49sdl2 Module
49.1Overview
The sdl2
module provices functions of SDL2 library.
49.2Module Function
sdl2.Init(flags:number):void
Use this function to initialize the SDL library. This must be called before using any other SDL function.
The Event Handling, File I/O, and Threading subsystems are initialized by default. You must specifically initialize other subsystems if you use them in your application.
flags
may be any of the following OR'd together:
sdl2.INIT_TIMER
.. timer subsystemsdl2.INIT_AUDIO
.. audio subsystemsdl2.INIT_VIDEO
.. video subsystemsdl2.INIT_JOYSTICK
.. joystick subsystemsdl2.INIT_HAPTIC
.. haptic (force feedback) subsystemsdl2.INIT_GAMECONTROLLER
.. controller subsystemsdl2.INIT_EVENTS
.. events subsystemsdl2.INIT_EVERYTHING
.. all of the above subsystemssdl2.INIT_NOPARACHUTE
.. compatibility; this flag is ignored
If you want to initialize subsystems separately you would call SDL_Init(0)
followed by SDL_InitSubSystem()
with the desired subsystem flag.
sdl2.InitSubSystem(flags:number):void
Use this function to initialize specific SDL subsystems.
After SDL has been initialized with SDL_Init()
you may initialize uninitialized subsystems with SDL_InitSubSystem()
.
These are the flags which may be passed to SDL_InitSubSystem()
and may be OR'd together to initialize multiple subsystems simultaneously.
sdl2.INIT_TIMER
.. timer subsystemsdl2.INIT_AUDIO
.. audio subsystemsdl2.INIT_VIDEO
.. video subsystemsdl2.INIT_JOYSTICK
.. joystick subsystemsdl2.INIT_HAPTIC
.. haptic (force feedback) subsystemsdl2.INIT_GAMECONTROLLER
.. controller subsystemsdl2.INIT_EVENTS
.. events subsystemsdl2.INIT_EVERYTHING
.. all of the above subsystemssdl2.INIT_NOPARACHUTE
.. compatibility; this flag is ignored
If you want to initialize subsystems separately you would call SDL_Init(0)
followed by SDL_InitSubSystem()
with the desired subsystem flag.
sdl2.Quit():void
Use this function to clean up all initialized subsystems. You should call it upon all exit conditions.
You should call this function even if you have already shutdown each initialized subsystem with SDL_QuitSubSystem()
.
If you start a subsystem using a call to that subsystem's init function (for example SDL_VideoInit()
) instead of SDL_Init()
or SDL_InitSubSystem()
, then you must use that subsystem's quit function (SDL_VideoQuit()
) to shut it down before calling SDL_Quit()
.
You can use this function with atexit()
to ensure that it is run when your application is shutdown, but it is not wise to do this from a library or other dynamically loaded code.
sdl2.QuitSubSystem(flags:number):void
Use this function to shut down specific SDL subsystems.
These are the flags which may be passed to SDL_QuitSubSystem()
and may be OR'd together to quit multiple subsystems simultaneously.
sdl2.INIT_TIMER
.. timer subsystemsdl2.INIT_AUDIO
.. audio subsystemsdl2.INIT_VIDEO
.. video subsystemsdl2.INIT_JOYSTICK
.. joystick subsystemsdl2.INIT_HAPTIC
.. haptic (force feedback) subsystemsdl2.INIT_GAMECONTROLLER
.. controller subsystemsdl2.INIT_EVENTS
.. events subsystemsdl2.INIT_EVERYTHING
.. all of the above subsystemssdl2.INIT_NOPARACHUTE
.. compatibility; this flag is ignored
If you want to initialize subsystems separately you would call SDL_Init(0)
followed by SDL_InitSubSystem()
with the desired subsystem flag.
sdl2.SetMainReady():void
Use this function to circumvent failure of SDL_Init()
when not using SDL_main()
as an entry point.
This function is defined in SDL_main.h, along with the preprocessor rule to redefine main()
as SDL_main()
. Thus to ensure that your main()
function will not be changed it is necessary to define SDL_MAIN_HANDLED
before including SDL.h.
sdl2.WasInit(flags:number) {block?}
Use this function to return a mask of the specified subsystems which have previously been initialized.
These are the flags which may be passed to SDL_WasInit()
and may be OR'd together to query multiple subsystems simultaneously.
sdl2.INIT_TIMER
.. timer subsystemsdl2.INIT_AUDIO
.. audio subsystemsdl2.INIT_VIDEO
.. video subsystemsdl2.INIT_JOYSTICK
.. joystick subsystemsdl2.INIT_HAPTIC
.. haptic (force feedback) subsystemsdl2.INIT_GAMECONTROLLER
.. controller subsystemsdl2.INIT_EVENTS
.. events subsystemsdl2.INIT_EVERYTHING
.. all of the above subsystemssdl2.INIT_NOPARACHUTE
.. compatibility; this flag is ignored
If you want to initialize subsystems separately you would call SDL_Init(0)
followed by SDL_InitSubSystem()
with the desired subsystem flag.
sdl2.AddHintCallback():void
sdl2.ClearHints():void
sdl2.DelhintCallback():void
sdl2.GetHint():void
sdl2.SetHint():void
sdl2.SetHintWithPriority():void
sdl2.ClearError():void
sdl2.GetError() {block?}
Use this function to retrieve a message about the last error that occurred.
