.SDL_SetGamepadMapping(instance_id: SDL_JoystickID, mapping: c_char_p) c_bool[source]
Set the current mapping of a joystick or gamepad.
- SDL3.SDL_SetGamepadPlayerIndex(gamepad: LP_SDL_Gamepad, player_index: c_int) c_bool[source]
Set the player index of an opened gamepad.
- SDL3.SDL_SetGamepadSensorEnabled(gamepad: LP_SDL_Gamepad, type: SDL_SensorType, enabled: c_bool) c_bool[source]
Set whether data reporting for a gamepad sensor is enabled.
- SDL3.SDL_SetHapticAutocenter(haptic: LP_SDL_Haptic, autocenter: c_int) c_bool[source]
Set the global autocenter of the device.
- SDL3.SDL_SetHapticGain(haptic: LP_SDL_Haptic, gain: c_int) c_bool[source]
Set the global gain of the specified haptic device.
- SDL3.SDL_SetHintWithPriority(name: c_char_p, value: c_char_p, priority: SDL_HintPriority) c_bool[source]
Set a hint with a specific priority.
- SDL3.SDL_SetInitialized(state: LP_SDL_InitState, initialized: c_bool) None[source]
Finish an initialization state transition.
- SDL3.SDL_SetJoystickEventsEnabled(enabled: c_bool) None[source]
Set the state of joystick event processing.
- SDL3.SDL_SetJoystickLED(joystick: LP_SDL_Joystick, red: c_uint8, green: c_uint8, blue: c_uint8) c_bool[source]
Update a joystick’s LED color.
- SDL3.SDL_SetJoystickPlayerIndex(joystick: LP_SDL_Joystick, player_index: c_int) c_bool[source]
Set the player index of an opened joystick.
- SDL3.SDL_SetJoystickVirtualAxis(joystick: LP_SDL_Joystick, axis: c_int, value: c_int16) c_bool[source]
Set the state of an axis on an opened virtual joystick.
- SDL3.SDL_SetJoystickVirtualBall(joystick: LP_SDL_Joystick, ball: c_int, xrel: c_int16, yrel: c_int16) c_bool[source]
Generate ball motion on an opened virtual joystick.
- SDL3.SDL_SetJoystickVirtualButton(joystick: LP_SDL_Joystick, button: c_int, down: c_bool) c_bool[source]
Set the state of a button on an opened virtual joystick.
- SDL3.SDL_SetJoystickVirtualHat(joystick: LP_SDL_Joystick, hat: c_int, value: c_uint8) c_bool[source]
Set the state of a hat on an opened virtual joystick.
- SDL3.SDL_SetJoystickVirtualTouchpad(joystick: LP_SDL_Joystick, touchpad: c_int, finger: c_int, down: c_bool, x: c_float, y: c_float, pressure: c_float) c_bool[source]
Set touchpad finger state on an opened virtual joystick.
- SDL3.SDL_SetLinuxThreadPriority(threadID: c_int64, priority: c_int) c_bool[source]
Sets the UNIX nice value for a thread.
- SDL3.SDL_SetLinuxThreadPriorityAndPolicy(threadID: c_int64, sdlPriority: c_int, schedPolicy: c_int) c_bool[source]
Sets the priority (not nice level) and scheduling policy for a thread.
- SDL3.SDL_SetLogOutputFunction(callback: CFunctionType, userdata: c_void_p) None[source]
Replace the default log output function with one of your own.
- SDL3.SDL_SetLogPriorities(priority: SDL_LogPriority) None[source]
Set the priority of all log categories.
- SDL3.SDL_SetLogPriority(category: c_int, priority: SDL_LogPriority) None[source]
Set the priority of a particular log category.
- SDL3.SDL_SetLogPriorityPrefix(priority: SDL_LogPriority, prefix: c_char_p) c_bool[source]
Set the text prepended to log messages of a given priority.
- SDL3.SDL_SetMainReady() None[source]
Circumvent failure of SDL_Init() when not using SDL_main() as an entry point.
- SDL3.SDL_SetMemoryFunctions(malloc_func: CFunctionType, calloc_func: CFunctionType, realloc_func: CFunctionType, free_func: CFunctionType) c_bool[source]
Replace SDL’s memory allocation functions with a custom set.
- SDL3.SDL_SetModState(modstate: SDL_Keymod) None[source]
Set the current key modifier state for the keyboard.
- SDL3.SDL_SetNumberProperty(props: SDL_PropertiesID, name: c_char_p, value: c_int64) c_bool[source]
Set an integer property in a group of properties.
- SDL3.SDL_SetPaletteColors(palette: LP_SDL_Palette, colors: LP_SDL_Color, firstcolor: c_int, ncolors: c_int) c_bool[source]
Set a range of colors in a palette.
- SDL3.SDL_SetPointerProperty(props: SDL_PropertiesID, name: c_char_p, value: c_void_p) c_bool[source]
Set a pointer property in a group of properties.
- SDL3.SDL_SetPointerPropertyWithCleanup(props: SDL_PropertiesID, name: c_char_p, value: c_void_p, cleanup: CFunctionType, userdata: c_void_p) c_bool[source]
Set a pointer property in a group of properties with a cleanup function that is called when the property is deleted.
- SDL3.SDL_SetPrimarySelectionText(text: c_char_p) c_bool[source]
Put UTF-8 text into the primary selection.
- SDL3.SDL_SetRelativeMouseTransform(callback: CFunctionType, userdata: c_void_p) c_bool[source]
Set a user-defined function by which to transform relative mouse inputs.
- SDL3.SDL_SetRenderClipRect(renderer: LP_SDL_Renderer, rect: LP_SDL_Rect) c_bool[source]
Set the clip rectangle for rendering on the specified target.
- SDL3.SDL_SetRenderColorScale(renderer: LP_SDL_Renderer, scale: c_float) c_bool[source]
Set the color scale used for render operations.
- SDL3.SDL_SetRenderDrawBlendMode(renderer: LP_SDL_Renderer, blendMode: SDL_BlendMode) c_bool[source]
Set the blend mode used for drawing operations (Fill and Line).
- SDL3.SDL_SetRenderDrawColor(renderer: LP_SDL_Renderer, r: c_uint8, g: c_uint8, b: c_uint8, a: c_uint8) c_bool[source]
Set the color used for drawing operations.
- SDL3.SDL_SetRenderDrawColorFloat(renderer: LP_SDL_Renderer, r: c_float, g: c_float, b: c_float, a: c_float) c_bool[source]
Set the color used for drawing operations (Rect, Line and Clear).
- SDL3.SDL_SetRenderLogicalPresentation(renderer: LP_SDL_Renderer, w: c_int, h: c_int, mode: SDL_RendererLogicalPresentation) c_bool[source]
Set a device-independent resolution and presentation mode for rendering.
