view include/SDL_video.h @ 3462:6265b67848e0

RenderReadPixels and RenderWritePixels now work properly.
author Mike Gorchak <lestat@i.com.ua>
date Fri, 20 Nov 2009 07:07:41 +0000
parents 9f62f47d989b
children 7a606cfa5c2d
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/

/**
 *  \file SDL_video.h
 *  
 *  Header file for SDL video functions.
 */

#ifndef _SDL_video_h
#define _SDL_video_h

#include "SDL_stdinc.h"
#include "SDL_pixels.h"
#include "SDL_rect.h"
#include "SDL_surface.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif

/**
 *  \brief  The structure that defines a display mode
 *  
 *  \sa SDL_GetNumDisplayModes()
 *  \sa SDL_GetDisplayMode()
 *  \sa SDL_GetDesktopDisplayMode()
 *  \sa SDL_GetCurrentDisplayMode()
 *  \sa SDL_GetClosestDisplayMode()
 *  \sa SDL_SetDisplayMode()
 */
typedef struct
{
    Uint32 format;              /**< pixel format */
    int w;                      /**< width */
    int h;                      /**< height */
    int refresh_rate;           /**< refresh rate (or zero for unspecified) */
    void *driverdata;           /**< driver-specific data, initialize to 0 */
} SDL_DisplayMode;

/**
 *  \brief The type used to identify a window
 *  
 *  \sa SDL_CreateWindow()
 *  \sa SDL_CreateWindowFrom()
 *  \sa SDL_DestroyWindow()
 *  \sa SDL_GetWindowData()
 *  \sa SDL_GetWindowFlags()
 *  \sa SDL_GetWindowGrab()
 *  \sa SDL_GetWindowPosition()
 *  \sa SDL_GetWindowSize()
 *  \sa SDL_GetWindowTitle()
 *  \sa SDL_HideWindow()
 *  \sa SDL_MaximizeWindow()
 *  \sa SDL_MinimizeWindow()
 *  \sa SDL_RaiseWindow()
 *  \sa SDL_RestoreWindow()
 *  \sa SDL_SetWindowData()
 *  \sa SDL_SetWindowFullscreen()
 *  \sa SDL_SetWindowGrab()
 *  \sa SDL_SetWindowIcon()
 *  \sa SDL_SetWindowPosition()
 *  \sa SDL_SetWindowSize()
 *  \sa SDL_SetWindowTitle()
 *  \sa SDL_ShowWindow()
 */
typedef Uint32 SDL_WindowID;

/**
 *  \brief The flags on a window
 *  
 *  \sa SDL_GetWindowFlags()
 */
typedef enum
{
    SDL_WINDOW_FULLSCREEN = 0x00000001,         /**< fullscreen window, implies borderless */
    SDL_WINDOW_OPENGL = 0x00000002,             /**< window usable with OpenGL context */
    SDL_WINDOW_SHOWN = 0x00000004,              /**< window is visible */
    SDL_WINDOW_BORDERLESS = 0x00000008,         /**< no window decoration */
    SDL_WINDOW_RESIZABLE = 0x00000010,          /**< window can be resized */
    SDL_WINDOW_MINIMIZED = 0x00000020,          /**< minimized */
    SDL_WINDOW_MAXIMIZED = 0x00000040,          /**< maximized */
    SDL_WINDOW_INPUT_GRABBED = 0x00000100,      /**< window has grabbed input focus */
    SDL_WINDOW_INPUT_FOCUS = 0x00000200,        /**< window has input focus */
    SDL_WINDOW_MOUSE_FOCUS = 0x00000400,        /**< window has mouse focus */
    SDL_WINDOW_FOREIGN = 0x00000800             /**< window not created by SDL */
} SDL_WindowFlags;

/**
 *  \brief Used to indicate that you don't care what the window position is.
 */
#define SDL_WINDOWPOS_UNDEFINED 0x7FFFFFF

/**
 *  \brief Used to indicate that the window position should be centered.
 */
#define SDL_WINDOWPOS_CENTERED  0x7FFFFFE

/**
 *  \brief Event subtype for window events
 */
typedef enum
{
    SDL_WINDOWEVENT_NONE,           /**< Never used */
    SDL_WINDOWEVENT_SHOWN,          /**< Window has been shown */
    SDL_WINDOWEVENT_HIDDEN,         /**< Window has been hidden */
    SDL_WINDOWEVENT_EXPOSED,        /**< Window has been exposed and should be 
                                         redrawn */
    SDL_WINDOWEVENT_MOVED,          /**< Window has been moved to data1, data2 
                                     */
    SDL_WINDOWEVENT_RESIZED,        /**< Window size changed to data1xdata2 */
    SDL_WINDOWEVENT_MINIMIZED,      /**< Window has been minimized */
    SDL_WINDOWEVENT_MAXIMIZED,      /**< Window has been maximized */
    SDL_WINDOWEVENT_RESTORED,       /**< Window has been restored to normal size
                                         and position */
    SDL_WINDOWEVENT_ENTER,          /**< The window has gained mouse focus */
    SDL_WINDOWEVENT_LEAVE,          /**< The window has lost mouse focus */
    SDL_WINDOWEVENT_FOCUS_GAINED,   /**< The window has gained keyboard focus */
    SDL_WINDOWEVENT_FOCUS_LOST,     /**< The window has lost keyboard focus */
    SDL_WINDOWEVENT_CLOSE           /**< The window manager requests that the 
                                         window be closed */
} SDL_WindowEventID;

/**
 *  \brief Flags used when creating a rendering context
 */
typedef enum
{
    SDL_RENDERER_SINGLEBUFFER = 0x00000001,     /**< Render directly to the 
                                                     window, if possible */
    
    SDL_RENDERER_PRESENTCOPY = 0x00000002,      /**< Present uses a copy from 
                                                     back buffer to the front 
                                                     buffer */
    
