|
|
- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
-
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
-
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
-
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
-
- /**
- * \file SDL_render.h
- *
- * Header file for SDL 2D rendering functions.
- *
- * This API supports the following features:
- * * single pixel points
- * * single pixel lines
- * * filled rectangles
- * * texture images
- *
- * The primitives may be drawn in opaque, blended, or additive modes.
- *
- * The texture images may be drawn in opaque, blended, or additive modes.
- * They can have an additional color tint or alpha modulation applied to
- * them, and may also be stretched with linear interpolation.
- *
- * This API is designed to accelerate simple 2D operations. You may
- * want more functionality such as polygons and particle effects and
- * in that case you should use SDL's OpenGL/Direct3D support or one
- * of the many good 3D engines.
- *
- * These functions must be called from the main thread.
- * See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
- */
-
- #ifndef SDL_render_h_
- #define SDL_render_h_
-
- #include "SDL_stdinc.h"
- #include "SDL_rect.h"
- #include "SDL_video.h"
-
- #include "begin_code.h"
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
-
- /**
- * Flags used when creating a rendering context
- */
- typedef enum
- {
- SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */
- SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware
- acceleration */
- SDL_RENDERER_PRESENTVSYNC = 0x00000004, /**< Present is synchronized
- with the refresh rate */
- SDL_RENDERER_TARGETTEXTURE = 0x00000008 /**< The renderer supports
- rendering to texture */
- } SDL_RendererFlags;
-
- /**
- * Information on the capabilities of a render driver or context.
- */
- typedef struct SDL_RendererInfo
- {
- const char *name; /**< The name of the renderer */
- Uint32 flags; /**< Supported ::SDL_RendererFlags */
- Uint32 num_texture_formats; /**< The number of available texture formats */
- Uint32 texture_formats[16]; /**< The available texture formats */
- int max_texture_width; /**< The maximum texture width */
- int max_texture_height; /**< The maximum texture height */
- } SDL_RendererInfo;
-
- /**
- * Vertex structure
- */
- typedef struct SDL_Vertex
- {
- SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
- SDL_Color color; /**< Vertex color */
- SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
- } SDL_Vertex;
-
- /**
- * The scaling mode for a texture.
- */
- typedef enum
- {
- SDL_ScaleModeNearest, /**< nearest pixel sampling */
- SDL_ScaleModeLinear, /**< linear filtering */
- SDL_ScaleModeBest /**< anisotropic filtering */
- } SDL_ScaleMode;
-
- /**
- * The access pattern allowed for a texture.
- */
- typedef enum
- {
- SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
- SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
- SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
- } SDL_TextureAccess;
-
- /**
- * The texture channel modulation used in SDL_RenderCopy().
- */
- typedef enum
- {
- SDL_TEXTUREMODULATE_NONE = 0x00000000, /**< No modulation */
- SDL_TEXTUREMODULATE_COLOR = 0x00000001, /**< srcC = srcC * color */
- SDL_TEXTUREMODULATE_ALPHA = 0x00000002 /**< srcA = srcA * alpha */
- } SDL_TextureModulate;
-
- /**
- * Flip constants for SDL_RenderCopyEx
- */
- typedef enum
- {
- SDL_FLIP_NONE = 0x00000000, /**< Do not flip */
- SDL_FLIP_HORIZONTAL = 0x00000001, /**< flip horizontally */
- SDL_FLIP_VERTICAL = 0x00000002 /**< flip vertically */
- } SDL_RendererFlip;
-
- /**
- * A structure representing rendering state
- */
- struct SDL_Renderer;
- typedef struct SDL_Renderer SDL_Renderer;
-
- /**
- * An efficient driver-specific representation of pixel data
- */
- struct SDL_Texture;
- typedef struct SDL_Texture SDL_Texture;
-
- /* Function prototypes */
-
- /**
- * Get the number of 2D rendering drivers available for the current display.
