SDL 3.0
SDL_keyboard.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22/**
23 * # CategoryKeyboard
24 *
25 * SDL keyboard management.
26 */
27
28#ifndef SDL_keyboard_h_
29#define SDL_keyboard_h_
30
31#include <SDL3/SDL_stdinc.h>
32#include <SDL3/SDL_error.h>
33#include <SDL3/SDL_keycode.h>
34#include <SDL3/SDL_properties.h>
35#include <SDL3/SDL_rect.h>
36#include <SDL3/SDL_scancode.h>
37#include <SDL3/SDL_video.h>
38
39#include <SDL3/SDL_begin_code.h>
40/* Set up for C function definitions, even when using C++ */
41#ifdef __cplusplus
42extern "C" {
43#endif
44
45/**
46 * This is a unique ID for a keyboard for the time it is connected to the
47 * system, and is never reused for the lifetime of the application.
48 *
49 * If the keyboard is disconnected and reconnected, it will get a new ID.
50 *
51 * The value 0 is an invalid ID.
52 *
53 * \since This datatype is available since SDL 3.0.0.
54 */
56
57/* Function prototypes */
58
59/**
60 * Return whether a keyboard is currently connected.
61 *
62 * \returns true if a keyboard is connected, false otherwise.
63 *
64 * \since This function is available since SDL 3.0.0.
65 *
66 * \sa SDL_GetKeyboards
67 */
68extern SDL_DECLSPEC bool SDLCALL SDL_HasKeyboard(void);
69
70/**
71 * Get a list of currently connected keyboards.
72 *
73 * Note that this will include any device or virtual driver that includes
74 * keyboard functionality, including some mice, KVM switches, motherboard
75 * power buttons, etc. You should wait for input from a device before you
76 * consider it actively in use.
77 *
78 * \param count a pointer filled in with the number of keyboards returned, may
79 * be NULL.
80 * \returns a 0 terminated array of keyboards instance IDs or NULL on failure;
81 * call SDL_GetError() for more information. This should be freed
82 * with SDL_free() when it is no longer needed.
83 *
84 * \since This function is available since SDL 3.0.0.
85 *
86 * \sa SDL_GetKeyboardNameForID
87 * \sa SDL_HasKeyboard
88 */
89extern SDL_DECLSPEC SDL_KeyboardID * SDLCALL SDL_GetKeyboards(int *count);
90
91/**
92 * Get the name of a keyboard.
93 *
94 * This function returns "" if the keyboard doesn't have a name.
95 *
96 * \param instance_id the keyboard instance ID.
97 * \returns the name of the selected keyboard or NULL on failure; call
98 * SDL_GetError() for more information.
99 *
100 * \since This function is available since SDL 3.0.0.
101 *
102 * \sa SDL_GetKeyboards
103 */
104extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyboardNameForID(SDL_KeyboardID instance_id);
105
106/**
107 * Query the window which currently has keyboard focus.
108 *
109 * \returns the window with keyboard focus.
110 *
111 * \since This function is available since SDL 3.0.0.
112 */
113extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void);
114
115/**
116 * Get a snapshot of the current state of the keyboard.
117 *
118 * The pointer returned is a pointer to an internal SDL array. It will be
119 * valid for the whole lifetime of the application and should not be freed by
120 * the caller.
121 *
122 * A array element with a value of true means that the key is pressed and a
123 * value of false means that it is not. Indexes into this array are obtained
124 * by using SDL_Scancode values.
125 *
126 * Use SDL_PumpEvents() to update the state array.
127 *
128 * This function gives you the current state after all events have been
129 * processed, so if a key or button has been pressed and released before you
130 * process events, then the pressed state will never show up in the
131 * SDL_GetKeyboardState() calls.
132 *
133 * Note: This function doesn't take into account whether shift has been
134 * pressed or not.
135 *
136 * \param numkeys if non-NULL, receives the length of the returned array.
137 * \returns a pointer to an array of key states.
138 *
139 * \since This function is available since SDL 3.0.0.
140 *
141 * \sa SDL_PumpEvents
142 * \sa SDL_ResetKeyboard
143 */
144extern SDL_DECLSPEC const bool * SDLCALL SDL_GetKeyboardState(int *numkeys);
145
146/**
147 * Clear the state of the keyboard.
148 *
149 * This function will generate key up events for all pressed keys.
150 *
151 * \since This function is available since SDL 3.0.0.
