2181 lines
89 KiB
C
2181 lines
89 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_render.h
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*
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* Header file for SDL 2D rendering functions.
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*
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* This API supports the following features:
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* * single pixel points
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* * single pixel lines
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* * filled rectangles
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* * texture images
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*
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* The primitives may be drawn in opaque, blended, or additive modes.
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*
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* The texture images may be drawn in opaque, blended, or additive modes.
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* They can have an additional color tint or alpha modulation applied to
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* them, and may also be stretched with linear interpolation.
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*
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* This API is designed to accelerate simple 2D operations. You may
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* want more functionality such as polygons and particle effects and
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* in that case you should use SDL's OpenGL/Direct3D support or one
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* of the many good 3D engines.
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*
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* These functions must be called from the main thread.
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* See this bug for details: https://github.com/libsdl-org/SDL/issues/986
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*/
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#ifndef SDL_render_h_
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#define SDL_render_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_properties.h>
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#include <SDL3/SDL_rect.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* The name of the software renderer.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_SOFTWARE_RENDERER "software"
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/**
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* Flags used when creating a rendering context.
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*
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* \since This enum is available since SDL 3.0.0.
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*/
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typedef enum SDL_RendererFlags
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{
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SDL_RENDERER_PRESENTVSYNC = 0x00000004 /**< Present is synchronized with the refresh rate */
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} SDL_RendererFlags;
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/**
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* Information on the capabilities of a render driver or context.
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*
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* \since This struct is available since SDL 3.0.0.
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*/
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typedef struct SDL_RendererInfo
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{
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const char *name; /**< The name of the renderer */
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Uint32 flags; /**< Supported ::SDL_RendererFlags */
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int num_texture_formats; /**< The number of available texture formats */
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SDL_PixelFormatEnum texture_formats[16]; /**< The available texture formats */
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int max_texture_width; /**< The maximum texture width */
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int max_texture_height; /**< The maximum texture height */
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} SDL_RendererInfo;
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/**
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* Vertex structure.
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*
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* \since This struct is available since SDL 3.0.0.
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*/
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typedef struct SDL_Vertex
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{
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SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
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SDL_FColor color; /**< Vertex color */
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SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
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} SDL_Vertex;
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/**
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* The access pattern allowed for a texture.
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*
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* \since This enum is available since SDL 3.0.0.
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*/
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typedef enum SDL_TextureAccess
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{
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SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
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SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
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SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
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} SDL_TextureAccess;
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/**
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* How the logical size is mapped to the output.
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*
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* \since This enum is available since SDL 3.0.0.
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*/
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typedef enum SDL_RendererLogicalPresentation
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{
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SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */
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SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */
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SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
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SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
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SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */
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} SDL_RendererLogicalPresentation;
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/**
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* A structure representing rendering state
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*
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* \since This struct is available since SDL 3.0.0.
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*/
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struct SDL_Renderer;
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typedef struct SDL_Renderer SDL_Renderer;
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/**
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* An efficient driver-specific representation of pixel data
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*
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* \since This struct is available since SDL 3.0.0.
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*/
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struct SDL_Texture;
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typedef struct SDL_Texture SDL_Texture;
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/* Function prototypes */
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/**
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* Get the number of 2D rendering drivers available for the current display.
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*
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* A render driver is a set of code that handles rendering and texture
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* management on a particular display. Normally there is only one, but some
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* drivers may have several available with different capabilities.
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*
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* There may be none if SDL was compiled without render support.
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*
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* \returns a number >= 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateRenderer
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* \sa SDL_GetRenderDriver
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
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/**
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* Use this function to get the name of a built in 2D rendering driver.
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*
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* The list of rendering drivers is given in the order that they are normally
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* initialized by default; the drivers that seem more reasonable to choose
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* first (as far as the SDL developers believe) are earlier in the list.
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*
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* The names of drivers are all simple, low-ASCII identifiers, like "opengl",
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* "direct3d12" or "metal". These never have Unicode characters, and are not
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* meant to be proper names.
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*
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* The returned value points to a static, read-only string; do not modify or
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* free it!
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*
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* \param index the index of the rendering driver; the value ranges from 0 to
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* SDL_GetNumRenderDrivers() - 1
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* \returns the name of the rendering driver at the requested index, or NULL
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* if an invalid index was specified.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetNumRenderDrivers
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index);
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/**
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* Create a window and default renderer.
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*
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* \param width the width of the window
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* \param height the height of the window
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* \param window_flags the flags used to create the window (see
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* SDL_CreateWindow())
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* \param window a pointer filled with the window, or NULL on error
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* \param renderer a pointer filled with the renderer, or NULL on error
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateRenderer
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* \sa SDL_CreateWindow
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*/
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extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer);
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/**
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* Create a 2D rendering context for a window.
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*
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* If you want a specific renderer, you can specify its name here. A list of
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* available renderers can be obtained by calling SDL_GetRenderDriver multiple
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* times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't
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* need a specific renderer, specify NULL and SDL will attempt to choose the
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* best option for you, based on what is available on the user's system.
