| CRM64Pro GDK v0.16.0 A free cross-platform game development kit built on top of SDL 3.0

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SDL3 Data Definitions

These are some SDL3 structures and data definitions used within the GDK. Links to the official SDL3 wiki are provided below.

All SDL documentation is licensed under Creative Commons Attribution 4.0 International (CC BY 4.0).

- SDL3/SDL_BlendMode

  # SDL_BlendMode

  A set of blend modes used in drawing operations.

  ## Header File

  Defined in <SDL3/SDL_blendmode.h>

  ## Syntax

      typedef Uint32 SDL_BlendMode;

      #define SDL_BLENDMODE_NONE                  0x00000000u /**< no blending: dstRGBA = srcRGBA */
      #define SDL_BLENDMODE_BLEND                 0x00000001u /**< alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)), dstA = srcA + (dstA * (1-srcA)) */
      #define SDL_BLENDMODE_BLEND_PREMULTIPLIED   0x00000010u /**< pre-multiplied alpha blending: dstRGBA = srcRGBA + (dstRGBA * (1-srcA)) */
      #define SDL_BLENDMODE_ADD                   0x00000002u /**< additive blending: dstRGB = (srcRGB * srcA) + dstRGB, dstA = dstA */
      #define SDL_BLENDMODE_ADD_PREMULTIPLIED     0x00000020u /**< pre-multiplied additive blending: dstRGB = srcRGB + dstRGB, dstA = dstA */
      #define SDL_BLENDMODE_MOD                   0x00000004u /**< color modulate: dstRGB = srcRGB * dstRGB, dstA = dstA */
      #define SDL_BLENDMODE_MUL                   0x00000008u /**< color multiply: dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)), dstA = dstA */
      #define SDL_BLENDMODE_INVALID               0x7FFFFFFFu

- SDL3/SDL_Event

  # SDL_Event

  The structure for all events in SDL.

  ## Header File

  Defined in <SDL3/SDL_events.h>

  ## Syntax

      typedef union SDL_Event
      {
          Uint32 type;                            /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
          SDL_CommonEvent common;                 /**< Common event data */
          SDL_DisplayEvent display;               /**< Display event data */
          SDL_WindowEvent window;                 /**< Window event data */
          SDL_KeyboardDeviceEvent kdevice;        /**< Keyboard device change event data */
          SDL_KeyboardEvent key;                  /**< Keyboard event data */
          SDL_TextEditingEvent edit;              /**< Text editing event data */
          SDL_TextEditingCandidatesEvent edit_candidates; /**< Text editing candidates event data */
          SDL_TextInputEvent text;                /**< Text input event data */
          SDL_MouseDeviceEvent mdevice;           /**< Mouse device change event data */
          SDL_MouseMotionEvent motion;            /**< Mouse motion event data */
          SDL_MouseButtonEvent button;            /**< Mouse button event data */
          SDL_MouseWheelEvent wheel;              /**< Mouse wheel event data */
          SDL_JoyDeviceEvent jdevice;             /**< Joystick device change event data */
          SDL_JoyAxisEvent jaxis;                 /**< Joystick axis event data */
          SDL_JoyBallEvent jball;                 /**< Joystick ball event data */
          SDL_JoyHatEvent jhat;                   /**< Joystick hat event data */
          SDL_JoyButtonEvent jbutton;             /**< Joystick button event data */
          SDL_JoyBatteryEvent jbattery;           /**< Joystick battery event data */
          SDL_GamepadDeviceEvent gdevice;         /**< Gamepad device event data */
          SDL_GamepadAxisEvent gaxis;             /**< Gamepad axis event data */
          SDL_GamepadButtonEvent gbutton;         /**< Gamepad button event data */
          SDL_GamepadTouchpadEvent gtouchpad;     /**< Gamepad touchpad event data */
          SDL_GamepadSensorEvent gsensor;         /**< Gamepad sensor event data */
          SDL_AudioDeviceEvent adevice;           /**< Audio device event data */
          SDL_CameraDeviceEvent cdevice;          /**< Camera device event data */
          SDL_SensorEvent sensor;                 /**< Sensor event data */
          SDL_QuitEvent quit;                     /**< Quit request event data */
          SDL_UserEvent user;                     /**< Custom event data */
          SDL_TouchFingerEvent tfinger;           /**< Touch finger event data */
          SDL_PenProximityEvent pproximity;       /**< Pen proximity event data */
          SDL_PenTouchEvent ptouch;               /**< Pen tip touching event data */
          SDL_PenMotionEvent pmotion;             /**< Pen motion event data */
          SDL_PenButtonEvent pbutton;             /**< Pen button event data */
          SDL_PenAxisEvent paxis;                 /**< Pen axis event data */
          SDL_RenderEvent render;                 /**< Render event data */
          SDL_DropEvent drop;                     /**< Drag and drop event data */
          SDL_ClipboardEvent clipboard;           /**< Clipboard event data */