- SDL3.SDL_SetRenderScale(renderer: LP_SDL_Renderer, scaleX: c_float, scaleY: c_float) c_bool[source]
Set the drawing scale for rendering on the current target.
- SDL3.SDL_SetRenderTarget(renderer: LP_SDL_Renderer, texture: LP_SDL_Texture) c_bool[source]
Set a texture as the current rendering target.
- SDL3.SDL_SetRenderTextureAddressMode(renderer: LP_SDL_Renderer, u_mode: SDL_TextureAddressMode, v_mode: SDL_TextureAddressMode) c_bool[source]
Set the texture addressing mode used in SDL_RenderGeometry().
- SDL3.SDL_SetRenderVSync(renderer: LP_SDL_Renderer, vsync: c_int) c_bool[source]
Toggle VSync of the given renderer.
- SDL3.SDL_SetRenderViewport(renderer: LP_SDL_Renderer, rect: LP_SDL_Rect) c_bool[source]
Set the drawing area for rendering on the current target.
- SDL3.SDL_SetScancodeName(scancode: SDL_Scancode, name: c_char_p) c_bool[source]
Set a human-readable name for a scancode.
- SDL3.SDL_SetStringProperty(props: SDL_PropertiesID, name: c_char_p, value: c_char_p) c_bool[source]
Set a string property in a group of properties.
- SDL3.SDL_SetSurfaceAlphaMod(surface: LP_SDL_Surface, alpha: c_uint8) c_bool[source]
Set an additional alpha value used in blit operations.
- SDL3.SDL_SetSurfaceBlendMode(surface: LP_SDL_Surface, blendMode: SDL_BlendMode) c_bool[source]
Set the blend mode used for blit operations.
- SDL3.SDL_SetSurfaceClipRect(surface: LP_SDL_Surface, rect: LP_SDL_Rect) c_bool[source]
Set the clipping rectangle for a surface.
- SDL3.SDL_SetSurfaceColorKey(surface: LP_SDL_Surface, enabled: c_bool, key: c_uint32) c_bool[source]
Set the color key (transparent pixel) in a surface.
- SDL3.SDL_SetSurfaceColorMod(surface: LP_SDL_Surface, r: c_uint8, g: c_uint8, b: c_uint8) c_bool[source]
Set an additional color value multiplied into blit operations.
- SDL3.SDL_SetSurfaceColorspace(surface: LP_SDL_Surface, colorspace: SDL_Colorspace) c_bool[source]
Set the colorspace used by a surface.
- SDL3.SDL_SetSurfacePalette(surface: LP_SDL_Surface, palette: LP_SDL_Palette) c_bool[source]
Set the palette used by a surface.
- SDL3.SDL_SetSurfaceRLE(surface: LP_SDL_Surface, enabled: c_bool) c_bool[source]
Set the RLE acceleration hint for a surface.
- SDL3.SDL_SetTLS(id: LP_SDL_TLSID, value: c_void_p, destructor: CFunctionType) c_bool[source]
Set the current thread’s value associated with a thread local storage ID.
- SDL3.SDL_SetTextInputArea(window: LP_SDL_Window, rect: LP_SDL_Rect, cursor: c_int) c_bool[source]
Set the area used to type Unicode text input.
- SDL3.SDL_SetTextureAlphaMod(texture: LP_SDL_Texture, alpha: c_uint8) c_bool[source]
Set an additional alpha value multiplied into render copy operations.
- SDL3.SDL_SetTextureAlphaModFloat(texture: LP_SDL_Texture, alpha: c_float) c_bool[source]
Set an additional alpha value multiplied into render copy operations.
- SDL3.SDL_SetTextureBlendMode(texture: LP_SDL_Texture, blendMode: SDL_BlendMode) c_bool[source]
Set the blend mode for a texture, used by SDL_RenderTexture().
- SDL3.SDL_SetTextureColorMod(texture: LP_SDL_Texture, r: c_uint8, g: c_uint8, b: c_uint8) c_bool[source]
Set an additional color value multiplied into render copy operations.
- SDL3.SDL_SetTextureColorModFloat(texture: LP_SDL_Texture, r: c_float, g: c_float, b: c_float) c_bool[source]
Set an additional color value multiplied into render copy operations.
- SDL3.SDL_SetTexturePalette(texture: LP_SDL_Texture, palette: LP_SDL_Palette) c_bool[source]
Set the palette used by a texture.
- SDL3.SDL_SetTextureScaleMode(texture: LP_SDL_Texture, scaleMode: SDL_ScaleMode) c_bool[source]
Set the scale mode used for texture scale operations.
- SDL3.SDL_SetTrayEntryCallback(entry: LP_SDL_TrayEntry, callback: CFunctionType, userdata: c_void_p) None[source]
Sets a callback to be invoked when the entry is selected.
- SDL3.SDL_SetTrayEntryChecked(entry: LP_SDL_TrayEntry, checked: c_bool) None[source]
Sets whether or not an entry is checked.
- SDL3.SDL_SetTrayEntryEnabled(entry: LP_SDL_TrayEntry, enabled: c_bool) None[source]
Sets whether or not an entry is enabled.
- SDL3.SDL_SetTrayEntryLabel(entry: LP_SDL_TrayEntry, label: c_char_p) None[source]
Sets the label of an entry.
- SDL3.SDL_SetTrayIcon(tray: LP_SDL_Tray, icon: LP_SDL_Surface) None[source]
Updates the system tray icon’s icon.
- SDL3.SDL_SetTrayTooltip(tray: LP_SDL_Tray, tooltip: c_char_p) None[source]
Updates the system tray icon’s tooltip.
- SDL3.SDL_SetWindowAlwaysOnTop(window: LP_SDL_Window, on_top: c_bool) c_bool[source]
Set the window to always be above the others.
- SDL3.SDL_SetWindowAspectRatio(window: LP_SDL_Window, min_aspect: c_float, max_aspect: c_float) c_bool[source]
Request that the aspect ratio of a window’s client area be set.
- SDL3.SDL_SetWindowBordered(window: LP_SDL_Window, bordered: c_bool) c_bool[source]
Set the border state of a window.
- SDL3.SDL_SetWindowFillDocument(window: LP_SDL_Window, fill: c_bool) c_bool[source]
Set the window to fill the current document space (Emscripten only).
- SDL3.SDL_SetWindowFocusable(window: LP_SDL_Window, focusable: c_bool) c_bool[source]
Set whether the window may have input focus.
- SDL3.SDL_SetWindowFullscreen(window: LP_SDL_Window, fullscreen: c_bool) c_bool[source]
Request that the window’s fullscreen state be changed.
