diff SDL3/SDL_system.h @ 1:20d02a178406 default tip

*: check in everything else yay
author Paper <paper@tflc.us>
date Mon, 05 Jan 2026 02:15:46 -0500
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/SDL3/SDL_system.h	Mon Jan 05 02:15:46 2026 -0500
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+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * # CategorySystem
+ *
+ * Platform-specific SDL API functions. These are functions that deal with
+ * needs of specific operating systems, that didn't make sense to offer as
+ * platform-independent, generic APIs.
+ *
+ * Most apps can make do without these functions, but they can be useful for
+ * integrating with other parts of a specific system, adding platform-specific
+ * polish to an app, or solving problems that only affect one target.
+ */
+
+#ifndef SDL_system_h_
+#define SDL_system_h_
+
+#include <SDL3/SDL_stdinc.h>
+#include <SDL3/SDL_error.h>
+#include <SDL3/SDL_keyboard.h>
+#include <SDL3/SDL_video.h>
+
+#include <SDL3/SDL_begin_code.h>
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/*
+ * Platform specific functions for Windows
+ */
+#if defined(SDL_PLATFORM_WINDOWS)
+
+typedef struct tagMSG MSG;
+
+/**
+ * A callback to be used with SDL_SetWindowsMessageHook.
+ *
+ * This callback may modify the message, and should return true if the message
+ * should continue to be processed, or false to prevent further processing.
+ *
+ * As this is processing a message directly from the Windows event loop, this
+ * callback should do the minimum required work and return quickly.
+ *
+ * \param userdata the app-defined pointer provided to
+ *                 SDL_SetWindowsMessageHook.
+ * \param msg a pointer to a Win32 event structure to process.
+ * \returns true to let event continue on, false to drop it.
+ *
+ * \threadsafety This may only be called (by SDL) from the thread handling the
+ *               Windows event loop.
+ *
+ * \since This datatype is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetWindowsMessageHook
+ * \sa SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP
+ */
+typedef bool (SDLCALL *SDL_WindowsMessageHook)(void *userdata, MSG *msg);
+
+/**
+ * Set a callback for every Windows message, run before TranslateMessage().
+ *
+ * The callback may modify the message, and should return true if the message
+ * should continue to be processed, or false to prevent further processing.
+ *
+ * \param callback the SDL_WindowsMessageHook function to call.
+ * \param userdata a pointer to pass to every iteration of `callback`.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_WindowsMessageHook
+ * \sa SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata);
+
+#endif /* defined(SDL_PLATFORM_WINDOWS) */
+
+#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK)
+
+/**
+ * Get the D3D9 adapter index that matches the specified display.
+ *
+ * The returned adapter index can be passed to `IDirect3D9::CreateDevice` and
+ * controls on which monitor a full screen application will appear.
+ *
+ * \param displayID the instance of the display to query.
+ * \returns the D3D9 adapter index on success or -1 on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC int SDLCALL SDL_GetDirect3D9AdapterIndex(SDL_DisplayID displayID);
+
+/**
+ * Get the DXGI Adapter and Output indices for the specified display.
+ *
+ * The DXGI Adapter and Output indices can be passed to `EnumAdapters` and
+ * `EnumOutputs` respectively to get the objects required to create a DX10 or
+ * DX11 device and swap chain.
+ *
+ * \param displayID the instance of the display to query.
+ * \param adapterIndex a pointer to be filled in with the adapter index.
+ * \param outputIndex a pointer to be filled in with the output index.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetDXGIOutputInfo(SDL_DisplayID displayID, int *adapterIndex, int *outputIndex);
+
+#endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) */
+
+
+/*
+ * Platform specific functions for UNIX
+ */
+
+/* this is defined in Xlib's headers, just need a simple declaration here. */
+typedef union _XEvent XEvent;
+
+/**
+ * A callback to be used with SDL_SetX11EventHook.
+ *
+ * This callback may modify the event, and should return true if the event
+ * should continue to be processed, or false to prevent further processing.
+ *
+ * As this is processing an event directly from the X11 event loop, this
+ * callback should do the minimum required work and return quickly.