Returns a message with information about the specific error that occurred, or an empty string if there hasn't been an error since the last call to SDL_ClearError()
. Without calling SDL_ClearError()
, the message is only applicable when an SDL function has signaled an error. You must check the return values of SDL function calls to determine when to appropriately call SDL_GetError()
.
This string is statically allocated and must not be freed by the application.
It is possible for multiple errors to occur before calling SDL_GetError()
. Only the last error is returned.
sdl2.SetError():void
sdl2.Log():void
sdl2.LogCritical():void
sdl2.LogDebug():void
sdl2.LogError():void
sdl2.LogGetOutputFunction():void
sdl2.LogGetPriority():void
sdl2.LogInfo():void
sdl2.LogMessage():void
sdl2.LogMessageV():void
sdl2.LogResetPriorities():void
sdl2.LogSetAllPriority():void
sdl2.LogSetOutputFunction():void
sdl2.LogSetPriority():void
sdl2.LogVerbose():void
sdl2.LogWarn():void
sdl2.GetAssertionHandler():void
sdl2.GetAssertionReport():void
sdl2.GetDefaultAssertionHandler():void
sdl2.ResetAssertionReport():void
sdl2.SetAssertionHandler():void
sdl2.TriggerBreakpoint():void
sdl2.assert():void
sdl2.assert_paranoid():void
sdl2.assert_release():void
sdl2.GetRevision() {block?}
sdl2.GetRevisionNumber() {block?}
sdl2.GetVersion() {block?}
sdl2.VERSION() {block?}
sdl2.VERSION_ATLEAST(X:number, Y:number, Z:number) {block?}
sdl2.CreateWindow(title:string, x:number, y:number, w:number, h:number, flags:number) {block?}
sdl2.CreateWindowAndRenderer(width:number, height:number, window_flags:number) {block?}
sdl2.CreateWindowFrom():void
sdl2.DestroyWindow(window:sdl2.Window):void
sdl2.DisableScreenSaver():void
sdl2.EnableScreenSaver():void
sdl2.GL_CreateContext(window:sdl2.Window) {block?}
sdl2.GL_DeleteContext(context:sdl2.GLContext):void
sdl2.GL_ExtensionSupported(extension:string) {block?}
sdl2.GL_GetAttribute(attr:number) {block?}
sdl2.GL_GetCurrentContext() {block?}
sdl2.GL_GetCurrentWindow() {block?}
sdl2.GL_GetDrawableSize(window:sdl2.Window) {block?}
sdl2.GL_GetProcAddress():void
sdl2.GL_GetSwapInterval() {block?}
sdl2.GL_LoadLibrary(path:string):void
sdl2.GL_MakeCurrent(window:sdl2.Window, context:sdl2.GLContext):void
sdl2.GL_ResetAttributes():void
sdl2.GL_SetAttribute(attr:number, value:number):void
sdl2.GL_SetSwapInterval(interval:number):void
sdl2.GL_SwapWindow(window:sdl2.Window):void
sdl2.GL_UnloadLibrary():void
sdl2.GetClosestDisplayMode(displayIndex:number, mode:sdl2.DisplayMode) {block?}
sdl2.GetCurrentDisplayMode(displayIndex:number) {block?}
sdl2.GetCurrentVideoDriver() {block?}
sdl2.GetDesktopDisplayMode(displayIndex:number) {block?}
sdl2.GetDisplayBounds(displayIndex:number) {block?}
sdl2.GetDisplayMode(displayIndex:number, modeIndex:number) {block?}
sdl2.GetDisplayName(dipslayIndex:number) {block?}
sdl2.GetNumDisplayModes(displayIndex:number) {block?}
sdl2.GetNumVideoDisplays() {block?}
sdl2.GetNumVideoDrivers() {block?}
sdl2.GetVideoDriver(index:number) {block?}
sdl2.GetWindowBrightness(window:sdl2.Window) {block?}
sdl2.GetWindowData(window:sdl2.Window, name:string):void
sdl2.GetWindowDisplayIndex(window:sdl2.Window) {block?}
sdl2.GetWindowDisplayMode(window:sdl2.Window, mode:sdl2.DisplayMode):void
sdl2.GetWindowFlags(window:sdl2.Window) {block?}
sdl2.GetWindowFromID(id:number) {block?}
sdl2.GetWindowGammaRamp(window:sdl2.Window) {block?}
sdl2.GetWindowGrab(window:sdl2.Window) {block?}
sdl2.GetWindowID(window:sdl2.Window) {block?}
sdl2.GetWindowMaximumSize(window:sdl2.Window) {block?}