    SDL_RENDERER_PRESENTFLIP2 = 0x00000004,     /**< Present uses a flip, 
                                                     swapping back buffer and 
                                                     front buffer */
    
    SDL_RENDERER_PRESENTFLIP3 = 0x00000008,     /**< Present uses a flip, 
                                                     rotating between two back 
                                                     buffers and a front buffer
                                                 */
    
    SDL_RENDERER_PRESENTDISCARD = 0x00000010,   /**< Present leaves the contents
                                                     of the backbuffer undefined
                                                 */
    
    SDL_RENDERER_PRESENTVSYNC = 0x00000020,     /**< Present is synchronized 
                                                     with the refresh rate */
    
    SDL_RENDERER_ACCELERATED = 0x00000040       /**< The renderer uses hardware 
                                                     acceleration */
    
    } SDL_RendererFlags;

/**
 *  \brief Information on the capabilities of a render driver or context.
 */
typedef struct SDL_RendererInfo
{
    const char *name;           /**< The name of the renderer */
    Uint32 flags;               /**< Supported ::SDL_RendererFlags */
    Uint32 mod_modes;           /**< A mask of supported channel modulation */
    Uint32 blend_modes;         /**< A mask of supported blend modes */
    Uint32 scale_modes;         /**< A mask of supported scale modes */
    Uint32 num_texture_formats; /**< The number of available texture formats */
    Uint32 texture_formats[20]; /**< The available texture formats */
    int max_texture_width;      /**< The maximimum texture width */
    int max_texture_height;     /**< The maximimum texture height */
} SDL_RendererInfo;

/**
 *  \brief The access pattern allowed for a texture.
 */
typedef enum
{
    SDL_TEXTUREACCESS_STATIC,    /**< Changes rarely, not lockable */
    SDL_TEXTUREACCESS_STREAMING  /**< Changes frequently, lockable */
} SDL_TextureAccess;

/**
 *  \brief The texture channel modulation used in SDL_RenderCopy().
 */
typedef enum
{
    SDL_TEXTUREMODULATE_NONE = 0x00000000,     /**< No modulation */
    SDL_TEXTUREMODULATE_COLOR = 0x00000001,    /**< srcC = srcC * color */
    SDL_TEXTUREMODULATE_ALPHA = 0x00000002     /**< srcA = srcA * alpha */
} SDL_TextureModulate;

/**
 *  \brief The blend mode used in SDL_RenderCopy() and drawing operations.
 */
typedef enum
{
    SDL_BLENDMODE_NONE = 0x00000000,     /**< No blending */
    SDL_BLENDMODE_MASK = 0x00000001,     /**< dst = A ? src : dst 
                                              (alpha is mask) */
    
    SDL_BLENDMODE_BLEND = 0x00000002,    /**< dst = (src * A) + (dst * (1-A)) */
    SDL_BLENDMODE_ADD = 0x00000004,      /**< dst = (src * A) + dst */
    SDL_BLENDMODE_MOD = 0x00000008       /**< dst = src * dst */
} SDL_BlendMode;

/**
 *  \brief The texture scale mode used in SDL_RenderCopy().
 */
typedef enum
{
    SDL_TEXTURESCALEMODE_NONE = 0x00000000,     /**< No scaling, rectangles must
                                                     match dimensions */
    
    SDL_TEXTURESCALEMODE_FAST = 0x00000001,     /**< Point sampling or 
                                                     equivalent algorithm */
    
    SDL_TEXTURESCALEMODE_SLOW = 0x00000002,     /**< Linear filtering or 
                                                     equivalent algorithm */
    
    SDL_TEXTURESCALEMODE_BEST = 0x00000004      /**< Bicubic filtering or 
                                                     equivalent algorithm */
} SDL_TextureScaleMode;

/**
 *  \brief An efficient driver-specific representation of pixel data
 */
typedef Uint32 SDL_TextureID;

/**
 *  \brief An opaque handle to an OpenGL context.
 */
typedef void *SDL_GLContext;

/**
 *  \brief OpenGL configuration attributes
 */
typedef enum
{
    SDL_GL_RED_SIZE,
    SDL_GL_GREEN_SIZE,
    SDL_GL_BLUE_SIZE,
    SDL_GL_ALPHA_SIZE,
    SDL_GL_BUFFER_SIZE,
    SDL_GL_DOUBLEBUFFER,
    SDL_GL_DEPTH_SIZE,
    SDL_GL_STENCIL_SIZE,
    SDL_GL_ACCUM_RED_SIZE,
    SDL_GL_ACCUM_GREEN_SIZE,
    SDL_GL_ACCUM_BLUE_SIZE,
    SDL_GL_ACCUM_ALPHA_SIZE,
    SDL_GL_STEREO,
    SDL_GL_MULTISAMPLEBUFFERS,
    SDL_GL_MULTISAMPLESAMPLES,
    SDL_GL_ACCELERATED_VISUAL,
    SDL_GL_RETAINED_BACKING,
    SDL_GL_CONTEXT_MAJOR_VERSION,
    SDL_GL_CONTEXT_MINOR_VERSION
} SDL_GLattr;


/* Function prototypes */

/**
 *  \brief Get the number of video drivers compiled into SDL
 *  
 *  \sa SDL_GetVideoDriver()
 */
extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void);

/**
 *  \brief Get the name of a built in video driver.
 *  
 *  \note The video drivers are presented in the order in which they are
 *        normally checked during initialization.
 *  
 *  \sa SDL_GetNumVideoDrivers()
 */
extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index);