          /* This is necessary for ABI compatibility between Visual C++ and GCC.
             Visual C++ will respect the push pack pragma and use 52 bytes (size of
             SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
             architectures) for this union, and GCC will use the alignment of the
             largest datatype within the union, which is 8 bytes on 64-bit
             architectures.

             So... we'll add padding to force the size to be the same for both.

             On architectures where pointers are 16 bytes, this needs rounding up to
             the next multiple of 16, 64, and on architectures where pointers are
             even larger the size of SDL_UserEvent will dominate as being 3 pointers.
          */
          Uint8 padding[128];
      } SDL_Event;

- SDL3/SDL_Keycode

# SDL_Keycode

The SDL virtual key representation.

## Header File

Defined in <SDL3/SDL_keycode.h>

## Syntax

    typedef Uint32 SDL_Keycode;

    #define SDLK_EXTENDED_MASK          (1u << 29)
    #define SDLK_SCANCODE_MASK          (1u << 30)
    #define SDL_SCANCODE_TO_KEYCODE(X)  (X | SDLK_SCANCODE_MASK)
    #define SDLK_UNKNOWN                0x00000000u /**< 0 */
    #define SDLK_RETURN                 0x0000000du /**< '\r' */
    #define SDLK_ESCAPE                 0x0000001bu /**< '\x1B' */
    #define SDLK_BACKSPACE              0x00000008u /**< '\b' */
    #define SDLK_TAB                    0x00000009u /**< '\t' */
    #define SDLK_SPACE                  0x00000020u /**< ' ' */
    #define SDLK_EXCLAIM                0x00000021u /**< '!' */
    #define SDLK_DBLAPOSTROPHE          0x00000022u /**< '"' */
    #define SDLK_HASH                   0x00000023u /**< '#' */
    #define SDLK_DOLLAR                 0x00000024u /**< '$' */
    #define SDLK_PERCENT                0x00000025u /**< '%' */
    #define SDLK_AMPERSAND              0x00000026u /**< '&' */
    #define SDLK_APOSTROPHE             0x00000027u /**< '\'' */
    #define SDLK_LEFTPAREN              0x00000028u /**< '(' */
    #define SDLK_RIGHTPAREN             0x00000029u /**< ')' */
    #define SDLK_ASTERISK               0x0000002au /**< '*' */
    #define SDLK_PLUS                   0x0000002bu /**< '+' */
    #define SDLK_COMMA                  0x0000002cu /**< ',' */
    #define SDLK_MINUS                  0x0000002du /**< '-' */
    #define SDLK_PERIOD                 0x0000002eu /**< '.' */
    #define SDLK_SLASH                  0x0000002fu /**< '/' */
    #define SDLK_0                      0x00000030u /**< '0' */
    #define SDLK_1                      0x00000031u /**< '1' */
    #define SDLK_2                      0x00000032u /**< '2' */
    #define SDLK_3                      0x00000033u /**< '3' */
    #define SDLK_4                      0x00000034u /**< '4' */
    #define SDLK_5                      0x00000035u /**< '5' */
    #define SDLK_6                      0x00000036u /**< '6' */
    #define SDLK_7                      0x00000037u /**< '7' */
    #define SDLK_8                      0x00000038u /**< '8' */
    #define SDLK_9                      0x00000039u /**< '9' */
    #define SDLK_COLON                  0x0000003au /**< ':' */
    #define SDLK_SEMICOLON              0x0000003bu /**< ';' */
    #define SDLK_LESS                   0x0000003cu /**< '<' */
    #define SDLK_EQUALS                 0x0000003du /**< '=' */
    #define SDLK_GREATER                0x0000003eu /**< '>' */
    #define SDLK_QUESTION               0x0000003fu /**< '?' */
    #define SDLK_AT                     0x00000040u /**< '@' */
    #define SDLK_LEFTBRACKET            0x0000005bu /**< '[' */
    #define SDLK_BACKSLASH              0x0000005cu /**< '\\' */
    #define SDLK_RIGHTBRACKET           0x0000005du /**< ']' */
    #define SDLK_CARET                  0x0000005eu /**< '^' */
    #define SDLK_UNDERSCORE             0x0000005fu /**< '_' */
    #define SDLK_GRAVE                  0x00000060u /**< '`' */
    #define SDLK_A                      0x00000061u /**< 'a' */
    #define SDLK_B                      0x00000062u /**< 'b' */
    #define SDLK_C                      0x00000063u /**< 'c' */
    #define SDLK_D                      0x00000064u /**< 'd' */
    #define SDLK_E                      0x00000065u /**< 'e' */
    #define SDLK_F                      0x00000066u /**< 'f' */
    #define SDLK_G                      0x00000067u /**< 'g' */
    #define SDLK_H                      0x00000068u /**< 'h' */
    #define SDLK_I                      0x00000069u /**< 'i' */
    #define SDLK_J                      0x0000006au /**< 'j' */
    #define SDLK_K                      0x0000006bu /**< 'k' */
    #define SDLK_L                      0x0000006cu /**< 'l' */
    #define SDLK_M                      0x0000006du /**< 'm' */
    #define SDLK_N                      0x0000006eu /**< 'n' */
    #define SDLK_O                      0x0000006fu /**< 'o' */
    #define SDLK_P                      0x00000070u /**< 'p' */
    #define SDLK_Q                      0x00000071u /**< 'q' */
    #define SDLK_R                      0x00000072u /**< 'r' */
    #define SDLK_S                      0x00000073u /**< 's' */