- *
- * A render driver is a set of code that handles rendering and texture
- * management on a particular display. Normally there is only one, but some
- * drivers may have several available with different capabilities.
- *
- * There may be none if SDL was compiled without render support.
- *
- * \returns a number >= 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateRenderer
- * \sa SDL_GetRenderDriverInfo
- */
- extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
-
- /**
- * Get info about a specific 2D rendering driver for the current display.
- *
- * \param index the index of the driver to query information about
- * \param info an SDL_RendererInfo structure to be filled with information on
- * the rendering driver
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateRenderer
- * \sa SDL_GetNumRenderDrivers
- */
- extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
- SDL_RendererInfo * info);
-
- /**
- * Create a window and default renderer.
- *
- * \param width the width of the window
- * \param height the height of the window
- * \param window_flags the flags used to create the window (see
- * SDL_CreateWindow())
- * \param window a pointer filled with the window, or NULL on error
- * \param renderer a pointer filled with the renderer, or NULL on error
- * \returns 0 on success, or -1 on error; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateRenderer
- * \sa SDL_CreateWindow
- */
- extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
- int width, int height, Uint32 window_flags,
- SDL_Window **window, SDL_Renderer **renderer);
-
-
- /**
- * Create a 2D rendering context for a window.
- *
- * \param window the window where rendering is displayed
- * \param index the index of the rendering driver to initialize, or -1 to
- * initialize the first one supporting the requested flags
- * \param flags 0, or one or more SDL_RendererFlags OR'd together
- * \returns a valid rendering context or NULL if there was an error; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateSoftwareRenderer
- * \sa SDL_DestroyRenderer
- * \sa SDL_GetNumRenderDrivers
- * \sa SDL_GetRendererInfo
- */
- extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
- int index, Uint32 flags);
-
- /**
- * Create a 2D software rendering context for a surface.
- *
- * Two other API which can be used to create SDL_Renderer:
- * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
- * create a software renderer, but they are intended to be used with an
- * SDL_Window as the final destination and not an SDL_Surface.
- *
- * \param surface the SDL_Surface structure representing the surface where
- * rendering is done
- * \returns a valid rendering context or NULL if there was an error; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateRenderer
- * \sa SDL_CreateWindowRenderer
- * \sa SDL_DestroyRenderer
- */
- extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
-
- /**
- * Get the renderer associated with a window.
- *
- * \param window the window to query
- * \returns the rendering context on success or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateRenderer
- */
- extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
-
- /**
- * Get the window associated with a renderer.
- *
- * \param renderer the renderer to query
- * \returns the window on success or NULL on failure; call SDL_GetError() for
- * more information.
- *
- * \since This function is available since SDL 2.0.22.
- */
- extern DECLSPEC SDL_Window * SDLCALL SDL_RenderGetWindow(SDL_Renderer *renderer);
-
- /**
- * Get information about a rendering context.
- *
- * \param renderer the rendering context
- * \param info an SDL_RendererInfo structure filled with information about the
- * current renderer
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateRenderer
- */
- extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
- SDL_RendererInfo * info);
-
- /**
- * Get the output size in pixels of a rendering context.
- *
- * Due to high-dpi displays, you might end up with a rendering context that
- * has more pixels than the window that contains it, so use this instead of
- * SDL_GetWindowSize() to decide how much drawing area you have.
- *
- * \param renderer the rendering context
- * \param w an int filled with the width
- * \param h an int filled with the 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 2.0.0.
- *
- * \sa SDL_GetRenderer
- */
- extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(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 2.0.0.
- *
- * \sa SDL_CreateTextureFromSurface
- * \sa SDL_DestroyTexture
- * \sa SDL_QueryTexture
- * \sa SDL_UpdateTexture
- */
- extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
- Uint32 format,
- int access, int w,
- int h);
-
- /**
- * Create a texture from an existing surface.
