| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2023 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. |
| */ |
| |
| /** |
| * \file SDL_render.h |
| * |
| * \brief Header file for SDL 2D rendering functions. |
| * |
| * This API supports the following features: |
| * * single pixel points |
| * * single pixel lines |
| * * filled rectangles |
| * * texture images |
| * |
| * The primitives may be drawn in opaque, blended, or additive modes. |
| * |
| * The texture images may be drawn in opaque, blended, or additive modes. |
| * They can have an additional color tint or alpha modulation applied to |
| * them, and may also be stretched with linear interpolation. |
| * |
| * This API is designed to accelerate simple 2D operations. You may |
| * want more functionality such as polygons and particle effects and |
| * in that case you should use SDL's OpenGL/Direct3D support or one |
| * of the many good 3D engines. |
| * |
| * These functions must be called from the main thread. |
| * See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995 |
| */ |
| |
| #ifndef SDL_render_h_ |
| #define SDL_render_h_ |
| |
| #include <SDL3/SDL_stdinc.h> |
| #include <SDL3/SDL_events.h> |
| #include <SDL3/SDL_rect.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 |
| |
| /** |
| * Flags used when creating a rendering context |
| */ |
| typedef enum |
| { |
| SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */ |
| SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware |
| acceleration */ |
| SDL_RENDERER_PRESENTVSYNC = 0x00000004, /**< Present is synchronized |
| with the refresh rate */ |
| } SDL_RendererFlags; |
| |
| /** |
| * Information on the capabilities of a render driver or context. |
| */ |
| typedef struct SDL_RendererInfo |
| { |
| const char *name; /**< The name of the renderer */ |
| Uint32 flags; /**< Supported ::SDL_RendererFlags */ |
| Uint32 num_texture_formats; /**< The number of available texture formats */ |
| Uint32 texture_formats[16]; /**< The available texture formats */ |
| int max_texture_width; /**< The maximum texture width */ |
| int max_texture_height; /**< The maximum texture height */ |
| } SDL_RendererInfo; |
| |
| /** |
| * Vertex structure |
| */ |
| typedef struct SDL_Vertex |
| { |
| SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */ |
| SDL_Color color; /**< Vertex color */ |
| SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */ |
| } SDL_Vertex; |
| |
| /** |
| * The scaling mode for a texture. |
| */ |
| typedef enum |
| { |
| SDL_SCALEMODE_NEAREST, /**< nearest pixel sampling */ |
| SDL_SCALEMODE_LINEAR, /**< linear filtering */ |
| SDL_SCALEMODE_BEST /**< anisotropic filtering */ |
| } SDL_ScaleMode; |
| |
| /** |
| * The access pattern allowed for a texture. |
| */ |
| typedef enum |
| { |
| SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */ |
| SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */ |
| SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */ |
| } SDL_TextureAccess; |
| |
| /** |
| * The texture channel modulation used in SDL_RenderTexture(). |
| */ |
| typedef enum |
| { |
| SDL_TEXTUREMODULATE_NONE = 0x00000000, /**< No modulation */ |
| SDL_TEXTUREMODULATE_COLOR = 0x00000001, /**< srcC = srcC * color */ |
| SDL_TEXTUREMODULATE_ALPHA = 0x00000002 /**< srcA = srcA * alpha */ |
| } SDL_TextureModulate; |
| |
| /** |
| * Flip constants for SDL_RenderTextureRotated |
| */ |
| typedef enum |
| { |
| SDL_FLIP_NONE = 0x00000000, /**< Do not flip */ |
| SDL_FLIP_HORIZONTAL = 0x00000001, /**< flip horizontally */ |
| SDL_FLIP_VERTICAL = 0x00000002 /**< flip vertically */ |
| } SDL_RendererFlip; |
| |
| /** |
| * How the logical size is mapped to the output |
| */ |
| typedef enum |
| { |
| SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */ |
| SDL_LOGICAL_PRESENTATION_MATCH, /**< The rendered content matches the window size in screen coordinates */ |
| SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */ |
| SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */ |
| SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */ |
| SDL_LOGICAL_PRESENTATION_INTEGER_SCALE, /**< The rendered content is scaled up by integer multiples to fit the output resolution */ |
| } SDL_RendererLogicalPresentation; |
| |
| /** |
| * A structure representing rendering state |
| */ |
| struct SDL_Renderer; |
| typedef struct SDL_Renderer SDL_Renderer; |
| |
| /** |
| * An efficient driver-specific representation of pixel data |
| */ |
| struct SDL_Texture; |
| typedef struct SDL_Texture SDL_Texture; |
| |
| /* Function prototypes */ |
| |
| /** |
| * Get the number of 2D rendering drivers available for the current display. |
| * |
| * A render driver is a set of code that handles rendering and texture |
| * management on a particular display. Normally there is only one, but some |
| * drivers may have several available with different capabilities. |
| * |
| * There may be none if SDL was compiled without render support. |
| * |
| * \returns a number >= 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateRenderer |
| * \sa SDL_GetRenderDriver |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void); |
| |
| /** |
| * Use this function to get the name of a built in 2D rendering driver. |
| * |
| * The list of rendering drivers is given in the order that they are normally |
| * initialized by default; the drivers that seem more reasonable to choose |
| * first (as far as the SDL developers believe) are earlier in the list. |
| * |
| * The names of drivers are all simple, low-ASCII identifiers, like "opengl", |
| * "direct3d12" or "metal". These never have Unicode characters, and are not |
| * meant to be proper names. |
| * |
| * The returned value points to a static, read-only string; do not modify or |
| * free it! |
| * |
| * \param index the index of the rendering driver; the value ranges from 0 to |
| * SDL_GetNumRenderDrivers() - 1 |
| * \returns the name of the rendering driver at the requested index, or NULL |
| * if an invalid index was specified. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetNumRenderDrivers |
| */ |
| extern DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index); |
| |
| |
| /** |
| * Create a window and default renderer. |
| * |
| * \param width the width of the window |
| * \param height the height of the window |
| * \param window_flags the flags used to create the window (see |
| * SDL_CreateWindow()) |
| * \param window a pointer filled with the window, or NULL on error |
| * \param renderer a pointer filled with the renderer, or NULL on error |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateRenderer |
| * \sa SDL_CreateWindow |
| */ |
| extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags, SDL_Window **window, SDL_Renderer **renderer); |
| |
| |
| /** |
| * Create a 2D rendering context for a window. |
| * |
| * If you want a specific renderer, you can specify its name here. A list of |
| * available renderers can be obtained by calling SDL_GetRenderDriver multiple |
| * times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't |
| * need a specific renderer, specify NULL and SDL will attempt to chooes the |
| * best option for you, based on what is available on the user's system. |
| * |
| * By default the rendering size matches the window size in screen coordinates, |
| * but you can call SDL_SetRenderLogicalPresentation() to enable high DPI |
| * rendering or change the content size and scaling options. |
| * |
| * \param window the window where rendering is displayed |
| * \param name the name of the rendering driver to initialize, or NULL to |
| * initialize the first one supporting the requested flags |
| * \param flags 0, or one or more SDL_RendererFlags OR'd together |
| * \returns a valid rendering context or NULL if there was an error; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateSoftwareRenderer |
| * \sa SDL_DestroyRenderer |
| * \sa SDL_GetNumRenderDrivers |
| * \sa SDL_GetRenderDriver |
| * \sa SDL_GetRendererInfo |
| */ |
| extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags); |
| |
| /** |
| * Create a 2D software rendering context for a surface. |
| * |
| * Two other API which can be used to create SDL_Renderer: |
| * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_ |
| * create a software renderer, but they are intended to be used with an |
| * SDL_Window as the final destination and not an SDL_Surface. |
| * |
| * \param surface the SDL_Surface structure representing the surface where |
| * rendering is done |
| * \returns a valid rendering context or NULL if there was an error; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateRenderer |
| * \sa SDL_CreateWindowRenderer |
| * \sa SDL_DestroyRenderer |
| */ |
| extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface); |
| |
| /** |
| * Get the renderer associated with a window. |
| * |
| * \param window the window to query |
| * \returns the rendering context on success or NULL on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateRenderer |
| */ |
| extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRenderer(SDL_Window *window); |
| |
| /** |
| * Get the window associated with a renderer. |
| * |
| * \param renderer the renderer to query |
| * \returns the window on success or NULL on failure; call SDL_GetError() for |
| * more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC SDL_Window *SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer); |
| |
| /** |
| * Get information about a rendering context. |
| * |
| * \param renderer the rendering context |
| * \param info an SDL_RendererInfo structure filled with information about the |
| * current renderer |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateRenderer |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info); |
| |
| /** |
| * Get the output size in screen coordinates of a rendering context. |
| * |
| * This returns the true output size in screen coordinates, ignoring any |
| * render targets or logical size and presentation. |
| * |
| * \param renderer the rendering context |
| * \param w a pointer filled in with the width in screen coordinates |
| * \param h a pointer filled in with the height in screen coordinates |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRenderer |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetRenderWindowSize(SDL_Renderer *renderer, int *w, int *h); |
| |
| /** |
| * Get the output size in pixels of a rendering context. |
| * |
| * This returns the true output size in pixels, ignoring any render targets |
| * or logical size and presentation. |
| * |
| * \param renderer the rendering context |
| * \param w a pointer filled in with the width in pixels |
| * \param h a pointer filled in with the height in pixels |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRenderer |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h); |
| |
| /** |
| * Get the current output size in pixels of a rendering context. |
| * |
| * If a rendering target is active, this will return the size of the |
| * rendering target in pixels, otherwise if a logical size is set, it will |
| * return the logical size, otherwise it will return the value of |
| * SDL_GetRenderOutputSize(). |
| * |
| * \param renderer the rendering context |
| * \param w a pointer filled in with the current width |
| * \param h a pointer filled in with the current height |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRenderOutputSize |
| * \sa SDL_GetRenderer |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h); |
| |
| /** |
| * Create a texture for a rendering context. |
| * |
| * You can set the texture scaling method by setting |
| * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture. |
| * |
| * \param renderer the rendering context |
| * \param format one of the enumerated values in SDL_PixelFormatEnum |
| * \param access one of the enumerated values in SDL_TextureAccess |
| * \param w the width of the texture in pixels |
| * \param h the height of the texture in pixels |
| * \returns a pointer to the created texture or NULL if no rendering context |
| * was active, the format was unsupported, or the width or height |
| * were out of range; call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateTextureFromSurface |
| * \sa SDL_DestroyTexture |
| * \sa SDL_QueryTexture |
| * \sa SDL_UpdateTexture |
| */ |
| extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h); |
| |
| /** |
| * Create a texture from an existing surface. |
| * |
| * The surface is not modified or freed by this function. |
| * |
| * The SDL_TextureAccess hint for the created texture is |
| * `SDL_TEXTUREACCESS_STATIC`. |
| * |
| * The pixel format of the created texture may be different from the pixel |
| * format of the surface. Use SDL_QueryTexture() to query the pixel format of |
| * the texture. |
| * |
| * \param renderer the rendering context |
| * \param surface the SDL_Surface structure containing pixel data used to fill |
| * the texture |
| * \returns the created texture or NULL on failure; call SDL_GetError() for |
| * more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateTexture |
| * \sa SDL_DestroyTexture |
| * \sa SDL_QueryTexture |
| */ |
| extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface); |
| |
| /** |
| * Query the attributes of a texture. |
| * |
| * \param texture the texture to query |
| * \param format a pointer filled in with the raw format of the texture; the |
| * actual format may differ, but pixel transfers will use this |
| * format (one of the SDL_PixelFormatEnum values). This argument |
| * can be NULL if you don't need this information. |
| * \param access a pointer filled in with the actual access to the texture |
| * (one of the SDL_TextureAccess values). This argument can be |
| * NULL if you don't need this information. |
| * \param w a pointer filled in with the width of the texture in pixels. This |
| * argument can be NULL if you don't need this information. |
| * \param h a pointer filled in with the height of the texture in pixels. This |
| * argument can be NULL if you don't need this information. |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateTexture |
| */ |
| extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h); |
| |
| /** |
| * Set an additional color value multiplied into render copy operations. |
| * |
| * When this texture is rendered, during the copy operation each source color |
| * channel is modulated by the appropriate color value according to the |
| * following formula: |
| * |
| * `srcC = srcC * (color / 255)` |
| * |
| * Color modulation is not always supported by the renderer; it will return -1 |
| * if color modulation is not supported. |
| * |
| * \param texture the texture to update |
| * \param r the red color value multiplied into copy operations |
| * \param g the green color value multiplied into copy operations |
| * \param b the blue color value multiplied into copy operations |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetTextureColorMod |
| * \sa SDL_SetTextureAlphaMod |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b); |
| |
| |
| /** |
| * Get the additional color value multiplied into render copy operations. |
| * |
| * \param texture the texture to query |
| * \param r a pointer filled in with the current red color value |
| * \param g a pointer filled in with the current green color value |
| * \param b a pointer filled in with the current blue color value |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetTextureAlphaMod |
| * \sa SDL_SetTextureColorMod |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b); |
| |
| /** |
| * Set an additional alpha value multiplied into render copy operations. |
| * |
| * When this texture is rendered, during the copy operation the source alpha |
| * value is modulated by this alpha value according to the following formula: |
| * |
| * `srcA = srcA * (alpha / 255)` |
| * |
| * Alpha modulation is not always supported by the renderer; it will return -1 |
| * if alpha modulation is not supported. |
| * |
| * \param texture the texture to update |
| * \param alpha the source alpha value multiplied into copy operations |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetTextureAlphaMod |
| * \sa SDL_SetTextureColorMod |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha); |
| |
| /** |
| * Get the additional alpha value multiplied into render copy operations. |
| * |
| * \param texture the texture to query |
| * \param alpha a pointer filled in with the current alpha value |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetTextureColorMod |
| * \sa SDL_SetTextureAlphaMod |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha); |
| |
| /** |
| * Set the blend mode for a texture, used by SDL_RenderTexture(). |
| * |
| * If the blend mode is not supported, the closest supported mode is chosen |
| * and this function returns -1. |
| * |
| * \param texture the texture to update |
| * \param blendMode the SDL_BlendMode to use for texture blending |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetTextureBlendMode |
| * \sa SDL_RenderTexture |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode); |
| |
| /** |
| * Get the blend mode used for texture copy operations. |
| * |
| * \param texture the texture to query |
| * \param blendMode a pointer filled in with the current SDL_BlendMode |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetTextureBlendMode |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode); |
| |
| /** |
| * Set the scale mode used for texture scale operations. |
| * |
| * If the scale mode is not supported, the closest supported mode is chosen. |
| * |
| * \param texture The texture to update. |
| * \param scaleMode the SDL_ScaleMode to use for texture scaling. |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetTextureScaleMode |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode); |
| |
| /** |
| * Get the scale mode used for texture scale operations. |
| * |
| * \param texture the texture to query. |
| * \param scaleMode a pointer filled in with the current scale mode. |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetTextureScaleMode |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode); |
| |
| /** |
| * Associate a user-specified pointer with a texture. |
| * |
| * \param texture the texture to update. |
| * \param userdata the pointer to associate with the texture. |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetTextureUserData |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture *texture, void *userdata); |
| |
| /** |
| * Get the user-specified pointer associated with a texture |
| * |
| * \param texture the texture to query. |
| * \returns the pointer associated with the texture, or NULL if the texture is |
| * not valid. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetTextureUserData |
| */ |
| extern DECLSPEC void *SDLCALL SDL_GetTextureUserData(SDL_Texture *texture); |
| |
| /** |
| * Update the given texture rectangle with new pixel data. |
| * |
| * The pixel data must be in the pixel format of the texture. Use |
| * SDL_QueryTexture() to query the pixel format of the texture. |
| * |
| * This is a fairly slow function, intended for use with static textures that |
| * do not change often. |
| * |
| * If the texture is intended to be updated often, it is preferred to create |
| * the texture as streaming and use the locking functions referenced below. |
| * While this function will work with streaming textures, for optimization |
| * reasons you may not get the pixels back if you lock the texture afterward. |
| * |
| * \param texture the texture to update |
| * \param rect an SDL_Rect structure representing the area to update, or NULL |
| * to update the entire texture |
| * \param pixels the raw pixel data in the format of the texture |
| * \param pitch the number of bytes in a row of pixel data, including padding |
| * between lines |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateTexture |
| * \sa SDL_LockTexture |
| * \sa SDL_UnlockTexture |
| */ |
| extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch); |
| |
| /** |
| * Update a rectangle within a planar YV12 or IYUV texture with new pixel |
| * data. |
| * |
| * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous |
| * block of Y and U/V planes in the proper order, but this function is |
| * available if your pixel data is not contiguous. |
| * |
| * \param texture the texture to update |
| * \param rect a pointer to the rectangle of pixels to update, or NULL to |
| * update the entire texture |
| * \param Yplane the raw pixel data for the Y plane |
| * \param Ypitch the number of bytes between rows of pixel data for the Y |
| * plane |
| * \param Uplane the raw pixel data for the U plane |
| * \param Upitch the number of bytes between rows of pixel data for the U |
| * plane |
| * \param Vplane the raw pixel data for the V plane |
| * \param Vpitch the number of bytes between rows of pixel data for the V |
| * plane |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_UpdateTexture |
| */ |
| extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture, |
| const SDL_Rect *rect, |
| const Uint8 *Yplane, int Ypitch, |
| const Uint8 *Uplane, int Upitch, |
| const Uint8 *Vplane, int Vpitch); |
| |
| /** |
| * Update a rectangle within a planar NV12 or NV21 texture with new pixels. |
| * |
| * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous |
| * block of NV12/21 planes in the proper order, but this function is available |
| * if your pixel data is not contiguous. |
| * |
| * \param texture the texture to update |
| * \param rect a pointer to the rectangle of pixels to update, or NULL to |
| * update the entire texture. |
| * \param Yplane the raw pixel data for the Y plane. |
| * \param Ypitch the number of bytes between rows of pixel data for the Y |
| * plane. |
| * \param UVplane the raw pixel data for the UV plane. |
| * \param UVpitch the number of bytes between rows of pixel data for the UV |
| * plane. |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture, |
| const SDL_Rect *rect, |
| const Uint8 *Yplane, int Ypitch, |
| const Uint8 *UVplane, int UVpitch); |
| |
| /** |
| * Lock a portion of the texture for **write-only** pixel access. |
| * |
| * As an optimization, the pixels made available for editing don't necessarily |
| * contain the old texture data. This is a write-only operation, and if you |
| * need to keep a copy of the texture data you should do that at the |
| * application level. |
| * |
| * You must use SDL_UnlockTexture() to unlock the pixels and apply any |
| * changes. |
| * |
| * \param texture the texture to lock for access, which was created with |
| * `SDL_TEXTUREACCESS_STREAMING` |
| * \param rect an SDL_Rect structure representing the area to lock for access; |
| * NULL to lock the entire texture |
| * \param pixels this is filled in with a pointer to the locked pixels, |
| * appropriately offset by the locked area |
| * \param pitch this is filled in with the pitch of the locked pixels; the |
| * pitch is the length of one row in bytes |
| * \returns 0 on success or a negative error code if the texture is not valid |
| * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_UnlockTexture |
| */ |
| extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture, |
| const SDL_Rect *rect, |
| void **pixels, int *pitch); |
| |
| /** |
| * Lock a portion of the texture for **write-only** pixel access, and expose |
| * it as a SDL surface. |
| * |
| * Besides providing an SDL_Surface instead of raw pixel data, this function |
| * operates like SDL_LockTexture. |
| * |
| * As an optimization, the pixels made available for editing don't necessarily |
| * contain the old texture data. This is a write-only operation, and if you |
| * need to keep a copy of the texture data you should do that at the |
| * application level. |
| * |
| * You must use SDL_UnlockTexture() to unlock the pixels and apply any |
| * changes. |
| * |
| * The returned surface is freed internally after calling SDL_UnlockTexture() |
| * or SDL_DestroyTexture(). The caller should not free it. |
| * |
| * \param texture the texture to lock for access, which must be created with |
| * `SDL_TEXTUREACCESS_STREAMING` |
| * \param rect a pointer to the rectangle to lock for access. If the rect is |
| * NULL, the entire texture will be locked |
| * \param surface this is filled in with an SDL surface representing the |
| * locked area |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_LockTexture |
| * \sa SDL_UnlockTexture |
| */ |
| extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, |
| const SDL_Rect *rect, |
| SDL_Surface **surface); |
| |
| /** |
| * Unlock a texture, uploading the changes to video memory, if needed. |
| * |
| * **Warning**: Please note that SDL_LockTexture() is intended to be |
| * write-only; it will not guarantee the previous contents of the texture will |
| * be provided. You must fully initialize any area of a texture that you lock |
| * before unlocking it, as the pixels might otherwise be uninitialized memory. |
| * |
| * Which is to say: locking and immediately unlocking a texture can result in |
| * corrupted textures, depending on the renderer in use. |
| * |
| * \param texture a texture locked by SDL_LockTexture() |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_LockTexture |
| */ |
| extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture); |
| |
| /** |
| * Set a texture as the current rendering target. |
| * |
| * Before using this function, you should check the |
| * `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if |
| * render targets are supported. |
| * |
| * The default render target is the window for which the renderer was created. |
| * To stop rendering to a texture and render to the window again, call this |
| * function with a NULL `texture`. |
| * |
| * \param renderer the rendering context |
| * \param texture the targeted texture, which must be created with the |
| * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the |
| * window instead of a texture. |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRenderTarget |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture); |
| |
| /** |
| * Get the current render target. |
| * |
| * The default render target is the window for which the renderer was created, |
| * and is reported a NULL here. |
| * |
| * \param renderer the rendering context |
| * \returns the current render target or NULL for the default render target. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetRenderTarget |
| */ |
| extern DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer); |
| |
| /** |
| * Set a device independent resolution and presentation mode for rendering. |
| * |
| * This function sets the width and height of the logical rendering output. |
| * A render target is created at the specified size and used for rendering |
| * and then copied to the output during presentation. |
| * |
| * When a renderer is created, the logical size is set to match the window |
| * size in screen coordinates. The actual output size may be higher pixel |
| * density, and can be queried with SDL_GetRenderOutputSize(). |
| * |
| * You can disable logical coordinates by setting the mode to |
| * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full |
| * resolution of the output window. |
| * |
| * You can convert coordinates in an event into rendering coordinates using |
| * SDL_ConvertEventToRenderCoordinates(). |
| * |
| * \param renderer the rendering context |
| * \param w the width of the logical resolution |
| * \param h the height of the logical resolution |
| * \param mode the presentation mode used |
| * \param scale_mode the scale mode used |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_ConvertEventToRenderCoordinates |
| * \sa SDL_GetRenderLogicalPresentation |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode); |
| |
| /** |
| * Get device independent resolution and presentation mode for rendering. |
| * |
| * This function gets the width and height of the logical rendering output, |
| * or the output size in pixels if a logical resolution is not enabled. |
| * |
| * \param renderer the rendering context |
| * \param w an int to be filled with the width |
| * \param h an int to be filled with the height |
| * \param mode a pointer filled in with the presentation mode |
| * \param scale_mode a pointer filled in with the scale mode |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetRenderLogicalPresentation |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode); |
| |
| /** |
| * Get a point in render coordinates when given a point in window coordinates. |
| * |
| * \param renderer the rendering context |
| * \param window_x the x coordinate in window coordinates |
| * \param window_y the y coordinate in window coordinates |
| * \param x a pointer filled with the x coordinate in render coordinates |
| * \param y a pointer filled with the y coordinate in render coordinates |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetRenderLogicalPresentation |
| * \sa SDL_SetRenderScale |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y); |
| |
| /** |
| * Get a point in window coordinates when given a point in render coordinates. |
| * |
| * \param renderer the rendering context |
| * \param x the x coordinate in render coordinates |
| * \param y the y coordinate in render coordinates |
| * \param window_x a pointer filled with the x coordinate in window coordinates |
| * \param window_y a pointer filled with the y coordinate in window coordinates |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetRenderLogicalPresentation |
| * \sa SDL_SetRenderScale |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y); |
| |
| /** |
| * Convert the coordinates in an event to render coordinates. |
| * |
| * Touch coordinates are converted from normalized coordinates in the window |
| * to non-normalized rendering coordinates. |
| * |
| * Once converted, the coordinates may be outside the rendering area. |
| * |
| * \param renderer the rendering context |
| * \param event the event to modify |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRenderCoordinatesFromWindowCoordinates |
| */ |
| extern DECLSPEC int SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event); |
| |
| /** |
| * Set the drawing area for rendering on the current target. |
| * |
| * \param renderer the rendering context |
| * \param rect the SDL_Rect structure representing the drawing area, or NULL |
| * to set the viewport to the entire target |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRenderViewport |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect); |
| |
| /** |
| * Get the drawing area for the current target. |
| * |
| * \param renderer the rendering context |
| * \param rect an SDL_Rect structure filled in with the current drawing area |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetRenderViewport |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect); |
| |
| /** |
| * Set the clip rectangle for rendering on the specified target. |
| * |
| * \param renderer the rendering context |
| * \param rect an SDL_Rect structure representing the clip area, relative to |
| * the viewport, or NULL to disable clipping |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRenderClipRect |
| * \sa SDL_RenderClipEnabled |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect); |
| |
| /** |
| * Get the clip rectangle for the current target. |
| * |
| * \param renderer the rendering context |
| * \param rect an SDL_Rect structure filled in with the current clipping area |
| * or an empty rectangle if clipping is disabled |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_RenderClipEnabled |
| * \sa SDL_SetRenderClipRect |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect); |
| |
| /** |
| * Get whether clipping is enabled on the given renderer. |
| * |
| * \param renderer the rendering context |
| * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRenderClipRect |
| * \sa SDL_SetRenderClipRect |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer); |
| |
| /** |
| * Set the drawing scale for rendering on the current target. |
| * |
| * The drawing coordinates are scaled by the x/y scaling factors before they |
| * are used by the renderer. This allows resolution independent drawing with a |
| * single coordinate system. |
| * |
| * If this results in scaling or subpixel drawing by the rendering backend, it |
| * will be handled using the appropriate quality hints. For best results use |
| * integer scaling factors. |
| * |
| * \param renderer the rendering context |
| * \param scaleX the horizontal scaling factor |
| * \param scaleY the vertical scaling factor |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRenderScale |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY); |
| |
| /** |
| * Get the drawing scale for the current target. |
| * |
| * \param renderer the rendering context |
| * \param scaleX a pointer filled in with the horizontal scaling factor |
| * \param scaleY a pointer filled in with the vertical scaling factor |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetRenderScale |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY); |
| |
| /** |
| * Set the color used for drawing operations (Rect, Line and Clear). |
| * |
| * Set the color for drawing or filling rectangles, lines, and points, and for |
| * SDL_RenderClear(). |
| * |
| * \param renderer the rendering context |
| * \param r the red value used to draw on the rendering target |
| * \param g the green value used to draw on the rendering target |
| * \param b the blue value used to draw on the rendering target |
| * \param a the alpha value used to draw on the rendering target; usually |
| * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to |
| * specify how the alpha channel is used |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRenderDrawColor |
| * \sa SDL_RenderClear |
| * \sa SDL_RenderLine |
| * \sa SDL_RenderLines |
| * \sa SDL_RenderPoint |
| * \sa SDL_RenderPoints |
| * \sa SDL_RenderRect |
| * \sa SDL_RenderRects |
| * \sa SDL_RenderFillRect |
| * \sa SDL_RenderFillRects |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a); |
| |
| /** |
| * Get the color used for drawing operations (Rect, Line and Clear). |
| * |
| * \param renderer the rendering context |
| * \param r a pointer filled in with the red value used to draw on the |
| * rendering target |
| * \param g a pointer filled in with the green value used to draw on the |
| * rendering target |
| * \param b a pointer filled in with the blue value used to draw on the |
| * rendering target |
| * \param a a pointer filled in with the alpha value used to draw on the |
| * rendering target; usually `SDL_ALPHA_OPAQUE` (255) |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetRenderDrawColor |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a); |
| |
| /** |
| * Set the blend mode used for drawing operations (Fill and Line). |
| * |
| * If the blend mode is not supported, the closest supported mode is chosen. |
| * |
| * \param renderer the rendering context |
| * \param blendMode the SDL_BlendMode to use for blending |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRenderDrawBlendMode |
| * \sa SDL_RenderLine |
| * \sa SDL_RenderLines |
| * \sa SDL_RenderPoint |
| * \sa SDL_RenderPoints |
| * \sa SDL_RenderRect |
| * \sa SDL_RenderRects |
| * \sa SDL_RenderFillRect |
| * \sa SDL_RenderFillRects |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode); |
| |
| /** |
| * Get the blend mode used for drawing operations. |
| * |
| * \param renderer the rendering context |
| * \param blendMode a pointer filled in with the current SDL_BlendMode |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetRenderDrawBlendMode |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode); |
| |
| /** |
| * Clear the current rendering target with the drawing color. |
| * |
| * This function clears the entire rendering target, ignoring the viewport and |
| * the clip rectangle. |
| * |
| * \param renderer the rendering context |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetRenderDrawColor |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer); |
| |
| /** |
| * Draw a point on the current rendering target at subpixel precision. |
| * |
| * \param renderer The renderer which should draw a point. |
| * \param x The x coordinate of the point. |
| * \param y The y coordinate of the point. |
| * \returns 0 on success, or -1 on error |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y); |
| |
| /** |
| * Draw multiple points on the current rendering target at subpixel precision. |
| * |
| * \param renderer The renderer which should draw multiple points. |
| * \param points The points to draw |
| * \param count The number of points to draw |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count); |
| |
| /** |
| * Draw a line on the current rendering target at subpixel precision. |
| * |
| * \param renderer The renderer which should draw a line. |
| * \param x1 The x coordinate of the start point. |
| * \param y1 The y coordinate of the start point. |
| * \param x2 The x coordinate of the end point. |
| * \param y2 The y coordinate of the end point. |
| * \returns 0 on success, or -1 on error |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2); |
| |
| /** |
| * Draw a series of connected lines on the current rendering target at |
| * subpixel precision. |
| * |
| * \param renderer The renderer which should draw multiple lines. |
| * \param points The points along the lines |
| * \param count The number of points, drawing count-1 lines |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count); |
| |
| /** |
| * Draw a rectangle on the current rendering target at subpixel precision. |
| * |
| * \param renderer The renderer which should draw a rectangle. |
| * \param rect A pointer to the destination rectangle, or NULL to outline the |
| * entire rendering target. |
| * \returns 0 on success, or -1 on error |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect); |
| |
| /** |
| * Draw some number of rectangles on the current rendering target at subpixel |
| * precision. |
| * |
| * \param renderer The renderer which should draw multiple rectangles. |
| * \param rects A pointer to an array of destination rectangles. |
| * \param count The number of rectangles. |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count); |
| |
| /** |
| * Fill a rectangle on the current rendering target with the drawing color at |
| * subpixel precision. |
| * |
| * \param renderer The renderer which should fill a rectangle. |
| * \param rect A pointer to the destination rectangle, or NULL for the entire |
| * rendering target. |
| * \returns 0 on success, or -1 on error |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect); |
| |
| /** |
| * Fill some number of rectangles on the current rendering target with the |
| * drawing color at subpixel precision. |
| * |
| * \param renderer The renderer which should fill multiple rectangles. |
| * \param rects A pointer to an array of destination rectangles. |
| * \param count The number of rectangles. |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count); |
| |
| /** |
| * Copy a portion of the texture to the current rendering target at subpixel |
| * precision. |
| * |
| * \param renderer The renderer which should copy parts of a texture. |
| * \param texture The source texture. |
| * \param srcrect A pointer to the source rectangle, or NULL for the entire |
| * texture. |
| * \param dstrect A pointer to the destination rectangle, or NULL for the |
| * entire rendering target. |
| * \returns 0 on success, or -1 on error |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect); |
| |
| /** |
| * Copy a portion of the source texture to the current rendering target, with |
| * rotation and flipping, at subpixel precision. |
| * |
| * \param renderer The renderer which should copy parts of a texture. |
| * \param texture The source texture. |
| * \param srcrect A pointer to the source rectangle, or NULL for the entire |
| * texture. |
| * \param dstrect A pointer to the destination rectangle, or NULL for the |
| * entire rendering target. |
| * \param angle An angle in degrees that indicates the rotation that will be |
| * applied to dstrect, rotating it in a clockwise direction |
| * \param center A pointer to a point indicating the point around which |
| * dstrect will be rotated (if NULL, rotation will be done |
| * around dstrect.w/2, dstrect.h/2). |
| * \param flip An SDL_RendererFlip value stating which flipping actions should |
| * be performed on the texture |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_Rect *srcrect, const SDL_FRect *dstrect, |
| const double angle, const SDL_FPoint *center, |
| const SDL_RendererFlip flip); |
| |
| /** |
| * Render a list of triangles, optionally using a texture and indices into the |
| * vertex array Color and alpha modulation is done per vertex |
| * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). |
| * |
| * \param renderer The rendering context. |
| * \param texture (optional) The SDL texture to use. |
| * \param vertices Vertices. |
| * \param num_vertices Number of vertices. |
| * \param indices (optional) An array of integer indices into the 'vertices' |
| * array, if NULL all vertices will be rendered in sequential |
| * order. |
| * \param num_indices Number of indices. |
| * \returns 0 on success, or -1 if the operation is not supported |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_RenderGeometryRaw |
| * \sa SDL_Vertex |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer, |
| SDL_Texture *texture, |
| const SDL_Vertex *vertices, int num_vertices, |
| const int *indices, int num_indices); |
| |
| /** |
| * Render a list of triangles, optionally using a texture and indices into the |
| * vertex arrays Color and alpha modulation is done per vertex |
| * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). |
| * |
| * \param renderer The rendering context. |
| * \param texture (optional) The SDL texture to use. |
| * \param xy Vertex positions |
| * \param xy_stride Byte size to move from one element to the next element |
| * \param color Vertex colors (as SDL_Color) |
| * \param color_stride Byte size to move from one element to the next element |
| * \param uv Vertex normalized texture coordinates |
| * \param uv_stride Byte size to move from one element to the next element |
| * \param num_vertices Number of vertices. |
| * \param indices (optional) An array of indices into the 'vertices' arrays, |
| * if NULL all vertices will be rendered in sequential order. |
| * \param num_indices Number of indices. |
| * \param size_indices Index size: 1 (byte), 2 (short), 4 (int) |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_RenderGeometry |
| * \sa SDL_Vertex |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, |
| SDL_Texture *texture, |
| const float *xy, int xy_stride, |
| const SDL_Color *color, int color_stride, |
| const float *uv, int uv_stride, |
| int num_vertices, |
| const void *indices, int num_indices, int size_indices); |
| |
| /** |
| * Read pixels from the current rendering target to an array of pixels. |
| * |
| * **WARNING**: This is a very slow operation, and should not be used |
| * frequently. If you're using this on the main rendering target, it should be |
| * called after rendering and before SDL_RenderPresent(). |
| * |
| * `pitch` specifies the number of bytes between rows in the destination |
| * `pixels` data. This allows you to write to a subrectangle or have padded |
| * rows in the destination. Generally, `pitch` should equal the number of |
| * pixels per row in the `pixels` data times the number of bytes per pixel, |
| * but it might contain additional padding (for example, 24bit RGB Windows |
| * Bitmap data pads all rows to multiples of 4 bytes). |
| * |
| * \param renderer the rendering context |
| * \param rect an SDL_Rect structure representing the area in pixels relative |
| * to the to current viewport, or NULL for the entire viewport |
| * \param format an SDL_PixelFormatEnum value of the desired format of the |
| * pixel data, or 0 to use the format of the rendering target |
| * \param pixels a pointer to the pixel data to copy into |
| * \param pitch the pitch of the `pixels` parameter |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, |
| const SDL_Rect *rect, |
| Uint32 format, |
| void *pixels, int pitch); |
| |
| /** |
| * Update the screen with any rendering performed since the previous call. |
| * |
| * SDL's rendering functions operate on a backbuffer; that is, calling a |
| * rendering function such as SDL_RenderLine() does not directly put a line on |
| * the screen, but rather updates the backbuffer. As such, you compose your |
| * entire scene and *present* the composed backbuffer to the screen as a |
| * complete picture. |
| * |
| * Therefore, when using SDL's rendering API, one does all drawing intended |
| * for the frame, and then calls this function once per frame to present the |
| * final drawing to the user. |
| * |
| * The backbuffer should be considered invalidated after each present; do not |
| * assume that previous contents will exist between frames. You are strongly |
| * encouraged to call SDL_RenderClear() to initialize the backbuffer before |
| * starting each new frame's drawing, even if you plan to overwrite every |
| * pixel. |
| * |
| * \param renderer the rendering context |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \threadsafety You may only call this function on the main thread. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_RenderClear |