/**
 *  \brief Initialize the video subsystem, optionally specifying a video driver.
 *  
 *  \param driver_name Initialize a specific driver by name, or NULL for the 
 *                     default video driver.
 *  
 *  \param flags FIXME: Still needed?
 *  
 *  \return 0 on success, -1 on error
 *  
 *  This function initializes the video subsystem; setting up a connection
 *  to the window manager, etc, and determines the available display modes
 *  and pixel formats, but does not initialize a window or graphics mode.
 *  
 *  \sa SDL_VideoQuit()
 */
extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name,
                                          Uint32 flags);

/**
 *  \brief Shuts down the video subsystem.
 *  
 *  This function closes all windows, and restores the original video mode.
 *  
 *  \sa SDL_VideoInit()
 */
extern DECLSPEC void SDLCALL SDL_VideoQuit(void);

/**
 *  \brief Returns the name of the currently initialized video driver.
 *  
 *  \return The name of the current video driver or NULL if no driver
 *          has been initialized
 *  
 *  \sa SDL_GetNumVideoDrivers()
 *  \sa SDL_GetVideoDriver()
 */
extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void);

/**
 *  \brief Returns the number of available video displays.
 *  
 *  \sa SDL_SelectVideoDisplay()
 */
extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void);

/**
 *  \brief Set the index of the currently selected display.
 *  
 *  \return 0 on success, or -1 if the index is out of range.
 *  
 *  \sa SDL_GetNumVideoDisplays()
 *  \sa SDL_GetCurrentVideoDisplay()
 */
extern DECLSPEC int SDLCALL SDL_SelectVideoDisplay(int index);

/**
 *  \brief Get the index of the currently selected display.
 *  
 *  \return The index of the currently selected display.
 *  
 *  \sa SDL_GetNumVideoDisplays()
 *  \sa SDL_SelectVideoDisplay()
 */
extern DECLSPEC int SDLCALL SDL_GetCurrentVideoDisplay(void);

/**
 *  \brief Returns the number of available display modes for the current display.
 *  
 *  \sa SDL_GetDisplayMode()
 */
extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(void);

/**
 *  \brief Fill in information about a specific display mode.
 *  
 *  \note The display modes are sorted in this priority:
 *        \li bits per pixel -> more colors to fewer colors
 *        \li width -> largest to smallest
 *        \li height -> largest to smallest
 *        \li refresh rate -> highest to lowest
 *  
 *  \sa SDL_GetNumDisplayModes()
 */
extern DECLSPEC int SDLCALL SDL_GetDisplayMode(int index,
                                               SDL_DisplayMode * mode);

/**
 *  \brief Fill in information about the desktop display mode for the current 
 *         display.
 */
extern DECLSPEC int SDLCALL SDL_GetDesktopDisplayMode(SDL_DisplayMode * mode);

/**
 *  \brief Fill in information about the current display mode.
 */
extern DECLSPEC int SDLCALL SDL_GetCurrentDisplayMode(SDL_DisplayMode * mode);


/**
 *  \brief Get the closest match to the requested display mode.
 *  
 *  \param mode The desired display mode
 *  \param closest A pointer to a display mode to be filled in with the closest 
 *                 match of the available display modes.
 *  
 *  \return The passed in value \c closest, or NULL if no matching video mode 
 *          was available.
 *  
 *  The available display modes are scanned, and \c closest is filled in with the
 *  closest mode matching the requested mode and returned.  The mode format and 
 *  refresh_rate default to the desktop mode if they are 0.  The modes are 
 *  scanned with size being first priority, format being second priority, and 
 *  finally checking the refresh_rate.  If all the available modes are too 
 *  small, then NULL is returned.
 *  
 *  \sa SDL_GetNumDisplayModes()
 *  \sa SDL_GetDisplayMode()
 */
extern DECLSPEC SDL_DisplayMode *SDLCALL SDL_GetClosestDisplayMode(const
                                                                   SDL_DisplayMode
                                                                   * mode,
                                                                   SDL_DisplayMode
                                                                   * closest);

/**
 *  \brief Set the display mode used when a fullscreen window is visible
 *         on the currently selected display.
 *  
 *  \param mode The mode to use, or NULL for the desktop mode.
 *  
 *  \return 0 on success, or -1 if setting the display mode failed.
 *  
 *  \sa SDL_SetWindowFullscreen()
 */
extern DECLSPEC int SDLCALL SDL_SetFullscreenDisplayMode(const SDL_DisplayMode
                                                         * mode);

/**
 *  \brief Fill in information about the display mode used when a fullscreen
 *         window is visible on the currently selected display.
 */
extern DECLSPEC int SDLCALL SDL_GetFullscreenDisplayMode(SDL_DisplayMode *
                                                         mode);

/**
 *  \brief Set the palette entries for indexed display modes.
 *  
 *  \return 0 on success, or -1 if the display mode isn't palettized or the 
 *          colors couldn't be set.
 */
extern DECLSPEC int SDLCALL SDL_SetDisplayPalette(const SDL_Color * colors,
                                                  int firstcolor,
                                                  int ncolors);

/**
 *  \brief Gets the palette entries for indexed display modes.
 *  
 *  \return 0 on success, or -1 if the display mode isn't palettized
 */
extern DECLSPEC int SDLCALL SDL_GetDisplayPalette(SDL_Color * colors,
                                                  int firstcolor,
                                                  int ncolors);

/**
 *  \brief Set the gamma correction for each of the color channels on the 
 *         currently selected display.
 *  
 *  \return 0 on success, or -1 if setting the gamma isn't supported.
 *  
 *  \sa SDL_SetGammaRamp()
 */
extern DECLSPEC int SDLCALL SDL_SetGamma(float red, float green, float blue);