152 *
153 * \sa SDL_GetKeyboardState
154 */
155extern SDL_DECLSPEC void SDLCALL SDL_ResetKeyboard(void);
156
157/**
158 * Get the current key modifier state for the keyboard.
159 *
160 * \returns an OR'd combination of the modifier keys for the keyboard. See
161 * SDL_Keymod for details.
162 *
163 * \since This function is available since SDL 3.0.0.
164 *
165 * \sa SDL_GetKeyboardState
166 * \sa SDL_SetModState
167 */
168extern SDL_DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void);
169
170/**
171 * Set the current key modifier state for the keyboard.
172 *
173 * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose
174 * modifier key states on your application. Simply pass your desired modifier
175 * states into `modstate`. This value may be a bitwise, OR'd combination of
176 * SDL_Keymod values.
177 *
178 * This does not change the keyboard state, only the key modifier flags that
179 * SDL reports.
180 *
181 * \param modstate the desired SDL_Keymod for the keyboard.
182 *
183 * \since This function is available since SDL 3.0.0.
184 *
185 * \sa SDL_GetModState
186 */
187extern SDL_DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate);
188
189/**
190 * Get the key code corresponding to the given scancode according to the
191 * current keyboard layout.
192 *
193 * If you want to get the keycode as it would be delivered in key events,
194 * including options specified in SDL_HINT_KEYCODE_OPTIONS, then you should
195 * pass `key_event` as true. Otherwise this function simply translates the
196 * scancode based on the given modifier state.
197 *
198 * \param scancode the desired SDL_Scancode to query.
199 * \param modstate the modifier state to use when translating the scancode to
200 * a keycode.
201 * \param key_event true if the keycode will be used in key events.
202 * \returns the SDL_Keycode that corresponds to the given SDL_Scancode.
203 *
204 * \since This function is available since SDL 3.0.0.
205 *
206 * \sa SDL_GetKeyName
207 * \sa SDL_GetScancodeFromKey
208 */
209extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate, bool key_event);
210
211/**
212 * Get the scancode corresponding to the given key code according to the
213 * current keyboard layout.
214 *
215 * Note that there may be multiple scancode+modifier states that can generate
216 * this keycode, this will just return the first one found.
217 *
218 * \param key the desired SDL_Keycode to query.
219 * \param modstate a pointer to the modifier state that would be used when the
220 * scancode generates this key, may be NULL.
221 * \returns the SDL_Scancode that corresponds to the given SDL_Keycode.
222 *
223 * \since This function is available since SDL 3.0.0.
224 *
225 * \sa SDL_GetKeyFromScancode
226 * \sa SDL_GetScancodeName
227 */
228extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate);
229
230/**
231 * Set a human-readable name for a scancode.
232 *
233 * \param scancode the desired SDL_Scancode.
234 * \param name the name to use for the scancode, encoded as UTF-8. The string
235 * is not copied, so the pointer given to this function must stay
236 * valid while SDL is being used.
237 * \returns true on success or false on failure; call SDL_GetError() for more
238 * information.
239 *
240 * \since This function is available since SDL 3.0.0.
241 *
242 * \sa SDL_GetScancodeName
243 */
244extern SDL_DECLSPEC bool SDLCALL SDL_SetScancodeName(SDL_Scancode scancode, const char *name);
245
246/**
247 * Get a human-readable name for a scancode.
248 *
249 * **Warning**: The returned name is by design not stable across platforms,
250 * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left
251 * Windows" under Microsoft Windows, and some scancodes like
252 * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even
253 * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and
254 * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore
255 * unsuitable for creating a stable cross-platform two-way mapping between
256 * strings and scancodes.
257 *
258 * \param scancode the desired SDL_Scancode to query.
259 * \returns a pointer to the name for the scancode. If the scancode doesn't
260 * have a name this function returns an empty string ("").
261 *
262 * \since This function is available since SDL 3.0.0.
263 *
264 * \sa SDL_GetScancodeFromKey
265 * \sa SDL_GetScancodeFromName
266 * \sa SDL_SetScancodeName
267 */
268extern SDL_DECLSPEC const char * SDLCALL SDL_GetScancodeName(SDL_Scancode scancode);
269
270/**
271 * Get a scancode from a human-readable name.
272 *
273 * \param name the human-readable scancode name.
274 * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't
275 * recognized; call SDL_GetError() for more information.
