SDL_uikitwindow.m
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2016 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.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_DRIVER_UIKIT
#include "SDL_syswm.h"
#include "SDL_video.h"
#include "SDL_mouse.h"
#include "SDL_assert.h"
#include "SDL_hints.h"
#include "../SDL_sysvideo.h"
#include "../SDL_pixels_c.h"
#include "../../events/SDL_events_c.h"
#include "SDL_uikitvideo.h"
#include "SDL_uikitevents.h"
#include "SDL_uikitmodes.h"
#include "SDL_uikitwindow.h"
#import "SDL_uikitappdelegate.h"
#import "SDL_uikitview.h"
#import "SDL_uikitopenglview.h"
#include <Foundation/Foundation.h>
@implementation SDL_WindowData
@synthesize uiwindow;
@synthesize viewcontroller;
@synthesize views;
- (instancetype)init
{
if ((self = [super init])) {
views = [NSMutableArray new];
}
return self;
}
@end
@interface SDL_uikitwindow : UIWindow
- (void)layoutSubviews;
@end
@implementation SDL_uikitwindow
- (void)layoutSubviews
{
/* Workaround to fix window orientation issues in iOS 8+. */
self.frame = self.screen.bounds;
[super layoutSubviews];
}
@end
static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created)
{
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata;
SDL_uikitview *view;
CGRect frame = UIKit_ComputeViewFrame(window, displaydata.uiscreen);
int width = (int) frame.size.width;
int height = (int) frame.size.height;
SDL_WindowData *data = [[SDL_WindowData alloc] init];
if (!data) {
return SDL_OutOfMemory();
}
window->driverdata = (void *) CFBridgingRetain(data);
data.uiwindow = uiwindow;
/* only one window on iOS, always shown */
window->flags &= ~SDL_WINDOW_HIDDEN;
if (displaydata.uiscreen == [UIScreen mainScreen]) {
window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */
} else {
window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizable */
window->flags &= ~SDL_WINDOW_INPUT_FOCUS; /* never has input focus */
window->flags |= SDL_WINDOW_BORDERLESS; /* never has a status bar. */
}
if (displaydata.uiscreen == [UIScreen mainScreen]) {
NSUInteger orients = UIKit_GetSupportedOrientations(window);
BOOL supportsLandscape = (orients & UIInterfaceOrientationMaskLandscape) != 0;
BOOL supportsPortrait = (orients & (UIInterfaceOrientationMaskPortrait|UIInterfaceOrientationMaskPortraitUpsideDown)) != 0;
/* Make sure the width/height are oriented correctly */
if ((width > height && !supportsLandscape) || (height > width && !supportsPortrait)) {
int temp = width;
width = height;
height = temp;
}
}
window->x = 0;
window->y = 0;
window->w = width;
window->h = height;
/* The View Controller will handle rotating the view when the device
* orientation changes. This will trigger resize events, if appropriate. */
data.viewcontroller = [[SDL_uikitviewcontroller alloc] initWithSDLWindow:window];
/* The window will initially contain a generic view so resizes, touch events,
* etc. can be handled without an active OpenGL view/context. */
view = [[SDL_uikitview alloc] initWithFrame:frame];
/* Sets this view as the controller's view, and adds the view to the window
* heirarchy. */
[view setSDLWindow:window];
/* Make this window the current mouse focus for touch input */
if (displaydata.uiscreen == [UIScreen mainScreen]) {
SDL_SetMouseFocus(window);
SDL_SetKeyboardFocus(window);
}
return 0;
}
int
UIKit_CreateWindow(_THIS, SDL_Window *window)
{
@autoreleasepool {
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
SDL_DisplayData *data = (__bridge SDL_DisplayData *) display->driverdata;
const CGSize origsize = data.uiscreen.currentMode.size;
/* SDL currently puts this window at the start of display's linked list. We rely on this. */
SDL_assert(_this->windows == window);
/* We currently only handle a single window per display on iOS */
if (window->next != NULL) {
return SDL_SetError("Only one window allowed per display.");
}
/* If monitor has a resolution of 0x0 (hasn't been explicitly set by the
* user, so it's in standby), try to force the display to a resolution
* that most closely matches the desired window size. */
if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