- SDL3.SDL_SetWindowFullscreenMode(window: LP_SDL_Window, mode: LP_SDL_DisplayMode) c_bool[source]
Set the display mode to use when a window is visible and fullscreen.
- SDL3.SDL_SetWindowHitTest(window: LP_SDL_Window, callback: CFunctionType, callback_data: c_void_p) c_bool[source]
Provide a callback that decides if a window region has special properties.
- SDL3.SDL_SetWindowIcon(window: LP_SDL_Window, icon: LP_SDL_Surface) c_bool[source]
Set the icon for a window.
- SDL3.SDL_SetWindowKeyboardGrab(window: LP_SDL_Window, grabbed: c_bool) c_bool[source]
Set a window’s keyboard grab mode.
- SDL3.SDL_SetWindowMaximumSize(window: LP_SDL_Window, max_w: c_int, max_h: c_int) c_bool[source]
Set the maximum size of a window’s client area.
- SDL3.SDL_SetWindowMinimumSize(window: LP_SDL_Window, min_w: c_int, min_h: c_int) c_bool[source]
Set the minimum size of a window’s client area.
- SDL3.SDL_SetWindowModal(window: LP_SDL_Window, modal: c_bool) c_bool[source]
Toggle the state of the window as modal.
- SDL3.SDL_SetWindowMouseGrab(window: LP_SDL_Window, grabbed: c_bool) c_bool[source]
Set a window’s mouse grab mode.
- SDL3.SDL_SetWindowMouseRect(window: LP_SDL_Window, rect: LP_SDL_Rect) c_bool[source]
Confines the cursor to the specified area of a window.
- SDL3.SDL_SetWindowOpacity(window: LP_SDL_Window, opacity: c_float) c_bool[source]
Set the opacity for a window.
- SDL3.SDL_SetWindowParent(window: LP_SDL_Window, parent: LP_SDL_Window) c_bool[source]
Set the window as a child of a parent window.
- SDL3.SDL_SetWindowPosition(window: LP_SDL_Window, x: c_int, y: c_int) c_bool[source]
Request that the window’s position be set.
- SDL3.SDL_SetWindowProgressState(window: LP_SDL_Window, state: SDL_ProgressState) c_bool[source]
Sets the state of the progress bar for the given window’s taskbar icon.
- SDL3.SDL_SetWindowProgressValue(window: LP_SDL_Window, value: c_float) c_bool[source]
Sets the value of the progress bar for the given window’s taskbar icon.
- SDL3.SDL_SetWindowRelativeMouseMode(window: LP_SDL_Window, enabled: c_bool) c_bool[source]
Set relative mouse mode for a window.
- SDL3.SDL_SetWindowResizable(window: LP_SDL_Window, resizable: c_bool) c_bool[source]
Set the user-resizable state of a window.
- SDL3.SDL_SetWindowShape(window: LP_SDL_Window, shape: LP_SDL_Surface) c_bool[source]
Set the shape of a transparent window.
- SDL3.SDL_SetWindowSize(window: LP_SDL_Window, w: c_int, h: c_int) c_bool[source]
Request that the size of a window’s client area be set.
- SDL3.SDL_SetWindowSurfaceVSync(window: LP_SDL_Window, vsync: c_int) c_bool[source]
Toggle VSync for the window surface.
- SDL3.SDL_SetWindowTitle(window: LP_SDL_Window, title: c_char_p) c_bool[source]
Set the title of a window.
- SDL3.SDL_SetWindowsMessageHook(callback: CFunctionType, userdata: c_void_p) None[source]
Set a callback for every Windows message, run before TranslateMessage().
- SDL3.SDL_SetX11EventHook(callback: CFunctionType, userdata: c_void_p) None[source]
Set a callback for every X11 event.
- SDL3.SDL_ShouldInit(state: LP_SDL_InitState) c_bool[source]
Return whether initialization should be done.
- SDL3.SDL_ShowFileDialogWithProperties(type: SDL_FileDialogType, callback: CFunctionType, userdata: c_void_p, props: SDL_PropertiesID) None[source]
Create and launch a file dialog with the specified properties.
- SDL3.SDL_ShowMessageBox(messageboxdata: LP_SDL_MessageBoxData, buttonid: LP_c_int) c_bool[source]
Create a modal message box.
- SDL3.SDL_ShowOpenFileDialog(callback: CFunctionType, userdata: c_void_p, window: LP_SDL_Window, filters: LP_SDL_DialogFileFilter, nfilters: c_int, default_location: c_char_p, allow_many: c_bool) None[source]
Displays a dialog that lets the user select a file on their filesystem.
- SDL3.SDL_ShowOpenFolderDialog(callback: CFunctionType, userdata: c_void_p, window: LP_SDL_Window, default_location: c_char_p, allow_many: c_bool) None[source]
Displays a dialog that lets the user select a folder on their filesystem.
- SDL3.SDL_ShowSaveFileDialog(callback: CFunctionType, userdata: c_void_p, window: LP_SDL_Window, filters: LP_SDL_DialogFileFilter, nfilters: c_int, default_location: c_char_p) None[source]
Displays a dialog that lets the user choose a new or existing file on their filesystem.
- SDL3.SDL_ShowSimpleMessageBox(flags: SDL_MessageBoxFlags, title: c_char_p, message: c_char_p, window: LP_SDL_Window) c_bool[source]
Display a simple modal message box.
- SDL3.SDL_ShowWindowSystemMenu(window: LP_SDL_Window, x: c_int, y: c_int) c_bool[source]
Display the system-level window menu.
- SDL3.SDL_SignalAsyncIOQueue(queue: LP_SDL_AsyncIOQueue) None[source]
Wake up any threads that are blocking in SDL_WaitAsyncIOResult().
- SDL3.SDL_SignalCondition(cond: LP_SDL_Condition) None[source]
Restart one of the threads that are waiting on the condition variable.
- SDL3.SDL_SignalSemaphore(sem: LP_SDL_Semaphore) None[source]
Atomically increment a semaphore’s value and wake waiting threads.
- SDL3.SDL_StartTextInput(window: LP_SDL_Window) c_bool[source]
Start accepting Unicode text input events in a window.
- SDL3.SDL_StartTextInputWithProperties(window: LP_SDL_Window, props: SDL_PropertiesID) c_bool[source]
Start accepting Unicode text input events in a window, with properties describing the input.
- SDL3.SDL_StepBackUTF8(start: c_char_p, pstr: LP_c_char_p) c_uint32[source]
Decode a UTF-8 string in reverse, one Unicode codepoint at a time.