/**
 *  \brief Set the gamma ramp for the currently selected display.
 *  
 *  \param red The translation table for the red channel, or NULL.
 *  \param green The translation table for the green channel, or NULL.
 *  \param blue The translation table for the blue channel, or NULL.
 *  
 *  \return 0 on success, or -1 if gamma ramps are unsupported.
 *  
 *  Set the gamma translation table for the red, green, and blue channels
 *  of the video hardware.  Each table is an array of 256 16-bit quantities,
 *  representing a mapping between the input and output for that channel.
 *  The input is the index into the array, and the output is the 16-bit
 *  gamma value at that index, scaled to the output color precision.
 *  
 *  \sa SDL_GetGammaRamp()
 */
extern DECLSPEC int SDLCALL SDL_SetGammaRamp(const Uint16 * red,
                                             const Uint16 * green,
                                             const Uint16 * blue);

/**
 *  \brief Get the gamma ramp for the currently selected display.
 *  
 *  \param red   A pointer to a 256 element array of 16-bit quantities to hold 
 *               the translation table for the red channel, or NULL.
 *  \param green A pointer to a 256 element array of 16-bit quantities to hold 
 *               the translation table for the green channel, or NULL.
 *  \param blue  A pointer to a 256 element array of 16-bit quantities to hold 
 *               the translation table for the blue channel, or NULL.
 *   
 *  \return 0 on success, or -1 if gamma ramps are unsupported.
 *  
 *  \sa SDL_SetGammaRamp()
 */
extern DECLSPEC int SDLCALL SDL_GetGammaRamp(Uint16 * red, Uint16 * green,
                                             Uint16 * blue);


/**
 *  \brief Create a window with the specified position, dimensions, and flags.
 *  
 *  \param title The title of the window, in UTF-8 encoding.
 *  \param x     The x position of the window, ::SDL_WINDOWPOS_CENTERED, or 
 *               ::SDL_WINDOWPOS_UNDEFINED.
 *  \param y     The y position of the window, ::SDL_WINDOWPOS_CENTERED, or 
 *               ::SDL_WINDOWPOS_UNDEFINED.
 *  \param w     The width of the window.
 *  \param h     The height of the window.
 *  \param flags The flags for the window, a mask of any of the following: 
 *               ::SDL_WINDOW_FULLSCREEN, ::SDL_WINDOW_OPENGL, 
 *               ::SDL_WINDOW_SHOWN,      ::SDL_WINDOW_BORDERLESS, 
 *               ::SDL_WINDOW_RESIZABLE,  ::SDL_WINDOW_MAXIMIZED, 
 *               ::SDL_WINDOW_MINIMIZED,  ::SDL_WINDOW_INPUT_GRABBED.
 *  
 *  \return The id of the window created, or zero if window creation failed.
 *  
 *  \sa SDL_DestroyWindow()
 */
extern DECLSPEC SDL_WindowID SDLCALL SDL_CreateWindow(const char *title,
                                                      int x, int y, int w,
                                                      int h, Uint32 flags);

/**
 *  \brief Create an SDL window struct from an existing native window.
 *  
 *  \param data A pointer to driver-dependent window creation data
 *  
 *  \return The id of the window created, or zero if window creation failed.
 *  
 *  \warning This function is NOT SUPPORTED, use at your own risk!
 *  
 *  \sa SDL_DestroyWindow()
 */
extern DECLSPEC SDL_WindowID SDLCALL SDL_CreateWindowFrom(const void *data);

/**
 *  \brief Get the window flags.
 */
extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_WindowID windowID);

/**
 *  \brief Set the title of the window, in UTF-8 format.
 *  
 *  \sa SDL_GetWindowTitle()
 */
extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_WindowID windowID,
                                                const char *title);

/**
 *  \brief Get the title of the window, in UTF-8 format.
 *  
 *  \sa SDL_SetWindowTitle()
 */
extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_WindowID windowID);

/**
 *  \brief Set the icon of the window.
 *  
 *  \param icon The icon for the window.
 */
extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_WindowID windowID,
                                               SDL_Surface * icon);

/**
 *  \brief Associate an arbitrary pointer with the window.
 *  
 *  \sa SDL_GetWindowData()
 */
extern DECLSPEC void SDLCALL SDL_SetWindowData(SDL_WindowID windowID,
                                               void *userdata);

/**
 *  \brief Retrieve the data pointer associated with the window.
 *  
 *  \sa SDL_SetWindowData()
 */
extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_WindowID windowID);

/**
 *  \brief Set the position of the window.
 *  
 *  \param windowID The window to reposition.
 *  \param x        The x coordinate of the window, ::SDL_WINDOWPOS_CENTERED, or
                    ::SDL_WINDOWPOS_UNDEFINED.
 *  \param y        The y coordinate of the window, ::SDL_WINDOWPOS_CENTERED, or
                    ::SDL_WINDOWPOS_UNDEFINED.
 *  
 *  \note The window coordinate origin is the upper left of the display.
 *  
 *  \sa SDL_GetWindowPosition()
 */
extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_WindowID windowID,
                                                   int x, int y);

/**
 *  \brief Get the position of the window.
 *  
 *  \sa SDL_SetWindowPosition()
 */
extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_WindowID windowID,
                                                   int *x, int *y);

/**
 *  \brief Set the size of the window's client area.
 *  
 *  \note You can't change the size of a fullscreen window, it automatically
 *        matches the size of the display mode.
 *  
 *  \sa SDL_GetWindowSize()
 */
extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_WindowID windowID, int w,
                                               int h);

/**
 *  \brief Get the size of the window's client area.
 *  
 *  \sa SDL_SetWindowSize()
 */
extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_WindowID windowID, int *w,
                                               int *h);

/**
 *  \brief Show the window.
 *  
 *  \sa SDL_HideWindow()
 */
extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_WindowID windowID);

/**
 *  \brief Hide the window.
 *  
 *  \sa SDL_ShowWindow()
 */
extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_WindowID windowID);

/**
 *  \brief Raise the window above other windows and set the input focus.
 */
extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_WindowID windowID);