if (display->num_display_modes == 0) {
_this->GetDisplayModes(_this, display);
}
int i;
const SDL_DisplayMode *bestmode = NULL;
for (i = display->num_display_modes; i >= 0; i--) {
const SDL_DisplayMode *mode = &display->display_modes[i];
if ((mode->w >= window->w) && (mode->h >= window->h)) {
bestmode = mode;
}
}
if (bestmode) {
SDL_DisplayModeData *modedata = (__bridge SDL_DisplayModeData *)bestmode->driverdata;
[data.uiscreen setCurrentMode:modedata.uiscreenmode];
/* desktop_mode doesn't change here (the higher level will
* use it to set all the screens back to their defaults
* upon window destruction, SDL_Quit(), etc. */
display->current_mode = *bestmode;
}
}
if (data.uiscreen == [UIScreen mainScreen]) {
if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
[UIApplication sharedApplication].statusBarHidden = YES;
} else {
[UIApplication sharedApplication].statusBarHidden = NO;
}
}
/* ignore the size user requested, and make a fullscreen window */
/* !!! FIXME: can we have a smaller view? */
UIWindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data.uiscreen.bounds];
/* put the window on an external display if appropriate. */
if (data.uiscreen != [UIScreen mainScreen]) {
[uiwindow setScreen:data.uiscreen];
}
if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
return -1;
}
}
return 1;
}
void
UIKit_SetWindowTitle(_THIS, SDL_Window * window)
{
@autoreleasepool {
SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
data.viewcontroller.title = @(window->title);
}
}
void
UIKit_ShowWindow(_THIS, SDL_Window * window)
{
@autoreleasepool {
SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
[data.uiwindow makeKeyAndVisible];
}
}
void
UIKit_HideWindow(_THIS, SDL_Window * window)
{
@autoreleasepool {
SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
data.uiwindow.hidden = YES;
}
}
void
UIKit_RaiseWindow(_THIS, SDL_Window * window)
{
/* We don't currently offer a concept of "raising" the SDL window, since
* we only allow one per display, in the iOS fashion.
* However, we use this entry point to rebind the context to the view
* during OnWindowRestored processing. */
_this->GL_MakeCurrent(_this, _this->current_glwin, _this->current_glctx);
}
static void
UIKit_UpdateWindowBorder(_THIS, SDL_Window * window)
{
SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
SDL_uikitviewcontroller *viewcontroller = data.viewcontroller;
if (data.uiwindow.screen == [UIScreen mainScreen]) {
if (window->flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS)) {
[UIApplication sharedApplication].statusBarHidden = YES;
} else {
[UIApplication sharedApplication].statusBarHidden = NO;
}
/* iOS 7+ won't update the status bar until we tell it to. */
if ([viewcontroller respondsToSelector:@selector(setNeedsStatusBarAppearanceUpdate)]) {
[viewcontroller setNeedsStatusBarAppearanceUpdate];
}
}
/* Update the view's frame to account for the status bar change. */
viewcontroller.view.frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen);
#ifdef SDL_IPHONE_KEYBOARD
/* Make sure the view is offset correctly when the keyboard is visible. */
[viewcontroller updateKeyboard];
#endif
[viewcontroller.view setNeedsLayout];
[viewcontroller.view layoutIfNeeded];
}
void
UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered)
{
@autoreleasepool {
UIKit_UpdateWindowBorder(_this, window);
}
}
void
UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
{
@autoreleasepool {
UIKit_UpdateWindowBorder(_this, window);
}
}
void
UIKit_DestroyWindow(_THIS, SDL_Window * window)
{
@autoreleasepool {
if (window->driverdata != NULL) {
SDL_WindowData *data = (SDL_WindowData *) CFBridgingRelease(window->driverdata);
NSArray *views = nil;
[data.viewcontroller stopAnimation];
/* Detach all views from this window. We use a copy of the array
* because setSDLWindow will remove the object from the original
* array, which would be undesirable if we were iterating over it. */
views = [data.views copy];
for (SDL_uikitview *view in views) {
[view setSDLWindow:NULL];
}
/* iOS may still hold a reference to the window after we release it.