+ *
+ * \param userdata the app-defined pointer provided to SDL_SetX11EventHook.
+ * \param xevent a pointer to an Xlib XEvent union to process.
+ * \returns true to let event continue on, false to drop it.
+ *
+ * \threadsafety This may only be called (by SDL) from the thread handling the
+ *               X11 event loop.
+ *
+ * \since This datatype is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetX11EventHook
+ */
+typedef bool (SDLCALL *SDL_X11EventHook)(void *userdata, XEvent *xevent);
+
+/**
+ * Set a callback for every X11 event.
+ *
+ * The callback may modify the event, and should return true if the event
+ * should continue to be processed, or false to prevent further processing.
+ *
+ * \param callback the SDL_X11EventHook function to call.
+ * \param userdata a pointer to pass to every iteration of `callback`.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_SetX11EventHook(SDL_X11EventHook callback, void *userdata);
+
+/* Platform specific functions for Linux*/
+#ifdef SDL_PLATFORM_LINUX
+
+/**
+ * Sets the UNIX nice value for a thread.
+ *
+ * This uses setpriority() if possible, and RealtimeKit if available.
+ *
+ * \param threadID the Unix thread ID to change priority of.
+ * \param priority the new, Unix-specific, priority value.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetLinuxThreadPriority(Sint64 threadID, int priority);
+
+/**
+ * Sets the priority (not nice level) and scheduling policy for a thread.
+ *
+ * This uses setpriority() if possible, and RealtimeKit if available.
+ *
+ * \param threadID the Unix thread ID to change priority of.
+ * \param sdlPriority the new SDL_ThreadPriority value.
+ * \param schedPolicy the new scheduling policy (SCHED_FIFO, SCHED_RR,
+ *                    SCHED_OTHER, etc...).
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetLinuxThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy);
+
+#endif /* SDL_PLATFORM_LINUX */
+
+/*
+ * Platform specific functions for iOS
+ */
+#ifdef SDL_PLATFORM_IOS
+
+/**
+ * The prototype for an Apple iOS animation callback.
+ *
+ * This datatype is only useful on Apple iOS.
+ *
+ * After passing a function pointer of this type to
+ * SDL_SetiOSAnimationCallback, the system will call that function pointer at
+ * a regular interval.
+ *
+ * \param userdata what was passed as `callbackParam` to
+ *                 SDL_SetiOSAnimationCallback as `callbackParam`.
+ *
+ * \since This datatype is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetiOSAnimationCallback
+ */
+typedef void (SDLCALL *SDL_iOSAnimationCallback)(void *userdata);
+
+/**
+ * Use this function to set the animation callback on Apple iOS.
+ *
+ * The function prototype for `callback` is:
+ *
+ * ```c
+ * void callback(void *callbackParam);
+ * ```
+ *
+ * Where its parameter, `callbackParam`, is what was passed as `callbackParam`
+ * to SDL_SetiOSAnimationCallback().
+ *
+ * This function is only available on Apple iOS.
+ *
+ * For more information see:
+ *
+ * https://wiki.libsdl.org/SDL3/README-ios
+ *
+ * Note that if you use the "main callbacks" instead of a standard C `main`
+ * function, you don't have to use this API, as SDL will manage this for you.
+ *
+ * Details on main callbacks are here:
+ *
+ * https://wiki.libsdl.org/SDL3/README-main-functions
+ *
+ * \param window the window for which the animation callback should be set.
+ * \param interval the number of frames after which **callback** will be
+ *                 called.
+ * \param callback the function to call for every frame.
+ * \param callbackParam a pointer that is passed to `callback`.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetiOSEventPump
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetiOSAnimationCallback(SDL_Window *window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam);
+
+/**
+ * Use this function to enable or disable the SDL event pump on Apple iOS.
+ *
+ * This function is only available on Apple iOS.
+ *
+ * \param enabled true to enable the event pump, false to disable it.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetiOSAnimationCallback
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_SetiOSEventPump(bool enabled);
+
+#endif /* SDL_PLATFORM_IOS */
+
+
+/*
+ * Platform specific functions for Android
+ */
+#ifdef SDL_PLATFORM_ANDROID
+
+/**
+ * Get the Android Java Native Interface Environment of the current thread.