/**
 *  \brief Make the window as large as possible.
 *  
 *  \sa SDL_RestoreWindow()
 */
extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_WindowID windowID);

/**
 *  \brief Minimize the window to an iconic representation.
 *  
 *  \sa SDL_RestoreWindow()
 */
extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_WindowID windowID);

/**
 *  \brief Restore the size and position of a minimized or maximized window.
 *  
 *  \sa SDL_MaximizeWindow()
 *  \sa SDL_MinimizeWindow()
 */
extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_WindowID windowID);

/**
 *  \brief Set the window's fullscreen state.
 *  
 *  \return 0 on success, or -1 if setting the display mode failed.
 *  
 *  \sa SDL_SetFullscreenDisplayMode()
 */
extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_WindowID windowID,
                                                    int fullscreen);

/**
 *  \brief Set the window's input grab mode.
 *  
 *  \param mode This is 1 to grab input, and 0 to release input.
 *  
 *  \sa SDL_GetWindowGrab()
 */
extern DECLSPEC void SDLCALL SDL_SetWindowGrab(SDL_WindowID windowID,
                                               int mode);

/**
 *  \brief Get the window's input grab mode.
 *  
 *  \return This returns 1 if input is grabbed, and 0 otherwise.
 *  
 *  \sa SDL_SetWindowGrab()
 */
extern DECLSPEC int SDLCALL SDL_GetWindowGrab(SDL_WindowID windowID);

/**
 *  \brief Get driver specific information about a window.
 *  
 *  \note Include SDL_syswm.h for the declaration of SDL_SysWMinfo.
 */
struct SDL_SysWMinfo;
extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowWMInfo(SDL_WindowID windowID,
                                                     struct SDL_SysWMinfo
                                                     *info);

/**
 *  \brief Destroy a window.
 */
extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_WindowID windowID);

/**
 *  \brief Get the number of 2D rendering drivers available for the current 
 *         display.
 *  
 *  A render driver is a set of code that handles rendering and texture
 *  management on a particular display.  Normally there is only one, but
 *  some drivers may have several available with different capabilities.
 *  
 *  \sa SDL_GetRenderDriverInfo()
 *  \sa SDL_CreateRenderer()
 */
extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);

/**
 *  \brief Get information about a specific 2D rendering driver for the current 
 *         display.
 *  
 *  \param index The index of the driver to query information about.
 *  \param info  A pointer to an SDL_RendererInfo struct to be filled with 
 *               information on the rendering driver.
 *  
 *  \return 0 on success, -1 if the index was out of range.
 *  
 *  \sa SDL_CreateRenderer()
 */
extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
                                                    SDL_RendererInfo * info);

/**
 *  \brief Create and make active a 2D rendering context for a window.
 *  
 *  \param windowID The window used for rendering.
 *  \param index    The index of the rendering driver to initialize, or -1 to 
 *                  initialize the first one supporting the requested flags.
 *  \param flags    ::SDL_RendererFlags.
 *  
 *  \return 0 on success, -1 if there was an error creating the renderer.
 *  
 *  \sa SDL_SelectRenderer()
 *  \sa SDL_GetRendererInfo()
 *  \sa SDL_DestroyRenderer()
 */
extern DECLSPEC int SDLCALL SDL_CreateRenderer(SDL_WindowID windowID,
                                               int index, Uint32 flags);

/**
 *  \brief Select the rendering context for a particular window.
 *  
 *  \return 0 on success, -1 if the selected window doesn't have a
 *          rendering context.
 */
extern DECLSPEC int SDLCALL SDL_SelectRenderer(SDL_WindowID windowID);

/**
 *  \brief Get information about the current rendering context.
 */
extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_RendererInfo * info);

/**
 *  \brief Create a texture for the current rendering context.
 *  
 *  \param format The format of the texture.
 *  \param access One of the enumerated values in ::SDL_TextureAccess.
 *  \param w      The width of the texture in pixels.
 *  \param h      The height of the texture in pixels.
 *  
 *  \return The created texture is returned, or 0 if no rendering context was 
 *          active,  the format was unsupported, or the width or height were out
 *          of range.
 *  
 *  \sa SDL_QueryTexture()
 *  \sa SDL_DestroyTexture()
 */
extern DECLSPEC SDL_TextureID SDLCALL SDL_CreateTexture(Uint32 format,
                                                        int access, int w,
                                                        int h);

/**
 *  \brief Create a texture from an existing surface.
 *  
 *  \param format The format of the texture, or 0 to pick an appropriate format.
 *  \param surface The surface containing pixel data used to fill the texture.
 *  
 *  \return The created texture is returned, or 0 if no rendering context was 
 *          active,  the format was unsupported, or the surface width or height 
 *          were out of range.
 *  
 *  \note The surface is not modified or freed by this function.
 *  
 *  \sa SDL_QueryTexture()
 *  \sa SDL_DestroyTexture()
 */
extern DECLSPEC SDL_TextureID SDLCALL SDL_CreateTextureFromSurface(Uint32
                                                                   format,
                                                                   SDL_Surface
                                                                   * surface);

/**
 *  \brief Query the attributes of a texture
 *  
 *  \param textureID A texture to be queried.
 *  \param format  A pointer filled in with the raw format of the texture.  The 
 *                 actual format may differ, but pixel transfers will use this 
 *                 format.
 *  \param access  A pointer filled in with the actual access to the texture.
 *  \param w       A pointer filled in with the width of the texture in pixels.
 *  \param h       A pointer filled in with the height of the texture in pixels.
 *  
 *  \return 0 on success, or -1 if the texture is not valid.
 */
extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_TextureID textureID,
                                             Uint32 * format, int *access,
                                             int *w, int *h);