- *
- * The surface is not modified or freed by this function.
- *
- * The SDL_TextureAccess hint for the created texture is
- * `SDL_TEXTUREACCESS_STATIC`.
- *
- * The pixel format of the created texture may be different from the pixel
- * format of the surface. Use SDL_QueryTexture() to query the pixel format of
- * the texture.
- *
- * \param renderer the rendering context
- * \param surface the SDL_Surface structure containing pixel data used to fill
- * the texture
- * \returns the created texture or NULL on failure; call SDL_GetError() for
- * more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateTexture
- * \sa SDL_DestroyTexture
- * \sa SDL_QueryTexture
- */
- extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
-
- /**
- * Query the attributes of a texture.
- *
- * \param texture the texture to query
- * \param format a pointer filled in with the raw format of the texture; the
- * actual format may differ, but pixel transfers will use this
- * format (one of the SDL_PixelFormatEnum values). This argument
- * can be NULL if you don't need this information.
- * \param access a pointer filled in with the actual access to the texture
- * (one of the SDL_TextureAccess values). This argument can be
- * NULL if you don't need this information.
- * \param w a pointer filled in with the width of the texture in pixels. This
- * argument can be NULL if you don't need this information.
- * \param h a pointer filled in with the height of the texture in pixels. This
- * argument can be NULL if you don't need this information.
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateTexture
- */
- extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
- Uint32 * format, int *access,
- int *w, int *h);
-
- /**
- * Set an additional color value multiplied into render copy operations.
- *
- * When this texture is rendered, during the copy operation each source color
- * channel is modulated by the appropriate color value according to the
- * following formula:
- *
- * `srcC = srcC * (color / 255)`
- *
- * Color modulation is not always supported by the renderer; it will return -1
- * if color modulation is not supported.
- *
- * \param texture the texture to update
- * \param r the red color value multiplied into copy operations
- * \param g the green color value multiplied into copy operations
- * \param b the blue color value multiplied into copy operations
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetTextureColorMod
- * \sa SDL_SetTextureAlphaMod
- */
- extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
- Uint8 r, Uint8 g, Uint8 b);
-
-
- /**
- * Get the additional color value multiplied into render copy operations.
- *
- * \param texture the texture to query
- * \param r a pointer filled in with the current red color value
- * \param g a pointer filled in with the current green color value
- * \param b a pointer filled in with the current blue color value
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetTextureAlphaMod
- * \sa SDL_SetTextureColorMod
- */
- extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
- Uint8 * r, Uint8 * g,
- Uint8 * b);
-
- /**
- * Set an additional alpha value multiplied into render copy operations.
- *
- * When this texture is rendered, during the copy operation the source alpha
- * value is modulated by this alpha value according to the following formula:
- *
- * `srcA = srcA * (alpha / 255)`
- *
- * Alpha modulation is not always supported by the renderer; it will return -1
- * if alpha modulation is not supported.
- *
- * \param texture the texture to update
- * \param alpha the source alpha value multiplied into copy operations
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetTextureAlphaMod
- * \sa SDL_SetTextureColorMod
- */
- extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
- Uint8 alpha);
-
- /**
- * Get the additional alpha value multiplied into render copy operations.
- *
- * \param texture the texture to query
- * \param alpha a pointer filled in with the current alpha value
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetTextureColorMod
- * \sa SDL_SetTextureAlphaMod
- */
- extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
- Uint8 * alpha);
-
- /**
- * Set the blend mode for a texture, used by SDL_RenderCopy().
- *
- * 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 2.0.0.
- *
- * \sa SDL_GetTextureBlendMode
- * \sa SDL_RenderCopy
- */
- 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 2.0.0.
- *
- * \sa SDL_SetTextureBlendMode
- */
- extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
- SDL_BlendMode *blendMode);
-
- /**
- * Set the scale mode used for texture scale operations.
- *
- * If the scale mode is not supported, the closest supported mode is chosen.