sdl2.GetWindowMinimumSize(window:sdl2.Window) {block?}
sdl2.GetWindowPixelFormat(window:sdl2.Window) {block?}
sdl2.GetWindowPosition(window:sdl2.Window) {block?}
sdl2.GetWindowSize(window:sdl2.Window) {block?}
sdl2.GetWindowSurface(window:sdl2.Window) {block?}
sdl2.GetWindowTitle(window:sdl2.Window) {block?}
sdl2.GetWindowWMInfo(window:sdl2.Window):void
sdl2.HideWindow(window:sdl2.Window):void
sdl2.IsScreenSaverEnabled() {block?}
sdl2.MaximizeWindow(window:sdl2.Window):void
sdl2.MinimizeWindow(window:sdl2.Window):void
sdl2.RaiseWindow(window:sdl2.Window):void
sdl2.RestoreWindow(window:sdl2.Window):void
sdl2.SetWindowBordered(window:sdl2.Window, bordered:boolean):void
sdl2.SetWindowBrightness(window:sdl2.Window, brightness:number):void
sdl2.SetWindowData(window:sdl2.Window, name:string):void
sdl2.SetWindowDisplayMode(window:sdl2.Window, mode:sdl2.DisplayMode):void
sdl2.SetWindowFullscreen(window:sdl2.Window, flags:number):void
sdl2.SetWindowGammaRamp(window:sdl2.Window, red[]:number, green[]:number, blue[]:number):void
sdl2.SetWindowGrab(window:sdl2.Window, grabbed:boolean):void
sdl2.SetWindowHitTest(window:sdl2.Window):void
sdl2.SetWindowIcon(window:sdl2.Window, icon:sdl2.Surface):void
sdl2.SetWindowMaximumSize(window:sdl2.Window, max_w:number, max_h:number):void
sdl2.SetWindowMinimumSize(window:sdl2.Window, min_w:number, min_h:number):void
sdl2.SetWindowPosition(window:sdl2.Window, x:number, y:number):void
sdl2.SetWindowSize(window:sdl2.Window, w:number, h:number):void
sdl2.SetWindowTitle(window:sdl2.Window, title:string):void
sdl2.ShowMessageBox():void
sdl2.ShowSimpleMessageBox(flags:number, title:string, message:string, window:sdl2.Window):void
sdl2.ShowWindow(window:sdl2.Window):void
sdl2.UpdateWindowSurface(window:sdl2.Window):void
sdl2.UpdateWindowSurfaceRects(window:sdl2.Window, rects[]:sdl2.Rect):void
sdl2.VideoInit(driver_name:string):void
sdl2.VideoQuit():void
sdl2.CreateRenderer(window:sdl2.Window, index:number, flags:number) {block?}
sdl2.CreateSoftwareRenderer(surface:sdl2.Surface) {block?}
sdl2.CreateTexture(renderer:sdl2.Renderer, format:number, access:number, w:number, h:number) {block?}
sdl2.CreateTextureFromSurface(renderer:sdl2.Renderer, surface:sdl2.Surface) {block?}
sdl2.DestroyRenderer(renderer:sdl2.Renderer):void
sdl2.DestroyTexture(texture:sdl2.Texture):void
sdl2.GL_BindTexture(texture:sdl2.Texture) {block?}
sdl2.GL_UnbindTexture(texture:sdl2.Texture):void
sdl2.GetNumRenderDrivers() {block?}
sdl2.GetRenderDrawBlendMode(renderer:sdl2.Renderer) {block?}
sdl2.GetRenderDrawColor(renderer:sdl2.Renderer) {block?}
sdl2.GetRenderDriverInfo(index:number) {block?}
sdl2.GetRenderTarget(renderer:sdl2.Renderer) {block?}
sdl2.GetRenderer(window:sdl2.Window) {block?}
sdl2.GetRendererInfo(renderer:sdl2.Renderer) {block?}
sdl2.GetRenderOutputSize(renderer:sdl2.Renderer) {block?}
sdl2.GetTextureAlphaMod(texture:sdl2.Texture) {block?}
sdl2.GetTextureBlendMode(texture:sdl2.Texture) {block?}
sdl2.GetTextureColorMod(texture:sdl2.Texture) {block?}
sdl2.LockTexture(texture:sdl2.Texture, rect:sdl2.Rect):void
sdl2.QueryTexture(texture:sdl2.Texture) {block?}
sdl2.RenderClear(renderer:sdl2.Renderer):void
sdl2.RenderCopy(renderer:sdl2.Renderer, texture:sdl2.Texture, srcrect:sdl2.Rect:nil, dstrect:sdl2.Rect:nil):void
sdl2.RenderCopyEx(renderer:sdl2.Renderer, texture:sdl2.Texture, srcrect:sdl2.Rect:nil, dstrect:sdl2.Rect:nil, angle:number, center:sdl2.Point:nil, flip:number):void
