Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot
2024-01-08 17:34:23 +00:00
parent e056f52f7d
commit 4942027117
2 changed files with 198 additions and 192 deletions

View File

@@ -240,15 +240,14 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
*
* These are the supported properties:
*
* - `SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER`: the window
* where rendering is displayed
* - `SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER`: the surface
* where rendering is displayed, if you want a software renderer without a
* window
* - `SDL_PROPERTY_RENDERER_CREATE_NAME_STRING`: the name of the
* rendering driver to use, if a specific one is desired
* - `SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`:
* true if you want present synchronized with the refresh rate
* - `SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering
* is displayed
* - `SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER`: the surface where
* rendering is displayed, if you want a software renderer without a window
* - `SDL_PROPERTY_RENDERER_CREATE_NAME_STRING`: the name of the rendering
* driver to use, if a specific one is desired
* - `SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
* present synchronized with the refresh rate
*
* \param props the properties to use
* \returns a valid rendering context or NULL if there was an error; call
@@ -335,10 +334,10 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
*
* - `SDL_PROPERTY_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9
* associated with the renderer
* - `SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device
* associated with the renderer
* - `SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device
* associated with the renderer
* - `SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
* with the renderer
* - `SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
* with the renderer
* - `SDL_PROPERTY_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the
* ID3D12CommandQueue associated with the renderer
*
@@ -454,62 +453,68 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
*
* These are the supported properties:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER`: one of the
* enumerated values in SDL_PixelFormatEnum, defaults to the best RGBA
* format for the renderer
* - `SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER`: one of the
* enumerated values in SDL_TextureAccess, defaults to
* SDL_TEXTUREACCESS_STATIC
* - `SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the
* texture in pixels, required
* - `SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture
* in pixels, required
* - `SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values
* in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
* - `SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values
* in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
* - `SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
* pixels, required
* - `SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
* pixels, required
*
* With the direct3d11 renderer:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`:
* the ID3D11Texture2D associated with the texture, if you want to wrap an
* existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D associated with the U plane of a
* YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D associated with the V plane of a
* YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the
* ID3D11Texture2D associated with the U plane of a YUV texture, if you want
* to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the
* ID3D11Texture2D associated with the V plane of a YUV texture, if you want
* to wrap an existing texture.
*
* With the direct3d12 renderer:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`:
* the ID3D12Resource associated with the texture, if you want to wrap an
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
* associated with the U plane of a YUV texture, if you want to wrap an
* existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
* associated with the V plane of a YUV texture, if you want to wrap an
* existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the
* ID3D12Resource associated with the U plane of a
* YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated with the V plane of a
* YUV texture, if you want to wrap an existing texture.
*
* With the opengl renderer:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`:
* the GLuint texture associated with the texture, if you want to wrap an
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint
* texture associated with the UV plane of an NV12 texture, if you want to
* wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
* associated with the U plane of a YUV texture, if you want to wrap an
* existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture, if you want to wrap an
* existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture associated with the UV plane of
* an NV12 texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated with the U plane of a
* YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated with the V plane of a
* YUV texture, if you want to wrap an existing texture.
*
* With the opengles2 renderer:
*
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture associated with the texture, if
* you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture associated with the texture, if
* you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture associated with the UV plane
* of an NV12 texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture associated with the U plane
* of a YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture associated with the V plane
* of a YUV texture, if you want to wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
* texture associated with the texture, if you want to wrap an existing
* texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
* texture associated with the texture, if you want to wrap an existing
* texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint
* texture associated with the UV plane of an NV12 texture, if you want to
* wrap an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint
* texture associated with the U plane of a YUV texture, if you want to wrap
* an existing texture.
* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint
* texture associated with the V plane of a YUV texture, if you want to wrap
* an existing texture.