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*
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* By default the rendering size matches the window size in pixels, but you
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* can call SDL_SetRenderLogicalPresentation() to change the content size and
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* scaling options.
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*
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* \param window the window where rendering is displayed
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* \param name the name of the rendering driver to initialize, or NULL to
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* initialize the first one supporting the requested flags
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* \param flags 0, or one or more SDL_RendererFlags OR'd together
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* \returns a valid rendering context or NULL if there was an error; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateRendererWithProperties
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* \sa SDL_CreateSoftwareRenderer
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* \sa SDL_DestroyRenderer
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* \sa SDL_GetNumRenderDrivers
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* \sa SDL_GetRenderDriver
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* \sa SDL_GetRendererInfo
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*/
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extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
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/**
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* Create a 2D rendering context for a window, with the specified properties.
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*
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* These are the supported properties:
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*
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* - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
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* to use, if a specific one is desired
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* - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
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* displayed, required if this isn't a software renderer using a surface
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* - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
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* is displayed, if you want a software renderer without a window
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* - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
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* value describing the colorspace for output to the display, defaults to
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* SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers
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* support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and
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* supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing
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* still uses the sRGB colorspace, but values can go beyond 1.0 and float
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* (linear) format textures can be used for HDR content.
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* - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
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* present synchronized with the refresh rate
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*
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* With the vulkan renderer:
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*
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* - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use
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* with the renderer, optional.
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* - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use
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* with the renderer, optional.
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* - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the
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* VkPhysicalDevice to use with the renderer, optional.
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* - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use
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* with the renderer, optional.
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* - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the
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* queue family index used for rendering.
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* - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the
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* queue family index used for presentation.
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*
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* \param props the properties to use
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* \returns a valid rendering context or NULL if there was an error; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateProperties
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* \sa SDL_CreateRenderer
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* \sa SDL_CreateSoftwareRenderer
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* \sa SDL_DestroyRenderer
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* \sa SDL_GetRendererInfo
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*/
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extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
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#define SDL_PROP_RENDERER_CREATE_NAME_STRING "name"
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#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window"
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#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface"
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#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "output_colorspace"
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#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
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#define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "vulkan.instance"
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#define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "vulkan.surface"
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#define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "vulkan.physical_device"
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#define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "vulkan.device"
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#define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "vulkan.graphics_queue_family_index"
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#define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "vulkan.present_queue_family_index"
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/**
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* Create a 2D software rendering context for a surface.
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*
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* Two other API which can be used to create SDL_Renderer:
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* SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
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* create a software renderer, but they are intended to be used with an
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* SDL_Window as the final destination and not an SDL_Surface.
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*
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* \param surface the SDL_Surface structure representing the surface where
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* rendering is done
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* \returns a valid rendering context or NULL if there was an error; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_DestroyRenderer
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*/
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extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
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/**
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* Get the renderer associated with a window.
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*
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* \param window the window to query
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* \returns the rendering context on success or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRenderer(SDL_Window *window);
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/**
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* Get the window associated with a renderer.
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*
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* \param renderer the renderer to query
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* \returns the window on success or NULL on failure; call SDL_GetError() for
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* more information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC SDL_Window *SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
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/**
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* Get information about a rendering context.
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*
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* \param renderer the rendering context
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* \param info an SDL_RendererInfo structure filled with information about the
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* current renderer
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateRenderer
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* \sa SDL_CreateRendererWithProperties
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*/
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extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info);
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/**
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* Get the properties associated with a renderer.
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*
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* The following read-only properties are provided by SDL:
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*
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* - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver
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* - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is
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* displayed, if any
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* - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is
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* displayed, if this is a software renderer without a window
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* - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value
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* describing the colorspace for output to the display, defaults to
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* SDL_COLORSPACE_SRGB.
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* - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is
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* SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with
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* HDR enabled. This property can change dynamically when
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* SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
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* - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the
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* SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is
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* automatically multiplied into the color scale. This property can change
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* dynamically when SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
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* - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range
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* that can be displayed, in terms of the SDR white point. When HDR is not
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* enabled, this will be 1.0. This property can change dynamically when
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* SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
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*
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* With the direct3d renderer:
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*
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* - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
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* with the renderer
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*
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* With the direct3d11 renderer:
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*
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* - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
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* with the renderer
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*
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* With the direct3d12 renderer:
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*
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* - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
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* with the renderer
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* - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
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* associated with the renderer
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*
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* With the vulkan renderer:
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*
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* - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated
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* with the renderer
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* - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated
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* with the renderer
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* - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice
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* associated with the renderer
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* - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with
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* the renderer
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* - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue
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* family index used for rendering
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* - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue
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* family index used for presentation
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* - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of
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* swapchain images, or potential frames in flight, used by the Vulkan
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* renderer
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*
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* \param renderer the rendering context
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|
* \returns a valid property ID on success or 0 on failure; call
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* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
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|
*
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* \sa SDL_GetProperty
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* \sa SDL_SetProperty
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*/
|
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extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
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#define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name"
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#define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window"
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#define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface"
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#define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace"
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#define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled"
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#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_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
|
|
#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"
|
|
|
|
/**
|
|
* Get the output size in pixels of a rendering context.
|
|
*
|
|
* This returns the true output size in pixels, ignoring any render targets or
|
|
* logical size and presentation.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param w a pointer filled in with the width in pixels
|
|
* \param h a pointer filled in with the height in pixels
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetCurrentRenderOutputSize
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
|
|
|
|
/**
|
|
* Get the current output size in pixels of a rendering context.
|
|
*
|
|
* If a rendering target is active, this will return the size of the rendering
|
|
* target in pixels, otherwise if a logical size is set, it will return the
|
|
* logical size, otherwise it will return the value of
|
|
* SDL_GetRenderOutputSize().