sdl2.RenderDrawLine(renderer:sdl2.Renderer, x1:number, y1:number, x2:number, y2:number):void
sdl2.RenderDrawLines(renderer:sdl2.Renderer, points[]:sdl2.Point):void
sdl2.RenderDrawPoint(renderer:sdl2.Renderer, x:number, y:number):void
sdl2.RenderDrawPoints(renderer:sdl2.Renderer, points[]:sdl2.Point):void
sdl2.RenderDrawRect(renderer:sdl2.Renderer, rect:sdl2.Rect:nil):void
sdl2.RenderDrawRects(renderer:sdl2.Renderer, rects[]:sdl2.Rect):void
sdl2.RenderFillRect(renderer:sdl2.Renderer, rect:sdl2.Rect:nil):void
sdl2.RenderFillRects(renderer:sdl2.Renderer, rects[]:sdl2.Rect):void
sdl2.RenderGetClipRect(renderer:sdl2.Renderer) {block?}
sdl2.RenderGetLogicalSize(renderer:sdl2.Renderer) {block?}
sdl2.RenderGetScale(renderer:sdl2.Renderer) {block?}
sdl2.RenderGetViewport(renderer:sdl2.Renderer) {block?}
sdl2.RenderIsClipEnabled(renderer:sdl2.Renderer)
sdl2.RenderPresent(renderer:sdl2.Renderer):void
sdl2.RenderReadPixels(renderer:sdl2.Renderer, rect:sdl2.Rect:nil, format:symbol) {block?}
sdl2.RenderSetClipRect(renderer:sdl2.Renderer, rect:sdl2.Rect:nil):void
sdl2.RenderSetLogicalSize(renderer:sdl2.Renderer, w:number, h:number):void
sdl2.RenderSetScale(renderer:sdl2.Renderer, scaleX:number, scaleY:number):void
sdl2.RenderSetViewport(renderer:sdl2.Renderer, rect:sdl2.Rect:nil):void
sdl2.RenderTargetSupported(renderer:sdl2.Renderer) {block?}
sdl2.SetRenderDrawBlendMode(renderer:sdl2.Renderer, blendMode:number):void
sdl2.SetRenderDrawColor(renderer:sdl2.Renderer, r:number, g:number, b:number, a:number):void
sdl2.SetRenderTarget(renderer:sdl2.Renderer, texture:sdl2.Texture:nil):void
sdl2.SetTextureAlphaMod(texture:sdl2.Texture, alpha:number):void
sdl2.SetTextureBlendMode(texture:sdl2.Texture, blendMode:number):void
sdl2.SetTextureColorMod(texture:sdl2.Texture, r:number, g:number, b:number):void
sdl2.UnlockTexture(texture:sdl2.Texture):void
sdl2.UpdateTexture(texture:sdl2.Texture, rect:sdl2.Rect:nil, pitch:number):void
sdl2.UpdateYUVTexture():void
sdl2.AllocFormat(pixel_format:number) {block?}
sdl2.AllocPalette(ncolors:number) {block?}
sdl2.CalculateGammaRamp(gamma:number) {block?}
sdl2.FreeFormat(format:sdl2.PixelFormat):void
sdl2.FreePalette(palette:sdl2.Palette):void
sdl2.GetPixelFormatName(format:number) {block?}
sdl2.GetRGB(pixel:number, format:sdl2.PixelFormat) {block?}
sdl2.GetRGBA(pixel:number, format:sdl2.PixelFormat) {block?}
sdl2.MapRGB(format:sdl2.PixelFormat, r:number, g:number, b:number) {block?}
sdl2.MapRGBA(format:sdl2.PixelFormat, r:number, g:number, b:number, a:number) {block?}
sdl2.MasksToPixelFormatEnum(bpp:number, Rmask:number, Gmask:number, Bmask:number, Amask:number) {block?}
sdl2.PixelFormatEnumToMasks(format:number) {block?}
sdl2.SetPaletteColors(palette:sdl2.Palette, colors[]:sdl2.Color, firstcolor:number, ncolors:number):void
sdl2.SetPixelFormatPalette(format:sdl2.PixelFormat, palette:sdl2.Palette):void
sdl2.EnclosePoints(points[]:sdl2.Point, clip:sdl2.Rect) {block?}
sdl2.HasIntersection(A:sdl2.Rect, B:sdl2.Rect) {block?}
sdl2.IntersectRect(A:sdl2.Rect, B:sdl2.Rect) {block?}
sdl2.IntersectRectAndLine(rect:sdl2.Rect, X1:number, Y1:number, X2:number, Y2:number):void
sdl2.PointInRect(p:sdl2.Point, r:sdl2.Rect):void
sdl2.RectEmpty(r:sdl2.Rect) {block?}
sdl2.RectEquals(a:sdl2.Rect, b:sdl2.Rect) {block?}
sdl2.UnionRect(A:sdl2.Rect, B:sdl2.Rect) {block?}
sdl2.BlitScaled(src:sdl2.Surface, srcrect:sdl2.Rect:nil, dst:sdl2.Surface, dstrect:sdl2.Rect:nil):void
sdl2.BlitSurface(src:sdl2.Surface, srcrect:sdl2.Rect:nil, dst:sdl2.Surface, dstrect:sdl2.Rect:nil):void