| * \sa SDL_RenderLine |
| * \sa SDL_RenderLines |
| * \sa SDL_RenderPoint |
| * \sa SDL_RenderPoints |
| * \sa SDL_RenderRect |
| * \sa SDL_RenderRects |
| * \sa SDL_RenderFillRect |
| * \sa SDL_RenderFillRects |
| * \sa SDL_SetRenderDrawBlendMode |
| * \sa SDL_SetRenderDrawColor |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer); |
| |
| /** |
| * Destroy the specified texture. |
| * |
| * Passing NULL or an otherwise invalid texture will set the SDL error message |
| * to "Invalid texture". |
| * |
| * \param texture the texture to destroy |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateTexture |
| * \sa SDL_CreateTextureFromSurface |
| */ |
| extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture); |
| |
| /** |
| * Destroy the rendering context for a window and free associated textures. |
| * |
| * If `renderer` is NULL, this function will return immediately after setting |
| * the SDL error message to "Invalid renderer". See SDL_GetError(). |
| * |
| * \param renderer the rendering context |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateRenderer |
| */ |
| extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer); |
| |
| /** |
| * Force the rendering context to flush any pending commands to the underlying |
| * rendering API. |
| * |
| * You do not need to (and in fact, shouldn't) call this function unless you |
| * are planning to call into OpenGL/Direct3D/Metal/whatever directly in |
| * addition to using an SDL_Renderer. |
| * |
| * This is for a very-specific case: if you are using SDL's render API, you |
| * asked for a specific renderer backend (OpenGL, Direct3D, etc), you set |
| * SDL_HINT_RENDER_BATCHING to "1", and you plan to make OpenGL/D3D/whatever |
| * calls in addition to SDL render API calls. If all of this applies, you |
| * should call SDL_RenderFlush() between calls to SDL's render API and the |
| * low-level API you're using in cooperation. |
| * |
| * In all other cases, you can ignore this function. This is only here to get |
| * maximum performance out of a specific situation. In all other cases, SDL |
| * will do the right thing, perhaps at a performance loss. |
| * |
| * This function is first available in SDL 2.0.10, and is not needed in 2.0.9 |
| * and earlier, as earlier versions did not queue rendering commands at all, |
| * instead flushing them to the OS immediately. |
| * |
| * \param renderer the rendering context |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer *renderer); |
| |
| |
| /** |
| * Bind an OpenGL/ES/ES2 texture to the current context. |
| * |
| * This is for use with OpenGL instructions when rendering OpenGL primitives |
| * directly. |
| * |
| * If not NULL, `texw` and `texh` will be filled with the width and height |
| * values suitable for the provided texture. In most cases, both will be 1.0, |
| * however, on systems that support the GL_ARB_texture_rectangle extension, |
| * these values will actually be the pixel width and height used to create the |
| * texture, so this factor needs to be taken into account when providing |
| * texture coordinates to OpenGL. |
| * |
| * You need a renderer to create an SDL_Texture, therefore you can only use |
| * this function with an implicit OpenGL context from SDL_CreateRenderer(), |
| * not with your own OpenGL context. If you need control over your OpenGL |
| * context, you need to write your own texture-loading methods. |
| * |
| * Also note that SDL may upload RGB textures as BGR (or vice-versa), and |
| * re-order the color channels in the shaders phase, so the uploaded texture |
| * may have swapped color channels. |
| * |
| * \param texture the texture to bind to the current OpenGL/ES/ES2 context |
| * \param texw a pointer to a float value which will be filled with the |
| * texture width or NULL if you don't need that value |
| * \param texh a pointer to a float value which will be filled with the |
| * texture height or NULL if you don't need that value |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GL_MakeCurrent |
| * \sa SDL_GL_UnbindTexture |
| */ |
| extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh); |
| |
| /** |
| * Unbind an OpenGL/ES/ES2 texture from the current context. |
| * |
| * See SDL_GL_BindTexture() for examples on how to use these functions |
| * |
| * \param texture the texture to unbind from the current OpenGL/ES/ES2 context |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GL_BindTexture |
| * \sa SDL_GL_MakeCurrent |
| */ |
| extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture); |
| |
| /** |
| * Get the CAMetalLayer associated with the given Metal renderer. |
| * |
| * This function returns `void *`, so SDL doesn't have to include Metal's |
| * headers, but it can be safely cast to a `CAMetalLayer *`. |
| * |
| * \param renderer The renderer to query |
| * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a |
| * Metal renderer |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRenderMetalCommandEncoder |
| */ |
| extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer); |
| |
| /** |
| * Get the Metal command encoder for the current frame |
| * |
| * This function returns `void *`, so SDL doesn't have to include Metal's |
| * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`. |
| * |
| * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give |
| * SDL a drawable to render to, which might happen if the window is |
| * hidden/minimized/offscreen. This doesn't apply to command encoders for |
| * render targets, just the window's backbacker. Check your return values! |
| * |
| * \param renderer The renderer to query |
| * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the |
| * renderer isn't a Metal renderer or there was an error. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRenderMetalLayer |
| */ |
| extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer); |
| |
| /** |
| * Toggle VSync of the given renderer. |
| * |
| * \param renderer The renderer to toggle |
| * \param vsync 1 for on, 0 for off. All other values are reserved |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync); |
| |
| /** |
| * Get VSync of the given renderer. |
| * |
| * \param renderer The renderer to toggle |
| * \param vsync an int filled with 1 for on, 0 for off. All other values are |
| * reserved |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync); |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include <SDL3/SDL_close_code.h> |
| |
| #endif /* SDL_render_h_ */ |