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param w a pointer filled in with the current width
|
|
* \param h a pointer filled in with the current height
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderOutputSize
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
|
|
|
|
/**
|
|
* Create a texture for a rendering context.
|
|
*
|
|
* You can set the texture scaling method by setting
|
|
* `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param format one of the enumerated values in SDL_PixelFormatEnum
|
|
* \param access one of the enumerated values in SDL_TextureAccess
|
|
* \param w the width of the texture in pixels
|
|
* \param h the height of the texture in pixels
|
|
* \returns a pointer to the created texture or NULL if no rendering context
|
|
* was active, the format was unsupported, or the width or height
|
|
* were out of range; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateTextureFromSurface
|
|
* \sa SDL_CreateTextureWithProperties
|
|
* \sa SDL_DestroyTexture
|
|
* \sa SDL_QueryTexture
|
|
* \sa SDL_UpdateTexture
|
|
*/
|
|
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormatEnum format, int access, int w, int h);
|
|
|
|
/**
|
|
* Create a texture from an existing surface.
|
|
*
|
|
* The surface is not modified or freed by this function.
|
|
*
|
|
* The SDL_TextureAccess hint for the created texture is
|
|
* `SDL_TEXTUREACCESS_STATIC`.
|
|
*
|
|
* The pixel format of the created texture may be different from the pixel
|
|
* format of the surface. Use SDL_QueryTexture() to query the pixel format of
|
|
* the texture.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param surface the SDL_Surface structure containing pixel data used to fill
|
|
* the texture
|
|
* \returns the created texture or NULL on failure; call SDL_GetError() for
|
|
* more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateTexture
|
|
* \sa SDL_CreateTextureWithProperties
|
|
* \sa SDL_DestroyTexture
|
|
* \sa SDL_QueryTexture
|
|
*/
|
|
extern 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_PixelFormatEnum, 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_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 with layout
|
|
* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if
|
|
* you want to wrap an existing texture.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param props the properties to use
|
|
* \returns a pointer to the created texture or NULL if no rendering context
|
|
* was active, the format was unsupported, or the width or height
|
|
* were out of range; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateProperties
|
|
* \sa SDL_CreateTexture
|
|
* \sa SDL_CreateTextureFromSurface
|
|
* \sa SDL_DestroyTexture
|
|
* \sa SDL_QueryTexture
|
|
* \sa SDL_UpdateTexture
|
|
*/
|
|
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
|
|
|
|
#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "colorspace"
|
|
#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format"
|
|
#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access"
|
|
#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width"
|
|
#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height"
|
|
#define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDR_white_point"
|
|
#define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "HDR_headroom"
|
|
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
|
|
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
|
|
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
|
|
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
|
|
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
|
|
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
|
|
#define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "metal.pixelbuffer"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
|
|
#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "vulkan.texture"
|
|
|
|
/**
|
|
* 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 colorspace used by the texture
|
|
* - `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_POINTER`: the VkImage associated with
|
|
* the texture
|
|
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_U_POINTER`: the VkImage associated with
|
|
* the U plane of a YUV texture
|
|
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_V_POINTER`: the VkImage associated with
|
|
* the V plane of a YUV texture
|
|
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_UV_POINTER`: the VkImage associated with
|
|
* the UV plane of a NV12/NV21 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 vulkan renderer:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the
|
|
* texture
|
|
*
|
|
* \param texture the texture to query
|
|
* \returns a valid property ID on success or 0 on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetProperty
|
|
* \sa SDL_SetProperty
|
|
*/
|
|
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
|
|
|
|
#define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace"
|
|
#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"
|
|
|
|
/**
|
|
* 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 3.0.0.
|
|
*/
|
|
extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
|
|
|
|
/**
|
|
* Query the attributes of a texture.
|
|
*
|
|
* \param texture the texture to query
|
|
* \param format a pointer filled in with the raw format of the texture; the
|
|
* actual format may differ, but pixel transfers will use this
|
|
* format (one of the SDL_PixelFormatEnum values). This argument
|
|
* can be NULL if you don't need this information.
|
|
* \param access a pointer filled in with the actual access to the texture
|
|
* (one of the SDL_TextureAccess values). This argument can be
|
|
* NULL if you don't need this information.
|
|
* \param w a pointer filled in with the width of the texture in pixels. This
|
|
* argument can be NULL if you don't need this information.
|
|
* \param h a pointer filled in with the height of the texture in pixels. This
|
|
* argument can be NULL if you don't need this information.