sdl2.ConvertPixels(width:number, height:number, src_format:number, dst_format:number):void
sdl2.ConvertSurface(src:sdl2.Surface, fmt:sdl2.PixelFormat, flags:number) {block?}
sdl2.ConvertSurfaceFormat(src:sdl2.Surface, pixel_format:number, flags:number) {block?}
sdl2.CreateRGBSurface(flags:number, width:number, height:number, depth:number, Rmask:number, Gmask:number, Bmask:number, Amask:number) {block?}
sdl2.CreateRGBSurfaceFrom(pixels:array:nomap, width:number, height:number, depth:number, pitch:number, Rmask:number, Gmask:number, Bmask:number, Amask:number) {block?}
sdl2.CreateRGBSurfaceFromImage(image:image) {block?}
sdl2.FillRect(dst:sdl2.Surface, rect:sdl2.Rect:nil, color:number):void
sdl2.FillRects(dst:sdl2.Surface, rects[]:sdl2.Rect, color:number):void
sdl2.FreeSurface(surface:sdl2.Surface):void
sdl2.GetClipRect(surface:sdl2.Surface) {block?}
sdl2.GetColorKey(surface:sdl2.Surface) {block?}
sdl2.GetSurfaceAlphaMod(surface:sdl2.Surface) {block?}
sdl2.GetSurfaceBlendMode(surface:sdl2.Surface) {block?}
sdl2.GetSurfaceColorMod(surface:sdl2.Surface) {block?}
sdl2.LoadBMP(src:stream) {block?}
sdl2.LoadBMP_RW():void
sdl2.LockSurface(surface:sdl2.Surface):void
sdl2.LowerBlit(src:sdl2.Surface, srcrect:sdl2.Rect:nil, dst:sdl2.Surface, dstrect:sdl2.Rect:nil):void
sdl2.LowerBlitScaled(src:sdl2.Surface, srcrect:sdl2.Rect:nil, dst:sdl2.Surface, dstrect:sdl2.Rect:nil):void
sdl2.MUSTLOCK(surface:sdl2.Surface) {block?}
sdl2.SaveBMP(surface:sdl2.Surface, dst:stream) {block?}
sdl2.SaveBMP_RW():void
sdl2.SetClipRect(surface:sdl2.Surface, rect:sdl2.Rect) {block?}
sdl2.SetColorKey(surface:sdl2.Surface, flag:number, key:number):void
sdl2.SetSurfaceAlphaMod(surface:sdl2.Surface, alpha:number):void
sdl2.SetSurfaceBlendMode(surface:sdl2.Surface, blendMode:number):void
sdl2.SetSurfaceColorMod(surface:sdl2.Surface, r:number, g:number, b:number):void
sdl2.SetSurfacePalette(surface:sdl2.Surface, palette:sdl2.Palette):void
sdl2.SetSurfaceRLE(surface:sdl2.Surface, flag:number):void
sdl2.UnlockSurface(surface:sdl2.Surface):void
sdl2.GetClipboardText() {block?}
sdl2.HasClipboardText() {block?}
sdl2.SetClipboardText(text:string):void
sdl2.AddEventWatch():void
sdl2.DelEventWatch():void
sdl2.EventState(type:number, state:number) {block?}
sdl2.FilterEvents():void
sdl2.FlushEvent(type:number):void
sdl2.FlushEvents(minType:number, maxType:number):void
sdl2.GetEventFilter():void
sdl2.GetNumTouchDevices() {block?}
sdl2.GetNumTouchFingers(touchId:number) {block?}
sdl2.GetTouchDevice(index:number) {block?}
sdl2.GetTouchFinger(touchId:number, index:number) {block?}
sdl2.HasEvent(type:number) {block?}
sdl2.HasEvents(minType:number, maxType:number) {block?}
sdl2.LoadDollarTemplates(touchId:number, src:stream) {block?}
sdl2.AddEvents(events[]:sdl2.Event) {block?}
sdl2.PeekEvents(numevents:number, minType:number, maxType:number) {block?}
sdl2.GetEvents(numevents:number, minType:number, maxType:number) {block?}
sdl2.PollEvent() {block?}
sdl2.PumpEvents():void
sdl2.PushEvent(event:sdl2.Event) {block?}
sdl2.QuitRequested() {block?}
sdl2.RecordGesture(touchId:number) {block?}
sdl2.RegisterEvents(numevents:number) {block?}
sdl2.SaveAllDollarTemplates(dst:stream) {block?}
sdl2.SaveDollarTemplate(gestureId:number, dst:stream):void
sdl2.SetEventFilter():void
sdl2.WaitEvent() {block?}
sdl2.WaitEventTimeout(timeout:number) {block?}
sdl2.CheckKeyboardState(scancode:number) {block?}
sdl2.GetKeyFromName(name:string) {block?}
sdl2.GetKeyFromScancode(scancode:number) {block?}
sdl2.GetKeyName(key:number) {block?}