* We want to make sure the SDL view controller isn't accessed in
* that case, because it would contain an invalid pointer to the old
* SDL window. */
data.uiwindow.rootViewController = nil;
data.uiwindow.hidden = YES;
}
}
window->driverdata = NULL;
}
SDL_bool
UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
{
@autoreleasepool {
SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
if (info->version.major <= SDL_MAJOR_VERSION) {
int versionnum = SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch);
info->subsystem = SDL_SYSWM_UIKIT;
info->info.uikit.window = data.uiwindow;
/* These struct members were added in SDL 2.0.4. */
if (versionnum >= SDL_VERSIONNUM(2,0,4)) {
if ([data.viewcontroller.view isKindOfClass:[SDL_uikitopenglview class]]) {
SDL_uikitopenglview *glview = (SDL_uikitopenglview *)data.viewcontroller.view;
info->info.uikit.framebuffer = glview.drawableFramebuffer;
info->info.uikit.colorbuffer = glview.drawableRenderbuffer;
info->info.uikit.resolveFramebuffer = glview.msaaResolveFramebuffer;
} else {
info->info.uikit.framebuffer = 0;
info->info.uikit.colorbuffer = 0;
info->info.uikit.resolveFramebuffer = 0;
}
}
return SDL_TRUE;
} else {
SDL_SetError("Application not compiled with SDL %d.%d\n",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
return SDL_FALSE;
}
}
}
NSUInteger
UIKit_GetSupportedOrientations(SDL_Window * window)
{
const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS);
NSUInteger validOrientations = UIInterfaceOrientationMaskAll;
NSUInteger orientationMask = 0;
@autoreleasepool {
SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
UIApplication *app = [UIApplication sharedApplication];
/* Get all possible valid orientations. If the app delegate doesn't tell
* us, we get the orientations from Info.plist via UIApplication. */
if ([app.delegate respondsToSelector:@selector(application:supportedInterfaceOrientationsForWindow:)]) {
validOrientations = [app.delegate application:app supportedInterfaceOrientationsForWindow:data.uiwindow];
} else if ([app respondsToSelector:@selector(supportedInterfaceOrientationsForWindow:)]) {
validOrientations = [app supportedInterfaceOrientationsForWindow:data.uiwindow];
}
if (hint != NULL) {
NSArray *orientations = [@(hint) componentsSeparatedByString:@" "];
if ([orientations containsObject:@"LandscapeLeft"]) {
orientationMask |= UIInterfaceOrientationMaskLandscapeLeft;
}
if ([orientations containsObject:@"LandscapeRight"]) {
orientationMask |= UIInterfaceOrientationMaskLandscapeRight;
}
if ([orientations containsObject:@"Portrait"]) {
orientationMask |= UIInterfaceOrientationMaskPortrait;
}
if ([orientations containsObject:@"PortraitUpsideDown"]) {
orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown;
}
}
if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) {
/* any orientation is okay. */
orientationMask = UIInterfaceOrientationMaskAll;
}
if (orientationMask == 0) {
if (window->w >= window->h) {
orientationMask |= UIInterfaceOrientationMaskLandscape;
}
if (window->h >= window->w) {
orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown);
}
}
/* Don't allow upside-down orientation on phones, so answering calls is in the natural orientation */
if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone) {
orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown;
}
/* If none of the specified orientations are actually supported by the
* app, we'll revert to what the app supports. An exception would be
* thrown by the system otherwise. */
if ((validOrientations & orientationMask) == 0) {
orientationMask = validOrientations;
}
}
return orientationMask;
}
int
SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam)
{
if (!window || !window->driverdata) {
return SDL_SetError("Invalid window");
}
@autoreleasepool {
SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
[data.viewcontroller setAnimationCallback:interval
callback:callback
callbackParam:callbackParam];
}
return 0;
}
#endif /* SDL_VIDEO_DRIVER_UIKIT */
/* vi: set ts=4 sw=4 expandtab: */
SDL_Window::next
SDL_Window * next
Definition: SDL_sysvideo.h:109
SDL_MINOR_VERSION
#define SDL_MINOR_VERSION
Definition: SDL_version.h:61
UIKit_ComputeViewFrame
CGRect UIKit_ComputeViewFrame(SDL_Window *window, UIScreen *screen)
UIKit_GetWindowWMInfo
SDL_bool UIKit_GetWindowWMInfo(_THIS, SDL_Window *window, struct SDL_SysWMinfo *info)
SDL_SetKeyboardFocus
void SDL_SetKeyboardFocus(SDL_Window *window)
Definition: SDL_keyboard.c:612
UIKit_CreateWindow
int UIKit_CreateWindow(_THIS, SDL_Window *window)
width
GLint GLint GLsizei width
Definition: SDL_opengl.h:1565
SDL_uikitopenglview::drawableRenderbuffer
GLuint drawableRenderbuffer
Definition: SDL_uikitopenglview.h:50
SDL_uikitappdelegate.h
SDL_Window::w
int w
Definition: SDL_sysvideo.h:78
UIKit_DestroyWindow
void UIKit_DestroyWindow(_THIS, SDL_Window *window)
SDL_DisplayMode::w
int w
Definition: SDL_video.h:56
SDL_MAJOR_VERSION
#define SDL_MAJOR_VERSION
Definition: SDL_version.h:60
SDL_Window::x
int x
Definition: SDL_sysvideo.h:77
SDL_WindowData::viewcontroller
SDL_uikitviewcontroller * viewcontroller
Definition: SDL_uikitwindow.h:47
data
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: SDL_opengl.h:1967
SDL_DisplayMode
The structure that defines a display mode.
