| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2026 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. |
| */ |
| |
| /** |
| * # CategoryRender |
| * |
| * Header file for SDL 2D rendering functions. |
| * |
| * This API supports the following features: |
| * |
| * - single pixel points |
| * - single pixel lines |
| * - filled rectangles |
| * - texture images |
| * - 2D polygons |
| * |
| * 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 3D polygons and particle effects, and in that case |
| * you should use SDL's OpenGL/Direct3D support, the SDL3 GPU API, or one of |
| * the many good 3D engines. |
| * |
| * These functions must be called from the main thread. See this bug for |
| * details: https://github.com/libsdl-org/SDL/issues/986 |
| */ |
| |
| #ifndef SDL_render_h_ |
| #define SDL_render_h_ |
| |
| #include <SDL3/SDL_stdinc.h> |
| #include <SDL3/SDL_blendmode.h> |
| #include <SDL3/SDL_error.h> |
| #include <SDL3/SDL_events.h> |
| #include <SDL3/SDL_pixels.h> |
| #include <SDL3/SDL_properties.h> |
| #include <SDL3/SDL_rect.h> |
| #include <SDL3/SDL_surface.h> |
| #include <SDL3/SDL_video.h> |
| #include <SDL3/SDL_gpu.h> |
| |
| #include <SDL3/SDL_begin_code.h> |
| /* Set up for C function definitions, even when using C++ */ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| /** |
| * The name of the software renderer. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_SOFTWARE_RENDERER "software" |
| |
| /** |
| * The name of the GPU renderer. |
| * |
| * \since This macro is available since SDL 3.4.0. |
| */ |
| #define SDL_GPU_RENDERER "gpu" |
| |
| /** |
| * Vertex structure. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_Vertex |
| { |
| SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */ |
| SDL_FColor color; /**< Vertex color */ |
| SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */ |
| } SDL_Vertex; |
| |
| /** |
| * The access pattern allowed for a texture. |
| * |
| * \since This enum is available since SDL 3.2.0. |
| */ |
| typedef enum SDL_TextureAccess |
| { |
| 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 addressing mode for a texture when used in SDL_RenderGeometry(). |
| * |
| * This affects how texture coordinates are interpreted outside of [0, 1] |
| * |
| * Texture wrapping is always supported for power of two texture sizes, and is |
| * supported for other texture sizes if |
| * SDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN is set to true. |
| * |
| * \since This enum is available since SDL 3.4.0. |
| */ |
| typedef enum SDL_TextureAddressMode |
| { |
| SDL_TEXTURE_ADDRESS_INVALID = -1, |
| SDL_TEXTURE_ADDRESS_AUTO, /**< Wrapping is enabled if texture coordinates are outside [0, 1], this is the default */ |
| SDL_TEXTURE_ADDRESS_CLAMP, /**< Texture coordinates are clamped to the [0, 1] range */ |
| SDL_TEXTURE_ADDRESS_WRAP /**< The texture is repeated (tiled) */ |
| } SDL_TextureAddressMode; |
| |
| /** |
| * How the logical size is mapped to the output. |
| * |
| * \since This enum is available since SDL 3.2.0. |
| */ |
| typedef enum SDL_RendererLogicalPresentation |
| { |
| SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */ |
| 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 the clear color */ |
| 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 |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_Renderer SDL_Renderer; |
| |
| #ifndef SDL_INTERNAL |
| |
| /** |
| * An efficient driver-specific representation of pixel data |
| * |
| * \since This struct is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateTexture |
| * \sa SDL_CreateTextureFromSurface |
| * \sa SDL_CreateTextureWithProperties |
| * \sa SDL_DestroyTexture |
| */ |
| struct SDL_Texture |
| { |
| SDL_PixelFormat format; /**< The format of the texture, read-only */ |
| int w; /**< The width of the texture, read-only. */ |
| int h; /**< The height of the texture, read-only. */ |
| |
| int refcount; /**< Application reference count, used when freeing texture */ |
| }; |
| #endif /* !SDL_INTERNAL */ |
| |
| 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 the number of built in render drivers. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateRenderer |
| * \sa SDL_GetRenderDriver |
| */ |
| extern SDL_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. |
| * |
| * \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. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetNumRenderDrivers |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetRenderDriver(int index); |
| |
| /** |
| * Create a window and default renderer. |
| * |
| * \param title the title of the window, in UTF-8 encoding. |
| * \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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateRenderer |
| * \sa SDL_CreateWindow |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags 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 choose |
| * the best option for you, based on what is available on the user's system. |
| * |
| * If `name` is a comma-separated list, SDL will try each name, in the order |
| * listed, until one succeeds or all of them fail. |
| * |
| * By default the rendering size matches the window size in pixels, but you |
| * can call SDL_SetRenderLogicalPresentation() to 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 let |
| * SDL choose one. |
| * \returns a valid rendering context or NULL if there was an error; call |
| * SDL_GetError() for more information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateRendererWithProperties |
| * \sa SDL_CreateSoftwareRenderer |
| * \sa SDL_DestroyRenderer |
| * \sa SDL_GetNumRenderDrivers |
| * \sa SDL_GetRenderDriver |
| * \sa SDL_GetRendererName |
| */ |
| extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name); |
| |
| /** |
| * Create a 2D rendering context for a window, with the specified properties. |
| * |
| * These are the supported properties: |
| * |
| * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver |
| * to use, if a specific one is desired |
| * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is |
| * displayed, required if this isn't a software renderer using a surface |
| * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering |
| * is displayed, if you want a software renderer without a window |
| * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace |
| * value describing the colorspace for output to the display, defaults to |
| * SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers |
| * support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and |
| * supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing |
| * still uses the sRGB colorspace, but values can go beyond 1.0 and float |
| * (linear) format textures can be used for HDR content. |
| * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER`: non-zero if you want |
| * present synchronized with the refresh rate. This property can take any |
| * value that is supported by SDL_SetRenderVSync() for the renderer. |
| * |
| * With the SDL GPU renderer (since SDL 3.4.0): |
| * |
| * - `SDL_PROP_RENDERER_CREATE_GPU_DEVICE_POINTER`: the device to use with the |
| * renderer, optional. |
| * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN`: the app is able to |
| * provide SPIR-V shaders to SDL_GPURenderState, optional. |
| * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN`: the app is able to |
| * provide DXIL shaders to SDL_GPURenderState, optional. |
| * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN`: the app is able to |
| * provide MSL shaders to SDL_GPURenderState, optional. |
| * |
| * With the vulkan renderer: |
| * |
| * - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use |
| * with the renderer, optional. |
| * - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use |
| * with the renderer, optional. |
| * - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the |
| * VkPhysicalDevice to use with the renderer, optional. |
| * - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use |
| * with the renderer, optional. |
| * - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the |
| * queue family index used for rendering. |
| * - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the |
| * queue family index used for presentation. |
| * |
| * \param props the properties to use. |
| * \returns a valid rendering context or NULL if there was an error; call |
| * SDL_GetError() for more information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateProperties |
| * \sa SDL_CreateRenderer |
| * \sa SDL_CreateSoftwareRenderer |
| * \sa SDL_DestroyRenderer |
| * \sa SDL_GetRendererName |
| */ |
| extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props); |
| |
| #define SDL_PROP_RENDERER_CREATE_NAME_STRING "SDL.renderer.create.name" |
| #define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "SDL.renderer.create.window" |
| #define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "SDL.renderer.create.surface" |
| #define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.create.output_colorspace" |
| #define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER "SDL.renderer.create.present_vsync" |
| #define SDL_PROP_RENDERER_CREATE_GPU_DEVICE_POINTER "SDL.renderer.create.gpu.device" |
| #define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN "SDL.renderer.create.gpu.shaders_spirv" |
| #define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN "SDL.renderer.create.gpu.shaders_dxil" |
| #define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN "SDL.renderer.create.gpu.shaders_msl" |
| #define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "SDL.renderer.create.vulkan.instance" |