/**
 *  \brief Query the pixels of a texture, if the texture does not need to be 
 *         locked for pixel access.
 *  
 *  \param textureID A texture to be queried, which was created with 
 *                   ::SDL_TEXTUREACCESS_STREAMING.
 *  \param pixels    A pointer filled with a pointer to the pixels for the 
 *                   texture.
 *  \param pitch     A pointer filled in with the pitch of the pixel data.
 *  
 *  \return 0 on success, or -1 if the texture is not valid, or must be locked 
 *          for pixel access.
 */
extern DECLSPEC int SDLCALL SDL_QueryTexturePixels(SDL_TextureID textureID,
                                                   void **pixels, int *pitch);

/**
 *  \brief Set the color palette of an indexed texture.
 *  
 *  \param textureID  The texture to update.
 *  \param colors     The array of RGB color data.
 *  \param firstcolor The first index to update.
 *  \param ncolors    The number of palette entries to fill with the color data.
 *  
 *  \return 0 on success, or -1 if the texture is not valid or not an indexed 
 *          texture.
 */
extern DECLSPEC int SDLCALL SDL_SetTexturePalette(SDL_TextureID textureID,
                                                  const SDL_Color * colors,
                                                  int firstcolor,
                                                  int ncolors);

/**
 *  \brief Get the color palette from an indexed texture if it has one.
 *  
 *  \param textureID  The texture to update.
 *  \param colors     The array to fill with RGB color data.
 *  \param firstcolor The first index to retrieve.
 *  \param ncolors    The number of palette entries to retrieve.
 *  
 *  \return 0 on success, or -1 if the texture is not valid or not an indexed 
 *          texture.
 */
extern DECLSPEC int SDLCALL SDL_GetTexturePalette(SDL_TextureID textureID,
                                                  SDL_Color * colors,
                                                  int firstcolor,
                                                  int ncolors);

/**
 *  \brief Set an additional color value used in render copy operations.
 *  
 *  \param textureID The texture to update.
 *  \param r       The red source color value multiplied into copy operations.
 *  \param g       The green source color value multiplied into copy operations.
 *  \param b       The blue source color value multiplied into copy operations.
 *  
 *  \return 0 on success, or -1 if the texture is not valid or color modulation 
 *          is not supported.
 *  
 *  \sa SDL_GetTextureColorMod()
 */
extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_TextureID textureID,
                                                   Uint8 r, Uint8 g, Uint8 b);


/**
 *  \brief Get the additional color value used in render copy operations.
 *  
 *  \param textureID The texture to query.
 *  \param r         A pointer filled in with the source red color value.
 *  \param g         A pointer filled in with the source green color value.
 *  \param b         A pointer filled in with the source blue color value.
 *  
 *  \return 0 on success, or -1 if the texture is not valid.
 *  
 *  \sa SDL_SetTextureColorMod()
 */
extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_TextureID textureID,
                                                   Uint8 * r, Uint8 * g,
                                                   Uint8 * b);

/**
 *  \brief Set an additional alpha value used in render copy operations.
 *  
 *  \param textureID The texture to update.
 *  \param alpha     The source alpha value multiplied into copy operations.
 *  
 *  \return 0 on success, or -1 if the texture is not valid or alpha modulation 
 *          is not supported.
 *  
 *  \sa SDL_GetTextureAlphaMod()
 */
extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_TextureID textureID,
                                                   Uint8 alpha);

/**
 *  \brief Get the additional alpha value used in render copy operations.
 *  
 *  \param textureID The texture to query.
 *  \param alpha     A pointer filled in with the source alpha value.
 *  
 *  \return 0 on success, or -1 if the texture is not valid.
 *  
 *  \sa SDL_SetTextureAlphaMod()
 */
extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_TextureID textureID,
                                                   Uint8 * alpha);

/**
 *  \brief Set the blend mode used for texture copy operations.
 *  
 *  \param textureID The texture to update.
 *  \param blendMode ::SDL_BlendMode to use for texture blending.
 *  
 *  \return 0 on success, or -1 if the texture is not valid or the blend mode is
 *          not supported.
 *  
 *  \note If the blend mode is not supported, the closest supported mode is
 *        chosen.
 *  
 *  \sa SDL_GetTextureBlendMode()
 */
extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_TextureID textureID,
                                                    int blendMode);

/**
 *  \brief Get the blend mode used for texture copy operations.
 *  
 *  \param textureID The texture to query.
 *  \param blendMode A pointer filled in with the current blend mode.
 *  
 *  \return 0 on success, or -1 if the texture is not valid.
 *  
 *  \sa SDL_SetTextureBlendMode()
 */
extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_TextureID textureID,
                                                    int *blendMode);

/**
 *  \brief Set the scale mode used for texture copy operations.
 *  
 *  \param textureID The texture to update.
 *  \param scaleMode ::SDL_TextureScaleMode to use for texture scaling.
 *  
 *  \return 0 on success, or -1 if the texture is not valid or the scale mode is
 *          not supported.
 *  
 *  \note If the scale mode is not supported, the closest supported mode is
 *        chosen.
 *  
 *  \sa SDL_GetTextureScaleMode()
 */
extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_TextureID textureID,
                                                    int scaleMode);

/**
 *  \brief Get the scale mode used for texture copy operations.
 *  
 *  \param textureID The texture to query.
 *  \param scaleMode A pointer filled in with the current scale mode.
 *  
 *  \return 0 on success, or -1 if the texture is not valid.
 *  
 *  \sa SDL_SetTextureScaleMode()
 */
extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_TextureID textureID,
                                                    int *scaleMode);

/**
 *  \brief Update the given texture rectangle with new pixel data.
 *  
 *  \param textureID The texture to update
 *  \param rect      A pointer to the rectangle of pixels to update, or NULL to 
 *                   update the entire texture.
 *  \param pixels    The raw pixel data.
 *  \param pitch     The number of bytes between rows of pixel data.
 *  
 *  \return 0 on success, or -1 if the texture is not valid.
 *  
 *  \note This is a fairly slow function.
 */
extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_TextureID textureID,
                                              const SDL_Rect * rect,
                                              const void *pixels, int pitch);