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture *texture, SDL_PixelFormatEnum *format, int *access, int *w, int *h);
|
|
|
|
/**
|
|
* Set an additional color value multiplied into render copy operations.
|
|
*
|
|
* When this texture is rendered, during the copy operation each source color
|
|
* channel is modulated by the appropriate color value according to the
|
|
* following formula:
|
|
*
|
|
* `srcC = srcC * (color / 255)`
|
|
*
|
|
* Color modulation is not always supported by the renderer; it will return -1
|
|
* if color modulation is not supported.
|
|
*
|
|
* \param texture the texture to update
|
|
* \param r the red color value multiplied into copy operations
|
|
* \param g the green color value multiplied into copy operations
|
|
* \param b the blue color value multiplied into copy operations
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureColorMod
|
|
* \sa SDL_SetTextureAlphaMod
|
|
* \sa SDL_SetTextureColorModFloat
|
|
*/
|
|
extern DECLSPEC int 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 -1
|
|
* if color modulation is not supported.
|
|
*
|
|
* \param texture the texture to update
|
|
* \param r the red color value multiplied into copy operations
|
|
* \param g the green color value multiplied into copy operations
|
|
* \param b the blue color value multiplied into copy operations
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureColorModFloat
|
|
* \sa SDL_SetTextureAlphaModFloat
|
|
* \sa SDL_SetTextureColorMod
|
|
*/
|
|
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureAlphaMod
|
|
* \sa SDL_GetTextureColorModFloat
|
|
* \sa SDL_SetTextureColorMod
|
|
*/
|
|
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureAlphaModFloat
|
|
* \sa SDL_GetTextureColorMod
|
|
* \sa SDL_SetTextureColorModFloat
|
|
*/
|
|
extern DECLSPEC int 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 -1
|
|
* if alpha modulation is not supported.
|
|
*
|
|
* \param texture the texture to update
|
|
* \param alpha the source alpha value multiplied into copy operations
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureAlphaMod
|
|
* \sa SDL_SetTextureAlphaModFloat
|
|
* \sa SDL_SetTextureColorMod
|
|
*/
|
|
extern DECLSPEC int 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 -1
|
|
* if alpha modulation is not supported.
|
|
*
|
|
* \param texture the texture to update
|
|
* \param alpha the source alpha value multiplied into copy operations
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureAlphaModFloat
|
|
* \sa SDL_SetTextureAlphaMod
|
|
* \sa SDL_SetTextureColorModFloat
|
|
*/
|
|
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureAlphaModFloat
|
|
* \sa SDL_GetTextureColorMod
|
|
* \sa SDL_SetTextureAlphaMod
|
|
*/
|
|
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureAlphaMod
|
|
* \sa SDL_GetTextureColorModFloat
|
|
* \sa SDL_SetTextureAlphaModFloat
|
|
*/
|
|
extern DECLSPEC int 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 -1.
|
|
*
|
|
* \param texture the texture to update
|
|
* \param blendMode the SDL_BlendMode to use for texture blending
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureBlendMode
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
|
|
|
|
/**
|
|
* Get the blend mode used for texture copy operations.
|
|
*
|
|
* \param texture the texture to query
|
|
* \param blendMode a pointer filled in with the current SDL_BlendMode
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetTextureBlendMode
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
|
|
|
|
/**
|
|
* Set the scale mode used for texture scale operations.
|
|
*
|
|
* 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureScaleMode
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
|
|
|
|
/**
|
|
* Get the scale mode used for texture scale operations.
|
|
*
|
|
* \param texture the texture to query.
|
|
* \param scaleMode a pointer filled in with the current scale mode.
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetTextureScaleMode
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
|
|
|
|
/**
|
|
* Update the given texture rectangle with new pixel data.
|
|
*
|
|
* The pixel data must be in the pixel format of the texture. Use
|
|
* SDL_QueryTexture() to query the pixel format of the texture.
|
|
*
|
|
* This is a fairly slow function, intended for use with static textures that
|
|
* do not change often.
|
|
*
|
|
* If the texture is intended to be updated often, it is preferred to create
|
|
* the texture as streaming and use the locking functions referenced below.
|
|
* While this function will work with streaming textures, for optimization
|
|
* reasons you may not get the pixels back if you lock the texture afterward.
|
|
*
|
|
* \param texture the texture to update
|
|
* \param rect an SDL_Rect structure representing the area to update, or NULL
|
|
* to update the entire texture
|
|
* \param pixels the raw pixel data in the format of the texture
|
|
* \param pitch the number of bytes in a row of pixel data, including padding
|
|
* between lines
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_LockTexture
|
|
* \sa SDL_UnlockTexture
|
|
* \sa SDL_UpdateNVTexture
|
|
* \sa SDL_UpdateYUVTexture
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
|
|
|
|
/**
|
|
* Update a rectangle within a planar YV12 or IYUV texture with new pixel
|
|
* data.
|
|
*
|
|
* You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
|
|
* block of Y and U/V planes in the proper order, but this function is
|
|
* available if your pixel data is not contiguous.