- SDL3.SDL_StepUTF8(pstr: LP_c_char_p, pslen: LP_c_size_t) c_uint32[source]
Decode a UTF-8 string, one Unicode codepoint at a time.
- SDL3.SDL_StopHapticEffect(haptic: LP_SDL_Haptic, effect: SDL_HapticEffectID) c_bool[source]
Stop the haptic effect on its associated haptic device.
- SDL3.SDL_StopHapticEffects(haptic: LP_SDL_Haptic) c_bool[source]
Stop all the currently playing effects on a haptic device.
- SDL3.SDL_StopHapticRumble(haptic: LP_SDL_Haptic) c_bool[source]
Stop the simple rumble on a haptic device.
- SDL3.SDL_StopTextInput(window: LP_SDL_Window) c_bool[source]
Stop receiving any text input events in a window.
- SDL3.SDL_StorageReady(storage: LP_SDL_Storage) c_bool[source]
Checks if the storage container is ready to use.
- SDL3.SDL_StretchSurface(src: LP_SDL_Surface, srcrect: LP_SDL_Rect, dst: LP_SDL_Surface, dstrect: LP_SDL_Rect, scaleMode: SDL_ScaleMode) c_bool[source]
Perform a stretched pixel copy from one surface to another.
- SDL3.SDL_StringToGUID(pchGUID: c_char_p) SDL_GUID[source]
Convert a GUID string into a SDL_GUID structure.
- SDL3.SDL_SubmitGPUCommandBuffer(command_buffer: LP_SDL_GPUCommandBuffer) c_bool[source]
Submits a command buffer so its commands can be processed on the GPU.
- SDL3.SDL_SubmitGPUCommandBufferAndAcquireFence(command_buffer: LP_SDL_GPUCommandBuffer) LP_SDL_GPUFence[source]
Submits a command buffer so its commands can be processed on the GPU, and acquires a fence associated with the command buffer.
- SDL3.SDL_SurfaceHasAlternateImages(surface: LP_SDL_Surface) c_bool[source]
Return whether a surface has alternate versions available.
- SDL3.SDL_SurfaceHasColorKey(surface: LP_SDL_Surface) c_bool[source]
Returns whether the surface has a color key.
- SDL3.SDL_SurfaceHasRLE(surface: LP_SDL_Surface) c_bool[source]
Returns whether the surface is RLE enabled.
- SDL3.SDL_SyncWindow(window: LP_SDL_Window) c_bool[source]
Block until any pending window state is finalized.
- SDL3.SDL_TellIO(context: LP_SDL_IOStream) c_int64[source]
Determine the current read/write offset in an SDL_IOStream data stream.
- SDL3.SDL_TextInputActive(window: LP_SDL_Window) c_bool[source]
Check whether or not Unicode text input events are enabled for a window.
- SDL3.SDL_TimeFromWindows(dwLowDateTime: c_uint32, dwHighDateTime: c_uint32) SDL_Time[source]
Converts a Windows FILETIME (100-nanosecond intervals since January 1, 1601) to an SDL time.
- SDL3.SDL_TimeToDateTime(ticks: SDL_Time, dt: LP_SDL_DateTime, localTime: c_bool) c_bool[source]
Converts an SDL_Time in nanoseconds since the epoch to a calendar time in the SDL_DateTime format.
- SDL3.SDL_TimeToWindows(ticks: SDL_Time, dwLowDateTime: LP_c_uint32, dwHighDateTime: LP_c_uint32) None[source]
Converts an SDL time into a Windows FILETIME (100-nanosecond intervals since January 1, 1601).
- SDL3.SDL_TryLockRWLockForReading(rwlock: LP_SDL_RWLock) c_bool[source]
Try to lock a read/write lock for reading without blocking.
- SDL3.SDL_TryLockRWLockForWriting(rwlock: LP_SDL_RWLock) c_bool[source]
Try to lock a read/write lock for writing without blocking.
- SDL3.SDL_TryLockSpinlock(lock: LP_SDL_SpinLock) c_bool[source]
Try to lock a spin lock by setting it to a non-zero value.
- SDL3.SDL_TryWaitSemaphore(sem: LP_SDL_Semaphore) c_bool[source]
See if a semaphore has a positive value and decrement it if it does.
- SDL3.SDL_UCS4ToUTF8(codepoint: c_uint32, dst: c_char_p) c_char_p[source]
Convert a single Unicode codepoint to UTF-8.
- SDL3.SDL_UnbindAudioStream(stream: LP_SDL_AudioStream) None[source]
Unbind a single audio stream from its audio device.
- SDL3.SDL_UnbindAudioStreams(streams: LP_LP_SDL_AudioStream, num_streams: c_int) None[source]
Unbind a list of audio streams from their audio devices.
- SDL3.SDL_UnloadObject(handle: LP_SDL_SharedObject) None[source]
Unload a shared object from memory.
- SDL3.SDL_UnlockAudioStream(stream: LP_SDL_AudioStream) c_bool[source]
Unlock an audio stream for serialized access.
- SDL3.SDL_UnlockSurface(surface: LP_SDL_Surface) None[source]
Release a surface after directly accessing the pixels.
- SDL3.SDL_UnlockTexture(texture: LP_SDL_Texture) None[source]
Unlock a texture, uploading the changes to video memory, if needed.
- SDL3.SDL_UnmapGPUTransferBuffer(device: LP_SDL_GPUDevice, transfer_buffer: LP_SDL_GPUTransferBuffer) None[source]
Unmaps a previously mapped transfer buffer.
- SDL3.SDL_UnregisterApp() None[source]
Deregister the win32 window class from an SDL_RegisterApp call.
- SDL3.SDL_UnsetEnvironmentVariable(env: LP_SDL_Environment, name: c_char_p) c_bool[source]
Clear a variable from the environment.
- SDL3.SDL_UpdateHapticEffect(haptic: LP_SDL_Haptic, effect: SDL_HapticEffectID, data: LP_SDL_HapticEffect) c_bool[source]
Update the properties of an effect.
- SDL3.SDL_UpdateNVTexture(texture: LP_SDL_Texture, rect: LP_SDL_Rect, Yplane: LP_c_uint8, Ypitch: c_int, UVplane: LP_c_uint8, UVpitch: c_int) c_bool[source]
Update a rectangle within a planar NV12 or NV21 texture with new pixels.
- SDL3.SDL_UpdateTexture(texture: LP_SDL_Texture, rect: LP_SDL_Rect, pixels: c_void_p, pitch: c_int) c_bool[source]
Update the given texture rectangle with new pixel data.
- SDL3.SDL_UpdateWindowSurface(window: LP_SDL_Window) c_bool[source]
Copy the window surface to the screen.