+ *
+ * This is the JNIEnv one needs to access the Java virtual machine from native
+ * code, and is needed for many Android APIs to be usable from C.
+ *
+ * The prototype of the function in SDL's code actually declare a void* return
+ * type, even if the implementation returns a pointer to a JNIEnv. The
+ * rationale being that the SDL headers can avoid including jni.h.
+ *
+ * \returns a pointer to Java native interface object (JNIEnv) to which the
+ *          current thread is attached, or NULL on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetAndroidActivity
+ */
+extern SDL_DECLSPEC void * SDLCALL SDL_GetAndroidJNIEnv(void);
+
+/**
+ * Retrieve the Java instance of the Android activity class.
+ *
+ * The prototype of the function in SDL's code actually declares a void*
+ * return type, even if the implementation returns a jobject. The rationale
+ * being that the SDL headers can avoid including jni.h.
+ *
+ * The jobject returned by the function is a local reference and must be
+ * released by the caller. See the PushLocalFrame() and PopLocalFrame() or
+ * DeleteLocalRef() functions of the Java native interface:
+ *
+ * https://docs.oracle.com/javase/1.5.0/docs/guide/jni/spec/functions.html
+ *
+ * \returns the jobject representing the instance of the Activity class of the
+ *          Android application, or NULL on failure; call SDL_GetError() for
+ *          more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetAndroidJNIEnv
+ */
+extern SDL_DECLSPEC void * SDLCALL SDL_GetAndroidActivity(void);
+
+/**
+ * Query Android API level of the current device.
+ *
+ * - API level 35: Android 15 (VANILLA_ICE_CREAM)
+ * - API level 34: Android 14 (UPSIDE_DOWN_CAKE)
+ * - API level 33: Android 13 (TIRAMISU)
+ * - API level 32: Android 12L (S_V2)
+ * - API level 31: Android 12 (S)
+ * - API level 30: Android 11 (R)
+ * - API level 29: Android 10 (Q)
+ * - API level 28: Android 9 (P)
+ * - API level 27: Android 8.1 (O_MR1)
+ * - API level 26: Android 8.0 (O)
+ * - API level 25: Android 7.1 (N_MR1)
+ * - API level 24: Android 7.0 (N)
+ * - API level 23: Android 6.0 (M)
+ * - API level 22: Android 5.1 (LOLLIPOP_MR1)
+ * - API level 21: Android 5.0 (LOLLIPOP, L)
+ * - API level 20: Android 4.4W (KITKAT_WATCH)
+ * - API level 19: Android 4.4 (KITKAT)
+ * - API level 18: Android 4.3 (JELLY_BEAN_MR2)
+ * - API level 17: Android 4.2 (JELLY_BEAN_MR1)
+ * - API level 16: Android 4.1 (JELLY_BEAN)
+ * - API level 15: Android 4.0.3 (ICE_CREAM_SANDWICH_MR1)
+ * - API level 14: Android 4.0 (ICE_CREAM_SANDWICH)
+ * - API level 13: Android 3.2 (HONEYCOMB_MR2)
+ * - API level 12: Android 3.1 (HONEYCOMB_MR1)
+ * - API level 11: Android 3.0 (HONEYCOMB)
+ * - API level 10: Android 2.3.3 (GINGERBREAD_MR1)
+ *
+ * \returns the Android API level.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC int SDLCALL SDL_GetAndroidSDKVersion(void);
+
+/**
+ * Query if the application is running on a Chromebook.
+ *
+ * \returns true if this is a Chromebook, false otherwise.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_IsChromebook(void);
+
+/**
+ * Query if the application is running on a Samsung DeX docking station.
+ *
+ * \returns true if this is a DeX docking station, false otherwise.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_IsDeXMode(void);
+
+/**
+ * Trigger the Android system back button behavior.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_SendAndroidBackButton(void);
+
+/**
+ * See the official Android developer guide for more information:
+ * http://developer.android.com/guide/topics/data/data-storage.html
+ *
+ * \since This macro is available since SDL 3.2.0.