| #define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "SDL.renderer.create.vulkan.surface" |
| #define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.create.vulkan.physical_device" |
| #define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "SDL.renderer.create.vulkan.device" |
| #define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.graphics_queue_family_index" |
| #define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.present_queue_family_index" |
| |
| /** |
| * Create a 2D GPU rendering context. |
| * |
| * The GPU device to use is passed in as a parameter. If this is NULL, then a |
| * device will be created normally and can be retrieved using |
| * SDL_GetGPURendererDevice(). |
| * |
| * The window to use is passed in as a parameter. If this is NULL, then this |
| * will become an offscreen renderer. In that case, you should call |
| * SDL_SetRenderTarget() to setup rendering to a texture, and then call |
| * SDL_RenderPresent() normally to complete drawing a frame. |
| * |
| * \param device the GPU device to use with the renderer, or NULL to create a |
| * device. |
| * \param window the window where rendering is displayed, or NULL to create an |
| * offscreen renderer. |
| * \returns a valid rendering context or NULL if there was an error; call |
| * SDL_GetError() for more information. |
| * |
| * \threadsafety If this function is called with a valid GPU device, it should |
| * be called on the thread that created the device. If this |
| * function is called with a valid window, it should be called |
| * on the thread that created the window. |
| * |
| * \since This function is available since SDL 3.4.0. |
| * |
| * \sa SDL_CreateRendererWithProperties |
| * \sa SDL_GetGPURendererDevice |
| * \sa SDL_CreateGPUShader |
| * \sa SDL_CreateGPURenderState |
| * \sa SDL_SetGPURenderState |
| */ |
| extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateGPURenderer(SDL_GPUDevice *device, SDL_Window *window); |
| |
| /** |
| * Return the GPU device used by a renderer. |
| * |
| * \param renderer the rendering context. |
| * \returns the GPU device used by the renderer, or NULL if the renderer is |
| * not a GPU renderer; call SDL_GetError() for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.4.0. |
| */ |
| extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_GetGPURendererDevice(SDL_Renderer *renderer); |
| |
| /** |
| * 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. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_DestroyRenderer |
| */ |
| extern SDL_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. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_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. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer); |
| |
| /** |
| * Get the name of a renderer. |
| * |
| * \param renderer the rendering context. |
| * \returns the name of the selected renderer, 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_CreateRenderer |
| * \sa SDL_CreateRendererWithProperties |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetRendererName(SDL_Renderer *renderer); |
| |
| /** |
| * Get the properties associated with a renderer. |
| * |
| * The following read-only properties are provided by SDL: |
| * |
| * - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver |
| * - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is |
| * displayed, if any |
| * - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is |
| * displayed, if this is a software renderer without a window |
| * - `SDL_PROP_RENDERER_VSYNC_NUMBER`: the current vsync setting |
| * - `SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER`: the maximum texture width |
| * and height |
| * - `SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER`: a (const SDL_PixelFormat *) |
| * array of pixel formats, terminated with SDL_PIXELFORMAT_UNKNOWN, |
| * representing the available texture formats for this renderer. |
| * - `SDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN`: true if the renderer |
| * supports SDL_TEXTURE_ADDRESS_WRAP on non-power-of-two textures. |
| * - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace value |
| * describing the colorspace for output to the display, defaults to |
| * SDL_COLORSPACE_SRGB. |
| * - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is |
| * SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with |
| * HDR enabled. This property can change dynamically when |
| * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. |
| * - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the |
| * SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is |
| * automatically multiplied into the color scale. This property can change |
| * dynamically when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. |
| * - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range |
| * that can be displayed, in terms of the SDR white point. When HDR is not |
| * enabled, this will be 1.0. This property can change dynamically when |
| * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. |
| * |
| * With the direct3d renderer: |
| * |
| * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated |
| * with the renderer |
| * |
| * With the direct3d11 renderer: |
| * |
| * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated |
| * with the renderer |
| * - `SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER`: the IDXGISwapChain1 |
| * associated with the renderer. This may change when the window is resized. |
| * |
| * With the direct3d12 renderer: |
| * |
| * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated |
| * with the renderer |
| * - `SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER`: the IDXGISwapChain4 |
| * associated with the renderer. |
| * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue |
| * associated with the renderer |
| * |
| * With the vulkan renderer: |
| * |
| * - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated |
| * with the renderer |
| * - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated |
| * with the renderer |
| * - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice |
| * associated with the renderer |
| * - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with |
| * the renderer |
| * - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue |
| * family index used for rendering |
| * - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue |
| * family index used for presentation |
| * - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of |
| * swapchain images, or potential frames in flight, used by the Vulkan |
| * renderer |
| * |
| * With the gpu renderer: |
| * |
| * - `SDL_PROP_RENDERER_GPU_DEVICE_POINTER`: the SDL_GPUDevice associated with |
| * the renderer |
| * |
| * \param renderer the rendering context. |
| * \returns a valid property ID on success or 0 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 SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer); |
| |
| #define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name" |
| #define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window" |
| #define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface" |
| #define SDL_PROP_RENDERER_VSYNC_NUMBER "SDL.renderer.vsync" |
| #define SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER "SDL.renderer.max_texture_size" |
| #define SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER "SDL.renderer.texture_formats" |
| #define SDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN "SDL.renderer.texture_wrapping" |
| #define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace" |
| #define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled" |
| #define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point" |
| #define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom" |
| #define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device" |
| #define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device" |
| #define SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER "SDL.renderer.d3d11.swap_chain" |
| #define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device" |
| #define SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER "SDL.renderer.d3d12.swap_chain" |
| #define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue" |
| #define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER "SDL.renderer.vulkan.instance" |
| #define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER "SDL.renderer.vulkan.surface" |
| #define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.vulkan.physical_device" |
| #define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER "SDL.renderer.vulkan.device" |
| #define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index" |
| #define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.present_queue_family_index" |
| #define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER "SDL.renderer.vulkan.swapchain_image_count" |
| #define SDL_PROP_RENDERER_GPU_DEVICE_POINTER "SDL.renderer.gpu.device" |
| |
| /** |
| * 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. |
| * |
| * For the output size of the current rendering target, with logical size |
| * adjustments, use SDL_GetCurrentRenderOutputSize() instead. |
| * |
| * \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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetCurrentRenderOutputSize |
| */ |
| extern SDL_DECLSPEC bool 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 return the value of SDL_GetRenderOutputSize(). |
| * |
| * Rendering target or not, the output will be adjusted by the current logical |