|
|
*
|
|
* \param texture the texture to update
|
|
* \param rect a pointer to the rectangle of pixels to update, or NULL to
|
|
* update the entire texture
|
|
* \param Yplane the raw pixel data for the Y plane
|
|
* \param Ypitch the number of bytes between rows of pixel data for the Y
|
|
* plane
|
|
* \param Uplane the raw pixel data for the U plane
|
|
* \param Upitch the number of bytes between rows of pixel data for the U
|
|
* plane
|
|
* \param Vplane the raw pixel data for the V plane
|
|
* \param Vpitch the number of bytes between rows of pixel data for the V
|
|
* plane
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_UpdateNVTexture
|
|
* \sa SDL_UpdateTexture
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
|
|
const SDL_Rect *rect,
|
|
const Uint8 *Yplane, int Ypitch,
|
|
const Uint8 *Uplane, int Upitch,
|
|
const Uint8 *Vplane, int Vpitch);
|
|
|
|
/**
|
|
* Update a rectangle within a planar NV12 or NV21 texture with new pixels.
|
|
*
|
|
* You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
|
|
* block of NV12/21 planes in the proper order, but this function is available
|
|
* if your pixel data is not contiguous.
|
|
*
|
|
* \param texture the texture to update
|
|
* \param rect a pointer to the rectangle of pixels to update, or NULL to
|
|
* update the entire texture.
|
|
* \param Yplane the raw pixel data for the Y plane.
|
|
* \param Ypitch the number of bytes between rows of pixel data for the Y
|
|
* plane.
|
|
* \param UVplane the raw pixel data for the UV plane.
|
|
* \param UVpitch the number of bytes between rows of pixel data for the UV
|
|
* plane.
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_UpdateTexture
|
|
* \sa SDL_UpdateYUVTexture
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
|
|
const SDL_Rect *rect,
|
|
const Uint8 *Yplane, int Ypitch,
|
|
const Uint8 *UVplane, int UVpitch);
|
|
|
|
/**
|
|
* Lock a portion of the texture for **write-only** pixel access.
|
|
*
|
|
* As an optimization, the pixels made available for editing don't necessarily
|
|
* contain the old texture data. This is a write-only operation, and if you
|
|
* need to keep a copy of the texture data you should do that at the
|
|
* application level.
|
|
*
|
|
* You must use SDL_UnlockTexture() to unlock the pixels and apply any
|
|
* changes.
|
|
*
|
|
* \param texture the texture to lock for access, which was created with
|
|
* `SDL_TEXTUREACCESS_STREAMING`
|
|
* \param rect an SDL_Rect structure representing the area to lock for access;
|
|
* NULL to lock the entire texture
|
|
* \param pixels this is filled in with a pointer to the locked pixels,
|
|
* appropriately offset by the locked area
|
|
* \param pitch this is filled in with the pitch of the locked pixels; the
|
|
* pitch is the length of one row in bytes
|
|
* \returns 0 on success or a negative error code if the texture is not valid
|
|
* or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_LockTextureToSurface
|
|
* \sa SDL_UnlockTexture
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture,
|
|
const SDL_Rect *rect,
|
|
void **pixels, int *pitch);
|
|
|
|
/**
|
|
* Lock a portion of the texture for **write-only** pixel access, and expose
|
|
* it as a SDL surface.
|
|
*
|
|
* Besides providing an SDL_Surface instead of raw pixel data, this function
|
|
* operates like SDL_LockTexture.
|
|
*
|
|
* As an optimization, the pixels made available for editing don't necessarily
|
|
* contain the old texture data. This is a write-only operation, and if you
|
|
* need to keep a copy of the texture data you should do that at the
|
|
* application level.
|
|
*
|
|
* You must use SDL_UnlockTexture() to unlock the pixels and apply any
|
|
* changes.
|
|
*
|
|
* The returned surface is freed internally after calling SDL_UnlockTexture()
|
|
* or SDL_DestroyTexture(). The caller should not free it.
|
|
*
|
|
* \param texture the texture to lock for access, which must be created with
|
|
* `SDL_TEXTUREACCESS_STREAMING`
|
|
* \param rect a pointer to the rectangle to lock for access. If the rect is
|
|
* NULL, the entire texture will be locked
|
|
* \param surface this is filled in with an SDL surface representing the
|
|
* locked area
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_LockTexture
|
|
* \sa SDL_UnlockTexture
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
|
|
const SDL_Rect *rect,
|
|
SDL_Surface **surface);
|
|
|
|
/**
|
|
* Unlock a texture, uploading the changes to video memory, if needed.
|
|
*
|
|
* **Warning**: Please note that SDL_LockTexture() is intended to be
|
|
* write-only; it will not guarantee the previous contents of the texture will
|
|
* be provided. You must fully initialize any area of a texture that you lock
|
|
* before unlocking it, as the pixels might otherwise be uninitialized memory.
|
|
*
|
|
* Which is to say: locking and immediately unlocking a texture can result in
|
|
* corrupted textures, depending on the renderer in use.
|
|
*
|
|
* \param texture a texture locked by SDL_LockTexture()
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_LockTexture
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
|
|
|
|
/**
|
|
* Set a texture as the current rendering target.
|
|
*
|
|
* The default render target is the window for which the renderer was created.
|
|
* To stop rendering to a texture and render to the window again, call this
|
|
* function with a NULL `texture`.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param texture the targeted texture, which must be created with the
|
|
* `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
|
|
* window instead of a texture.