- *
- * \param texture The texture to update.
- * \param scaleMode the SDL_ScaleMode to use for texture scaling.
- * \returns 0 on success, or -1 if the texture is not valid.
- *
- * \since This function is available since SDL 2.0.12.
- *
- * \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.
- * \return 0 on success, or -1 if the texture is not valid.
- *
- * \since This function is available since SDL 2.0.12.
- *
- * \sa SDL_SetTextureScaleMode
- */
- extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
- SDL_ScaleMode *scaleMode);
-
- /**
- * Associate a user-specified pointer with a texture.
- *
- * \param texture the texture to update.
- * \param userdata the pointer to associate with the texture.
- * \returns 0 on success, or -1 if the texture is not valid.
- *
- * \since This function is available since SDL 2.0.18.
- *
- * \sa SDL_GetTextureUserData
- */
- extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture,
- void *userdata);
-
- /**
- * Get the user-specified pointer associated with a texture
- *
- * \param texture the texture to query.
- * \return the pointer associated with the texture, or NULL if the texture is
- * not valid.
- *
- * \since This function is available since SDL 2.0.18.
- *
- * \sa SDL_SetTextureUserData
- */
- extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture);
-
- /**
- * Update the given texture rectangle with new pixel data.
- *
- * The pixel data must be in the pixel format of the texture. Use
- * SDL_QueryTexture() to query the pixel format of the texture.
- *
- * This is a fairly slow function, intended for use with static textures that
- * do not change often.
- *
- * If the texture is intended to be updated often, it is preferred to create
- * the texture as streaming and use the locking functions referenced below.
- * While this function will work with streaming textures, for optimization
- * reasons you may not get the pixels back if you lock the texture afterward.
- *
- * \param texture the texture to update
- * \param rect an SDL_Rect structure representing the area to update, or NULL
- * to update the entire texture
- * \param pixels the raw pixel data in the format of the texture
- * \param pitch the number of bytes in a row of pixel data, including padding
- * between lines
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateTexture
- * \sa SDL_LockTexture
- * \sa SDL_UnlockTexture
- */
- extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
- const SDL_Rect * rect,
- const void *pixels, int pitch);
-
- /**
- * Update a rectangle within a planar YV12 or IYUV texture with new pixel
- * data.
- *
- * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
- * block of Y and U/V planes in the proper order, but this function is
- * available if your pixel data is not contiguous.
- *
- * \param texture the texture to update
- * \param rect a pointer to the rectangle of pixels to update, or NULL to
- * update the entire texture
- * \param Yplane the raw pixel data for the Y plane
- * \param Ypitch the number of bytes between rows of pixel data for the Y
- * plane
- * \param Uplane the raw pixel data for the U plane
- * \param Upitch the number of bytes between rows of pixel data for the U
- * plane
- * \param Vplane the raw pixel data for the V plane
- * \param Vpitch the number of bytes between rows of pixel data for the V
- * plane
- * \returns 0 on success or -1 if the texture is not valid; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.1.
- *
- * \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.
- * \return 0 on success, or -1 if the texture is not valid.
- *
- * \since This function is available since SDL 2.0.16.
- */
- 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 2.0.0.
- *
- * \sa SDL_UnlockTexture
- */
- extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
- const SDL_Rect * rect,
- void **pixels, int *pitch);
-
- /**
- * Lock a portion of the texture for **write-only** pixel access, and expose
- * it as a SDL surface.
- *
- * Besides providing an SDL_Surface instead of raw pixel data, this function
- * operates like SDL_LockTexture.
- *
- * As an optimization, the pixels made available for editing don't necessarily
- * contain the old texture data. This is a write-only operation, and if you
- * need to keep a copy of the texture data you should do that at the
- * application level.
- *
- * You must use SDL_UnlockTexture() to unlock the pixels and apply any
- * changes.