- SDL3.SDL_UpdateWindowSurfaceRects(window: LP_SDL_Window, rects: LP_SDL_Rect, numrects: c_int) c_bool[source]
Copy areas of the window surface to the screen.
- SDL3.SDL_UpdateYUVTexture(texture: LP_SDL_Texture, rect: LP_SDL_Rect, Yplane: LP_c_uint8, Ypitch: c_int, Uplane: LP_c_uint8, Upitch: c_int, Vplane: LP_c_uint8, Vpitch: c_int) c_bool[source]
Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
- SDL3.SDL_UploadToGPUBuffer(copy_pass: LP_SDL_GPUCopyPass, source: LP_SDL_GPUTransferBufferLocation, destination: LP_SDL_GPUBufferRegion, cycle: c_bool) None[source]
Uploads data from a transfer buffer to a buffer.
- SDL3.SDL_UploadToGPUTexture(copy_pass: LP_SDL_GPUCopyPass, source: LP_SDL_GPUTextureTransferInfo, destination: LP_SDL_GPUTextureRegion, cycle: c_bool) None[source]
Uploads data from a transfer buffer to a texture.
- SDL3.SDL_Vulkan_CreateSurface(window: LP_SDL_Window, instance: VkInstance, allocator: LP_VkAllocationCallbacks, surface: LP_VkSurfaceKHR) c_bool[source]
Create a Vulkan rendering surface for a window.
- SDL3.SDL_Vulkan_DestroySurface(instance: VkInstance, surface: VkSurfaceKHR, allocator: LP_VkAllocationCallbacks) None[source]
Destroy the Vulkan rendering surface of a window.
- SDL3.SDL_Vulkan_GetInstanceExtensions(count: LP_c_uint32) LP_c_char_p[source]
Get the Vulkan instance extensions needed for vkCreateInstance.
- SDL3.SDL_Vulkan_GetPresentationSupport(instance: VkInstance, physicalDevice: VkPhysicalDevice, queueFamilyIndex: c_uint32) c_bool[source]
Query support for presentation via a given physical device and queue family.
- SDL3.SDL_Vulkan_GetVkGetInstanceProcAddr() CFunctionType[source]
Get the address of the vkGetInstanceProcAddr function.
- SDL3.SDL_Vulkan_LoadLibrary(path: c_char_p) c_bool[source]
Dynamically load the Vulkan loader library.
- SDL3.SDL_Vulkan_UnloadLibrary() None[source]
Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary().
- SDL3.SDL_WaitAndAcquireGPUSwapchainTexture(command_buffer: LP_SDL_GPUCommandBuffer, window: LP_SDL_Window, swapchain_texture: LP_LP_SDL_GPUTexture, swapchain_texture_width: LP_c_uint32, swapchain_texture_height: LP_c_uint32) c_bool[source]
Blocks the thread until a swapchain texture is available to be acquired, and then acquires it.
- SDL3.SDL_WaitAsyncIOResult(queue: LP_SDL_AsyncIOQueue, outcome: LP_SDL_AsyncIOOutcome, timeoutMS: c_int32) c_bool[source]
Block until an async I/O task queue has a completed task.
- SDL3.SDL_WaitCondition(cond: LP_SDL_Condition, mutex: LP_SDL_Mutex) None[source]
Wait until a condition variable is signaled.
- SDL3.SDL_WaitConditionTimeout(cond: LP_SDL_Condition, mutex: LP_SDL_Mutex, timeoutMS: c_int32) c_bool[source]
Wait until a condition variable is signaled or a certain time has passed.
- SDL3.SDL_WaitEvent(event: LP_SDL_Event) c_bool[source]
Wait indefinitely for the next available event.
- SDL3.SDL_WaitEventTimeout(event: LP_SDL_Event, timeoutMS: c_int32) c_bool[source]
Wait until the specified timeout (in milliseconds) for the next available event.
- SDL3.SDL_WaitForGPUFences(device: LP_SDL_GPUDevice, wait_all: c_bool, fences: LP_LP_SDL_GPUFence, num_fences: c_uint32) c_bool[source]
Blocks the thread until the given fences are signaled.
- SDL3.SDL_WaitForGPUIdle(device: LP_SDL_GPUDevice) c_bool[source]
Blocks the thread until the GPU is completely idle.
- SDL3.SDL_WaitForGPUSwapchain(device: LP_SDL_GPUDevice, window: LP_SDL_Window) c_bool[source]
Blocks the thread until a swapchain texture is available to be acquired.
- SDL3.SDL_WaitProcess(process: LP_SDL_Process, block: c_bool, exitcode: LP_c_int) c_bool[source]
Wait for a process to finish.
- SDL3.SDL_WaitSemaphore(sem: LP_SDL_Semaphore) None[source]
Wait until a semaphore has a positive value and then decrements it.
- SDL3.SDL_WaitSemaphoreTimeout(sem: LP_SDL_Semaphore, timeoutMS: c_int32) c_bool[source]
Wait until a semaphore has a positive value and then decrements it.
- SDL3.SDL_WaitThread(thread: LP_SDL_Thread, status: LP_c_int) None[source]
Wait for a thread to finish.
- SDL3.SDL_WarpMouseGlobal(x: c_float, y: c_float) c_bool[source]
Move the mouse to the given position in global screen space.
- SDL3.SDL_WarpMouseInWindow(window: LP_SDL_Window, x: c_float, y: c_float) None[source]
Move the mouse cursor to the given position within the window.
- SDL3.SDL_WasInit(flags: SDL_InitFlags) SDL_InitFlags[source]
Get a mask of the specified subsystems which are currently initialized.
- SDL3.SDL_WindowHasSurface(window: LP_SDL_Window) c_bool[source]
Return whether the window has a surface associated with it.
- SDL3.SDL_WindowSupportsGPUPresentMode(device: LP_SDL_GPUDevice, window: LP_SDL_Window, present_mode: SDL_GPUPresentMode) c_bool[source]
Determines whether a presentation mode is supported by the window.
- SDL3.SDL_WindowSupportsGPUSwapchainComposition(device: LP_SDL_GPUDevice, window: LP_SDL_Window, swapchain_composition: SDL_GPUSwapchainComposition) c_bool[source]
Determines whether a swapchain composition is supported by the window.
- SDL3.SDL_WriteAsyncIO(asyncio: LP_SDL_AsyncIO, ptr: c_void_p, offset: c_uint64, size: c_uint64, queue: LP_SDL_AsyncIOQueue, userdata: c_void_p) c_bool[source]
Start an async write.
- SDL3.SDL_WriteIO(context: LP_SDL_IOStream, ptr: c_void_p, size: c_size_t) c_size_t[source]
Write to an SDL_IOStream data stream.