276 *
277 * \since This function is available since SDL 3.0.0.
278 *
279 * \sa SDL_GetKeyFromName
280 * \sa SDL_GetScancodeFromKey
281 * \sa SDL_GetScancodeName
282 */
283extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name);
284
285/**
286 * Get a human-readable name for a key.
287 *
288 * If the key doesn't have a name, this function returns an empty string ("").
289 *
290 * \param key the desired SDL_Keycode to query.
291 * \returns a UTF-8 encoded string of the key name.
292 *
293 * \since This function is available since SDL 3.0.0.
294 *
295 * \sa SDL_GetKeyFromName
296 * \sa SDL_GetKeyFromScancode
297 * \sa SDL_GetScancodeFromKey
298 */
299extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyName(SDL_Keycode key);
300
301/**
302 * Get a key code from a human-readable name.
303 *
304 * \param name the human-readable key name.
305 * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call
306 * SDL_GetError() for more information.
307 *
308 * \since This function is available since SDL 3.0.0.
309 *
310 * \sa SDL_GetKeyFromScancode
311 * \sa SDL_GetKeyName
312 * \sa SDL_GetScancodeFromName
313 */
314extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name);
315
316/**
317 * Start accepting Unicode text input events in a window.
318 *
319 * This function will enable text input (SDL_EVENT_TEXT_INPUT and
320 * SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this
321 * function paired with SDL_StopTextInput().
322 *
323 * Text input events are not received by default.
324 *
325 * On some platforms using this function shows the screen keyboard.
326 *
327 * \param window the window to enable text input.
328 * \returns true on success or false on failure; call SDL_GetError() for more
329 * information.
330 *
331 * \since This function is available since SDL 3.0.0.
332 *
333 * \sa SDL_SetTextInputArea
334 * \sa SDL_StartTextInputWithProperties
335 * \sa SDL_StopTextInput
336 * \sa SDL_TextInputActive
337 */
338extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInput(SDL_Window *window);
339
340/**
341 * Text input type.
342 *
343 * These are the valid values for SDL_PROP_TEXTINPUT_TYPE_NUMBER. Not every
344 * value is valid on every platform, but where a value isn't supported, a
345 * reasonable fallback will be used.
346 *
347 * \since This enum is available since SDL 3.0.0.
348 *
349 * \sa SDL_StartTextInputWithProperties
350 */
352{
353 SDL_TEXTINPUT_TYPE_TEXT, /**< The input is text */
354 SDL_TEXTINPUT_TYPE_TEXT_NAME, /**< The input is a person's name */
355 SDL_TEXTINPUT_TYPE_TEXT_EMAIL, /**< The input is an e-mail address */
356 SDL_TEXTINPUT_TYPE_TEXT_USERNAME, /**< The input is a username */
357 SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN, /**< The input is a secure password that is hidden */
358 SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE, /**< The input is a secure password that is visible */
359 SDL_TEXTINPUT_TYPE_NUMBER, /**< The input is a number */
360 SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN, /**< The input is a secure PIN that is hidden */
361 SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE /**< The input is a secure PIN that is visible */
363
364/**
365 * Auto capitalization type.
366 *
367 * These are the valid values for
368 * SDL_PROP_TEXTINPUT_AUTOCAPITALIZATION_NUMBER. Not every value is valid on
369 * every platform, but where a value isn't supported, a reasonable fallback
370 * will be used.
371 *
372 * \since This enum is available since SDL 3.0.0.
373 *
374 * \sa SDL_StartTextInputWithProperties
375 */
377{
378 SDL_CAPITALIZE_NONE, /**< No auto-capitalization will be done */
379 SDL_CAPITALIZE_SENTENCES, /**< The first letter of sentences will be capitalized */
380 SDL_CAPITALIZE_WORDS, /**< The first letter of words will be capitalized */
381 SDL_CAPITALIZE_LETTERS /**< All letters will be capitalized */
383
384/**
385 * Start accepting Unicode text input events in a window, with properties
386 * describing the input.
387 *
388 * This function will enable text input (SDL_EVENT_TEXT_INPUT and
389 * SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this
390 * function paired with SDL_StopTextInput().
391 *
392 * Text input events are not received by default.
393 *
394 * On some platforms using this function shows the screen keyboard.