- *
- * The returned surface is freed internally after calling SDL_UnlockTexture()
- * or SDL_DestroyTexture(). The caller should not free it.
- *
- * \param texture the texture to lock for access, which was 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 -1 if the texture is not valid or was not created
- * with `SDL_TEXTUREACCESS_STREAMING`
- *
- * \since This function is available since SDL 2.0.12.
- *
- * \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 2.0.0.
- *
- * \sa SDL_LockTexture
- */
- extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
-
- /**
- * Determine whether a renderer supports the use of render targets.
- *
- * \param renderer the renderer that will be checked
- * \returns SDL_TRUE if supported or SDL_FALSE if not.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_SetRenderTarget
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
-
- /**
- * Set a texture as the current rendering target.
- *
- * Before using this function, you should check the
- * `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if
- * render targets are supported.
- *
- * The default render target is the window for which the renderer was created.
- * To stop rendering to a texture and render to the window again, call this
- * function with a NULL `texture`.
- *
- * \param renderer the rendering context
- * \param texture the targeted texture, which must be created with the
- * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
- * window instead of a texture.
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \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 2.0.0.
- *
- * \sa SDL_SetRenderTarget
- */
- extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
-
- /**
- * Set a device independent resolution for rendering.
- *
- * This function uses the viewport and scaling functionality to allow a fixed
- * logical resolution for rendering, regardless of the actual output
- * resolution. If the actual output resolution doesn't have the same aspect
- * ratio the output rendering will be centered within the output display.
- *
- * If the output display is a window, mouse and touch events in the window
- * will be filtered and scaled so they seem to arrive within the logical
- * resolution. The SDL_HINT_MOUSE_RELATIVE_SCALING hint controls whether
- * relative motion events are also scaled.
- *
- * If this function results in scaling or subpixel drawing by the rendering
- * backend, it will be handled using the appropriate quality hints.
- *
- * \param renderer the renderer for which resolution should be set
- * \param w the width of the logical resolution
- * \param h the height of the logical resolution
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_RenderGetLogicalSize
- */
- extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h);
-
- /**
- * Get device independent resolution for rendering.
- *
- * When using the main rendering target (eg no target texture is set): this
- * may return 0 for `w` and `h` if the SDL_Renderer has never had its logical
- * size set by SDL_RenderSetLogicalSize(). Otherwise it returns the logical
- * width and height.
- *
- * When using a target texture: Never return 0 for `w` and `h` at first. Then
- * it returns the logical width and height that are set.
- *
- * \param renderer a rendering context
- * \param w an int to be filled with the width
- * \param h an int to be filled with the height
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_RenderSetLogicalSize
- */
- extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
-
- /**
- * Set whether to force integer scales for resolution-independent rendering.
- *
- * This function restricts the logical viewport to integer values - that is,
- * when a resolution is between two multiples of a logical size, the viewport
- * size is rounded down to the lower multiple.
- *
- * \param renderer the renderer for which integer scaling should be set
- * \param enable enable or disable the integer scaling for rendering
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.5.
- *
- * \sa SDL_RenderGetIntegerScale
- * \sa SDL_RenderSetLogicalSize
- */
- extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer,
- SDL_bool enable);
-
- /**
- * Get whether integer scales are forced for resolution-independent rendering.
- *
- * \param renderer the renderer from which integer scaling should be queried
- * \returns SDL_TRUE if integer scales are forced or SDL_FALSE if not and on
- * failure; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.5.
- *
- * \sa SDL_RenderSetIntegerScale
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
-
- /**
- * Set the drawing area for rendering on the current target.
- *
- * When the window is resized, the viewport is reset to fill the entire new
- * window size.
- *
- * \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 2.0.0.
- *
- * \sa SDL_RenderGetViewport
- */
- extern DECLSPEC int SDLCALL SDL_RenderSetViewport(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
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_RenderSetViewport
- */
- extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
- SDL_Rect * rect);
-
- /**
- * Set the clip rectangle for rendering on the specified target.