| * presentation state, dictated by SDL_SetRenderLogicalPresentation(). |
| * |
| * \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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderOutputSize |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h); |
| |
| /** |
| * Create a texture for a rendering context. |
| * |
| * The contents of a texture when first created are not defined. |
| * |
| * \param renderer the rendering context. |
| * \param format one of the enumerated values in SDL_PixelFormat. |
| * \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 the created texture or NULL on failure; call SDL_GetError() for |
| * more information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateTextureFromSurface |
| * \sa SDL_CreateTextureWithProperties |
| * \sa SDL_DestroyTexture |
| * \sa SDL_GetTextureSize |
| * \sa SDL_UpdateTexture |
| */ |
| extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, SDL_TextureAccess 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, and can be queried using the |
| * SDL_PROP_TEXTURE_FORMAT_NUMBER property. |
| * |
| * \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. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateTexture |
| * \sa SDL_CreateTextureWithProperties |
| * \sa SDL_DestroyTexture |
| */ |
| extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface); |
| |
| /** |
| * Create a texture for a rendering context with the specified properties. |
| * |
| * These are the supported properties: |
| * |
| * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_Colorspace value |
| * describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR |
| * for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures, |
| * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for |
| * YUV textures. |
| * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in |
| * SDL_PixelFormat, defaults to the best RGBA format for the renderer |
| * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in |
| * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC |
| * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in |
| * pixels, required |
| * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in |
| * pixels, required |
| * - `SDL_PROP_TEXTURE_CREATE_PALETTE_POINTER`: an SDL_Palette to use with |
| * palettized texture formats. This can be set later with |
| * SDL_SetTexturePalette() |
| * - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating |
| * point textures, this defines the value of 100% diffuse white, with higher |
| * values being displayed in the High Dynamic Range headroom. This defaults |
| * to 100 for HDR10 textures and 1.0 for floating point textures. |
| * - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating |
| * point textures, this defines the maximum dynamic range used by the |
| * content, in terms of the SDR white point. This would be equivalent to |
| * maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content. |
| * If this is defined, any values outside the range supported by the display |
| * will be scaled into the available HDR headroom, otherwise they are |
| * clipped. |
| * |
| * With the direct3d11 renderer: |
| * |
| * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D |
| * associated with the texture, if you want to wrap an existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D |
| * associated with the U plane of a YUV texture, if you want to wrap an |
| * existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D |
| * associated with the V plane of a YUV texture, if you want to wrap an |
| * existing texture. |
| * |
| * With the direct3d12 renderer: |
| * |
| * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource |
| * associated with the texture, if you want to wrap an existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource |
| * associated with the U plane of a YUV texture, if you want to wrap an |
| * existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource |
| * associated with the V plane of a YUV texture, if you want to wrap an |
| * existing texture. |
| * |
| * With the metal renderer: |
| * |
| * - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef |
| * associated with the texture, if you want to create a texture from an |
| * existing pixel buffer. |
| * |
| * With the opengl renderer: |
| * |
| * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture |
| * associated with the texture, if you want to wrap an existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture |
| * associated with the UV plane of an NV12 texture, if you want to wrap an |
| * existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture |
| * associated with the U plane of a YUV texture, if you want to wrap an |
| * existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture |
| * associated with the V plane of a YUV texture, if you want to wrap an |
| * existing texture. |
| * |
| * With the opengles2 renderer: |
| * |
| * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture |
| * associated with the texture, if you want to wrap an existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture |
| * associated with the texture, if you want to wrap an existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture |
| * associated with the UV plane of an NV12 texture, if you want to wrap an |
| * existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture |
| * associated with the U plane of a YUV texture, if you want to wrap an |
| * existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture |
| * associated with the V plane of a YUV texture, if you want to wrap an |
| * existing texture. |
| * |
| * With the vulkan renderer: |
| * |
| * - `SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER`: the VkImage associated |
| * with the texture, if you want to wrap an existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER`: the VkImageLayout for the |
| * VkImage, defaults to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL. |
| * |
| * With the GPU renderer: |
| * |
| * - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER`: the SDL_GPUTexture |
| * associated with the texture, if you want to wrap an existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_UV_NUMBER`: the SDL_GPUTexture |
| * associated with the UV plane of an NV12 texture, if you want to wrap an |
| * existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_U_NUMBER`: the SDL_GPUTexture |
| * associated with the U plane of a YUV texture, if you want to wrap an |
| * existing texture. |
| * - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_V_NUMBER`: the SDL_GPUTexture |
| * associated with the V plane of a YUV texture, if you want to wrap an |
| * existing texture. |
| * |
| * \param renderer the rendering context. |
| * \param props the properties to use. |
| * \returns the created texture or NULL on failure; call SDL_GetError() for |
| * more information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateProperties |
| * \sa SDL_CreateTexture |
| * \sa SDL_CreateTextureFromSurface |
| * \sa SDL_DestroyTexture |
| * \sa SDL_GetTextureSize |
| * \sa SDL_UpdateTexture |
| */ |
| extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props); |
| |
| #define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "SDL.texture.create.colorspace" |
| #define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "SDL.texture.create.format" |
| #define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "SDL.texture.create.access" |
| #define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "SDL.texture.create.width" |
| #define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "SDL.texture.create.height" |
| #define SDL_PROP_TEXTURE_CREATE_PALETTE_POINTER "SDL.texture.create.palette" |
| #define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDL.texture.create.SDR_white_point" |
| #define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "SDL.texture.create.HDR_headroom" |
| #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "SDL.texture.create.d3d11.texture" |
| #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "SDL.texture.create.d3d11.texture_u" |
| #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "SDL.texture.create.d3d11.texture_v" |
| #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "SDL.texture.create.d3d12.texture" |
| #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "SDL.texture.create.d3d12.texture_u" |
| #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "SDL.texture.create.d3d12.texture_v" |
| #define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "SDL.texture.create.metal.pixelbuffer" |
| #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "SDL.texture.create.opengl.texture" |
| #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.create.opengl.texture_uv" |
| #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.create.opengl.texture_u" |
| #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.create.opengl.texture_v" |
| #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.create.opengles2.texture" |
| #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.create.opengles2.texture_uv" |
| #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.create.opengles2.texture_u" |
| #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.create.opengles2.texture_v" |
| #define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "SDL.texture.create.vulkan.texture" |
| #define SDL_PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER "SDL.texture.create.vulkan.layout" |
| #define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER "SDL.texture.create.gpu.texture" |
| #define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_UV_POINTER "SDL.texture.create.gpu.texture_uv" |
| #define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_U_POINTER "SDL.texture.create.gpu.texture_u" |
| #define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_V_POINTER "SDL.texture.create.gpu.texture_v" |
| |
| /** |
| * Get the properties associated with a texture. |
| * |
| * The following read-only properties are provided by SDL: |
| * |
| * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_Colorspace value describing |
| * the texture colorspace. |
| * - `SDL_PROP_TEXTURE_FORMAT_NUMBER`: one of the enumerated values in |
| * SDL_PixelFormat. |
| * - `SDL_PROP_TEXTURE_ACCESS_NUMBER`: one of the enumerated values in |
| * SDL_TextureAccess. |
| * - `SDL_PROP_TEXTURE_WIDTH_NUMBER`: the width of the texture in pixels. |
| * - `SDL_PROP_TEXTURE_HEIGHT_NUMBER`: the height of the texture in pixels. |
| * - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point |
| * textures, this defines the value of 100% diffuse white, with higher |
| * values being displayed in the High Dynamic Range headroom. This defaults |
| * to 100 for HDR10 textures and 1.0 for other textures. |
| * - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point |
| * textures, this defines the maximum dynamic range used by the content, in |
| * terms of the SDR white point. If this is defined, any values outside the |
| * range supported by the display will be scaled into the available HDR |
| * headroom, otherwise they are clipped. This defaults to 1.0 for SDR |
| * textures, 4.0 for HDR10 textures, and no default for floating point |
| * textures. |
| * |
| * With the direct3d11 renderer: |
| * |
| * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated |
| * with the texture |
| * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D |
| * associated with the U plane of a YUV texture |
| * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D |
| * associated with the V plane of a YUV texture |
| * |
| * With the direct3d12 renderer: |
| * |
| * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated |
| * with the texture |
| * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated |
| * with the U plane of a YUV texture |
| * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated |
| * with the V plane of a YUV texture |
| * |
| * With the vulkan renderer: |
| * |
| * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the |
| * texture |
| * |
| * With the opengl renderer: |
| * |
| * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated |
| * with the texture |
| * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture |
| * associated with the UV plane of an NV12 texture |
| * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated |
| * with the U plane of a YUV texture |
| * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated |
| * with the V plane of a YUV texture |
| * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the |
| * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc) |
| * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of |
| * the texture (0.0 - 1.0) |
| * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of |
| * the texture (0.0 - 1.0) |
| * |
| * With the opengles2 renderer: |
| * |
| * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture |
| * associated with the texture |
| * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture |
| * associated with the UV plane of an NV12 texture |
| * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture |
| * associated with the U plane of a YUV texture |
| * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture |
| * associated with the V plane of a YUV texture |
| * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the |
| * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc) |
| * |
| * With the gpu renderer: |
| * |
| * - `SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER`: the SDL_GPUTexture associated |
| * with the texture |
| * - `SDL_PROP_TEXTURE_GPU_TEXTURE_UV_POINTER`: the SDL_GPUTexture associated |
| * with the UV plane of an NV12 texture |
| * - `SDL_PROP_TEXTURE_GPU_TEXTURE_U_POINTER`: the SDL_GPUTexture associated |
| * with the U plane of a YUV texture |
| * - `SDL_PROP_TEXTURE_GPU_TEXTURE_V_POINTER`: the SDL_GPUTexture associated |
| * with the V plane of a YUV texture |
| * |
| * \param texture the texture to query. |
| * \returns a valid property ID on success or 0 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 SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture); |
| |
| #define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace" |
| #define SDL_PROP_TEXTURE_FORMAT_NUMBER "SDL.texture.format" |
| #define SDL_PROP_TEXTURE_ACCESS_NUMBER "SDL.texture.access" |
| #define SDL_PROP_TEXTURE_WIDTH_NUMBER "SDL.texture.width" |
| #define SDL_PROP_TEXTURE_HEIGHT_NUMBER "SDL.texture.height" |
| #define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point" |
| #define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom" |
| #define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture" |
| #define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u" |
| #define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v" |
| #define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture" |
| #define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u" |
| #define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v" |
| #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture" |
| #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv" |
| #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u" |
| #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v" |
| #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target" |
| #define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w" |
| #define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h" |
| #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture" |
| #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv" |
| #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u" |
| #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v" |
| #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target" |
| #define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER "SDL.texture.vulkan.texture" |
| #define SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER "SDL.texture.gpu.texture" |
| #define SDL_PROP_TEXTURE_GPU_TEXTURE_UV_POINTER "SDL.texture.gpu.texture_uv" |
| #define SDL_PROP_TEXTURE_GPU_TEXTURE_U_POINTER "SDL.texture.gpu.texture_u" |
| #define SDL_PROP_TEXTURE_GPU_TEXTURE_V_POINTER "SDL.texture.gpu.texture_v" |
| |
| /** |
| * Get the renderer that created an SDL_Texture. |
| * |
| * \param texture the texture to query. |
| * \returns a pointer to the SDL_Renderer that created the texture, 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. |
| */ |
| extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture); |
| |
| /** |
| * Get the size of a texture, as floating point values. |
| * |
| * \param texture the texture to query. |
| * \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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h); |
| |
| /** |
| * Set the palette used by a texture. |
| * |
| * Setting the palette keeps an internal reference to the palette, which can |
| * be safely destroyed afterwards. |
| * |
| * A single palette can be shared with many textures. |
| * |
| * \param texture the texture to update. |
| * \param palette the SDL_Palette structure to use. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.4.0. |
| * |
| * \sa SDL_CreatePalette |
| * \sa SDL_GetTexturePalette |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetTexturePalette(SDL_Texture *texture, SDL_Palette *palette); |
| |
| /** |
| * Get the palette used by a texture. |
| * |
| * \param texture the texture to query. |
| * \returns a pointer to the palette used by the texture, or NULL if there is |
| * no palette used. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.4.0. |
| * |
| * \sa SDL_SetTexturePalette |
| */ |
| extern SDL_DECLSPEC SDL_Palette * SDLCALL SDL_GetTexturePalette(SDL_Texture *texture); |
| |
| /** |
| * 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 |
| * false 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetTextureColorMod |
| * \sa SDL_SetTextureAlphaMod |
| * \sa SDL_SetTextureColorModFloat |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b); |
| |
| |
| /** |
| * 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` |
| * |
| * Color modulation is not always supported by the renderer; it will return |
| * false 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetTextureColorModFloat |
| * \sa SDL_SetTextureAlphaModFloat |
| * \sa SDL_SetTextureColorMod |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetTextureAlphaMod |
| * \sa SDL_GetTextureColorModFloat |
| * \sa SDL_SetTextureColorMod |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorMod(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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetTextureAlphaModFloat |
| * \sa SDL_GetTextureColorMod |
| * \sa SDL_SetTextureColorModFloat |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *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 |
| * false if alpha modulation is not supported. |
| * |
| * \param texture the texture to update. |
| * \param alpha the source alpha value multiplied into copy operations. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetTextureAlphaMod |
| * \sa SDL_SetTextureAlphaModFloat |
| * \sa SDL_SetTextureColorMod |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha); |
| |
| /** |
| * 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` |
| * |
| * Alpha modulation is not always supported by the renderer; it will return |
| * false if alpha modulation is not supported. |
| * |
| * \param texture the texture to update. |
| * \param alpha the source alpha value multiplied into copy operations. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetTextureAlphaModFloat |
| * \sa SDL_SetTextureAlphaMod |
| * \sa SDL_SetTextureColorModFloat |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetTextureAlphaModFloat |
| * \sa SDL_GetTextureColorMod |
| * \sa SDL_SetTextureAlphaMod |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaMod(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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetTextureAlphaMod |
| * \sa SDL_GetTextureColorModFloat |
| * \sa SDL_SetTextureAlphaModFloat |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *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 false. |
| * |
| * \param texture the texture to update. |
| * \param blendMode the SDL_BlendMode to use for texture blending. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetTextureBlendMode |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetTextureBlendMode |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode); |
| |
| /** |
| * Set the scale mode used for texture scale operations. |
| * |
| * The default texture scale mode is SDL_SCALEMODE_LINEAR. |
| * |
| * 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetTextureScaleMode |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetTextureScaleMode |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode); |
| |
| /** |
| * Update the given texture rectangle with new pixel data. |
| * |
| * The pixel data must be in the pixel format of the texture, which can be |
| * queried using the SDL_PROP_TEXTURE_FORMAT_NUMBER property. |
| * |
| * 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_LockTexture |
| * \sa SDL_UnlockTexture |
| * \sa SDL_UpdateNVTexture |
| * \sa SDL_UpdateYUVTexture |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_UpdateNVTexture |
| * \sa SDL_UpdateTexture |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_UpdateTexture |
| * \sa SDL_UpdateYUVTexture |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false if the texture is not valid or was not |
| * created with `SDL_TEXTUREACCESS_STREAMING`; call SDL_GetError() |
| * for more information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_LockTextureToSurface |
| * \sa SDL_UnlockTexture |
| */ |
| extern SDL_DECLSPEC bool 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 a pointer to an SDL surface of size **rect**. Don't assume |
| * any specific pixel content. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_LockTexture |
| * \sa SDL_UnlockTexture |
| */ |
| extern SDL_DECLSPEC bool 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(). |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_LockTexture |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture); |
| |
| /** |
| * Set a texture as the current rendering target. |
| * |
| * 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`. |
| * |
| * Viewport, cliprect, scale, and logical presentation are unique to each |
| * render target. Get and set functions for these states apply to the current |
| * render target set by this function, and those states persist on each target |
| * when the current render target changes. |
| * |
| * \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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderTarget |
| */ |
| extern SDL_DECLSPEC bool 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. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetRenderTarget |
| */ |
| extern SDL_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. |
| * The renderer will act as if the current render target is always the |
| * requested dimensions, scaling to the actual resolution as necessary. |
| * |
| * This can be useful for games that expect a fixed size, but would like to |
| * scale the output to whatever is available, regardless of how a user resizes |
| * a window, or if the display is high DPI. |
| * |
| * Logical presentation can be used with both render target textures and the |
| * renderer's window; the state is unique to each render target, and this |
| * function sets the state for the current render target. It might be useful |
| * to draw to a texture that matches the window dimensions with logical |
| * presentation enabled, and then draw that texture across the entire window |
| * with logical presentation disabled. Be careful not to render both with |
| * logical presentation enabled, however, as this could produce |
| * double-letterboxing, etc. |
| * |
| * You can disable logical coordinates by setting the mode to |
| * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel |
| * resolution of the render target; it is safe to toggle logical presentation |
| * during the rendering of a frame: perhaps most of the rendering is done to |
| * specific dimensions but to make fonts look sharp, the app turns off logical |
| * presentation while drawing text, for example. |
| * |
| * 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. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_ConvertEventToRenderCoordinates |
| * \sa SDL_GetRenderLogicalPresentation |
| * \sa SDL_GetRenderLogicalPresentationRect |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode); |
| |
| /** |
| * Get device independent resolution and presentation mode for rendering. |
| * |
| * This function gets the width and height of the logical rendering output, or |
| * 0 if a logical resolution is not enabled. |
| * |
| * Each render target has its own logical presentation state. This function |
| * gets the state for the current render target. |
| * |
| * \param renderer the rendering context. |
| * \param w an int filled with the logical presentation width. |
| * \param h an int filled with the logical presentation height. |
| * \param mode a variable filled with the logical presentation mode being |
| * used. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetRenderLogicalPresentation |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode); |
| |
| /** |
| * Get the final presentation rectangle for rendering. |
| * |
| * This function returns the calculated rectangle used for logical |
| * presentation, based on the presentation mode and output size. If logical |
| * presentation is disabled, it will fill the rectangle with the output size, |
| * in pixels. |
| * |
| * Each render target has its own logical presentation state. This function |
| * gets the rectangle for the current render target. |
| * |
| * \param renderer the rendering context. |
| * \param rect a pointer filled in with the final presentation rectangle, may |
| * be NULL. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetRenderLogicalPresentation |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rect); |
| |
| /** |
| * Get a point in render coordinates when given a point in window coordinates. |
| * |
| * This takes into account several states: |
| * |
| * - The window dimensions. |
| * - The logical presentation settings (SDL_SetRenderLogicalPresentation) |
| * - The scale (SDL_SetRenderScale) |
| * - The viewport (SDL_SetRenderViewport) |
| * |
| * \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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetRenderLogicalPresentation |
| * \sa SDL_SetRenderScale |
| */ |
| extern SDL_DECLSPEC bool 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. |
| * |
| * This takes into account several states: |
| * |
| * - The window dimensions. |
| * - The logical presentation settings (SDL_SetRenderLogicalPresentation) |
| * - The scale (SDL_SetRenderScale) |
| * - The viewport (SDL_SetRenderViewport) |
| * |
| * \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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetRenderLogicalPresentation |
| * \sa SDL_SetRenderScale |
| * \sa SDL_SetRenderViewport |
| */ |
| extern SDL_DECLSPEC bool 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. |
| * |
| * This takes into account several states: |
| * |
| * - The window dimensions. |
| * - The logical presentation settings (SDL_SetRenderLogicalPresentation) |
| * - The scale (SDL_SetRenderScale) |
| * - The viewport (SDL_SetRenderViewport) |
| * |
| * Various event types are converted with this function: mouse, touch, pen, |
| * etc. |
| * |
| * Touch coordinates are converted from normalized coordinates in the window |
| * to non-normalized rendering coordinates. |
| * |
| * Relative mouse coordinates (xrel and yrel event fields) are _also_ |
| * converted. Applications that do not want these fields converted should use |
| * SDL_RenderCoordinatesFromWindow() on the specific event fields instead of |
| * converting the entire event structure. |
| * |
| * Once converted, coordinates may be outside the rendering area. |
| * |
| * \param renderer the rendering context. |
| * \param event the event to modify. |
| * \returns true if the event is converted or doesn't need conversion, or |
| * false on failure; call SDL_GetError() for more information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderCoordinatesFromWindow |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event); |
| |
| /** |
| * Set the drawing area for rendering on the current target. |
| * |
| * Drawing will clip to this area (separately from any clipping done with |
| * SDL_SetRenderClipRect), and the top left of the area will become coordinate |
| * (0, 0) for future drawing commands. |
| * |
| * The area's width and height must be >= 0. |
| * |