395 *
396 * These are the supported properties:
397 *
398 * - `SDL_PROP_TEXTINPUT_TYPE_NUMBER` - an SDL_TextInputType value that
399 * describes text being input, defaults to SDL_TEXTINPUT_TYPE_TEXT.
400 * - `SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER` - an SDL_Capitalization value
401 * that describes how text should be capitalized, defaults to
402 * SDL_CAPITALIZE_SENTENCES for normal text entry, SDL_CAPITALIZE_WORDS for
403 * SDL_TEXTINPUT_TYPE_TEXT_NAME, and SDL_CAPITALIZE_NONE for e-mail
404 * addresses, usernames, and passwords.
405 * - `SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN` - true to enable auto completion
406 * and auto correction, defaults to true.
407 * - `SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN` - true if multiple lines of text
408 * are allowed. This defaults to true if SDL_HINT_RETURN_KEY_HIDES_IME is
409 * "0" or is not set, and defaults to false if SDL_HINT_RETURN_KEY_HIDES_IME
410 * is "1".
411 *
412 * On Android you can directly specify the input type:
413 *
414 * - `SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER` - the text input type to
415 * use, overriding other properties. This is documented at
416 * https://developer.android.com/reference/android/text/InputType
417 *
418 * \param window the window to enable text input.
419 * \param props the properties to use.
420 * \returns true on success or false on failure; call SDL_GetError() for more
421 * information.
422 *
423 * \since This function is available since SDL 3.0.0.
424 *
425 * \sa SDL_SetTextInputArea
426 * \sa SDL_StartTextInput
427 * \sa SDL_StopTextInput
428 * \sa SDL_TextInputActive
429 */
430extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInputWithProperties(SDL_Window *window, SDL_PropertiesID props);
431
432#define SDL_PROP_TEXTINPUT_TYPE_NUMBER "SDL.textinput.type"
433#define SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER "SDL.textinput.capitalization"
434#define SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN "SDL.textinput.autocorrect"
435#define SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN "SDL.textinput.multiline"
436#define SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER "SDL.textinput.android.inputtype"
437
438/**
439 * Check whether or not Unicode text input events are enabled for a window.
440 *
441 * \param window the window to check.
442 * \returns true if text input events are enabled else false.
443 *
444 * \since This function is available since SDL 3.0.0.
445 *
446 * \sa SDL_StartTextInput
447 */
448extern SDL_DECLSPEC bool SDLCALL SDL_TextInputActive(SDL_Window *window);
449
450/**
451 * Stop receiving any text input events in a window.
452 *
453 * If SDL_StartTextInput() showed the screen keyboard, this function will hide
454 * it.
455 *
456 * \param window the window to disable text input.
457 * \returns true on success or false on failure; call SDL_GetError() for more
458 * information.
459 *
460 * \since This function is available since SDL 3.0.0.
461 *
462 * \sa SDL_StartTextInput
463 */
464extern SDL_DECLSPEC bool SDLCALL SDL_StopTextInput(SDL_Window *window);
465
466/**
467 * Dismiss the composition window/IME without disabling the subsystem.
468 *
469 * \param window the window to affect.
470 * \returns true on success or false on failure; call SDL_GetError() for more
471 * information.
472 *
473 * \since This function is available since SDL 3.0.0.
474 *
475 * \sa SDL_StartTextInput
476 * \sa SDL_StopTextInput
477 */
478extern SDL_DECLSPEC bool SDLCALL SDL_ClearComposition(SDL_Window *window);
479
480/**
481 * Set the area used to type Unicode text input.
482 *
483 * Native input methods may place a window with word suggestions near the
484 * cursor, without covering the text being entered.
485 *
486 * \param window the window for which to set the text input area.
487 * \param rect the SDL_Rect representing the text input area, in window
488 * coordinates, or NULL to clear it.
489 * \param cursor the offset of the current cursor location relative to
490 * `rect->x`, in window coordinates.
491 * \returns true on success or false on failure; call SDL_GetError() for more
492 * information.
493 *
494 * \since This function is available since SDL 3.0.0.
495 *
496 * \sa SDL_GetTextInputArea
497 * \sa SDL_StartTextInput
498 */
499extern SDL_DECLSPEC bool SDLCALL SDL_SetTextInputArea(SDL_Window *window, const SDL_Rect *rect, int cursor);
500
501/**
502 * Get the area used to type Unicode text input.
503 *
504 * This returns the values previously set by SDL_SetTextInputArea().