- *
- * \param renderer the rendering context for which clip rectangle should be
- * set
- * \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 2.0.0.
- *
- * \sa SDL_RenderGetClipRect
- * \sa SDL_RenderIsClipEnabled
- */
- extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
- const SDL_Rect * rect);
-
- /**
- * Get the clip rectangle for the current target.
- *
- * \param renderer the rendering context from which clip rectangle should be
- * queried
- * \param rect an SDL_Rect structure filled in with the current clipping area
- * or an empty rectangle if clipping is disabled
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_RenderIsClipEnabled
- * \sa SDL_RenderSetClipRect
- */
- extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer,
- SDL_Rect * rect);
-
- /**
- * Get whether clipping is enabled on the given renderer.
- *
- * \param renderer the renderer from which clip state should be queried
- * \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 2.0.4.
- *
- * \sa SDL_RenderGetClipRect
- * \sa SDL_RenderSetClipRect
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(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 a 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 2.0.0.
- *
- * \sa SDL_RenderGetScale
- * \sa SDL_RenderSetLogicalSize
- */
- extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
- float scaleX, float scaleY);
-
- /**
- * Get the drawing scale for the current target.
- *
- * \param renderer the renderer from which drawing scale should be queried
- * \param scaleX a pointer filled in with the horizontal scaling factor
- * \param scaleY a pointer filled in with the vertical scaling factor
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_RenderSetScale
- */
- extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
- float *scaleX, float *scaleY);
-
- /**
- * Get logical coordinates of point in renderer when given real coordinates of
- * point in window.
- *
- * Logical coordinates will differ from real coordinates when render is scaled
- * and logical renderer size set
- *
- * \param renderer the renderer from which the logical coordinates should be
- * calculated
- * \param windowX the real X coordinate in the window
- * \param windowY the real Y coordinate in the window
- * \param logicalX the pointer filled with the logical x coordinate
- * \param logicalY the pointer filled with the logical y coordinate
- *
- * \since This function is available since SDL 2.0.18.
- *
- * \sa SDL_RenderGetScale
- * \sa SDL_RenderSetScale
- * \sa SDL_RenderGetLogicalSize
- * \sa SDL_RenderSetLogicalSize
- */
- extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer,
- int windowX, int windowY,
- float *logicalX, float *logicalY);
-
-
- /**
- * Get real coordinates of point in window when given logical coordinates of
- * point in renderer.
- *
- * Logical coordinates will differ from real coordinates when render is scaled
- * and logical renderer size set
- *
- * \param renderer the renderer from which the window coordinates should be
- * calculated
- * \param logicalX the logical x coordinate
- * \param logicalY the logical y coordinate
- * \param windowX the pointer filled with the real X coordinate in the window
- * \param windowY the pointer filled with the real Y coordinate in the window
- *
- * \since This function is available since SDL 2.0.18.
- *
- * \sa SDL_RenderGetScale
- * \sa SDL_RenderSetScale
- * \sa SDL_RenderGetLogicalSize
- * \sa SDL_RenderSetLogicalSize
- */
- extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer,
- float logicalX, float logicalY,
- int *windowX, int *windowY);
-
- /**
- * Set the color used for drawing operations (Rect, Line and Clear).
- *
- * Set the color for drawing or filling rectangles, lines, and points, and for
- * SDL_RenderClear().
- *
- * \param renderer the rendering context
- * \param r the red value used to draw on the rendering target
- * \param g the green value used to draw on the rendering target
- * \param b the blue value used to draw on the rendering target
- * \param a the alpha value used to draw on the rendering target; usually
- * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
- * specify how the alpha channel is used
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetRenderDrawColor
- * \sa SDL_RenderClear
- * \sa SDL_RenderDrawLine
- * \sa SDL_RenderDrawLines
- * \sa SDL_RenderDrawPoint
- * \sa SDL_RenderDrawPoints
- * \sa SDL_RenderDrawRect
- * \sa SDL_RenderDrawRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- */
- extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
- Uint8 r, Uint8 g, Uint8 b,
- Uint8 a);
-
- /**
- * Get the color used for drawing operations (Rect, Line and Clear).