    #define SDLK_T                      0x00000074u /**< 't' */
    #define SDLK_U                      0x00000075u /**< 'u' */
    #define SDLK_V                      0x00000076u /**< 'v' */
    #define SDLK_W                      0x00000077u /**< 'w' */
    #define SDLK_X                      0x00000078u /**< 'x' */
    #define SDLK_Y                      0x00000079u /**< 'y' */
    #define SDLK_Z                      0x0000007au /**< 'z' */
    #define SDLK_LEFTBRACE              0x0000007bu /**< '{' */
    #define SDLK_PIPE                   0x0000007cu /**< '|' */
    #define SDLK_RIGHTBRACE             0x0000007du /**< '}' */
    #define SDLK_TILDE                  0x0000007eu /**< '~' */
    #define SDLK_DELETE                 0x0000007fu /**< '\x7F' */
    #define SDLK_PLUSMINUS              0x000000b1u /**< '\xB1' */
    #define SDLK_CAPSLOCK               0x40000039u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK) */
    #define SDLK_F1                     0x4000003au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1) */
    #define SDLK_F2                     0x4000003bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2) */
    #define SDLK_F3                     0x4000003cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3) */
    #define SDLK_F4                     0x4000003du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4) */
    #define SDLK_F5                     0x4000003eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5) */
    #define SDLK_F6                     0x4000003fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6) */
    #define SDLK_F7                     0x40000040u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7) */
    #define SDLK_F8                     0x40000041u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8) */
    #define SDLK_F9                     0x40000042u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9) */
    #define SDLK_F10                    0x40000043u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10) */
    #define SDLK_F11                    0x40000044u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11) */
    #define SDLK_F12                    0x40000045u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12) */
    #define SDLK_PRINTSCREEN            0x40000046u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN) */
    #define SDLK_SCROLLLOCK             0x40000047u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK) */
    #define SDLK_PAUSE                  0x40000048u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE) */
    #define SDLK_INSERT                 0x40000049u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT) */
    #define SDLK_HOME                   0x4000004au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME) */
    #define SDLK_PAGEUP                 0x4000004bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP) */
    #define SDLK_END                    0x4000004du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END) */
    #define SDLK_PAGEDOWN               0x4000004eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN) */
    #define SDLK_RIGHT                  0x4000004fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT) */
    #define SDLK_LEFT                   0x40000050u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT) */
    #define SDLK_DOWN                   0x40000051u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN) */
    #define SDLK_UP                     0x40000052u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP) */
    #define SDLK_NUMLOCKCLEAR           0x40000053u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR) */
    #define SDLK_KP_DIVIDE              0x40000054u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE) */
    #define SDLK_KP_MULTIPLY            0x40000055u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY) */
    #define SDLK_KP_MINUS               0x40000056u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS) */
    #define SDLK_KP_PLUS                0x40000057u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS) */
    #define SDLK_KP_ENTER               0x40000058u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER) */
    #define SDLK_KP_1                   0x40000059u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1) */
    #define SDLK_KP_2                   0x4000005au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2) */
    #define SDLK_KP_3                   0x4000005bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3) */
    #define SDLK_KP_4                   0x4000005cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4) */
    #define SDLK_KP_5                   0x4000005du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5) */
    #define SDLK_KP_6                   0x4000005eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6) */
    #define SDLK_KP_7                   0x4000005fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7) */
    #define SDLK_KP_8                   0x40000060u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8) */