sdl2.GetKeyboardFocus() {block?}
sdl2.GetKeyboardState() {block?}
sdl2.GetModState() {block?}
sdl2.GetScancodeFromKey(key:number) {block?}
sdl2.GetScancodeFromName(name:string) {block?}
sdl2.GetScancodeName(scancode:number) {block?}
sdl2.HasScreenKeyboardSupport() {block?}
sdl2.IsScreenKeyboardShown(window:sdl2.Window) {block?}
sdl2.IsTextInputActive() {block?}
sdl2.SetModState(modstate:number):void
sdl2.SetTextInputRect(rect:sdl2.Rect):void
sdl2.StartTextInput():void
sdl2.StopTextInput():void
sdl2.CaptureMouse(enalbed:boolean):void
sdl2.CreateColorCursor(surface:sdl2.Surface, hot_x:number, hot_y:number) {block?}
sdl2.CreateCursor(data:array@uint8:nomap, mask:array@uint8:nomap, w:number, h:number, hot_x:number, hot_y:number) {block?}
sdl2.CreateSystemCursor(id:number) {block?}
sdl2.FreeCursor(cursor:sdl2.Cursor):void
sdl2.GetCursor() {block?}
sdl2.GetDefaultCursor() {block?}
sdl2.GetGlobalMouseState():void
sdl2.GetMouseFocus() {block?}
sdl2.GetMouseState() {block?}
sdl2.GetRelativeMouseMode() {block?}
sdl2.GetRelativeMouseState() {block?}
sdl2.SetCursor(cursor:sdl2.Cursor):void
sdl2.SetRelativeMouseMode(enabled:boolean):void
sdl2.ShowCursor(toggle:number):void
sdl2.WarpMouseGlobal(x:number, y:number):void
sdl2.WarpMouseInWindow(window:sdl2.Window, x:number, y:number):void
sdl2.JoystickClose(joystick:sdl2.Joystick):void
sdl2.JoystickEventState(state:number) {block?}
sdl2.JoystickGetAttached(joystick:sdl2.Joystick) {block?}
sdl2.JoystickGetAxis(joystick:sdl2.Joystick, axis:number) {block?}
sdl2.JoystickGetBall(joystick:sdl2.Joystick, ball:number) {block?}
sdl2.JoystickGetButton(joystick:sdl2.Joystick, button:number) {block?}
sdl2.JoystickGetDeviceGUID(device_index:number) {block?}
sdl2.JoystickGetGUID(joystick:sdl2.Joystick) {block?}
sdl2.JoystickGetGUIDFromString(pchGUID:string) {block?}
sdl2.JoystickGetGUIDString(guid:sdl2.JoystickGUID) {block?}
sdl2.JoystickGetHat(joystick:sdl2.Joystick, hat:number) {block?}
sdl2.JoystickInstanceID(joystick:sdl2.Joystick) {block?}
sdl2.JoystickName(joystick:sdl2.Joystick) {block?}
sdl2.JoystickNameForIndex(device_index:number) {block?}
sdl2.JoystickNumAxes(joystick:sdl2.Joystick) {block?}
sdl2.JoystickNumBalls(joystick:sdl2.Joystick) {block?}
sdl2.JoystickNumButtons(joystick:sdl2.Joystick) {block?}
sdl2.JoystickNumHats(joystick:sdl2.Joystick) {block?}
sdl2.JoystickOpen(device_index:number) {block?}
sdl2.JoystickUpdate():void
sdl2.NumJoysticks() {block?}
sdl2.GameControllerAddMapping(mappingString:string) {block?}
sdl2.GameControllerAddMappingsFromFile(file:stream) {block?}
sdl2.GameControllerAddMappingsFromRW():void
sdl2.GameControllerClose(gamecontroller:sdl2.GameController):void
sdl2.GameControllerEventState(state:number) {block?}
sdl2.GameControllerGetAttached(gamecontroller:sdl2.GameController) {block?}
sdl2.GameControllerGetAxis(gamecontroller:sdl2.GameController, axis:number) {block?}
sdl2.GameControllerGetAxisFromString(pchString:string) {block?}
sdl2.GameControllerGetBindForAxis(gamecontroller:sdl2.GameController, axis:number) {block?}
sdl2.GameControllerGetBindForButton(gamecontroller:sdl2.GameController, button:number) {block?}
sdl2.GameControllerGetButton(gamecontroller:sdl2.GameController, button:number) {block?}
sdl2.GameControllerGetButtonFromString(pchString:string) {block?}
sdl2.GameControllerGetJoystick(gamecontroller:sdl2.GameController) {block?}
sdl2.GameControllerGetStringForAxis(axis:number) {block?}
sdl2.GameControllerGetStringForButton(button:number) {block?}
sdl2.GameControllerMapping(gamecontroller:sdl2.GameController) {block?}