- *
- * \param renderer the rendering context
- * \param r a pointer filled in with the red value used to draw on the
- * rendering target
- * \param g a pointer filled in with the green value used to draw on the
- * rendering target
- * \param b a pointer filled in with the blue value used to draw on the
- * rendering target
- * \param a a pointer filled in with the alpha value used to draw on the
- * rendering target; usually `SDL_ALPHA_OPAQUE` (255)
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_SetRenderDrawColor
- */
- extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
- Uint8 * r, Uint8 * g, Uint8 * b,
- Uint8 * a);
-
- /**
- * Set the blend mode used for drawing operations (Fill and Line).
- *
- * If the blend mode is not supported, the closest supported mode is chosen.
- *
- * \param renderer the rendering context
- * \param blendMode the SDL_BlendMode to use for blending
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetRenderDrawBlendMode
- * \sa SDL_RenderDrawLine
- * \sa SDL_RenderDrawLines
- * \sa SDL_RenderDrawPoint
- * \sa SDL_RenderDrawPoints
- * \sa SDL_RenderDrawRect
- * \sa SDL_RenderDrawRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- */
- extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
- SDL_BlendMode blendMode);
-
- /**
- * Get the blend mode used for drawing operations.
- *
- * \param renderer the rendering context
- * \param blendMode a pointer filled in with the current SDL_BlendMode
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \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 2.0.0.
- *
- * \sa SDL_SetRenderDrawColor
- */
- extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
-
- /**
- * Draw a point on the current rendering target.
- *
- * SDL_RenderDrawPoint() draws a single point. If you want to draw multiple,
- * use SDL_RenderDrawPoints() instead.
- *
- * \param renderer the rendering context
- * \param x the x coordinate of the point
- * \param y the y coordinate of the point
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_RenderDrawLine
- * \sa SDL_RenderDrawLines
- * \sa SDL_RenderDrawPoints
- * \sa SDL_RenderDrawRect
- * \sa SDL_RenderDrawRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
- int x, int y);
-
- /**
- * Draw multiple points on the current rendering target.
- *
- * \param renderer the rendering context
- * \param points an array of SDL_Point structures that represent 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 2.0.0.
- *
- * \sa SDL_RenderDrawLine
- * \sa SDL_RenderDrawLines
- * \sa SDL_RenderDrawPoint
- * \sa SDL_RenderDrawRect
- * \sa SDL_RenderDrawRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
- const SDL_Point * points,
- int count);
-
- /**
- * Draw a line on the current rendering target.
- *
- * SDL_RenderDrawLine() draws the line to include both end points. If you want
- * to draw multiple, connecting lines use SDL_RenderDrawLines() instead.
- *
- * \param renderer the rendering context
- * \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 a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_RenderDrawLines
- * \sa SDL_RenderDrawPoint
- * \sa SDL_RenderDrawPoints
- * \sa SDL_RenderDrawRect
- * \sa SDL_RenderDrawRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer,
- int x1, int y1, int x2, int y2);
-
- /**
- * Draw a series of connected lines on the current rendering target.
- *
- * \param renderer the rendering context
- * \param points an array of SDL_Point structures representing 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 2.0.0.
- *
- * \sa SDL_RenderDrawLine
- * \sa SDL_RenderDrawPoint
- * \sa SDL_RenderDrawPoints
- * \sa SDL_RenderDrawRect
- * \sa SDL_RenderDrawRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
- const SDL_Point * points,
- int count);
-
- /**
- * Draw a rectangle on the current rendering target.