    #define SDLK_KP_9                   0x40000061u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9) */
    #define SDLK_KP_0                   0x40000062u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0) */
    #define SDLK_KP_PERIOD              0x40000063u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD) */
    #define SDLK_APPLICATION            0x40000065u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION) */
    #define SDLK_POWER                  0x40000066u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER) */
    #define SDLK_KP_EQUALS              0x40000067u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS) */
    #define SDLK_F13                    0x40000068u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13) */
    #define SDLK_F14                    0x40000069u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14) */
    #define SDLK_F15                    0x4000006au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15) */
    #define SDLK_F16                    0x4000006bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16) */
    #define SDLK_F17                    0x4000006cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17) */
    #define SDLK_F18                    0x4000006du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18) */
    #define SDLK_F19                    0x4000006eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19) */
    #define SDLK_F20                    0x4000006fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20) */
    #define SDLK_F21                    0x40000070u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21) */
    #define SDLK_F22                    0x40000071u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22) */
    #define SDLK_F23                    0x40000072u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23) */
    #define SDLK_F24                    0x40000073u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24) */
    #define SDLK_EXECUTE                0x40000074u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE) */
    #define SDLK_HELP                   0x40000075u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP) */
    #define SDLK_MENU                   0x40000076u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU) */
    #define SDLK_SELECT                 0x40000077u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT) */
    #define SDLK_STOP                   0x40000078u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP) */
    #define SDLK_AGAIN                  0x40000079u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN) */
    #define SDLK_UNDO                   0x4000007au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO) */
    #define SDLK_CUT                    0x4000007bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT) */
    #define SDLK_COPY                   0x4000007cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY) */
    #define SDLK_PASTE                  0x4000007du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE) */
    #define SDLK_FIND                   0x4000007eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND) */
    #define SDLK_MUTE                   0x4000007fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE) */
    #define SDLK_VOLUMEUP               0x40000080u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP) */
    #define SDLK_VOLUMEDOWN             0x40000081u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN) */
    #define SDLK_KP_COMMA               0x40000085u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA) */
    #define SDLK_KP_EQUALSAS400         0x40000086u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400) */
    #define SDLK_ALTERASE               0x40000099u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE) */
    #define SDLK_SYSREQ                 0x4000009au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ) */
    #define SDLK_CANCEL                 0x4000009bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL) */
    #define SDLK_CLEAR                  0x4000009cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR) */
    #define SDLK_PRIOR                  0x4000009du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR) */
    #define SDLK_RETURN2                0x4000009eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2) */
    #define SDLK_SEPARATOR              0x4000009fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR) */
    #define SDLK_OUT                    0x400000a0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT) */
    #define SDLK_OPER                   0x400000a1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER) */
    #define SDLK_CLEARAGAIN             0x400000a2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN) */
    #define SDLK_CRSEL                  0x400000a3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL) */
    #define SDLK_EXSEL                  0x400000a4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL) */
    #define SDLK_KP_00                  0x400000b0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00) */