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderTarget
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
|
|
|
|
/**
|
|
* Get the current render target.
|
|
*
|
|
* The default render target is the window for which the renderer was created,
|
|
* and is reported a NULL here.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \returns the current render target or NULL for the default render target.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderTarget
|
|
*/
|
|
extern DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Set a device independent resolution and presentation mode for rendering.
|
|
*
|
|
* This function sets the width and height of the logical rendering output. A
|
|
* render target is created at the specified size and used for rendering and
|
|
* then copied to the output during presentation.
|
|
*
|
|
* 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 output window.
|
|
*
|
|
* You can convert coordinates in an event into rendering coordinates using
|
|
* SDL_ConvertEventToRenderCoordinates().
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param w the width of the logical resolution
|
|
* \param h the height of the logical resolution
|
|
* \param mode the presentation mode used
|
|
* \param scale_mode the scale mode used
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_ConvertEventToRenderCoordinates
|
|
* \sa SDL_GetRenderLogicalPresentation
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode);
|
|
|
|
/**
|
|
* Get device independent resolution and presentation mode for rendering.
|
|
*
|
|
* This function gets the width and height of the logical rendering output, or
|
|
* the output size in pixels if a logical resolution is not enabled.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param w an int to be filled with the width
|
|
* \param h an int to be filled with the height
|
|
* \param mode a pointer filled in with the presentation mode
|
|
* \param scale_mode a pointer filled in with the scale mode
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderLogicalPresentation
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode);
|
|
|
|
/**
|
|
* Get a point in render coordinates when given a point in window coordinates.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param window_x the x coordinate in window coordinates
|
|
* \param window_y the y coordinate in window coordinates
|
|
* \param x a pointer filled with the x coordinate in render coordinates
|
|
* \param y a pointer filled with the y coordinate in render coordinates
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderLogicalPresentation
|
|
* \sa SDL_SetRenderScale
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
|
|
|
|
/**
|
|
* Get a point in window coordinates when given a point in render coordinates.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param x the x coordinate in render coordinates
|
|
* \param y the y coordinate in render coordinates
|
|
* \param window_x a pointer filled with the x coordinate in window
|
|
* coordinates
|
|
* \param window_y a pointer filled with the y coordinate in window
|
|
* coordinates
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderLogicalPresentation
|
|
* \sa SDL_SetRenderScale
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
|
|
|
|
/**
|
|
* Convert the coordinates in an event to render coordinates.
|
|
*
|
|
* Touch coordinates are converted from normalized coordinates in the window
|
|
* to non-normalized rendering coordinates.
|
|
*
|
|
* Once converted, the coordinates may be outside the rendering area.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param event the event to modify
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderCoordinatesFromWindowCoordinates
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
|
|
|
|
/**
|
|
* Set the drawing area for rendering on the current target.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param rect the SDL_Rect structure representing the drawing area, or NULL
|
|
* to set the viewport to the entire target
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderViewport
|
|
* \sa SDL_RenderViewportSet
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
|
|
|
|
/**
|
|
* Get the drawing area for the current target.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param rect an SDL_Rect structure filled in with the current drawing area
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderViewportSet
|
|
* \sa SDL_SetRenderViewport
|
|
*/
|
|
extern DECLSPEC int 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. Note that the
|
|
* viewport is always reset when changing rendering targets.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \returns SDL_TRUE if the viewport was set to a specific rectangle, or
|
|
* SDL_FALSE if it was set to NULL (the entire target)
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderViewport
|
|
* \sa SDL_SetRenderViewport
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Set the clip rectangle for rendering on the specified target.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param rect an SDL_Rect structure representing the clip area, relative to
|
|
* the viewport, or NULL to disable clipping
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderClipRect
|
|
* \sa SDL_RenderClipEnabled
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
|
|
|
|
/**
|
|
* Get the clip rectangle for the current target.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param rect an SDL_Rect structure filled in with the current clipping area
|
|
* or an empty rectangle if clipping is disabled
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderClipEnabled
|
|
* \sa SDL_SetRenderClipRect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
|
|
|
|
/**
|
|
* Get whether clipping is enabled on the given renderer.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderClipRect
|
|
* \sa SDL_SetRenderClipRect
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Set the drawing scale for rendering on the current target.
|
|
*
|
|
* The drawing coordinates are scaled by the x/y scaling factors before they
|
|
* are used by the renderer. This allows resolution independent drawing with a
|
|
* single coordinate system.
|
|
*
|
|
* If this results in scaling or subpixel drawing by the rendering backend, it
|
|
* will be handled using the appropriate quality hints. For best results use
|
|
* integer scaling factors.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param scaleX the horizontal scaling factor
|
|
* \param scaleY the vertical scaling factor
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderScale
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
|
|
|
|
/**
|
|
* Get the drawing scale for the current target.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param scaleX a pointer filled in with the horizontal scaling factor
|
|
* \param scaleY a pointer filled in with the vertical scaling factor
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderScale
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
|
|
|
|
/**
|
|
* Set the color used for drawing operations.
|
|
*
|
|
* Set the color for drawing or filling rectangles, lines, and points, and for
|
|
* SDL_RenderClear().