*
* \param renderer the rendering context
* \param props the properties to use
@@ -555,47 +560,47 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
*
* With the direct3d11 renderer:
*
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated with the
* texture
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D associated with the
* U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D associated with the
* V plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
* associated with the texture
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
* associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
* associated with the V plane of a YUV texture
*
* With the direct3d12 renderer:
*
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated with the
* texture
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated with the U
* plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated with the V
* plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
* associated with the texture
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
* associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
* associated with the V plane of a YUV texture
*
* With the opengl renderer:
*
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated with the
* texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture associated with the
* UV plane of an NV12 texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated with the
* U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated with the
* V plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT`:
* the texture coordinate width of the texture (0.0 - 1.0)
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT`:
* the texture coordinate height of the texture (0.0 - 1.0)
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
* associated with the UV plane of an NV12 texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
* associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width
* of the texture (0.0 - 1.0)
* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height
* of the texture (0.0 - 1.0)
*
* With the opengles2 renderer:
*
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture associated with the
* texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture associated with
* the UV plane of an NV12 texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture associated with
* the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture associated with
* the V plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
* associated with the UV plane of an NV12 texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
* associated with the U plane of a YUV texture
* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture
*
* \param texture the texture to query
* \returns a valid property ID on success or 0 on failure; call

View File

@@ -809,57 +809,53 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
*
* These are the supported properties:
*
* - `SDL_PROPERTY_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`:
* true if the window should be always on top
* - `SDL_PROPERTY_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if
* the window has no window decoration
* - `SDL_PROPERTY_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the
* window should accept keyboard input (defaults true)
* - `SDL_PROPERTY_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if
* the window should start in fullscreen mode at desktop resolution
* - `SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the
* window
* - `SDL_PROPERTY_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the
* window should start hidden
* - `SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the window uses a high pixel density
* buffer if possible
* - `SDL_PROPERTY_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the
* window should start maximized
* - `SDL_PROPERTY_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is
* a popup menu
* - `SDL_PROPERTY_WINDOW_CREATE_METAL_BOOLEAN`: true if the window
* will be used with Metal rendering
* - `SDL_PROPERTY_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the
* window should start minimized
* - `SDL_PROPERTY_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`:
* true if the window starts with grabbed mouse focus
* - `SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the
* window will be used with OpenGL rendering
* - `SDL_PROPERTY_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window
* that will be the parent of this window, required for windows with the
* "toolip" and "menu" properties
* - `SDL_PROPERTY_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the
* window should be resizable
* - `SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING`: the title of the
* window, in UTF-8 encoding
* - `SDL_PROPERTY_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if
* the window show transparent in the areas with alpha of 0
* - `SDL_PROPERTY_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the
* window is a tooltip
* - `SDL_PROPERTY_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the
* window is a utility window, not showing in the task bar and window list
* - `SDL_PROPERTY_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the
* window will be used with Vulkan rendering
* - `SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER`: the width of the
* window
* - `SDL_PROPERTY_WINDOW_CREATE_X_NUMBER`: the x position of the
* window, or `SDL_WINDOWPOS_CENTERED`, defaults to
* `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for windows
* with the "parent" property set.
* - `SDL_PROPERTY_WINDOW_CREATE_Y_NUMBER`: the y position of the
* window, or `SDL_WINDOWPOS_CENTERED`, defaults to
* `SDL_WINDOWPOS_UNDEFINED`. This is relative to the parent for windows
* with the "parent" property set.
* - `SDL_PROPERTY_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window
* should be always on top
* - `SDL_PROPERTY_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has
* no window decoration
* - `SDL_PROPERTY_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should
* accept keyboard input (defaults true)
* - `SDL_PROPERTY_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window
* should start in fullscreen mode at desktop resolution
* - `SDL_PROPERTY_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window
* - `SDL_PROPERTY_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should
* start hidden
* - `SDL_PROPERTY_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the
* window uses a high pixel density buffer if possible
* - `SDL_PROPERTY_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should
* start maximized
* - `SDL_PROPERTY_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup
* menu
* - `SDL_PROPERTY_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be
* used with Metal rendering
* - `SDL_PROPERTY_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should
* start minimized
* - `SDL_PROPERTY_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window
* starts with grabbed mouse focus
* - `SDL_PROPERTY_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be
* used with OpenGL rendering
* - `SDL_PROPERTY_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be
* the parent of this window, required for windows with the "toolip" and
* "menu" properties
* - `SDL_PROPERTY_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should
* be resizable
* - `SDL_PROPERTY_WINDOW_CREATE_TITLE_STRING`: the title of the window, in
* UTF-8 encoding
* - `SDL_PROPERTY_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show
* transparent in the areas with alpha of 0
* - `SDL_PROPERTY_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a
* tooltip
* - `SDL_PROPERTY_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a
* utility window, not showing in the task bar and window list
* - `SDL_PROPERTY_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be
* used with Vulkan rendering
* - `SDL_PROPERTY_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window
* - `SDL_PROPERTY_WINDOW_CREATE_X_NUMBER`: the x position of the window, or
* `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is
* relative to the parent for windows with the "parent" property set.
* - `SDL_PROPERTY_WINDOW_CREATE_Y_NUMBER`: the y position of the window, or
* `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is
* relative to the parent for windows with the "parent" property set.
*
* These are additional supported properties on macOS:
*
@@ -872,16 +868,15 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, in
*
* These are additional supported properties on Windows:
*
* - `SDL_PROPERTY_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND
* associated with the window, if you want to wrap an existing window.
* - `SDL_PROPERTY_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional, another window to share pixel
* format with, useful for OpenGL windows
* - `SDL_PROPERTY_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with
* the window, if you want to wrap an existing window.
* - `SDL_PROPERTY_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional,
* another window to share pixel format with, useful for OpenGL windows
*
* These are additional supported properties with X11:
*
* - `SDL_PROPERTY_WINDOW_CREATE_X11_WINDOW_NUMBER`: the X11
* Window associated with the window, if you want to wrap an existing
* window.
* - `SDL_PROPERTY_WINDOW_CREATE_X11_WINDOW_NUMBER`: the X11 Window associated
* with the window, if you want to wrap an existing window.