sdl2.GameControllerMappingForGUID(guid:sdl2.JoystickGUID) {block?}
sdl2.GameControllerName(gamecontroller:sdl2.GameController) {block?}
sdl2.GameControllerNameForIndex(joystick_index:number) {block?}
sdl2.GameControllerOpen(joystick_index:number) {block?}
sdl2.GameControllerUpdate():void
sdl2.IsGameController(joystick_index:number) {block?}
sdl2.HapticClose(haptic:sdl2.Haptic):void
sdl2.HapticDestroyEffect(haptic:sdl2.Haptic, effect:number):void
sdl2.HapticEffectSupported(haptic:sdl2.Haptic, effect:sdl2.HapticEffect) {block?}
sdl2.HapticGetEffectStatus(haptic:sdl2.Haptic, effect:number) {block?}
sdl2.HapticIndex(haptic:sdl2.Haptic) {block?}
sdl2.HapticName(device_index:number) {block?}
sdl2.HapticNewEffect(haptic:sdl2.Haptic, effect:sdl2.HapticEffect) {block?}
sdl2.HapticNumAxes(haptic:sdl2.Haptic) {block?}
sdl2.HapticNumEffects(haptic:sdl2.Haptic) {block?}
sdl2.HapticNumEffectsPlaying(haptic:sdl2.Haptic) {block?}
sdl2.HapticOpen(device_index:number) {block?}
sdl2.HapticOpenFromJoystick(joystick:sdl2.Joystick) {block?}
sdl2.HapticOpenFromMouse() {block?}
sdl2.HapticOpened(device_index:number) {block?}
sdl2.HapticPause(haptic:sdl2.Haptic):void
sdl2.HapticQuery(haptic:sdl2.Haptic) {block?}
sdl2.HapticRumbleInit(haptic:sdl2.Haptic):void
sdl2.HapticRumblePlay(haptic:sdl2.Haptic, strength:number, length:number):void
sdl2.HapticRumbleStop(haptic:sdl2.Haptic):void
sdl2.HapticRumbleSupported(haptic:sdl2.Haptic) {block?}
sdl2.HapticRunEffect(haptic:sdl2.Haptic, effect:number, iterations:number):void
sdl2.HapticSetAutocenter(haptic:sdl2.Haptic, autocenter:number):void
sdl2.HapticSetGain(haptic:sdl2.Haptic, gain:number):void
sdl2.HapticStopAll(haptic:sdl2.Haptic):void
sdl2.HapticStopEffect(haptic:sdl2.Haptic, effect:number):void
sdl2.HapticUnpause(haptic:sdl2.Haptic):void
sdl2.HapticUpdateEffect(haptic:sdl2.Haptic, effect:number, data:sdl2.HapticEffect):void
sdl2.JoystickIsHaptic(joystick:sdl2.Joystick) {block?}
sdl2.MouseIsHaptic() {block?}
sdl2.NumHaptics() {block?}
sdl2.AudioInit(driver_name:string):void
sdl2.AudioQuit():void
sdl2.BuildAudioCVT(cvt:sdl2.AudioCVT, src_format:number, src_channels:number, src_rate:number, dst_format:number, dst_channels:number, dst_rate:number) {block?}
sdl2.ClearQueuedAudio(dev:number):void
sdl2.CloseAudio():void
sdl2.CloseAudioDevice(dev:number):void
sdl2.ConvertAudio(cvt:sdl2.AudioCVT):void
sdl2.FreeWAV(wav:sdl2.Wav):void
sdl2.GetAudioDeviceName(index:number, iscapture:number) {block?}
sdl2.GetAudioDeviceStatus(dev:number) {block?}
sdl2.GetAudioDriver(index:number) {block?}
sdl2.GetAudioStatus() {block?}
sdl2.GetCurrentAudioDriver() {block?}
sdl2.GetNumAudioDevices(iscapture:number) {block?}
sdl2.GetNumAudioDrivers() {block?}
sdl2.GetQueuedAudioSize(dev:number):void
sdl2.LoadWAV(file:stream) {block?}
sdl2.LoadWAV_RW():void
sdl2.LockAudio():void
sdl2.LockAudioDevice(dev:number):void
sdl2.MixAudio(volume:number):void
sdl2.MixAudioFormat(format:number, volume:number):void
sdl2.OpenAudio(desired:sdl2.AudioSpec) {block?}
sdl2.OpenAudioDevice(device:string, iscapture:number, desired:sdl2.AudioSpec, allowed_changes:number):void
sdl2.PauseAudio(pause_on:number):void
sdl2.PauseAudioDevice(dev:number, pause_on:number):void
sdl2.QueueAudio(dev:number):void
sdl2.UnlockAudio():void
sdl2.UnlockAudioDevice(dev:number):void
sdl2.AUDIO_BITSIZE(x:number) {block?}
sdl2.AUDIO_ISFLOAT(x:number) {block?}
sdl2.AUDIO_ISBIGENDIAN(x:number) {block?}
sdl2.AUDIO_ISSIGNED(x:number) {block?}
sdl2.AUDIO_ISINT(x:number) {block?}