/**
 *  \brief Lock a portion of the texture for pixel access.
 *  
 *  \param textureID The texture to lock for access, which was created with 
 *                   ::SDL_TEXTUREACCESS_STREAMING.
 *  \param rect      A pointer to the rectangle to lock for access. If the rect 
 *                   is NULL, the entire texture will be locked.
 *  \param markDirty If this is nonzero, the locked area will be marked dirty 
 *                   when the texture is unlocked.
 *  \param pixels    This is filled in with a pointer to the locked pixels, 
 *                   appropriately offset by the locked area.
 *  \param pitch     This is filled in with the pitch of the locked pixels.
 *  
 *  \return 0 on success, or -1 if the texture is not valid or was created with 
 *          ::SDL_TEXTUREACCESS_STATIC.
 *  
 *  \sa SDL_DirtyTexture()
 *  \sa SDL_UnlockTexture()
 */
extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_TextureID textureID,
                                            const SDL_Rect * rect,
                                            int markDirty, void **pixels,
                                            int *pitch);

/**
 *  \brief Unlock a texture, uploading the changes to video memory, if needed.
 *  
 *  \sa SDL_LockTexture()
 *  \sa SDL_DirtyTexture()
 */
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_TextureID textureID);

/**
 *  \brief Mark the specified rectangles of the texture as dirty.
 *  
 *  \param textureID The texture to mark dirty, which was created with 
 *                   ::SDL_TEXTUREACCESS_STREAMING.
 *  \param numrects  The number of rectangles pointed to by rects.
 *  \param rects     The pointer to an array of dirty rectangles.
 *  
 *  \sa SDL_LockTexture()
 *  \sa SDL_UnlockTexture()
 */
extern DECLSPEC void SDLCALL SDL_DirtyTexture(SDL_TextureID textureID,
                                              int numrects,
                                              const SDL_Rect * rects);

/**
 *  \brief Set the color used for drawing operations (Fill and Line).
 *  
 *  \param r The red value used to draw on the rendering target.
 *  \param g The green value used to draw on the rendering target.
 *  \param b The blue value used to draw on the rendering target.
 *  \param a The alpha value used to draw on the rendering target, usually 
 *           ::SDL_ALPHA_OPAQUE (255).
 *  
 *  \return 0 on success, or -1 if there is no rendering context current.
 */
extern DECLSPEC int SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b,
                                           Uint8 a);

/**
 *  \brief Get the color used for drawing operations (Fill and Line).
 *  
 *  \param r A pointer to the red value used to draw on the rendering target.
 *  \param g A pointer to the green value used to draw on the rendering target.
 *  \param b A pointer to the blue value used to draw on the rendering target.
 *  \param a A pointer to the alpha value used to draw on the rendering target, 
 *           usually ::SDL_ALPHA_OPAQUE (255).
 *  
 *  \return 0 on success, or -1 if there is no rendering context current.
 */
extern DECLSPEC int SDL_GetRenderDrawColor(Uint8 * r, Uint8 * g, Uint8 * b,
                                           Uint8 * a);

/**
 *  \brief Set the blend mode used for drawing operations (Fill and Line).
 *  
 *  \param blendMode ::SDL_BlendMode to use for blending.
 *  
 *  \return 0 on success, or -1 if there is no rendering context current.
 *  
 *  \note If the blend mode is not supported, the closest supported mode is 
 *        chosen.
 *  
 *  \sa SDL_GetRenderDrawBlendMode()
 */
extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(int blendMode);

/**
 *  \brief Get the blend mode used for drawing operations.
 *  
 *  \param blendMode A pointer filled in with the current blend mode.
 *  
 *  \return 0 on success, or -1 if there is no rendering context current.
 *  
 *  \sa SDL_SetRenderDrawBlendMode()
 */
extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(int *blendMode);

/**
 *  \brief Draw a point on the current rendering target.
 *  
 *  \param x The x coordinate of the point.
 *  \param y The y coordinate of the point.
 *  
 *  \return 0 on success, or -1 if there is no rendering context current.
 */
extern DECLSPEC int SDLCALL SDL_RenderPoint(int x, int y);

/**
 *  \brief Draw a line on the current rendering target.
 *  
 *  \param x1 The x coordinate of the start point.
 *  \param y1 The y coordinate of the start point.
 *  \param x2 The x coordinate of the end point.
 *  \param y2 The y coordinate of the end point.
 *  
 *  \return 0 on success, or -1 if there is no rendering context current.
 */
extern DECLSPEC int SDLCALL SDL_RenderLine(int x1, int y1, int x2, int y2);

/**
 *  \brief Fill the current rendering target with the drawing color.
 *  
 *  \param rect A pointer to the destination rectangle, or NULL for the entire 
 *              rendering target.
 *  
 *  \return 0 on success, or -1 if there is no rendering context current.
 */
extern DECLSPEC int SDLCALL SDL_RenderFill(const SDL_Rect * rect);

/**
 *  \brief Copy a portion of the texture to the current rendering target.
 *  
 *  \param textureID The source texture.
 *  \param srcrect   A pointer to the source rectangle, or NULL for the entire 
 *                   texture.
 *  \param dstrect   A pointer to the destination rectangle, or NULL for the 
 *                   entire rendering target.
 *  
 *  \return 0 on success, or -1 if there is no rendering context current, or the
 *          driver doesn't support the requested operation.
 */
extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_TextureID textureID,
                                           const SDL_Rect * srcrect,
                                           const SDL_Rect * dstrect);

