- close
void close()
Releases the SDL library and all resources.
All resources should have been released at this point,
since you won't be able to call any SDL function afterwards.
- firstDisplaySize
SDL_Point firstDisplaySize()
- getCPUCount
int getCPUCount()
- getClipboard
const(char)[] getClipboard()
- getDisplays
SDL2VideoDisplay[] getDisplays()
- getErrorString
const(char)[] getErrorString()
Undocumented in source. Be warned that the author may not have intended to support it.
- getL1LineSize
int getL1LineSize()
- getPlatform
const(char)[] getPlatform()
- getPrefPath
const(char)[] getPrefPath(string orgName, string applicationName)
- getRenderersInfo
SDL2RendererInfo[] getRenderersInfo()
- getVideoDrivers
const(char)[][] getVideoDrivers()
- keyboard
SDL2Keyboard keyboard()
- mouse
SDL2Mouse mouse()
- pollEvent
bool pollEvent(SDL_Event* event)
Get next SDL event.
Input state gets updated and window callbacks are called too.
- processEvents
void processEvents()
Process all pending SDL events.
Input state gets updated. You would typically look at event instead of calling
this function.
- setClipboard
string setClipboard(string s)
- startTextInput
void startTextInput()
- stopTextInput
void stopTextInput()
- subSystemInit
void subSystemInit(int flag)
Initialize a subsystem. By default, all SDL subsystems are uninitialized.
- subSystemInitialized
bool subSystemInitialized(int subSystem)
- throwSDL2Exception
void throwSDL2Exception(string callThatFailed)
Undocumented in source. Be warned that the author may not have intended to support it.
- waitEvent
void waitEvent(SDL_Event* event)
Wait for next SDL event.
Input state gets updated and window callbacks are called too.
- waitEventTimeout
bool waitEventTimeout(SDL_Event* event, int timeoutMs)
Wait for next SDL event, with a timeout.
Input state gets updated and window callbacks are called too.
- wasQuitRequested
bool wasQuitRequested()
Owns both the loader, logging, keyboard state... This object is passed around to other SDL wrapper objects to ensure library loading.