sdl2.AUDIO_ISLITTLEENDIAN(x:number) {block?}
sdl2.AUDIO_ISUNSIGNED(x:number) {block?}
sdl2.CreateThread():void
sdl2.DetachThread():void
sdl2.GetThreadID():void
sdl2.GetThreadName():void
sdl2.GetThreadPriority():void
sdl2.TLSCreate():void
sdl2.TLSGet():void
sdl2.TLSSet():void
sdl2.ThreadID():void
sdl2.WaitThread():void
sdl2.CondBroadcast():void
sdl2.CondSignal():void
sdl2.CondWait():void
sdl2.CondWaitTimeout():void
sdl2.CreateCond():void
sdl2.CreateMutex():void
sdl2.CreateSemaphore():void
sdl2.DestroyCond():void
sdl2.DestroyMutex():void
sdl2.DestroySemaphore():void
sdl2.LockMutex():void
sdl2.SemPost():void
sdl2.SemTryWait():void
sdl2.SemValue():void
sdl2.SemWait():void
sdl2.SemWaitTimeout():void
sdl2.TryLockMutex():void
sdl2.UnlockMutex():void
sdl2.AtomicAdd():void
sdl2.AtomicCAS():void
sdl2.AtomicCASPtr():void
sdl2.AtomicDecRef():void
sdl2.AtomicGet():void
sdl2.AtomicGetPtr():void
sdl2.AtomicIncRef():void
sdl2.AtomicLock():void
sdl2.AtomicSet():void
sdl2.AtomicSetPtr():void
sdl2.AtomicTryLock():void
sdl2.AtomicUnlock():void
sdl2.CompilerBarrier():void
sdl2.AddTimer(interval:number):void
sdl2.Delay(ms:number):void
sdl2.GetPerformanceCounter() {block?}
sdl2.GetPerformanceFrequency() {block?}
sdl2.GetTicks() {block?}
sdl2.RemoveTimer(id:number) {block?}
sdl2.TICKS_PASSED(A:number, B:number) {block?}
sdl2.GetBasePath():void
sdl2.GetPrefPath(org:string, app:string):void
sdl2.AllocRW():void
sdl2.FreeRW():void
sdl2.RWFromConstMem():void
sdl2.RWFromFP():void
sdl2.RWFromFile():void
sdl2.RWFromMem():void
sdl2.RWclose():void
sdl2.RWread():void
sdl2.RWseek():void
sdl2.RWtell():void
sdl2.RWwrite():void
sdl2.ReadBE16():void
sdl2.ReadBE32():void
sdl2.ReadBE64():void
sdl2.ReadLE16():void
sdl2.ReadLE32():void
sdl2.ReadLE64():void
sdl2.WriteBE16():void
sdl2.WriteBE32():void
sdl2.WriteBE64():void
sdl2.WriteLE16():void
sdl2.WriteLE32():void
sdl2.WriteLE64():void
sdl2.GetPlatform() {block?}
sdl2.GetCPUCacheLineSize() {block?}
sdl2.GetCPUCount() {block?}
sdl2.GetSystemRAM() {block?}
sdl2.Has3DNow() {block?}
sdl2.HasAVX() {block?}
sdl2.HasAVX2():void
sdl2.HasAltiVec() {block?}
sdl2.HasMMX() {block?}
sdl2.HasRDTSC() {block?}
sdl2.HasSSE() {block?}
sdl2.HasSSE2() {block?}
sdl2.HasSSE3() {block?}
sdl2.HasSSE41() {block?}
sdl2.HasSSE42() {block?}
sdl2.Swap16():void
sdl2.Swap32():void
sdl2.Swap64():void
sdl2.SwapBE16():void
sdl2.SwapBE32():void
sdl2.SwapBE64():void
sdl2.SwapFloat():void
sdl2.SwapFloatBE():void
sdl2.SwapFloatLE():void
sdl2.SwapLE16():void
sdl2.SwapLE32():void
sdl2.SwapLE64():void
sdl2.MostSignificantBitIndex32(x:number):void
sdl2.GetPowerInfo() {block?}
sdl2.AndroidGetActivity():void
sdl2.AndroidGetExternalStoragePath():void
sdl2.AndroidGetExternalStorageState():void
sdl2.AndroidGetInternalStoragePath():void
sdl2.AndroidGetJNIEnv():void
sdl2.acos(x:number) {block?}
49.3sdl2.Window Class
49.4sdl2.Renderer Class
49.5sdl2.Texture Class
49.6sdl2.Event Class
49.7sdl2.Point Class
49.8sdl2.Rect Class
49.9sdl2.Color Class
49.10sdl2.Palette Class
49.11sdl2.PixelFormat Class
49.12sdl2.Keysym Class
49.13sdl2.Cursor Class
49.14sdl2.Joystick Class
49.15sdl2.JoystickGUID Class
49.16sdl2.GameController Class
49.17sdl2.GameControllerButtonBind Class
49.18sdl2.AudioCVT Class
49.19sdl2.AudioSpec Class
49.20sdl2.Wav Class
49.21sdl2.RendererInfo Class
49.22sdl2.DisplayMode Class
49.23sdl2.GLContext Class
49.24sdl2.HapticEffect Class
49.25sdl2.Surface Class
49.26sdl2.Finger Class
49.27Thanks
This module uses SDL2 library which is distributed in the following site: