SDL 3.2

Function reference

Every function used in the lessons, explained one by one: what it does, what each parameter means, which values it accepts, common mistakes and a short example.

Init, errors & main callbacks

Logging & time

Windows & displays

Events, keyboard & mouse

Gamepads

2D renderer

Drawing shapes

Textures & surfaces

Audio

Files & storage

OpenGL & Vulkan windows

GPU: device & frame

GPU: shaders, pipelines & buffers