dartgl_sdl library

Classes

Pointer
SDL_CommonEvent
SDL_Event
SDL_KeyboardEvent
SDL_Keysym
SDL_MouseButtonEvent
SDL_MouseMotionEvent
SDL_MouseWheelEvent
SDL_WindowEvent

Properties

SDL_APP_DIDENTERBACKGROUND int
< The application is about to enter the background Called on iOS in applicationWillResignActive() Called on Android in onPause()
read / write
SDL_APP_DIDENTERFOREGROUND int
< The application is about to enter the foreground Called on iOS in applicationWillEnterForeground() Called on Android in onResume()
read / write
SDL_APP_LOWMEMORY int
< The application is being terminated by the OS Called on iOS in applicationWillTerminate() Called on Android in onDestroy()
read / write
SDL_APP_TERMINATING int
< User-requested quit
read / write
SDL_APP_WILLENTERBACKGROUND int
< The application is low on memory, free memory if possible. Called on iOS in applicationDidReceiveMemoryWarning() Called on Android in onLowMemory()
read / write
SDL_APP_WILLENTERFOREGROUND int
< The application did enter the background and may not get CPU for some time Called on iOS in applicationDidEnterBackground() Called on Android in onPause()
read / write
SDL_CLIPBOARDUPDATE int
read / write
SDL_CONTROLLERAXISMOTION int
< An opened joystick has been removed
read / write
SDL_CONTROLLERBUTTONDOWN int
< Game controller axis motion
read / write
SDL_CONTROLLERBUTTONUP int
< Game controller button pressed
read / write
SDL_CONTROLLERDEVICEADDED int
< Game controller button released
read / write
SDL_CONTROLLERDEVICEREMAPPED int
< An opened Game controller has been removed
read / write
SDL_CONTROLLERDEVICEREMOVED int
< A new Game controller has been inserted into the system
read / write
SDL_DOLLARGESTURE int
read / write
SDL_DOLLARRECORD int
read / write
SDL_DROPFILE int
< The clipboard changed
read / write
SDL_FINGERDOWN int
< The controller mapping was updated
read / write
SDL_FINGERMOTION int
read / write
SDL_FINGERUP int
read / write
SDL_FIRSTEVENT int
read / write
SDL_GL_ACCELERATED_VISUAL int
read / write
SDL_GL_ACCUM_ALPHA_SIZE int
read / write
SDL_GL_ACCUM_BLUE_SIZE int
read / write
SDL_GL_ACCUM_GREEN_SIZE int
read / write
SDL_GL_ACCUM_RED_SIZE int
read / write
SDL_GL_ALPHA_SIZE int
read / write
SDL_GL_BLUE_SIZE int
read / write
SDL_GL_BUFFER_SIZE int
read / write
SDL_GL_CONTEXT_EGL int
read / write
SDL_GL_CONTEXT_FLAGS int
read / write
SDL_GL_CONTEXT_MAJOR_VERSION int
read / write
SDL_GL_CONTEXT_MINOR_VERSION int
read / write
SDL_GL_CONTEXT_PROFILE_MASK int
read / write
SDL_GL_DEPTH_SIZE int
read / write
SDL_GL_DOUBLEBUFFER int
read / write
SDL_GL_GREEN_SIZE int
read / write
SDL_GL_MULTISAMPLEBUFFERS int
read / write
SDL_GL_MULTISAMPLESAMPLES int
read / write
SDL_GL_RED_SIZE int
< window not created by SDL
read / write
SDL_GL_RETAINED_BACKING int
read / write
SDL_GL_SHARE_WITH_CURRENT_CONTEXT int
read / write
SDL_GL_STENCIL_SIZE int
read / write
SDL_GL_STEREO int
read / write
SDL_INIT_AUDIO int
read / write
SDL_INIT_EVENTS int
< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK
read / write
SDL_INIT_EVERYTHING int
< Don't catch fatal signals
read / write
SDL_INIT_GAMECONTROLLER int
read / write
SDL_INIT_HAPTIC int
< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS
read / write
SDL_INIT_JOYSTICK int
< SDL_INIT_VIDEO implies SDL_INIT_EVENTS
read / write
SDL_INIT_NOPARACHUTE int
read / write
SDL_INIT_TIMER int
read / write
SDL_INIT_VIDEO int
read / write
SDL_JOYAXISMOTION int
< Mouse wheel motion
read / write
SDL_JOYBALLMOTION int
< Joystick axis motion
read / write
SDL_JOYBUTTONDOWN int
< Joystick hat position change
read / write
SDL_JOYBUTTONUP int
< Joystick button pressed
read / write
SDL_JOYDEVICEADDED int
< Joystick button released
read / write
SDL_JOYDEVICEREMOVED int
< A new joystick has been inserted into the system
read / write
SDL_JOYHATMOTION int
< Joystick trackball motion
read / write
SDL_KEYDOWN int
< System specific event
read / write
SDL_KEYUP int
< Key pressed
read / write
SDL_LASTEVENT int
This last event is only for bounding internal arrays
read / write
SDL_MOUSEBUTTONDOWN int
< Mouse moved
read / write
SDL_MOUSEBUTTONUP int
< Mouse button pressed
read / write
SDL_MOUSEMOTION int
< Keyboard text input
read / write
SDL_MOUSEWHEEL int
< Mouse button released
read / write
SDL_MULTIGESTURE int
read / write
SDL_QUIT int
< Unused (do not remove)
read / write
SDL_SYSWMEVENT int
< Window state change
read / write
SDL_TEXTEDITING int
< Key released
read / write
SDL_TEXTINPUT int
< Keyboard text editing (composition)
read / write
SDL_USEREVENT int
Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, and should be allocated with SDL_RegisterEvenint SDL_
read / write
SDL_WINDOW_BORDERLESS int
< window is not visible
read / write
SDL_WINDOW_FOREIGN int
read / write
SDL_WINDOW_FULLSCREEN int
read / write
SDL_WINDOW_FULLSCREEN_DESKTOP int
< window has mouse focus
read / write
SDL_WINDOW_HIDDEN int
< window is visible
read / write
SDL_WINDOW_INPUT_FOCUS int
< window has grabbed input focus
read / write
SDL_WINDOW_INPUT_GRABBED int
< window is maximized
read / write
SDL_WINDOW_MAXIMIZED int
< window is minimized
read / write
SDL_WINDOW_MINIMIZED int
< window can be resized
read / write
SDL_WINDOW_MOUSE_FOCUS int
< window has input focus
read / write
SDL_WINDOW_OPENGL int
< fullscreen window
read / write
SDL_WINDOW_RESIZABLE int
< no window decoration
read / write
SDL_WINDOW_SHOWN int
< window usable with OpenGL context
read / write
SDL_WINDOWEVENT int
< The application is now interactive Called on iOS in applicationDidBecomeActive() Called on Android in onResume()
read / write
SDL_WINDOWEVENT_CLOSE int
< Window has lost keyboard focus
read / write
SDL_WINDOWEVENT_ENTER int
< Window has been restored to normal size and position
read / write
SDL_WINDOWEVENT_EXPOSED int
< Window has been hidden
read / write
SDL_WINDOWEVENT_FOCUS_GAINED int
< Window has lost mouse focus
read / write
SDL_WINDOWEVENT_FOCUS_LOST int
< Window has gained keyboard focus
read / write
SDL_WINDOWEVENT_HIDDEN int
< Window has been shown
read / write
SDL_WINDOWEVENT_LEAVE int
< Window has gained mouse focus
read / write
SDL_WINDOWEVENT_MAXIMIZED int
< Window has been minimized
read / write
SDL_WINDOWEVENT_MINIMIZED int
< The window size has changed = 0; either as a result of an API call or through the system or user changing the window size.
read / write
SDL_WINDOWEVENT_MOVED int
< Window has been exposed and should be redrawn
read / write
SDL_WINDOWEVENT_NONE int
read / write
SDL_WINDOWEVENT_RESIZED int
< Window has been moved to data1 = 0; data2
read / write
SDL_WINDOWEVENT_RESTORED int
< Window has been maximized
read / write
SDL_WINDOWEVENT_SHOWN int
< Never used
read / write
SDL_WINDOWEVENT_SIZE_CHANGED int
< Window has been resized to data1xdata2
read / write