    #define SDLK_KP_000                 0x400000b1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000) */
    #define SDLK_THOUSANDSSEPARATOR     0x400000b2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR) */
    #define SDLK_DECIMALSEPARATOR       0x400000b3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR) */
    #define SDLK_CURRENCYUNIT           0x400000b4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT) */
    #define SDLK_CURRENCYSUBUNIT        0x400000b5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT) */
    #define SDLK_KP_LEFTPAREN           0x400000b6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN) */
    #define SDLK_KP_RIGHTPAREN          0x400000b7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN) */
    #define SDLK_KP_LEFTBRACE           0x400000b8u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE) */
    #define SDLK_KP_RIGHTBRACE          0x400000b9u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE) */
    #define SDLK_KP_TAB                 0x400000bau /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB) */
    #define SDLK_KP_BACKSPACE           0x400000bbu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE) */
    #define SDLK_KP_A                   0x400000bcu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A) */
    #define SDLK_KP_B                   0x400000bdu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B) */
    #define SDLK_KP_C                   0x400000beu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C) */
    #define SDLK_KP_D                   0x400000bfu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D) */
    #define SDLK_KP_E                   0x400000c0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E) */
    #define SDLK_KP_F                   0x400000c1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F) */
    #define SDLK_KP_XOR                 0x400000c2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR) */
    #define SDLK_KP_POWER               0x400000c3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER) */
    #define SDLK_KP_PERCENT             0x400000c4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT) */
    #define SDLK_KP_LESS                0x400000c5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS) */
    #define SDLK_KP_GREATER             0x400000c6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER) */
    #define SDLK_KP_AMPERSAND           0x400000c7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND) */
    #define SDLK_KP_DBLAMPERSAND        0x400000c8u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND) */
    #define SDLK_KP_VERTICALBAR         0x400000c9u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR) */
    #define SDLK_KP_DBLVERTICALBAR      0x400000cau /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR) */
    #define SDLK_KP_COLON               0x400000cbu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON) */
    #define SDLK_KP_HASH                0x400000ccu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH) */
    #define SDLK_KP_SPACE               0x400000cdu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE) */
    #define SDLK_KP_AT                  0x400000ceu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT) */
    #define SDLK_KP_EXCLAM              0x400000cfu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM) */
    #define SDLK_KP_MEMSTORE            0x400000d0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE) */
    #define SDLK_KP_MEMRECALL           0x400000d1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL) */
    #define SDLK_KP_MEMCLEAR            0x400000d2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR) */
    #define SDLK_KP_MEMADD              0x400000d3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD) */
    #define SDLK_KP_MEMSUBTRACT         0x400000d4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT) */
    #define SDLK_KP_MEMMULTIPLY         0x400000d5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY) */
    #define SDLK_KP_MEMDIVIDE           0x400000d6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE) */
    #define SDLK_KP_PLUSMINUS           0x400000d7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS) */
    #define SDLK_KP_CLEAR               0x400000d8u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR) */
    #define SDLK_KP_CLEARENTRY          0x400000d9u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY) */
    #define SDLK_KP_BINARY              0x400000dau /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY) */
    #define SDLK_KP_OCTAL               0x400000dbu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL) */
    #define SDLK_KP_DECIMAL             0x400000dcu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL) */
    #define SDLK_KP_HEXADECIMAL         0x400000ddu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL) */
    #define SDLK_LCTRL                  0x400000e0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL) */
    #define SDLK_LSHIFT                 0x400000e1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT) */