- SDL3.SDL_WriteS16BE(dst: LP_SDL_IOStream, value: c_int16) c_bool[source]
Use this function to write 16 bits in native format to an SDL_IOStream as big-endian data.
- SDL3.SDL_WriteS16LE(dst: LP_SDL_IOStream, value: c_int16) c_bool[source]
Use this function to write 16 bits in native format to an SDL_IOStream as little-endian data.
- SDL3.SDL_WriteS32BE(dst: LP_SDL_IOStream, value: c_int32) c_bool[source]
Use this function to write 32 bits in native format to an SDL_IOStream as big-endian data.
- SDL3.SDL_WriteS32LE(dst: LP_SDL_IOStream, value: c_int32) c_bool[source]
Use this function to write 32 bits in native format to an SDL_IOStream as little-endian data.
- SDL3.SDL_WriteS64BE(dst: LP_SDL_IOStream, value: c_int64) c_bool[source]
Use this function to write 64 bits in native format to an SDL_IOStream as big-endian data.
- SDL3.SDL_WriteS64LE(dst: LP_SDL_IOStream, value: c_int64) c_bool[source]
Use this function to write 64 bits in native format to an SDL_IOStream as little-endian data.
- SDL3.SDL_WriteS8(dst: LP_SDL_IOStream, value: c_int8) c_bool[source]
Use this function to write a signed byte to an SDL_IOStream.
- SDL3.SDL_WriteStorageFile(storage: LP_SDL_Storage, path: c_char_p, source: c_void_p, length: c_uint64) c_bool[source]
Synchronously write a file from client memory into a storage container.
- SDL3.SDL_WriteSurfacePixel(surface: LP_SDL_Surface, x: c_int, y: c_int, r: c_uint8, g: c_uint8, b: c_uint8, a: c_uint8) c_bool[source]
Writes a single pixel to a surface.
- SDL3.SDL_WriteSurfacePixelFloat(surface: LP_SDL_Surface, x: c_int, y: c_int, r: c_float, g: c_float, b: c_float, a: c_float) c_bool[source]
Writes a single pixel to a surface.
- SDL3.SDL_WriteU16BE(dst: LP_SDL_IOStream, value: c_uint16) c_bool[source]
Use this function to write 16 bits in native format to an SDL_IOStream as big-endian data.
- SDL3.SDL_WriteU16LE(dst: LP_SDL_IOStream, value: c_uint16) c_bool[source]
Use this function to write 16 bits in native format to an SDL_IOStream as little-endian data.
- SDL3.SDL_WriteU32BE(dst: LP_SDL_IOStream, value: c_uint32) c_bool[source]
Use this function to write 32 bits in native format to an SDL_IOStream as big-endian data.
- SDL3.SDL_WriteU32LE(dst: LP_SDL_IOStream, value: c_uint32) c_bool[source]
Use this function to write 32 bits in native format to an SDL_IOStream as little-endian data.
- SDL3.SDL_WriteU64BE(dst: LP_SDL_IOStream, value: c_uint64) c_bool[source]
Use this function to write 64 bits in native format to an SDL_IOStream as big-endian data.
- SDL3.SDL_WriteU64LE(dst: LP_SDL_IOStream, value: c_uint64) c_bool[source]
Use this function to write 64 bits in native format to an SDL_IOStream as little-endian data.
- SDL3.SDL_WriteU8(dst: LP_SDL_IOStream, value: c_uint8) c_bool[source]
Use this function to write a byte to an SDL_IOStream.
- SDL3.SDL_aligned_alloc(alignment: c_size_t, size: c_size_t) c_void_p[source]
Allocate memory aligned to a specific alignment.
- SDL3.SDL_asprintf(strp: LP_c_char_p, fmt: c_char_p, *args: Any) c_int[source]
This works exactly like asprintf() but doesn’t require access to a C runtime.
- SDL3.SDL_atan2(y: c_double, x: c_double) c_double[source]
Compute the arc tangent of y / x, using the signs of x and y to adjust the result’s quadrant.
- SDL3.SDL_atan2f(y: c_float, x: c_float) c_float[source]
Compute the arc tangent of y / x, using the signs of x and y to adjust the result’s quadrant.
- SDL3.SDL_bsearch(key: c_void_p, base: c_void_p, nmemb: c_size_t, size: c_size_t, compare: CFunctionType) c_void_p[source]
Perform a binary search on a previously sorted array.
- SDL3.SDL_bsearch_r(key: c_void_p, base: c_void_p, nmemb: c_size_t, size: c_size_t, compare: CFunctionType, userdata: c_void_p) c_void_p[source]
Perform a binary search on a previously sorted array, passing a userdata pointer to the compare function.
- SDL3.SDL_calloc(nmemb: c_size_t, size: c_size_t) c_void_p[source]
Allocate a zero-initialized array.
- SDL3.SDL_copysign(x: c_double, y: c_double) c_double[source]
Copy the sign of one floating-point value to another.
- SDL3.SDL_copysignf(x: c_float, y: c_float) c_float[source]
Copy the sign of one floating-point value to another.
- SDL3.SDL_crc16(crc: c_uint16, data: c_void_p, len: c_size_t) c_uint16[source]
Calculate a CRC-16 value.
- SDL3.SDL_crc32(crc: c_uint32, data: c_void_p, len: c_size_t) c_uint32[source]
Calculate a CRC-32 value.
- SDL3.SDL_fmod(x: c_double, y: c_double) c_double[source]
Return the floating-point remainder of x / y
- SDL3.SDL_fmodf(x: c_float, y: c_float) c_float[source]
Return the floating-point remainder of x / y
- SDL3.SDL_getenv_unsafe(name: c_char_p) c_char_p[source]
Get the value of a variable in the environment.
- SDL3.SDL_hid_ble_scan(active: c_bool) None[source]
Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers.
- SDL3.SDL_hid_device_change_count() c_uint32[source]
Check to see if devices may have been added or removed.
- SDL3.SDL_hid_enumerate(vendor_id: c_ushort, product_id: c_ushort) LP_SDL_hid_device_info[source]
Enumerate the HID Devices.
- SDL3.SDL_hid_free_enumeration(devs: LP_SDL_hid_device_info) None[source]
Free an enumeration linked list.
- SDL3.SDL_hid_get_device_info(dev: LP_SDL_hid_device) LP_SDL_hid_device_info[source]
Get the device info from a HID device.
- SDL3.SDL_hid_get_feature_report(dev: LP_SDL_hid_device, data: LP_c_ubyte, length: c_size_t) c_int[source]
Get a feature report from a HID device.
- SDL3.SDL_hid_get_indexed_string(dev: LP_SDL_hid_device, string_index: c_int, string: c_wchar_p, maxlen: c_size_t) c_int[source]
Get a string from a HID device, based on its string index.