Definition: SDL_video.h:53
SDL_GetHint
#define SDL_GetHint
Definition: SDL_dynapi_overrides.h:197
SDL_SysWMinfo::version
SDL_version version
Definition: SDL_syswm.h:183
SDL_version::major
Uint8 major
Definition: SDL_version.h:53
SDL_uikitwindow.h
UIKit_SetWindowTitle
void UIKit_SetWindowTitle(_THIS, SDL_Window *window)
UIKit_RaiseWindow
void UIKit_RaiseWindow(_THIS, SDL_Window *window)
SDL_uikitevents.h
SDL_SysWMinfo::subsystem
SDL_SYSWM_TYPE subsystem
Definition: SDL_syswm.h:184
SDL_WindowData::window
SDL_Window * window
Definition: SDL_cocoawindow.h:110
UIKit_HideWindow
void UIKit_HideWindow(_THIS, SDL_Window *window)
SDL_SetMouseFocus
void SDL_SetMouseFocus(SDL_Window *window)
Definition: SDL_mouse.c:103
SDL_uikitopenglview::drawableFramebuffer
GLuint drawableFramebuffer
Definition: SDL_uikitopenglview.h:51
SDL_uikitopenglview::msaaResolveFramebuffer
GLuint msaaResolveFramebuffer
Definition: SDL_uikitopenglview.h:52
height
GLint GLint GLsizei GLsizei height
Definition: SDL_opengl.h:1565
UIKit_SetWindowBordered
void UIKit_SetWindowBordered(_THIS, SDL_Window *window, SDL_bool bordered)
UIKit_GetSupportedOrientations
NSUInteger UIKit_GetSupportedOrientations(SDL_Window *window)
SDL_WINDOW_HIDDEN
Definition: SDL_video.h:101
SDL_DisplayData
Definition: SDL_cocoamodes.h:26
SDL_WindowData
Definition: SDL_androidwindow.h:34
_this
static SDL_VideoDevice * _this
Definition: SDL_video.c:114
SDL_bool
SDL_bool
Definition: SDL_stdinc.h:126
SDL_DisplayData::uiscreen
UIScreen * uiscreen
Definition: SDL_uikitmodes.h:30
SDL_VideoDisplay::num_display_modes
int num_display_modes
Definition: SDL_sysvideo.h:124
SDL_DisplayModeData
Definition: SDL_cocoamodes.h:31
SDL_video.h
SDL_WindowData::views
NSMutableArray * views
Definition: SDL_uikitwindow.h:50
SDL_VideoDevice::current_glctx
SDL_GLContext current_glctx
Definition: SDL_sysvideo.h:326
SDL_uikitopenglview
Definition: SDL_uikitopenglview.h:29
SDL_SysWMinfo
Definition: SDL_syswm.h:181
UIKit_SetWindowFullscreen
void UIKit_SetWindowFullscreen(_THIS, SDL_Window *window, SDL_VideoDisplay *display, SDL_bool fullscreen)
_THIS
#define _THIS
Definition: SDL_alsa_audio.h:31
SDL_VideoDevice::GL_MakeCurrent
int(* GL_MakeCurrent)(_THIS, SDL_Window *window, SDL_GLContext context)
Definition: SDL_sysvideo.h:238
SDL_VERSIONNUM
#define SDL_VERSIONNUM(X, Y, Z)
Definition: SDL_version.h:94
frame
int frame
Definition: teststreaming.c:60
SDL_DisplayMode::driverdata
void * driverdata
Definition: SDL_video.h:59
SDL_uikitviewcontroller
Definition: SDL_uikitviewcontroller.h:31
SDL_mouse.h
SDL_VideoDisplay::display_modes
SDL_DisplayMode * display_modes
Definition: SDL_sysvideo.h:125
SDL_VideoDisplay::current_mode
SDL_DisplayMode current_mode
Definition: SDL_sysvideo.h:127
mode
GLenum mode
Definition: SDL_opengl_glext.h:1122
SDL_hints.h
SDL_version::minor
Uint8 minor
Definition: SDL_version.h:54
callback
static Uint32 callback(Uint32 interval, void *param)