+ */
+#define SDL_ANDROID_EXTERNAL_STORAGE_READ   0x01
+
+/**
+ * See the official Android developer guide for more information:
+ * http://developer.android.com/guide/topics/data/data-storage.html
+ *
+ * \since This macro is available since SDL 3.2.0.
+ */
+#define SDL_ANDROID_EXTERNAL_STORAGE_WRITE  0x02
+
+/**
+ * Get the path used for internal storage for this Android application.
+ *
+ * This path is unique to your application and cannot be written to by other
+ * applications.
+ *
+ * Your internal storage path is typically:
+ * `/data/data/your.app.package/files`.
+ *
+ * This is a C wrapper over `android.content.Context.getFilesDir()`:
+ *
+ * https://developer.android.com/reference/android/content/Context#getFilesDir()
+ *
+ * \returns the path used for internal storage or NULL on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetAndroidExternalStoragePath
+ * \sa SDL_GetAndroidCachePath
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetAndroidInternalStoragePath(void);
+
+/**
+ * Get the current state of external storage for this Android application.
+ *
+ * The current state of external storage, a bitmask of these values:
+ * `SDL_ANDROID_EXTERNAL_STORAGE_READ`, `SDL_ANDROID_EXTERNAL_STORAGE_WRITE`.
+ *
+ * If external storage is currently unavailable, this will return 0.
+ *
+ * \returns the current state of external storage, or 0 if external storage is
+ *          currently unavailable.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetAndroidExternalStoragePath
+ */
+extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetAndroidExternalStorageState(void);
+
+/**
+ * Get the path used for external storage for this Android application.
+ *
+ * This path is unique to your application, but is public and can be written
+ * to by other applications.
+ *
+ * Your external storage path is typically:
+ * `/storage/sdcard0/Android/data/your.app.package/files`.
+ *
+ * This is a C wrapper over `android.content.Context.getExternalFilesDir()`:
+ *
+ * https://developer.android.com/reference/android/content/Context#getExternalFilesDir()
+ *
+ * \returns the path used for external storage for this application on success
+ *          or NULL on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetAndroidExternalStorageState
+ * \sa SDL_GetAndroidInternalStoragePath
+ * \sa SDL_GetAndroidCachePath
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetAndroidExternalStoragePath(void);
+
+/**
+ * Get the path used for caching data for this Android application.
+ *
+ * This path is unique to your application, but is public and can be written
+ * to by other applications.
+ *
+ * Your cache path is typically: `/data/data/your.app.package/cache/`.
+ *
+ * This is a C wrapper over `android.content.Context.getCacheDir()`:
+ *
+ * https://developer.android.com/reference/android/content/Context#getCacheDir()
+ *
+ * \returns the path used for caches for this application on success or NULL
+ *          on failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetAndroidInternalStoragePath
+ * \sa SDL_GetAndroidExternalStoragePath
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetAndroidCachePath(void);
+
+/**
+ * Callback that presents a response from a SDL_RequestAndroidPermission call.
+ *
+ * \param userdata an app-controlled pointer that is passed to the callback.
+ * \param permission the Android-specific permission name that was requested.
+ * \param granted true if permission is granted, false if denied.
+ *
+ * \since This datatype is available since SDL 3.2.0.
+ *
+ * \sa SDL_RequestAndroidPermission
+ */
+typedef void (SDLCALL *SDL_RequestAndroidPermissionCallback)(void *userdata, const char *permission, bool granted);
+
+/**
+ * Request permissions at runtime, asynchronously.
+ *
+ * You do not need to call this for built-in functionality of SDL; recording
+ * from a microphone or reading images from a camera, using standard SDL APIs,
+ * will manage permission requests for you.
+ *
+ * This function never blocks. Instead, the app-supplied callback will be
+ * called when a decision has been made. This callback may happen on a
+ * different thread, and possibly much later, as it might wait on a user to
+ * respond to a system dialog. If permission has already been granted for a
+ * specific entitlement, the callback will still fire, probably on the current
+ * thread and before this function returns.
+ *
+ * If the request submission fails, this function returns -1 and the callback
+ * will NOT be called, but this should only happen in catastrophic conditions,
+ * like memory running out. Normally there will be a yes or no to the request
+ * through the callback.
+ *
+ * For the `permission` parameter, choose a value from here:
+ *
+ * https://developer.android.com/reference/android/Manifest.permission
+ *
+ * \param permission the permission to request.
+ * \param cb the callback to trigger when the request has a response.
+ * \param userdata an app-controlled pointer that is passed to the callback.
+ * \returns true if the request was submitted, false if there was an error
+ *          submitting. The result of the request is only ever reported
+ *          through the callback, not this return value.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RequestAndroidPermission(const char *permission, SDL_RequestAndroidPermissionCallback cb, void *userdata);
+
+/**
+ * Shows an Android toast notification.
+ *
+ * Toasts are a sort of lightweight notification that are unique to Android.
+ *
+ * https://developer.android.com/guide/topics/ui/notifiers/toasts
+ *
+ * Shows toast in UI thread.
+ *
+ * For the `gravity` parameter, choose a value from here, or -1 if you don't
+ * have a preference:
+ *
+ * https://developer.android.com/reference/android/view/Gravity
+ *
+ * \param message text message to be shown.
+ * \param duration 0=short, 1=long.
+ * \param gravity where the notification should appear on the screen.
+ * \param xoffset set this parameter only when gravity >=0.
+ * \param yoffset set this parameter only when gravity >=0.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_ShowAndroidToast(const char *message, int duration, int gravity, int xoffset, int yoffset);
+
+/**
+ * Send a user command to SDLActivity.
+ *
+ * Override "boolean onUnhandledMessage(Message msg)" to handle the message.
+ *
+ * \param command user command that must be greater or equal to 0x8000.
+ * \param param user parameter.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SendAndroidMessage(Uint32 command, int param);
+
+#endif /* SDL_PLATFORM_ANDROID */
+
+/**
+ * Query if the current device is a tablet.
+ *
+ * If SDL can't determine this, it will return false.
+ *
+ * \returns true if the device is a tablet, false otherwise.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_IsTablet(void);
+
+/**
+ * Query if the current device is a TV.
+ *
+ * If SDL can't determine this, it will return false.
+ *
+ * \returns true if the device is a TV, false otherwise.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_IsTV(void);
+
+/**
+ * Application sandbox environment.
+ *
+ * \since This enum is available since SDL 3.2.0.
+ */
+typedef enum SDL_Sandbox
+{
+    SDL_SANDBOX_NONE = 0,
+    SDL_SANDBOX_UNKNOWN_CONTAINER,
+    SDL_SANDBOX_FLATPAK,
+    SDL_SANDBOX_SNAP,
+    SDL_SANDBOX_MACOS
+} SDL_Sandbox;
+
+/**
+ * Get the application sandbox environment, if any.
+ *
+ * \returns the application sandbox environment or SDL_SANDBOX_NONE if the
+ *          application is not running in a sandbox environment.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_Sandbox SDLCALL SDL_GetSandbox(void);
+
+
+/* Functions used by iOS app delegates to notify SDL about state changes. */
+
+/**
+ * Let iOS apps with external event handling report
+ * onApplicationWillTerminate.
+ *
+ * This functions allows iOS apps that have their own event handling to hook
+ * into SDL to generate SDL events. This maps directly to an iOS-specific
+ * event, but since it doesn't do anything iOS-specific internally, it is
+ * available on all platforms, in case it might be useful for some specific
+ * paradigm. Most apps do not need to use this directly; SDL's internal event
+ * code will handle all this for windows created by SDL_CreateWindow!
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillTerminate(void);
+
+/**
+ * Let iOS apps with external event handling report
+ * onApplicationDidReceiveMemoryWarning.
+ *
+ * This functions allows iOS apps that have their own event handling to hook
+ * into SDL to generate SDL events. This maps directly to an iOS-specific
+ * event, but since it doesn't do anything iOS-specific internally, it is
+ * available on all platforms, in case it might be useful for some specific
+ * paradigm. Most apps do not need to use this directly; SDL's internal event
+ * code will handle all this for windows created by SDL_CreateWindow!
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidReceiveMemoryWarning(void);
+
+/**
+ * Let iOS apps with external event handling report
+ * onApplicationWillResignActive.
+ *
+ * This functions allows iOS apps that have their own event handling to hook
+ * into SDL to generate SDL events. This maps directly to an iOS-specific
+ * event, but since it doesn't do anything iOS-specific internally, it is
+ * available on all platforms, in case it might be useful for some specific
+ * paradigm. Most apps do not need to use this directly; SDL's internal event
+ * code will handle all this for windows created by SDL_CreateWindow!
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillEnterBackground(void);
+
+/**
+ * Let iOS apps with external event handling report
+ * onApplicationDidEnterBackground.
+ *
+ * This functions allows iOS apps that have their own event handling to hook
+ * into SDL to generate SDL events. This maps directly to an iOS-specific
+ * event, but since it doesn't do anything iOS-specific internally, it is
+ * available on all platforms, in case it might be useful for some specific
+ * paradigm. Most apps do not need to use this directly; SDL's internal event
+ * code will handle all this for windows created by SDL_CreateWindow!
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidEnterBackground(void);
+
+/**
+ * Let iOS apps with external event handling report
+ * onApplicationWillEnterForeground.
+ *
+ * This functions allows iOS apps that have their own event handling to hook
+ * into SDL to generate SDL events. This maps directly to an iOS-specific
+ * event, but since it doesn't do anything iOS-specific internally, it is
+ * available on all platforms, in case it might be useful for some specific
+ * paradigm. Most apps do not need to use this directly; SDL's internal event
+ * code will handle all this for windows created by SDL_CreateWindow!
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillEnterForeground(void);
+
+/**
+ * Let iOS apps with external event handling report
+ * onApplicationDidBecomeActive.
+ *
+ * This functions allows iOS apps that have their own event handling to hook
+ * into SDL to generate SDL events. This maps directly to an iOS-specific
+ * event, but since it doesn't do anything iOS-specific internally, it is
+ * available on all platforms, in case it might be useful for some specific
+ * paradigm. Most apps do not need to use this directly; SDL's internal event
+ * code will handle all this for windows created by SDL_CreateWindow!
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidEnterForeground(void);
+
+#ifdef SDL_PLATFORM_IOS
+
+/**
+ * Let iOS apps with external event handling report
+ * onApplicationDidChangeStatusBarOrientation.
+ *
+ * This functions allows iOS apps that have their own event handling to hook
+ * into SDL to generate SDL events. This maps directly to an iOS-specific
+ * event, but since it doesn't do anything iOS-specific internally, it is
+ * available on all platforms, in case it might be useful for some specific
+ * paradigm. Most apps do not need to use this directly; SDL's internal event
+ * code will handle all this for windows created by SDL_CreateWindow!
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidChangeStatusBarOrientation(void);
+#endif
+
+/*
+ * Functions used only by GDK
+ */
+#ifdef SDL_PLATFORM_GDK
+typedef struct XTaskQueueObject *XTaskQueueHandle;
+typedef struct XUser *XUserHandle;
+
+/**
+ * Gets a reference to the global async task queue handle for GDK,
+ * initializing if needed.
+ *
+ * Once you are done with the task queue, you should call
+ * XTaskQueueCloseHandle to reduce the reference count to avoid a resource
+ * leak.
+ *
+ * \param outTaskQueue a pointer to be filled in with task queue handle.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetGDKTaskQueue(XTaskQueueHandle *outTaskQueue);
+
+/**
+ * Gets a reference to the default user handle for GDK.
+ *
+ * This is effectively a synchronous version of XUserAddAsync, which always
+ * prefers the default user and allows a sign-in UI.
+ *
+ * \param outUserHandle a pointer to be filled in with the default user
+ *                      handle.
+ * \returns true if success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetGDKDefaultUser(XUserHandle *outUserHandle);
+
+#endif
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include <SDL3/SDL_close_code.h>
+
+#endif /* SDL_system_h_ */