505 *
506 * \param window the window for which to query the text input area.
507 * \param rect a pointer to an SDL_Rect filled in with the text input area,
508 * may be NULL.
509 * \param cursor a pointer to the offset of the current cursor location
510 * relative to `rect->x`, may be NULL.
511 * \returns true on success or false on failure; call SDL_GetError() for more
512 * information.
513 *
514 * \since This function is available since SDL 3.0.0.
515 *
516 * \sa SDL_SetTextInputArea
517 */
518extern SDL_DECLSPEC bool SDLCALL SDL_GetTextInputArea(SDL_Window *window, SDL_Rect *rect, int *cursor);
519
520/**
521 * Check whether the platform has screen keyboard support.
522 *
523 * \returns true if the platform has some screen keyboard support or false if
524 * not.
525 *
526 * \since This function is available since SDL 3.0.0.
527 *
528 * \sa SDL_StartTextInput
529 * \sa SDL_ScreenKeyboardShown
530 */
531extern SDL_DECLSPEC bool SDLCALL SDL_HasScreenKeyboardSupport(void);
532
533/**
534 * Check whether the screen keyboard is shown for given window.
535 *
536 * \param window the window for which screen keyboard should be queried.
537 * \returns true if screen keyboard is shown or false if not.
538 *
539 * \since This function is available since SDL 3.0.0.
540 *
541 * \sa SDL_HasScreenKeyboardSupport
542 */
543extern SDL_DECLSPEC bool SDLCALL SDL_ScreenKeyboardShown(SDL_Window *window);
544
545/* Ends C function definitions when using C++ */
546#ifdef __cplusplus
547}
548#endif
549#include <SDL3/SDL_close_code.h>
550
551#endif /* SDL_keyboard_h_ */
SDL_Scancode SDL_GetScancodeFromName(const char *name)
bool SDL_SetTextInputArea(SDL_Window *window, const SDL_Rect *rect, int cursor)
bool SDL_TextInputActive(SDL_Window *window)
SDL_Keymod SDL_GetModState(void)
SDL_Scancode SDL_GetScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate)
bool SDL_StopTextInput(SDL_Window *window)
bool SDL_SetScancodeName(SDL_Scancode scancode, const char *name)
Uint32 SDL_KeyboardID
const char * SDL_GetKeyboardNameForID(SDL_KeyboardID instance_id)
bool SDL_StartTextInput(SDL_Window *window)
bool SDL_StartTextInputWithProperties(SDL_Window *window, SDL_PropertiesID props)
void SDL_ResetKeyboard(void)
SDL_Window * SDL_GetKeyboardFocus(void)
SDL_TextInputType
@ SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE
@ SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN
@ SDL_TEXTINPUT_TYPE_TEXT_USERNAME
@ SDL_TEXTINPUT_TYPE_TEXT
@ SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN
@ SDL_TEXTINPUT_TYPE_TEXT_EMAIL
@ SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE
@ SDL_TEXTINPUT_TYPE_NUMBER
@ SDL_TEXTINPUT_TYPE_TEXT_NAME
bool SDL_HasKeyboard(void)
void SDL_SetModState(SDL_Keymod modstate)
const char * SDL_GetKeyName(SDL_Keycode key)
SDL_Keycode SDL_GetKeyFromName(const char *name)
bool SDL_ClearComposition(SDL_Window *window)
SDL_Capitalization
@ SDL_CAPITALIZE_LETTERS
@ SDL_CAPITALIZE_SENTENCES
@ SDL_CAPITALIZE_NONE
@ SDL_CAPITALIZE_WORDS
bool SDL_GetTextInputArea(SDL_Window *window, SDL_Rect *rect, int *cursor)
bool SDL_HasScreenKeyboardSupport(void)
SDL_KeyboardID * SDL_GetKeyboards(int *count)
const bool * SDL_GetKeyboardState(int *numkeys)
SDL_Keycode SDL_GetKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate, bool key_event)
const char * SDL_GetScancodeName(SDL_Scancode scancode)
bool SDL_ScreenKeyboardShown(SDL_Window *window)
Uint16 SDL_Keymod
Uint32 SDL_Keycode
Definition SDL_keycode.h:47
Uint32 SDL_PropertiesID
SDL_Scancode
uint32_t Uint32
Definition SDL_stdinc.h:356
struct SDL_Window SDL_Window
Definition SDL_video.h:165