/**
 *  \brief Read pixels from the current rendering target.
 *  
 *  \param rect   A pointer to the rectangle to read, or NULL for the entire 
 *                render target.
 *  \param format The desired format of the pixel data, or 0 to use the format
 *                of the rendering target
 *  \param pixels A pointer to be filled in with the pixel data
 *  \param pitch  The pitch of the pixels parameter.
 *  
 *  \return 0 on success, or -1 if pixel reading is not supported.
 *  
 *  \warning This is a very slow operation, and should not be used frequently.
 */
extern DECLSPEC int SDLCALL SDL_RenderReadPixels(const SDL_Rect * rect,
                                                 Uint32 format,
                                                 void *pixels, int pitch);

/**
 *  \brief Write pixels to the current rendering target.
 *  
 *  \param rect   A pointer to the rectangle to write, or NULL for the entire 
 *                render target.
 *  \param format The format of the pixel data, or 0 to use the format
 *                of the rendering target
 *  \param pixels A pointer to the pixel data to write.
 *  \param pitch  The pitch of the pixels parameter.
 *  
 *  \return 0 on success, or -1 if pixel writing is not supported.
 *  
 *  \warning This is a very slow operation, and should not be used frequently.
 */
extern DECLSPEC int SDLCALL SDL_RenderWritePixels(const SDL_Rect * rect,
                                                  Uint32 format,
                                                  const void *pixels,
                                                  int pitch);

/**
 *  \brief Update the screen with rendering performed.
 */
extern DECLSPEC void SDLCALL SDL_RenderPresent(void);

/**
 *  \brief Destroy the specified texture.
 *  
 *  \sa SDL_CreateTexture()
 *  \sa SDL_CreateTextureFromSurface()
 */
extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_TextureID textureID);

/**
 *  \brief Destroy the rendering context for a window and free associated
 *         textures.
 *  
 *  \sa SDL_CreateRenderer()
 */
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_WindowID windowID);

/**
 *  \brief Returns whether the screensaver is currently enabled (default off).
 *  
 *  \sa SDL_EnableScreenSaver()
 *  \sa SDL_DisableScreenSaver()
 */
extern DECLSPEC SDL_bool SDLCALL SDL_IsScreenSaverEnabled(void);

/**
 *  \brief Allow the screen to be blanked by a screensaver
 *  
 *  \sa SDL_IsScreenSaverEnabled()
 *  \sa SDL_DisableScreenSaver()
 */
extern DECLSPEC void SDLCALL SDL_EnableScreenSaver(void);

/**
 *  \brief Prevent the screen from being blanked by a screensaver
 *  
 *  \sa SDL_IsScreenSaverEnabled()
 *  \sa SDL_EnableScreenSaver()
 */
extern DECLSPEC void SDLCALL SDL_DisableScreenSaver(void);


/**
 *  \name OpenGL support functions
 */
/*@{*/

/**
 *  \brief Dynamically load an OpenGL library.
 *  
 *  \param path The platform dependent OpenGL library name, or NULL to open the 
 *              default OpenGL library.
 *  
 *  \return 0 on success, or -1 if the library couldn't be loaded.
 *  
 *  This should be done after initializing the video driver, but before
 *  creating any OpenGL windows.  If no OpenGL library is loaded, the default
 *  library will be loaded upon creation of the first OpenGL window.
 *  
 *  \note If you do this, you need to retrieve all of the GL functions used in
 *        your program from the dynamic library using SDL_GL_GetProcAddress().
 *  
 *  \sa SDL_GL_GetProcAddress()
 *  \sa SDL_GL_UnloadLibrary()
 */
extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);

/**
 *  \brief Get the address of an OpenGL function.
 */
extern DECLSPEC void *SDLCALL SDL_GL_GetProcAddress(const char *proc);

/**
 *  \brief Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary().
 *  
 *  \sa SDL_GL_LoadLibrary()
 */
extern DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void);

/**
 *  \brief Return true if an OpenGL extension is supported for the current 
 *         context.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GL_ExtensionSupported(const char
                                                           *extension);

/**
 *  \brief Set an OpenGL window attribute before window creation.
 */
extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value);

/**
 *  \brief Get the actual value for an attribute from the current context.
 */
extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value);

/**
 *  \brief Create an OpenGL context for use with an OpenGL window, and make it 
 *         current.
 *  
 *  \sa SDL_GL_DeleteContext()
 */
extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_WindowID
                                                           windowID);

/**
 *  \brief Set up an OpenGL context for rendering into an OpenGL window.
 *  
 *  \note The context must have been created with a compatible window.
 */
extern DECLSPEC int SDLCALL SDL_GL_MakeCurrent(SDL_WindowID windowID,
                                               SDL_GLContext context);

/**
 *  \brief Set the swap interval for the current OpenGL context.
 *  
 *  \param interval 0 for immediate updates, 1 for updates synchronized with the
 *                  vertical retrace.
 *  
 *  \return 0 on success, or -1 if setting the swap interval is not supported.
 *  
 *  \sa SDL_GL_GetSwapInterval()
 */
extern DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval);

/**
 *  \brief Get the swap interval for the current OpenGL context.
 *  
 *  \return 0 if there is no vertical retrace synchronization, 1 if the buffer 
 *          swap is synchronized with the vertical retrace, and -1 if getting 
 *          the swap interval is not supported.
 *  
 *  \sa SDL_GL_SetSwapInterval()
 */
extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(void);

/**
 * \brief Swap the OpenGL buffers for the window, if double-buffering is 
 *        supported.
 */
extern DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_WindowID windowID);

/**
 *  \brief Delete an OpenGL context.
 *  
 *  \sa SDL_GL_CreateContext()
 */
extern DECLSPEC void SDLCALL SDL_GL_DeleteContext(SDL_GLContext context);

/*@}*//*OpenGL support functions*/


/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"

#endif /* _SDL_video_h */

/* vi: set ts=4 sw=4 expandtab: */