| * Each render target has its own viewport. This function sets the viewport |
| * for the current render 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderViewport |
| * \sa SDL_RenderViewportSet |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect); |
| |
| /** |
| * Get the drawing area for the current target. |
| * |
| * Each render target has its own viewport. This function gets the viewport |
| * for the current render target. |
| * |
| * \param renderer the rendering context. |
| * \param rect an SDL_Rect structure filled in with the current drawing area. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderViewportSet |
| * \sa SDL_SetRenderViewport |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect); |
| |
| /** |
| * Return whether an explicit rectangle was set as the viewport. |
| * |
| * This is useful if you're saving and restoring the viewport and want to know |
| * whether you should restore a specific rectangle or NULL. |
| * |
| * Each render target has its own viewport. This function checks the viewport |
| * for the current render target. |
| * |
| * \param renderer the rendering context. |
| * \returns true if the viewport was set to a specific rectangle, or false if |
| * it was set to NULL (the entire target). |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderViewport |
| * \sa SDL_SetRenderViewport |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer); |
| |
| /** |
| * Get the safe area for rendering within the current viewport. |
| * |
| * Some devices have portions of the screen which are partially obscured or |
| * not interactive, possibly due to on-screen controls, curved edges, camera |
| * notches, TV overscan, etc. This function provides the area of the current |
| * viewport which is safe to have interactible content. You should continue |
| * rendering into the rest of the render target, but it should not contain |
| * visually important or interactible content. |
| * |
| * \param renderer the rendering context. |
| * \param rect a pointer filled in with the area that is safe for interactive |
| * content. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderSafeArea(SDL_Renderer *renderer, SDL_Rect *rect); |
| |
| /** |
| * Set the clip rectangle for rendering on the specified target. |
| * |
| * Each render target has its own clip rectangle. This function sets the |
| * cliprect for the current render 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderClipRect |
| * \sa SDL_RenderClipEnabled |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect); |
| |
| /** |
| * Get the clip rectangle for the current target. |
| * |
| * Each render target has its own clip rectangle. This function gets the |
| * cliprect for the current render 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderClipEnabled |
| * \sa SDL_SetRenderClipRect |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect); |
| |
| /** |
| * Get whether clipping is enabled on the given render target. |
| * |
| * Each render target has its own clip rectangle. This function checks the |
| * cliprect for the current render target. |
| * |
| * \param renderer the rendering context. |
| * \returns true if clipping is enabled or false if not; call SDL_GetError() |
| * for more information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderClipRect |
| * \sa SDL_SetRenderClipRect |
| */ |
| extern SDL_DECLSPEC 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. |
| * |
| * Each render target has its own scale. This function sets the scale for the |
| * current render target. |
| * |
| * \param renderer the rendering context. |
| * \param scaleX the horizontal scaling factor. |
| * \param scaleY the vertical scaling factor. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderScale |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY); |
| |
| /** |
| * Get the drawing scale for the current target. |
| * |
| * Each render target has its own scale. This function gets the scale for the |
| * current render 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetRenderScale |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY); |
| |
| /** |
| * Set the color used for drawing operations. |
| * |
| * 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderDrawColor |
| * \sa SDL_SetRenderDrawColorFloat |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a); |
| |
| /** |
| * 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. Use |
| * SDL_SetRenderDrawBlendMode to specify how the alpha channel is |
| * used. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderDrawColorFloat |
| * \sa SDL_SetRenderDrawColor |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderDrawColorFloat |
| * \sa SDL_SetRenderDrawColor |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColor(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. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetRenderDrawColorFloat |
| * \sa SDL_GetRenderDrawColor |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a); |
| |
| /** |
| * Set the color scale used for render operations. |
| * |
| * The color scale is an additional scale multiplied into the pixel color |
| * value while rendering. This can be used to adjust the brightness of colors |
| * during HDR rendering, or changing HDR video brightness when playing on an |
| * SDR display. |
| * |
| * The color scale does not affect the alpha channel, only the color |
| * brightness. |
| * |
| * \param renderer the rendering context. |
| * \param scale the color scale value. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderColorScale |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale); |
| |
| /** |
| * Get the color scale used for render operations. |
| * |
| * \param renderer the rendering context. |
| * \param scale a pointer filled in with the current color scale value. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetRenderColorScale |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale); |
| |
| /** |
| * 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderDrawBlendMode |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetRenderDrawBlendMode |
| */ |
| extern SDL_DECLSPEC bool 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. Note, that clearing will also set/fill all pixels of |
| * the rendering target to current renderer draw color, so make sure to invoke |
| * SDL_SetRenderDrawColor() when needed. |
| * |
| * \param renderer the rendering context. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetRenderDrawColor |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderPoints |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderPoint |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderLines |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderLine |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderRects |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderRect |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderFillRects |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderFillRect |
| */ |
| extern SDL_DECLSPEC bool 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderTextureRotated |
| * \sa SDL_RenderTextureTiled |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *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_FlipMode value stating which flipping actions should be |
| * performed on the texture. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderTexture |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_FRect *srcrect, const SDL_FRect *dstrect, |
| double angle, const SDL_FPoint *center, |
| SDL_FlipMode flip); |
| |
| /** |
| * Copy a portion of the source texture to the current rendering target, with |
| * affine transform, 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 origin a pointer to a point indicating where the top-left corner of |
| * srcrect should be mapped to, or NULL for the rendering |
| * target's origin. |
| * \param right a pointer to a point indicating where the top-right corner of |
| * srcrect should be mapped to, or NULL for the rendering |
| * target's top-right corner. |
| * \param down a pointer to a point indicating where the bottom-left corner of |
| * srcrect should be mapped to, or NULL for the rendering target's |
| * bottom-left corner. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety You may only call this function from the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderTexture |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture, |
| const SDL_FRect *srcrect, const SDL_FPoint *origin, |
| const SDL_FPoint *right, const SDL_FPoint *down); |
| |
| /** |
| * Tile a portion of the texture to the current rendering target at subpixel |
| * precision. |
| * |
| * The pixels in `srcrect` will be repeated as many times as needed to |
| * completely fill `dstrect`. |
| * |
| * \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 scale the scale used to transform srcrect into the destination |
| * rectangle, e.g. a 32x32 texture with a scale of 2 would fill |
| * 64x64 tiles. |
| * \param dstrect a pointer to the destination rectangle, or NULL for the |
| * entire rendering target. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderTexture |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect); |
| |
| /** |
| * Perform a scaled copy using the 9-grid algorithm to the current rendering |
| * target at subpixel precision. |
| * |
| * The pixels in the texture are split into a 3x3 grid, using the different |
| * corner sizes for each corner, and the sides and center making up the |
| * remaining pixels. The corners are then scaled using `scale` and fit into |
| * the corners of the destination rectangle. The sides and center are then |