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param r the red value used to draw on the rendering target
|
|
* \param g the green value used to draw on the rendering target
|
|
* \param b the blue value used to draw on the rendering target
|
|
* \param a the alpha value used to draw on the rendering target; usually
|
|
* `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
|
|
* specify how the alpha channel is used
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderDrawColor
|
|
* \sa SDL_SetRenderDrawColorFloat
|
|
*/
|
|
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderDrawColorFloat
|
|
* \sa SDL_SetRenderDrawColor
|
|
*/
|
|
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderDrawColorFloat
|
|
* \sa SDL_SetRenderDrawColor
|
|
*/
|
|
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderDrawColorFloat
|
|
* \sa SDL_GetRenderDrawColor
|
|
*/
|
|
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderColorScale
|
|
*/
|
|
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderColorScale
|
|
*/
|
|
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderDrawBlendMode
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
|
|
|
|
/**
|
|
* Get the blend mode used for drawing operations.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \param blendMode a pointer filled in with the current SDL_BlendMode
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderDrawBlendMode
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
|
|
|
|
/**
|
|
* Clear the current rendering target with the drawing color.
|
|
*
|
|
* This function clears the entire rendering target, ignoring the viewport and
|
|
* the clip rectangle.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderDrawColor
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Draw a point on the current rendering target at subpixel precision.
|
|
*
|
|
* \param renderer The renderer which should draw a point.
|
|
* \param x The x coordinate of the point.
|
|
* \param y The y coordinate of the point.
|
|
* \returns 0 on success, or -1 on error
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderPoints
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
|
|
|
|
/**
|
|
* Draw multiple points on the current rendering target at subpixel precision.
|
|
*
|
|
* \param renderer The renderer which should draw multiple points.
|
|
* \param points The points to draw
|
|
* \param count The number of points to draw
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderPoint
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
|
|
|
|
/**
|
|
* Draw a line on the current rendering target at subpixel precision.
|
|
*
|
|
* \param renderer The renderer which should draw a line.
|
|
* \param x1 The x coordinate of the start point.
|
|
* \param y1 The y coordinate of the start point.
|
|
* \param x2 The x coordinate of the end point.
|
|
* \param y2 The y coordinate of the end point.
|
|
* \returns 0 on success, or -1 on error
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderLines
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
|
|
|
|
/**
|
|
* Draw a series of connected lines on the current rendering target at
|
|
* subpixel precision.
|
|
*
|
|
* \param renderer The renderer which should draw multiple lines.
|
|
* \param points The points along the lines
|
|
* \param count The number of points, drawing count-1 lines
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderLine
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
|
|
|
|
/**
|
|
* Draw a rectangle on the current rendering target at subpixel precision.
|
|
*
|
|
* \param renderer The renderer which should draw a rectangle.
|
|
* \param rect A pointer to the destination rectangle, or NULL to outline the
|
|
* entire rendering target.
|
|
* \returns 0 on success, or -1 on error
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderRects
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
|
|
|
|
/**
|
|
* Draw some number of rectangles on the current rendering target at subpixel
|
|
* precision.
|
|
*
|
|
* \param renderer The renderer which should draw multiple rectangles.
|
|
* \param rects A pointer to an array of destination rectangles.
|
|
* \param count The number of rectangles.
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderRect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
|
|
|
|
/**
|
|
* Fill a rectangle on the current rendering target with the drawing color at
|
|
* subpixel precision.
|
|
*
|
|
* \param renderer The renderer which should fill a rectangle.
|
|
* \param rect A pointer to the destination rectangle, or NULL for the entire
|
|
* rendering target.
|
|
* \returns 0 on success, or -1 on error
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderFillRects
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
|
|
|
|
/**
|
|
* Fill some number of rectangles on the current rendering target with the
|
|
* drawing color at subpixel precision.
|
|
*
|
|
* \param renderer The renderer which should fill multiple rectangles.
|
|
* \param rects A pointer to an array of destination rectangles.
|
|
* \param count The number of rectangles.