    #define SDLK_LALT                   0x400000e2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT) */
    #define SDLK_LGUI                   0x400000e3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI) */
    #define SDLK_RCTRL                  0x400000e4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL) */
    #define SDLK_RSHIFT                 0x400000e5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT) */
    #define SDLK_RALT                   0x400000e6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT) */
    #define SDLK_RGUI                   0x400000e7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI) */
    #define SDLK_MODE                   0x40000101u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE) */
    #define SDLK_SLEEP                  0x40000102u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP) */
    #define SDLK_WAKE                   0x40000103u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WAKE) */
    #define SDLK_CHANNEL_INCREMENT      0x40000104u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CHANNEL_INCREMENT) */
    #define SDLK_CHANNEL_DECREMENT      0x40000105u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CHANNEL_DECREMENT) */
    #define SDLK_MEDIA_PLAY             0x40000106u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PLAY) */
    #define SDLK_MEDIA_PAUSE            0x40000107u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PAUSE) */
    #define SDLK_MEDIA_RECORD           0x40000108u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_RECORD) */
    #define SDLK_MEDIA_FAST_FORWARD     0x40000109u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_FAST_FORWARD) */
    #define SDLK_MEDIA_REWIND           0x4000010au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_REWIND) */
    #define SDLK_MEDIA_NEXT_TRACK       0x4000010bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_NEXT_TRACK) */
    #define SDLK_MEDIA_PREVIOUS_TRACK   0x4000010cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PREVIOUS_TRACK) */
    #define SDLK_MEDIA_STOP             0x4000010du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_STOP) */
    #define SDLK_MEDIA_EJECT            0x4000010eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_EJECT) */
    #define SDLK_MEDIA_PLAY_PAUSE       0x4000010fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PLAY_PAUSE) */
    #define SDLK_MEDIA_SELECT           0x40000110u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_SELECT) */
    #define SDLK_AC_NEW                 0x40000111u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_NEW) */
    #define SDLK_AC_OPEN                0x40000112u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_OPEN) */
    #define SDLK_AC_CLOSE               0x40000113u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_CLOSE) */
    #define SDLK_AC_EXIT                0x40000114u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_EXIT) */
    #define SDLK_AC_SAVE                0x40000115u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SAVE) */
    #define SDLK_AC_PRINT               0x40000116u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_PRINT) */
    #define SDLK_AC_PROPERTIES          0x40000117u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_PROPERTIES) */
    #define SDLK_AC_SEARCH              0x40000118u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH) */
    #define SDLK_AC_HOME                0x40000119u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME) */
    #define SDLK_AC_BACK                0x4000011au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK) */
    #define SDLK_AC_FORWARD             0x4000011bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD) */
    #define SDLK_AC_STOP                0x4000011cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP) */
    #define SDLK_AC_REFRESH             0x4000011du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH) */
    #define SDLK_AC_BOOKMARKS           0x4000011eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS) */
    #define SDLK_SOFTLEFT               0x4000011fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTLEFT) */
    #define SDLK_SOFTRIGHT              0x40000120u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTRIGHT) */
    #define SDLK_CALL                   0x40000121u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALL) */
    #define SDLK_ENDCALL                0x40000122u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ENDCALL) */
    #define SDLK_LEFT_TAB               0x20000001u /**< Extended key Left Tab */
    #define SDLK_LEVEL5_SHIFT           0x20000002u /**< Extended key Level 5 Shift */
    #define SDLK_MULTI_KEY_COMPOSE      0x20000003u /**< Extended key Multi-key Compose */
    #define SDLK_LMETA                  0x20000004u /**< Extended key Left Meta */
    #define SDLK_RMETA                  0x20000005u /**< Extended key Right Meta */
    #define SDLK_LHYPER                 0x20000006u /**< Extended key Left Hyper */
    #define SDLK_RHYPER                 0x20000007u /**< Extended key Right Hyper */