Definition: testtimer.c:34
SDL_DisplayMode::h
int h
Definition: SDL_video.h:57
SDL_Window::title
char * title
Definition: SDL_sysvideo.h:75
SDL_Window::y
int y
Definition: SDL_sysvideo.h:77
SDL_VideoDevice::windows
SDL_Window * windows
Definition: SDL_sysvideo.h:281
SDL_TRUE
Definition: SDL_stdinc.h:129
SDL_WindowData::uiwindow
UIWindow * uiwindow
Definition: SDL_uikitwindow.h:46
SDL_uikitopenglview.h
SDL_VideoDisplay
Definition: SDL_sysvideo.h:120
SDL_Window::h
int h
Definition: SDL_sysvideo.h:78
i
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:42
SDL_assert
#define SDL_assert(condition)
Definition: SDL_assert.h:167
SDL_VideoDevice::GetDisplayModes
void(* GetDisplayModes)(_THIS, SDL_VideoDisplay *display)
Definition: SDL_sysvideo.h:181
SDL_SysWMinfo::window
Window window
Definition: SDL_syswm.h:204
SDL_HINT_ORIENTATIONS
#define SDL_HINT_ORIENTATIONS
A variable controlling which orientations are allowed on iOS.
Definition: SDL_hints.h:278
SDL_uikitview
Definition: SDL_uikitview.h:28
NULL
#define NULL
Definition: begin_code.h:143
SDL_OutOfMemory
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
SDL_WINDOW_INPUT_FOCUS
Definition: SDL_video.h:107
SDL_WINDOW_RESIZABLE
Definition: SDL_video.h:103
SDL_WINDOW_BORDERLESS
Definition: SDL_video.h:102
SDL_SetError
#define SDL_SetError
Definition: SDL_dynapi_overrides.h:36
SDL_uikitview.h
void
SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char const char SDL_SCANF_FORMAT_STRING const char return SDL_ThreadFunction const char void return Uint32 return Uint32 void
Definition: SDL_dynapi_procs.h:93
SDL_DisplayModeData::uiscreenmode
UIScreenMode * uiscreenmode
Definition: SDL_uikitmodes.h:36
SDL_GetDisplayForWindow
SDL_VideoDisplay * SDL_GetDisplayForWindow(SDL_Window *window)
Definition: SDL_video.c:1039
SDL_Window
The type used to identify a window.
Definition: SDL_sysvideo.h:71
SDL_FALSE
Definition: SDL_stdinc.h:128
SDL_WINDOW_FULLSCREEN
Definition: SDL_video.h:98
SDL_SYSWM_UIKIT
Definition: SDL_syswm.h:119
SDL_SysWMinfo::info
union SDL_SysWMinfo::@18 info
SDL_WindowData::created
SDL_bool created
Definition: SDL_cocoawindow.h:113
SDL_Window::driverdata
void * driverdata
Definition: SDL_sysvideo.h:106
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void UIKit_ShowWindow(_THIS, SDL_Window *window)
SDL_Window::flags
Uint32 flags
Definition: SDL_sysvideo.h:81
SDL_uikitmodes.h
in
GLuint in
Definition: SDL_opengl_glext.h:7940
SDL_VideoDevice::current_glwin
SDL_Window * current_glwin
Definition: SDL_sysvideo.h:325
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SDL_iPhoneSetAnimationCallback
#define SDL_iPhoneSetAnimationCallback
Definition: SDL_dynapi_overrides.h:53
SDL_VideoDisplay::driverdata
void * driverdata
Definition: SDL_sysvideo.h:133
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SDL_version::patch
Uint8 patch
Definition: SDL_version.h:55
SDL_uikitvideo.h