| * stretched into place to cover the remaining destination rectangle. |
| * |
| * \param renderer the renderer which should copy parts of a texture. |
| * \param texture the source texture. |
| * \param srcrect the SDL_Rect structure representing the rectangle to be used |
| * for the 9-grid, or NULL to use the entire texture. |
| * \param left_width the width, in pixels, of the left corners in `srcrect`. |
| * \param right_width the width, in pixels, of the right corners in `srcrect`. |
| * \param top_height the height, in pixels, of the top corners in `srcrect`. |
| * \param bottom_height the height, in pixels, of the bottom corners in |
| * `srcrect`. |
| * \param scale the scale used to transform the corner of `srcrect` into the |
| * corner of `dstrect`, or 0.0f for an unscaled copy. |
| * \param dstrect a pointer to the destination rectangle, or NULL for the |
| * entire rendering target. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderTexture |
| * \sa SDL_RenderTexture9GridTiled |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect); |
| |
| /** |
| * Perform a scaled copy using the 9-grid algorithm to the current rendering |
| * target at subpixel precision. |
| * |
| * The pixels in the texture are split into a 3x3 grid, using the different |
| * corner sizes for each corner, and the sides and center making up the |
| * remaining pixels. The corners are then scaled using `scale` and fit into |
| * the corners of the destination rectangle. The sides and center are then |
| * tiled into place to cover the remaining destination rectangle. |
| * |
| * \param renderer the renderer which should copy parts of a texture. |
| * \param texture the source texture. |
| * \param srcrect the SDL_Rect structure representing the rectangle to be used |
| * for the 9-grid, or NULL to use the entire texture. |
| * \param left_width the width, in pixels, of the left corners in `srcrect`. |
| * \param right_width the width, in pixels, of the right corners in `srcrect`. |
| * \param top_height the height, in pixels, of the top corners in `srcrect`. |
| * \param bottom_height the height, in pixels, of the bottom corners in |
| * `srcrect`. |
| * \param scale the scale used to transform the corner of `srcrect` into the |
| * corner of `dstrect`, or 0.0f for an unscaled copy. |
| * \param dstrect a pointer to the destination rectangle, or NULL for the |
| * entire rendering target. |
| * \param tileScale the scale used to transform the borders and center of |
| * `srcrect` into the borders and middle of `dstrect`, or |
| * 1.0f for an unscaled copy. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.4.0. |
| * |
| * \sa SDL_RenderTexture |
| * \sa SDL_RenderTexture9Grid |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9GridTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect, float tileScale); |
| |
| /** |
| * 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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderGeometryRaw |
| * \sa SDL_SetRenderTextureAddressMode |
| */ |
| extern SDL_DECLSPEC bool 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_FColor). |
| * \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 true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderGeometry |
| * \sa SDL_SetRenderTextureAddressMode |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, |
| SDL_Texture *texture, |
| const float *xy, int xy_stride, |
| const SDL_FColor *color, int color_stride, |
| const float *uv, int uv_stride, |
| int num_vertices, |
| const void *indices, int num_indices, int size_indices); |
| |
| /** |
| * Set the texture addressing mode used in SDL_RenderGeometry(). |
| * |
| * \param renderer the rendering context. |
| * \param u_mode the SDL_TextureAddressMode to use for horizontal texture |
| * coordinates in SDL_RenderGeometry(). |
| * \param v_mode the SDL_TextureAddressMode to use for vertical texture |
| * coordinates in SDL_RenderGeometry(). |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.4.0. |
| * |
| * \sa SDL_RenderGeometry |
| * \sa SDL_RenderGeometryRaw |
| * \sa SDL_GetRenderTextureAddressMode |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderTextureAddressMode(SDL_Renderer *renderer, SDL_TextureAddressMode u_mode, SDL_TextureAddressMode v_mode); |
| |
| /** |
| * Get the texture addressing mode used in SDL_RenderGeometry(). |
| * |
| * \param renderer the rendering context. |
| * \param u_mode a pointer filled in with the SDL_TextureAddressMode to use |
| * for horizontal texture coordinates in SDL_RenderGeometry(), |
| * may be NULL. |
| * \param v_mode a pointer filled in with the SDL_TextureAddressMode to use |
| * for vertical texture coordinates in SDL_RenderGeometry(), may |
| * be NULL. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \since This function is available since SDL 3.4.0. |
| * |
| * \sa SDL_SetRenderTextureAddressMode |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderTextureAddressMode(SDL_Renderer *renderer, SDL_TextureAddressMode *u_mode, SDL_TextureAddressMode *v_mode); |
| |
| /** |
| * Read pixels from the current rendering target. |
| * |
| * The returned surface contains pixels inside the desired area clipped to the |
| * current viewport, and should be freed with SDL_DestroySurface(). |
| * |
| * Note that this returns the actual pixels on the screen, so if you are using |
| * logical presentation you should use SDL_GetRenderLogicalPresentationRect() |
| * to get the area containing your content. |
| * |
| * **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(). |
| * |
| * \param renderer the rendering context. |
| * \param rect an SDL_Rect structure representing the area to read, which will |
| * be clipped to the current viewport, or NULL for the entire |
| * viewport. |
| * \returns a new SDL_Surface on success or NULL on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect); |
| |
| /** |
| * 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. |
| * |
| * Please note, that in case of rendering to a texture - there is **no need** |
| * to call `SDL_RenderPresent` after drawing needed objects to a texture, and |
| * should not be done; you are only required to change back the rendering |
| * target to default via `SDL_SetRenderTarget(renderer, NULL)` afterwards, as |
| * textures by themselves do not have a concept of backbuffers. Calling |
| * SDL_RenderPresent while rendering to a texture will fail. |
| * |
| * \param renderer the rendering context. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateRenderer |
| * \sa SDL_RenderClear |
| * \sa SDL_RenderFillRect |
| * \sa SDL_RenderFillRects |
| * \sa SDL_RenderLine |
| * \sa SDL_RenderLines |
| * \sa SDL_RenderPoint |
| * \sa SDL_RenderPoints |
| * \sa SDL_RenderRect |
| * \sa SDL_RenderRects |
| * \sa SDL_SetRenderDrawBlendMode |
| * \sa SDL_SetRenderDrawColor |
| */ |
| extern SDL_DECLSPEC bool 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. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateTexture |
| * \sa SDL_CreateTextureFromSurface |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture); |
| |
| /** |
| * Destroy the rendering context for a window and free all associated |
| * textures. |
| * |
| * This should be called before destroying the associated window. |
| * |
| * \param renderer the rendering context. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateRenderer |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer); |
| |
| /** |
| * Force the rendering context to flush any pending commands and state. |
| * |
| * 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, and |
| * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API |
| * calls. If this applies, you should call this function 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 call makes SDL flush any pending rendering work it was queueing up to |
| * do later in a single batch, and marks any internal cached state as invalid, |
| * so it'll prepare all its state again later, from scratch. |
| * |
| * This means you do not need to save state in your rendering code to protect |
| * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and |
| * OpenGL state that can confuse things; you should use your best judgment and |
| * be prepared to make changes if specific state needs to be protected. |
| * |
| * \param renderer the rendering context. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer); |
| |
| /** |
| * 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. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderMetalCommandEncoder |
| */ |
| extern SDL_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>`. |
| * |
| * 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 |
| * backbuffer. 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. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderMetalLayer |
| */ |
| extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer); |
| |
| |
| /** |
| * Add a set of synchronization semaphores for the current frame. |
| * |
| * The Vulkan renderer will wait for `wait_semaphore` before submitting |
| * rendering commands and signal `signal_semaphore` after rendering commands |
| * are complete for this frame. |
| * |
| * This should be called each frame that you want semaphore synchronization. |
| * The Vulkan renderer may have multiple frames in flight on the GPU, so you |
| * should have multiple semaphores that are used for synchronization. Querying |
| * SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the |
| * maximum number of semaphores you'll need. |
| * |
| * \param renderer the rendering context. |
| * \param wait_stage_mask the VkPipelineStageFlags for the wait. |