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderFillRect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
|
|
|
|
/**
|
|
* Copy a portion of the texture to the current rendering target at subpixel
|
|
* precision.
|
|
*
|
|
* \param renderer The renderer which should copy parts of a texture.
|
|
* \param texture The source texture.
|
|
* \param srcrect A pointer to the source rectangle, or NULL for the entire
|
|
* texture.
|
|
* \param dstrect A pointer to the destination rectangle, or NULL for the
|
|
* entire rendering target.
|
|
* \returns 0 on success, or -1 on error
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderTextureRotated
|
|
*/
|
|
extern DECLSPEC int 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderTexture
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
|
|
const SDL_FRect *srcrect, const SDL_FRect *dstrect,
|
|
const double angle, const SDL_FPoint *center,
|
|
const SDL_FlipMode flip);
|
|
|
|
/**
|
|
* Render a list of triangles, optionally using a texture and indices into the
|
|
* vertex array Color and alpha modulation is done per vertex
|
|
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
|
|
*
|
|
* \param renderer The rendering context.
|
|
* \param texture (optional) The SDL texture to use.
|
|
* \param vertices Vertices.
|
|
* \param num_vertices Number of vertices.
|
|
* \param indices (optional) An array of integer indices into the 'vertices'
|
|
* array, if NULL all vertices will be rendered in sequential
|
|
* order.
|
|
* \param num_indices Number of indices.
|
|
* \returns 0 on success, or -1 if the operation is not supported
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderGeometryRaw
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
|
|
SDL_Texture *texture,
|
|
const SDL_Vertex *vertices, int num_vertices,
|
|
const int *indices, int num_indices);
|
|
|
|
/**
|
|
* Render a list of triangles, optionally using a texture and indices into the
|
|
* vertex arrays Color and alpha modulation is done per vertex
|
|
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
|
|
*
|
|
* \param renderer The rendering context.
|
|
* \param texture (optional) The SDL texture to use.
|
|
* \param xy Vertex positions
|
|
* \param xy_stride Byte size to move from one element to the next element
|
|
* \param color Vertex colors (as SDL_Color)
|
|
* \param color_stride Byte size to move from one element to the next element
|
|
* \param uv Vertex normalized texture coordinates
|
|
* \param uv_stride Byte size to move from one element to the next element
|
|
* \param num_vertices Number of vertices.
|
|
* \param indices (optional) An array of indices into the 'vertices' arrays,
|
|
* if NULL all vertices will be rendered in sequential order.
|
|
* \param num_indices Number of indices.
|
|
* \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderGeometry
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
|
|
SDL_Texture *texture,
|
|
const float *xy, int xy_stride,
|
|
const SDL_Color *color, int color_stride,
|
|
const float *uv, int uv_stride,
|
|
int num_vertices,
|
|
const void *indices, int num_indices, int size_indices);
|
|
|
|
/**
|
|
* 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderGeometry
|
|
* \sa SDL_RenderGeometryRaw
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderGeometryRawFloat(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);
|
|
|
|
/**
|
|
* Read pixels from the current rendering target.
|
|
*
|
|
* The returned surface should be freed with SDL_DestroySurface()
|
|
*
|
|
* **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 in pixels relative
|
|
* to the to 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.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern 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.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \threadsafety You may only call this function on the main thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderClear
|
|
* \sa SDL_RenderLine
|
|
* \sa SDL_RenderLines
|
|
* \sa SDL_RenderPoint
|
|
* \sa SDL_RenderPoints
|
|
* \sa SDL_RenderRect
|
|
* \sa SDL_RenderRects
|
|
* \sa SDL_RenderFillRect
|
|
* \sa SDL_RenderFillRects
|
|
* \sa SDL_SetRenderDrawBlendMode
|
|
* \sa SDL_SetRenderDrawColor
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Destroy the specified texture.
|
|
*
|
|
* Passing NULL or an otherwise invalid texture will set the SDL error message
|
|
* to "Invalid texture".
|
|
*
|
|
* \param texture the texture to destroy
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateTexture
|
|
* \sa SDL_CreateTextureFromSurface
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
|
|
|
|
/**
|
|
* Destroy the rendering context for a window and free associated textures.
|
|
*
|
|
* If `renderer` is NULL, this function will return immediately after setting
|
|
* the SDL error message to "Invalid renderer". See SDL_GetError().
|
|
*
|
|
* Note that destroying a window implicitly destroys the associated renderer,
|
|
* so this should not be called if the window associated with the renderer has
|
|
* already been destroyed.
|
|
*
|
|
* \param renderer the rendering context
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateRenderer
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Force the rendering context to flush any pending commands 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 judgement
|
|
* and be prepared to make changes if specific state needs to be protected.
|
|
*
|
|
* \param renderer the rendering context
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_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
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderMetalCommandEncoder
|
|
*/
|
|
extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Get the Metal command encoder for the current frame.
|
|
*
|
|
* This function returns `void *`, so SDL doesn't have to include Metal's
|
|
* headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
|
|
*
|
|
* Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
|
|
* SDL a drawable to render to, which might happen if the window is
|
|
* hidden/minimized/offscreen. This doesn't apply to command encoders for
|
|
* render targets, just the window's 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.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderMetalLayer
|
|
*/
|
|
extern 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 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore);
|
|
|
|
/**
|
|
* Toggle VSync of the given renderer.
|
|
*
|
|
* \param renderer The renderer to toggle
|
|
* \param vsync 1 for on, 0 for off. All other values are reserved
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderVSync
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
|
|
|
|
/**
|
|
* Get VSync of the given renderer.
|
|
*
|
|
* \param renderer The renderer to toggle
|
|
* \param vsync an int filled with 1 for on, 0 for off. All other values are
|
|
* reserved
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderVSync
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_render_h_ */
|