- SDL3.SDL_hid_get_input_report(dev: LP_SDL_hid_device, data: LP_c_ubyte, length: c_size_t) c_int[source]
Get an input report from a HID device.
- SDL3.SDL_hid_get_manufacturer_string(dev: LP_SDL_hid_device, string: c_wchar_p, maxlen: c_size_t) c_int[source]
Get The Manufacturer String from a HID device.
- SDL3.SDL_hid_get_product_string(dev: LP_SDL_hid_device, string: c_wchar_p, maxlen: c_size_t) c_int[source]
Get The Product String from a HID device.
- SDL3.SDL_hid_get_properties(dev: LP_SDL_hid_device) SDL_PropertiesID[source]
Get the properties associated with an SDL_hid_device.
- SDL3.SDL_hid_get_report_descriptor(dev: LP_SDL_hid_device, buf: LP_c_ubyte, buf_size: c_size_t) c_int[source]
Get a report descriptor from a HID device.
- SDL3.SDL_hid_get_serial_number_string(dev: LP_SDL_hid_device, string: c_wchar_p, maxlen: c_size_t) c_int[source]
Get The Serial Number String from a HID device.
- SDL3.SDL_hid_open(vendor_id: c_ushort, product_id: c_ushort, serial_number: c_wchar_p) LP_SDL_hid_device[source]
Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally a serial number.
- SDL3.SDL_hid_open_path(path: c_char_p) LP_SDL_hid_device[source]
Open a HID device by its path name.
- SDL3.SDL_hid_read(dev: LP_SDL_hid_device, data: LP_c_ubyte, length: c_size_t) c_int[source]
Read an Input report from a HID device.
- SDL3.SDL_hid_read_timeout(dev: LP_SDL_hid_device, data: LP_c_ubyte, length: c_size_t, milliseconds: c_int) c_int[source]
Read an Input report from a HID device with timeout.
- SDL3.SDL_hid_send_feature_report(dev: LP_SDL_hid_device, data: LP_c_ubyte, length: c_size_t) c_int[source]
Send a Feature report to the device.
- SDL3.SDL_hid_set_nonblocking(dev: LP_SDL_hid_device, nonblock: c_int) c_int[source]
Set the device handle to be non-blocking.
- SDL3.SDL_hid_write(dev: LP_SDL_hid_device, data: LP_c_ubyte, length: c_size_t) c_int[source]
Write an Output report to a HID device.
- SDL3.SDL_iconv(cd: SDL_iconv_t, inbuf: LP_c_char_p, inbytesleft: LP_c_size_t, outbuf: LP_c_char_p, outbytesleft: LP_c_size_t) c_size_t[source]
This function converts text between encodings, reading from and writing to a buffer.
- SDL3.SDL_iconv_close(cd: SDL_iconv_t) c_int[source]
This function frees a context used for character set conversion.
- SDL3.SDL_iconv_open(tocode: c_char_p, fromcode: c_char_p) SDL_iconv_t[source]
This function allocates a context for the specified character set conversion.
- SDL3.SDL_iconv_string(tocode: c_char_p, fromcode: c_char_p, inbuf: c_char_p, inbytesleft: c_size_t) c_char_p[source]
Helper function to convert a string’s encoding in one call.
- SDL3.SDL_isalnum(x: c_int) c_int[source]
Query if a character is alphabetic (a letter) or a number.
- SDL3.SDL_itoa(value: c_int, str: c_char_p, radix: c_int) c_char_p[source]
Convert an integer into a string.
- SDL3.SDL_lltoa(value: c_longlong, str: c_char_p, radix: c_int) c_char_p[source]
Convert a long long integer into a string.
- SDL3.SDL_ltoa(value: c_long, str: c_char_p, radix: c_int) c_char_p[source]
Convert a long integer into a string.
- SDL3.SDL_memcmp(s1: c_void_p, s2: c_void_p, len: c_size_t) c_int[source]
Compare two buffers of memory.
- SDL3.SDL_memcpy(dst: c_void_p, src: c_void_p, len: c_size_t) c_void_p[source]
Copy non-overlapping memory.
- SDL3.SDL_memmove(dst: c_void_p, src: c_void_p, len: c_size_t) c_void_p[source]
Copy memory ranges that might overlap.
- SDL3.SDL_memset(dst: c_void_p, c: c_int, len: c_size_t) c_void_p[source]
Initialize all bytes of buffer of memory to a specific value.
- SDL3.SDL_memset4(dst: c_void_p, val: c_uint32, dwords: c_size_t) c_void_p[source]
Initialize all 32-bit words of buffer of memory to a specific value.
- SDL3.SDL_modf(x: c_double, y: LP_c_double) c_double[source]
Split x into integer and fractional parts
- SDL3.SDL_modff(x: c_float, y: LP_c_float) c_float[source]
Split x into integer and fractional parts
- SDL3.SDL_murmur3_32(data: c_void_p, len: c_size_t, seed: c_uint32) c_uint32[source]
Calculate a 32-bit MurmurHash3 value for a block of data.
- SDL3.SDL_qsort(base: c_void_p, nmemb: c_size_t, size: c_size_t, compare: CFunctionType) None[source]
Sort an array.
- SDL3.SDL_qsort_r(base: c_void_p, nmemb: c_size_t, size: c_size_t, compare: CFunctionType, userdata: c_void_p) None[source]
Sort an array, passing a userdata pointer to the compare function.
- SDL3.SDL_rand(n: c_int32) c_int32[source]
Generate a pseudo-random number less than n for positive n
- SDL3.SDL_rand_r(state: LP_c_uint64, n: c_int32) c_int32[source]
Generate a pseudo-random number less than n for positive n
- SDL3.SDL_randf() c_float[source]
Generate a uniform pseudo-random floating point number less than 1.0
- SDL3.SDL_randf_r(state: LP_c_uint64) c_float[source]
Generate a uniform pseudo-random floating point number less than 1.0
- SDL3.SDL_realloc(mem: c_void_p, size: c_size_t) c_void_p[source]
Change the size of allocated memory.
- SDL3.SDL_setenv_unsafe(name: c_char_p, value: c_char_p, overwrite: c_int) c_int[source]
Set the value of a variable in the environment.
- SDL3.SDL_snprintf(text: c_char_p, maxlen: c_size_t, fmt: c_char_p, *args: Any) c_int[source]
This works exactly like snprintf() but doesn’t require access to a C runtime.
- SDL3.SDL_sscanf(text: c_char_p, fmt: c_char_p, *args: Any) c_int[source]
This works exactly like sscanf() but doesn’t require access to a C runtime.
