Sync SDL3 wiki -> header

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SDL Wiki Bot 2024-01-30 17:49:26 +00:00
parent f257eb4481
commit d15fb9e063
1 changed files with 23 additions and 8 deletions

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@ -240,13 +240,22 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
* is displayed, if you want a software renderer without a window
* - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
* to use, if a specific one is desired
* - `SDL_PROP_RENDERER_CREATE_INPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing the colorspace for input colors, defaults to SDL_COLORSPACE_SRGB
* - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing the colorspace for output to the display, defaults to SDL_COLORSPACE_SRGB
* - `SDL_PROP_RENDERER_CREATE_COLORSPACE_CONVERSION_BOOLEAN`: true if you want conversion between the input colorspace and the output colorspace, defaults to SDL_TRUE
* - `SDL_PROP_RENDERER_CREATE_INPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
* value describing the colorspace for input colors, defaults to
* SDL_COLORSPACE_SRGB
* - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
* value describing the colorspace for output to the display, defaults to
* SDL_COLORSPACE_SRGB
* - `SDL_PROP_RENDERER_CREATE_COLORSPACE_CONVERSION_BOOLEAN`: true if you
* want conversion between the input colorspace and the output colorspace,
* defaults to SDL_TRUE
* - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
* present synchronized with the refresh rate
*
* Note that enabling colorspace conversion between sRGB input and sRGB output implies that the rendering is done in a linear colorspace for more correct blending results. If colorspace conversion is disabled, then input colors are passed directly through to the output.
* Note that enabling colorspace conversion between sRGB input and sRGB output
* implies that the rendering is done in a linear colorspace for more correct
* blending results. If colorspace conversion is disabled, then input colors
* are passed directly through to the output.
*
* \param props the properties to use
* \returns a valid rendering context or NULL if there was an error; call
@ -455,7 +464,11 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
*
* These are the supported properties:
*
* - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing the texture colorspace, defaults to SDL_COLORSPACE_SCRGB for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures, SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_BT709_FULL for YUV textures.
* - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value
* describing the texture colorspace, defaults to SDL_COLORSPACE_SCRGB for
* floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
* SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_BT709_FULL
* for YUV textures.
* - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
* SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
* - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
@ -560,7 +573,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
*
* The following read-only properties are provided by SDL:
*
* - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing the colorspace used by the texture
* - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
* the colorspace used by the texture
*
* With the direct3d11 renderer:
*
@ -1388,8 +1402,9 @@ extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8
* \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
* \param a the alpha value used to draw on the rendering target. Use
* SDL_SetRenderDrawBlendMode to specify how the alpha channel is
* used
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*