Functions

SDL_CreateWindow(String title, int x, int y, int w, int h, int flags) Pointer
SDL_DestroyWindow(Pointer window) → void
SDL_GetWindowTitle(Pointer window) String
SDL_GL_CreateContext(Pointer window) Pointer
SDL_GL_DeleteContext(Pointer context) → void
SDL_GL_GetCurrentContext() Pointer
SDL_GL_GetCurrentWindow() Pointer
SDL_GL_GetSwapInterval() int
SDL_GL_MakeCurrent(Pointer window, Pointer context) → void
SDL_GL_SetAttribute(int attr, int value) → void
SDL_GL_SetSwapInterval(int value) → void
SDL_GL_SwapWindow(Pointer window) → void
SDL_HideWindow(Pointer window) → void
SDL_Init(int flags) int
< The window manager requests that the window be closed
SDL_InitSubSystem(int flags) int
SDL_MaximizeWindow(Pointer window) → void
SDL_MinimizeWindow(Pointer window) → void
SDL_PollEvent(SDL_Event e) int
SDL_Quit() → void
SDL_QuitSubSystem(int flags) → void
SDL_RaiseWindow(Pointer window) → void
SDL_RestoreWindow(Pointer window) → void
SDL_SetWindowFullscreen(Pointer window, int flags) int
SDL_SetWindowTitle(Pointer window, String title) → void
SDL_ShowWindow(Pointer window) → void
SDL_Test() Pointer
SDL_WasInit(int flags) int