- SDL3.SDL_strcasecmp(str1: c_char_p, str2: c_char_p) c_int[source]
Compare two null-terminated UTF-8 strings, case-insensitively.
- SDL3.SDL_strcasestr(haystack: c_char_p, needle: c_char_p) c_char_p[source]
Search a UTF-8 string for the first instance of a specific substring, case-insensitively.
- SDL3.SDL_strchr(str: c_char_p, c: c_int) c_char_p[source]
Search a string for the first instance of a specific byte.
- SDL3.SDL_strcmp(str1: c_char_p, str2: c_char_p) c_int[source]
Compare two null-terminated UTF-8 strings.
- SDL3.SDL_strlcat(dst: c_char_p, src: c_char_p, maxlen: c_size_t) c_size_t[source]
Concatenate strings.
- SDL3.SDL_strlen(str: c_char_p) c_size_t[source]
This works exactly like strlen() but doesn’t require access to a C runtime.
- SDL3.SDL_strncasecmp(str1: c_char_p, str2: c_char_p, maxlen: c_size_t) c_int[source]
Compare two UTF-8 strings, case-insensitively, up to a number of bytes.
- SDL3.SDL_strncmp(str1: c_char_p, str2: c_char_p, maxlen: c_size_t) c_int[source]
Compare two UTF-8 strings up to a number of bytes.
- SDL3.SDL_strndup(str: c_char_p, maxlen: c_size_t) c_char_p[source]
Allocate a copy of a string, up to n characters.
- SDL3.SDL_strnlen(str: c_char_p, maxlen: c_size_t) c_size_t[source]
This works exactly like strnlen() but doesn’t require access to a C runtime.
- SDL3.SDL_strnstr(haystack: c_char_p, needle: c_char_p, maxlen: c_size_t) c_char_p[source]
Search a string, up to n bytes, for the first instance of a specific substring.
- SDL3.SDL_strrchr(str: c_char_p, c: c_int) c_char_p[source]
Search a string for the last instance of a specific byte.
- SDL3.SDL_strstr(haystack: c_char_p, needle: c_char_p) c_char_p[source]
Search a string for the first instance of a specific substring.
- SDL3.SDL_strtok_r(str: c_char_p, delim: c_char_p, saveptr: LP_c_char_p) c_char_p[source]
This works exactly like strtok_r() but doesn’t require access to a C runtime.
- SDL3.SDL_strtol(str: c_char_p, endp: LP_c_char_p, base: c_int) c_long[source]
Parse a long from a string.
- SDL3.SDL_strtoll(str: c_char_p, endp: LP_c_char_p, base: c_int) c_longlong[source]
Parse a long long from a string.
- SDL3.SDL_strtoul(str: c_char_p, endp: LP_c_char_p, base: c_int) c_ulong[source]
Parse an unsigned long from a string.
- SDL3.SDL_strtoull(str: c_char_p, endp: LP_c_char_p, base: c_int) c_ulonglong[source]
Parse an unsigned long long from a string.
- SDL3.SDL_swprintf(text: c_wchar_p, maxlen: c_size_t, fmt: c_wchar_p, *args: Any) c_int[source]
This works exactly like swprintf() but doesn’t require access to a C runtime.
- SDL3.SDL_uitoa(value: c_uint, str: c_char_p, radix: c_int) c_char_p[source]
Convert an unsigned integer into a string.
- SDL3.SDL_ulltoa(value: c_ulonglong, str: c_char_p, radix: c_int) c_char_p[source]
Convert an unsigned long long integer into a string.
- SDL3.SDL_ultoa(value: c_ulong, str: c_char_p, radix: c_int) c_char_p[source]
Convert an unsigned long integer into a string.
- SDL3.SDL_utf8strlcpy(dst: c_char_p, src: c_char_p, dst_bytes: c_size_t) c_size_t[source]
Copy an UTF-8 string.
- SDL3.SDL_utf8strlen(str: c_char_p) c_size_t[source]
Count the number of codepoints in a UTF-8 string.
- SDL3.SDL_utf8strnlen(str: c_char_p, bytes: c_size_t) c_size_t[source]
Count the number of codepoints in a UTF-8 string, up to n bytes.
- SDL3.SDL_vasprintf(strp: LP_c_char_p, fmt: c_char_p, ap: SDL_VA_LIST) c_int[source]
This works exactly like vasprintf() but doesn’t require access to a C runtime.
- SDL3.SDL_vsnprintf(text: c_char_p, maxlen: c_size_t, fmt: c_char_p, ap: SDL_VA_LIST) c_int[source]
This works exactly like vsnprintf() but doesn’t require access to a C runtime.
- SDL3.SDL_vsscanf(text: c_char_p, fmt: c_char_p, ap: SDL_VA_LIST) c_int[source]
This works exactly like vsscanf() but doesn’t require access to a C runtime.
- SDL3.SDL_vswprintf(text: c_wchar_p, maxlen: c_size_t, fmt: c_wchar_p, ap: SDL_VA_LIST) c_int[source]
This works exactly like vswprintf() but doesn’t require access to a C runtime.
- SDL3.SDL_wcscasecmp(str1: c_wchar_p, str2: c_wchar_p) c_int[source]
Compare two null-terminated wide strings, case-insensitively.
- SDL3.SDL_wcscmp(str1: c_wchar_p, str2: c_wchar_p) c_int[source]
Compare two null-terminated wide strings.
- SDL3.SDL_wcslcat(dst: c_wchar_p, src: c_wchar_p, maxlen: c_size_t) c_size_t[source]
Concatenate wide strings.
- SDL3.SDL_wcslcpy(dst: c_wchar_p, src: c_wchar_p, maxlen: c_size_t) c_size_t[source]
Copy a wide string.
- SDL3.SDL_wcslen(wstr: c_wchar_p) c_size_t[source]
This works exactly like wcslen() but doesn’t require access to a C runtime.
- SDL3.SDL_wcsncasecmp(str1: c_wchar_p, str2: c_wchar_p, maxlen: c_size_t) c_int[source]
Compare two wide strings, case-insensitively, up to a number of wchar_t.
- SDL3.SDL_wcsncmp(str1: c_wchar_p, str2: c_wchar_p, maxlen: c_size_t) c_int[source]
Compare two wide strings up to a number of wchar_t values.
- SDL3.SDL_wcsnlen(wstr: c_wchar_p, maxlen: c_size_t) c_size_t[source]
This works exactly like wcsnlen() but doesn’t require access to a C runtime.
- SDL3.SDL_wcsnstr(haystack: c_wchar_p, needle: c_wchar_p, maxlen: c_size_t) c_wchar_p[source]
Search a wide string, up to n wide chars, for the first instance of a specific substring.