*
* The window is implicitly shown if the "hidden" property is not set.
*
@@ -981,52 +976,56 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
*
* On Android:
*
* - `SDL_PROPERTY_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow associated with the
* window
* - `SDL_PROPERTY_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated with the window
* - `SDL_PROPERTY_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow
* associated with the window
* - `SDL_PROPERTY_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated
* with the window
*
* On iOS:
*
* - `SDL_PROPERTY_WINDOW_UIKIT_WINDOW_POINTER`:
* the `(__unsafe_unretained)` UIWindow associated with the window
* - `SDL_PROPERTY_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag assocated with
* metal views on the window
* - `SDL_PROPERTY_WINDOW_UIKIT_WINDOW_POINTER`: the `(__unsafe_unretained)`
* UIWindow associated with the window
* - `SDL_PROPERTY_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
* assocated with metal views on the window
*
* On KMS/DRM:
*
* - `SDL_PROPERTY_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index associated with the
* window (e.g. the X in /dev/dri/cardX)
* - `SDL_PROPERTY_WINDOW_KMSDRM_DRM_FD_NUMBER`:
* the DRM FD associated with the window
* - `SDL_PROPERTY_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device associated with the window
* - `SDL_PROPERTY_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index
* associated with the window (e.g. the X in /dev/dri/cardX)
* - `SDL_PROPERTY_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with
* the window
* - `SDL_PROPERTY_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device
* associated with the window
*
* On macOS:
*
* - `SDL_PROPERTY_WINDOW_COCOA_WINDOW_POINTER`:
* the `(__unsafe_unretained)` NSWindow associated with the window
* - `SDL_PROPERTY_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER`: the NSInteger tag assocated with
* metal views on the window
* - `SDL_PROPERTY_WINDOW_COCOA_WINDOW_POINTER`: the `(__unsafe_unretained)`
* NSWindow associated with the window
* - `SDL_PROPERTY_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
* assocated with metal views on the window
*
* On Vivante:
*
* - `SDL_PROPERTY_WINDOW_VIVANTE_DISPLAY_POINTER`: the EGLNativeDisplayType associated with
* the window
* - `SDL_PROPERTY_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType associated with
* the window
* - `SDL_PROPERTY_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated with the window
* - `SDL_PROPERTY_WINDOW_VIVANTE_DISPLAY_POINTER`: the EGLNativeDisplayType
* associated with the window
* - `SDL_PROPERTY_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType
* associated with the window
* - `SDL_PROPERTY_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated
* with the window
*
* On UWP:
*
* - `SDL_PROPERTY_WINDOW_WINRT_WINDOW_POINTER`:
* the IInspectable CoreWindow associated with the window
* - `SDL_PROPERTY_WINDOW_WINRT_WINDOW_POINTER`: the IInspectable CoreWindow
* associated with the window
*
* On Windows:
*
* - `SDL_PROPERTY_WINDOW_WIN32_HWND_POINTER`: the
* HWND associated with the window
* - `SDL_PROPERTY_WINDOW_WIN32_HDC_POINTER`: the HDC
* associated with the window
* - `SDL_PROPERTY_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated with the window
* - `SDL_PROPERTY_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the
* window
* - `SDL_PROPERTY_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the
* window
* - `SDL_PROPERTY_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated
* with the window
*
* On Wayland:
*
@@ -1034,29 +1033,31 @@ extern DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
* show/hide calls. They will be null if the window is hidden and must be
* queried each time it is shown.
*
* - `SDL_PROPERTY_WINDOW_WAYLAND_REGISTRY_POINTER`: the wl_registry associated with the
* window
* - `SDL_PROPERTY_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window associated with the
* window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface associated with the
* window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role associated
* - `SDL_PROPERTY_WINDOW_WAYLAND_REGISTRY_POINTER`: the wl_registry
* associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated
* with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role associated with the
* window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_POSITIONER_POINTER`: the xdg_positioner associated with
* the window, in popup mode
* - `SDL_PROPERTY_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated
* with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window
* associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface
* associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role
* associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role
* associated with the window
* - `SDL_PROPERTY_WINDOW_WAYLAND_XDG_POSITIONER_POINTER`: the xdg_positioner
* associated with the window, in popup mode
*
* On X11:
*
* - `SDL_PROPERTY_WINDOW_X11_DISPLAY_POINTER`: the
* X11 Display associated with the window
* - `SDL_PROPERTY_WINDOW_X11_SCREEN_NUMBER`: the
* screen number associated with the window
* - `SDL_PROPERTY_WINDOW_X11_WINDOW_NUMBER`: the
* X11 Window associated with the window
* - `SDL_PROPERTY_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated
* with the window
* - `SDL_PROPERTY_WINDOW_X11_SCREEN_NUMBER`: the screen number associated
* with the window
* - `SDL_PROPERTY_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with
* the window
*
* \param window the window to query
* \returns a valid property ID on success or 0 on failure; call