## Remarks

Values of this type are used to represent keyboard keys using the current layout of the keyboard. These values include Unicode values representing the unmodified character that would be generated by pressing the key, or an `SDLK_*` constant for those keys that do not generate characters.

A special exception is the number keys at the top of the keyboard which map to SDLK_0...SDLK_9 on AZERTY layouts.

Keys with the `SDLK_EXTENDED_MASK` bit set do not map to a scancode or unicode code point.

- SDL3/SDL_Point

  # SDL_Point

  The structure that defines a point (using integers).

  ## Header File

  Defined in <SDL3/SDL_rect.h>

  ## Syntax

      typedef struct SDL_Point
      {
          int x;
          int y;
      } SDL_Point;

- SDL3/SDL_FPoint

  # SDL_FPoint

  The structure that defines a point (using floating point values).

  ## Header File

  Defined in <SDL3/SDL_rect.h>

  ## Syntax

      typedef struct SDL_FPoint
      {
          float x;
          float y;
      } SDL_FPoint;

- SDL3/SDL_Rect

  # SDL_Rect

  A rectangle, with the origin at the upper left (using integers).

  ## Header File

  Defined in <SDL3/SDL_rect.h>

  ## Syntax

      typedef struct SDL_Rect
      {
          int x, y;
          int w, h;
      } SDL_Rect;

- SDL3/SDL_FRect

  # SDL_FRect

  A rectangle stored using floating point values.

  ## Header File

  Defined in <SDL3/SDL_rect.h>

  ## Syntax

      typedef struct SDL_FRect
      {
          float x;
          float y;
          float w;
          float h;
      } SDL_FRect;

- SDL3/SDL_Surface

  # SDL_Surface

  A collection of pixels used in software blitting.

  ## Header File

  Defined in <SDL3/SDL_surface.h>

  ## Syntax

      struct SDL_Surface
      {
          SDL_SurfaceFlags flags;     /**< The flags of the surface, read-only */
          SDL_PixelFormat format;     /**< The format of the surface, read-only */
          int w;                      /**< The width of the surface, read-only. */
          int h;                      /**< The height of the surface, read-only. */
          int pitch;                  /**< The distance in bytes between rows of pixels, read-only */
          void *pixels;               /**< A pointer to the pixels of the surface, the pixels are writeable if non-NULL */

          int refcount;               /**< Application reference count, used when freeing surface */

          void *reserved;             /**< Reserved for internal use */
      };

  ## Remarks

  Pixels are arranged in memory in rows, with the top row first. Each row occupies an amount of memory given by the pitch (sometimes known as the row stride in non-SDL APIs).

  Within each row, pixels are arranged from left to right until the width is reached. Each pixel occupies a number of bits appropriate for its format, with most formats representing each pixel as one or more whole bytes (in some indexed formats, instead multiple pixels are packed into each byte), and a byte order given by the format. After encoding all pixels, any remaining bytes to reach the pitch are used as padding to reach a desired alignment, and have undefined contents.

  When a surface holds YUV format data, the planes are assumed to be contiguous without padding between them, e.g. a 32x32 surface in NV12 format with a pitch of 32 would consist of 32x32 bytes of Y plane followed by 32x16 bytes of UV plane.

  When a surface holds MJPG format data, pixels points at the compressed JPEG image and pitch is the length of that data.

- SDL3/SDL_WindowFlags

  # SDL_WindowFlags

  The flags on a window.