| * \param wait_semaphore a VkSempahore to wait on before rendering the current |
| * frame, or 0 if not needed. |
| * \param signal_semaphore a VkSempahore that SDL will signal when rendering |
| * for the current frame is complete, or 0 if not |
| * needed. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is **NOT** safe to call this function from two threads at |
| * once. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore); |
| |
| /** |
| * Toggle VSync of the given renderer. |
| * |
| * When a renderer is created, vsync defaults to SDL_RENDERER_VSYNC_DISABLED. |
| * |
| * The `vsync` parameter can be 1 to synchronize present with every vertical |
| * refresh, 2 to synchronize present with every second vertical refresh, etc., |
| * SDL_RENDERER_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), or |
| * SDL_RENDERER_VSYNC_DISABLED to disable. Not every value is supported by |
| * every driver, so you should check the return value to see whether the |
| * requested setting is supported. |
| * |
| * \param renderer the renderer to toggle. |
| * \param vsync the vertical refresh sync interval. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetRenderVSync |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync); |
| |
| #define SDL_RENDERER_VSYNC_DISABLED 0 |
| #define SDL_RENDERER_VSYNC_ADAPTIVE (-1) |
| |
| /** |
| * Get VSync of the given renderer. |
| * |
| * \param renderer the renderer to toggle. |
| * \param vsync an int filled with the current vertical refresh sync interval. |
| * See SDL_SetRenderVSync() for the meaning of the value. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetRenderVSync |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync); |
| |
| /** |
| * The size, in pixels, of a single SDL_RenderDebugText() character. |
| * |
| * The font is monospaced and square, so this applies to all characters. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderDebugText |
| */ |
| #define SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE 8 |
| |
| /** |
| * Draw debug text to an SDL_Renderer. |
| * |
| * This function will render a string of text to an SDL_Renderer. Note that |
| * this is a convenience function for debugging, with severe limitations, and |
| * not intended to be used for production apps and games. |
| * |
| * Among these limitations: |
| * |
| * - It accepts UTF-8 strings, but will only renders ASCII characters. |
| * - It has a single, tiny size (8x8 pixels). You can use logical presentation |
| * or SDL_SetRenderScale() to adjust it. |
| * - It uses a simple, hardcoded bitmap font. It does not allow different font |
| * selections and it does not support truetype, for proper scaling. |
| * - It does no word-wrapping and does not treat newline characters as a line |
| * break. If the text goes out of the window, it's gone. |
| * |
| * For serious text rendering, there are several good options, such as |
| * SDL_ttf, stb_truetype, or other external libraries. |
| * |
| * On first use, this will create an internal texture for rendering glyphs. |
| * This texture will live until the renderer is destroyed. |
| * |
| * The text is drawn in the color specified by SDL_SetRenderDrawColor(). |
| * |
| * \param renderer the renderer which should draw a line of text. |
| * \param x the x coordinate where the top-left corner of the text will draw. |
| * \param y the y coordinate where the top-left corner of the text will draw. |
| * \param str the string to render. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderDebugTextFormat |
| * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *str); |
| |
| /** |
| * Draw debug text to an SDL_Renderer. |
| * |
| * This function will render a printf()-style format string to a renderer. |
| * Note that this is a convenience function for debugging, with severe |
| * limitations, and is not intended to be used for production apps and games. |
| * |
| * For the full list of limitations and other useful information, see |
| * SDL_RenderDebugText. |
| * |
| * \param renderer the renderer which should draw the text. |
| * \param x the x coordinate where the top-left corner of the text will draw. |
| * \param y the y coordinate where the top-left corner of the text will draw. |
| * \param fmt the format string to draw. |
| * \param ... additional parameters matching % tokens in the `fmt` string, if |
| * any. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RenderDebugText |
| * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugTextFormat(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(4); |
| |
| /** |
| * Set default scale mode for new textures for given renderer. |
| * |
| * When a renderer is created, scale_mode defaults to SDL_SCALEMODE_LINEAR. |
| * |
| * \param renderer the renderer to update. |
| * \param scale_mode the scale mode to change to for new textures. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.4.0. |
| * |
| * \sa SDL_GetDefaultTextureScaleMode |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetDefaultTextureScaleMode(SDL_Renderer *renderer, SDL_ScaleMode scale_mode); |
| |
| /** |
| * Get default texture scale mode of the given renderer. |
| * |
| * \param renderer the renderer to get data from. |
| * \param scale_mode a SDL_ScaleMode filled with current default scale mode. |
| * See SDL_SetDefaultTextureScaleMode() for the meaning of |
| * the value. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.4.0. |
| * |
| * \sa SDL_SetDefaultTextureScaleMode |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetDefaultTextureScaleMode(SDL_Renderer *renderer, SDL_ScaleMode *scale_mode); |
| |
| /** |
| * A structure specifying the parameters of a GPU render state. |
| * |
| * \since This struct is available since SDL 3.4.0. |
| * |
| * \sa SDL_CreateGPURenderState |
| */ |
| typedef struct SDL_GPURenderStateCreateInfo |
| { |
| SDL_GPUShader *fragment_shader; /**< The fragment shader to use when this render state is active */ |
| |
| Sint32 num_sampler_bindings; /**< The number of additional fragment samplers to bind when this render state is active */ |
| const SDL_GPUTextureSamplerBinding *sampler_bindings; /**< Additional fragment samplers to bind when this render state is active */ |
| |
| Sint32 num_storage_textures; /**< The number of storage textures to bind when this render state is active */ |
| SDL_GPUTexture *const *storage_textures; /**< Storage textures to bind when this render state is active */ |
| |
| Sint32 num_storage_buffers; /**< The number of storage buffers to bind when this render state is active */ |
| SDL_GPUBuffer *const *storage_buffers; /**< Storage buffers to bind when this render state is active */ |
| |
| SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ |
| } SDL_GPURenderStateCreateInfo; |
| |
| /** |
| * A custom GPU render state. |
| * |
| * \since This struct is available since SDL 3.4.0. |
| * |
| * \sa SDL_CreateGPURenderState |
| * \sa SDL_SetGPURenderStateFragmentUniforms |
| * \sa SDL_SetGPURenderState |
| * \sa SDL_DestroyGPURenderState |
| */ |
| typedef struct SDL_GPURenderState SDL_GPURenderState; |
| |
| /** |
| * Create custom GPU render state. |
| * |
| * \param renderer the renderer to use. |
| * \param createinfo a struct describing the GPU render state to create. |
| * \returns a custom GPU render state or NULL on failure; call SDL_GetError() |
| * for more information. |
| * |
| * \threadsafety This function should be called on the thread that created the |
| * renderer. |
| * |
| * \since This function is available since SDL 3.4.0. |
| * |
| * \sa SDL_SetGPURenderStateFragmentUniforms |
| * \sa SDL_SetGPURenderState |
| * \sa SDL_DestroyGPURenderState |
| */ |
| extern SDL_DECLSPEC SDL_GPURenderState * SDLCALL SDL_CreateGPURenderState(SDL_Renderer *renderer, const SDL_GPURenderStateCreateInfo *createinfo); |
| |
| /** |
| * Set fragment shader uniform variables in a custom GPU render state. |
| * |
| * The data is copied and will be pushed using |
| * SDL_PushGPUFragmentUniformData() during draw call execution. |
| * |
| * \param state the state to modify. |
| * \param slot_index the fragment uniform slot to push data to. |
| * \param data client data to write. |
| * \param length the length of the data to write. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should be called on the thread that created the |
| * renderer. |
| * |
| * \since This function is available since SDL 3.4.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateFragmentUniforms(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length); |
| |
| /** |
| * Set custom GPU render state. |
| * |
| * This function sets custom GPU render state for subsequent draw calls. This |
| * allows using custom shaders with the GPU renderer. |
| * |
| * \param renderer the renderer to use. |
| * \param state the state to to use, or NULL to clear custom GPU render state. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should be called on the thread that created the |
| * renderer. |
| * |
| * \since This function is available since SDL 3.4.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderState(SDL_Renderer *renderer, SDL_GPURenderState *state); |
| |
| /** |
| * Destroy custom GPU render state. |
| * |
| * \param state the state to destroy. |
| * |
| * \threadsafety This function should be called on the thread that created the |
| * renderer. |
| * |
| * \since This function is available since SDL 3.4.0. |
| * |
| * \sa SDL_CreateGPURenderState |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPURenderState(SDL_GPURenderState *state); |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include <SDL3/SDL_close_code.h> |
| |
| #endif /* SDL_render_h_ */ |