  ## Header File

  Defined in <SDL3/SDL_video.h>

  ## Syntax

      typedef Uint64 SDL_WindowFlags;

      #define SDL_WINDOW_FULLSCREEN           SDL_UINT64_C(0x0000000000000001)    /**< window is in fullscreen mode */
      #define SDL_WINDOW_OPENGL               SDL_UINT64_C(0x0000000000000002)    /**< window usable with OpenGL context */
      #define SDL_WINDOW_OCCLUDED             SDL_UINT64_C(0x0000000000000004)    /**< window is occluded */
      #define SDL_WINDOW_HIDDEN               SDL_UINT64_C(0x0000000000000008)    /**< window is neither mapped onto the desktop nor shown in the taskbar/dock/window list; SDL_ShowWindow() is required for it to become visible */
      #define SDL_WINDOW_BORDERLESS           SDL_UINT64_C(0x0000000000000010)    /**< no window decoration */
      #define SDL_WINDOW_RESIZABLE            SDL_UINT64_C(0x0000000000000020)    /**< window can be resized */
      #define SDL_WINDOW_MINIMIZED            SDL_UINT64_C(0x0000000000000040)    /**< window is minimized */
      #define SDL_WINDOW_MAXIMIZED            SDL_UINT64_C(0x0000000000000080)    /**< window is maximized */
      #define SDL_WINDOW_MOUSE_GRABBED        SDL_UINT64_C(0x0000000000000100)    /**< window has grabbed mouse input */
      #define SDL_WINDOW_INPUT_FOCUS          SDL_UINT64_C(0x0000000000000200)    /**< window has input focus */
      #define SDL_WINDOW_MOUSE_FOCUS          SDL_UINT64_C(0x0000000000000400)    /**< window has mouse focus */
      #define SDL_WINDOW_EXTERNAL             SDL_UINT64_C(0x0000000000000800)    /**< window not created by SDL */
      #define SDL_WINDOW_MODAL                SDL_UINT64_C(0x0000000000001000)    /**< window is modal */
      #define SDL_WINDOW_HIGH_PIXEL_DENSITY   SDL_UINT64_C(0x0000000000002000)    /**< window uses high pixel density back buffer if possible */
      #define SDL_WINDOW_MOUSE_CAPTURE        SDL_UINT64_C(0x0000000000004000)    /**< window has mouse captured (unrelated to MOUSE_GRABBED) */
      #define SDL_WINDOW_MOUSE_RELATIVE_MODE  SDL_UINT64_C(0x0000000000008000)    /**< window has relative mode enabled */
      #define SDL_WINDOW_ALWAYS_ON_TOP        SDL_UINT64_C(0x0000000000010000)    /**< window should always be above others */
      #define SDL_WINDOW_UTILITY              SDL_UINT64_C(0x0000000000020000)    /**< window should be treated as a utility window, not showing in the task bar and window list */
      #define SDL_WINDOW_TOOLTIP              SDL_UINT64_C(0x0000000000040000)    /**< window should be treated as a tooltip and does not get mouse or keyboard focus, requires a parent window */
      #define SDL_WINDOW_POPUP_MENU           SDL_UINT64_C(0x0000000000080000)    /**< window should be treated as a popup menu, requires a parent window */
      #define SDL_WINDOW_KEYBOARD_GRABBED     SDL_UINT64_C(0x0000000000100000)    /**< window has grabbed keyboard input */
      #define SDL_WINDOW_VULKAN               SDL_UINT64_C(0x0000000010000000)    /**< window usable for Vulkan surface */
      #define SDL_WINDOW_METAL                SDL_UINT64_C(0x0000000020000000)    /**< window usable for Metal view */
      #define SDL_WINDOW_TRANSPARENT          SDL_UINT64_C(0x0000000040000000)    /**< window with transparent buffer */
      #define SDL_WINDOW_NOT_FOCUSABLE        SDL_UINT64_C(0x0000000080000000)    /**< window should not be focusable */

  ## Remarks

  These cover a lot of true/false, or on/off, window state. Some of it is immutable after being set through SDL_CreateWindow(), some of it can be changed on existing windows by the app, and some of it might be altered by the user or system outside of the app's control.