- *
- * \param renderer the rendering context
- * \param rect an SDL_Rect structure representing the rectangle to draw, or
- * NULL to outline the entire 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 2.0.0.
- *
- * \sa SDL_RenderDrawLine
- * \sa SDL_RenderDrawLines
- * \sa SDL_RenderDrawPoint
- * \sa SDL_RenderDrawPoints
- * \sa SDL_RenderDrawRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
- const SDL_Rect * rect);
-
- /**
- * Draw some number of rectangles on the current rendering target.
- *
- * \param renderer the rendering context
- * \param rects an array of SDL_Rect structures representing the rectangles to
- * be drawn
- * \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 2.0.0.
- *
- * \sa SDL_RenderDrawLine
- * \sa SDL_RenderDrawLines
- * \sa SDL_RenderDrawPoint
- * \sa SDL_RenderDrawPoints
- * \sa SDL_RenderDrawRect
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
- const SDL_Rect * rects,
- int count);
-
- /**
- * Fill a rectangle on the current rendering target with the drawing color.
- *
- * The current drawing color is set by SDL_SetRenderDrawColor(), and the
- * color's alpha value is ignored unless blending is enabled with the
- * appropriate call to SDL_SetRenderDrawBlendMode().
- *
- * \param renderer the rendering context
- * \param rect the SDL_Rect structure representing the rectangle to fill, or
- * NULL for the entire 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 2.0.0.
- *
- * \sa SDL_RenderDrawLine
- * \sa SDL_RenderDrawLines
- * \sa SDL_RenderDrawPoint
- * \sa SDL_RenderDrawPoints
- * \sa SDL_RenderDrawRect
- * \sa SDL_RenderDrawRects
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderPresent
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
- extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
- const SDL_Rect * rect);
-
- /**
- * Fill some number of rectangles on the current rendering target with the
- * drawing color.
- *
- * \param renderer the rendering context
- * \param rects an array of SDL_Rect structures representing the rectangles to
- * be filled
- * \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 2.0.0.
- *
- * \sa SDL_RenderDrawLine
- * \sa SDL_RenderDrawLines
- * \sa SDL_RenderDrawPoint
- * \sa SDL_RenderDrawPoints
- * \sa SDL_RenderDrawRect
- * \sa SDL_RenderDrawRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderPresent
- */
- extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
- const SDL_Rect * rects,
- int count);
-
- /**
- * Copy a portion of the texture to the current rendering target.
- *
- * The texture is blended with the destination based on its blend mode set
- * with SDL_SetTextureBlendMode().
- *
- * The texture color is affected based on its color modulation set by
- * SDL_SetTextureColorMod().
- *
- * The texture alpha is affected based on its alpha modulation set by
- * SDL_SetTextureAlphaMod().
- *
- * \param renderer the rendering context
- * \param texture the source texture
- * \param srcrect the source SDL_Rect structure or NULL for the entire texture
- * \param dstrect the destination SDL_Rect structure or NULL for the entire
- * rendering target; the texture will be stretched to fill the
- * given rectangle
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_RenderCopyEx
- * \sa SDL_SetTextureAlphaMod
- * \sa SDL_SetTextureBlendMode
- * \sa SDL_SetTextureColorMod
- */
- extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
- SDL_Texture * texture,
- const SDL_Rect * srcrect,
- const SDL_Rect * dstrect);
-
- /**
- * Copy a portion of the texture to the current rendering, with optional
- * rotation and flipping.
- *
- * Copy a portion of the texture to the current rendering target, optionally
- * rotating it by angle around the given center and also flipping it
- * top-bottom and/or left-right.
- *
- * The texture is blended with the destination based on its blend mode set
- * with SDL_SetTextureBlendMode().
- *
- * The texture color is affected based on its color modulation set by
- * SDL_SetTextureColorMod().
- *
- * The texture alpha is affected based on its alpha modulation set by
- * SDL_SetTextureAlphaMod().
- *
- * \param renderer the rendering context
- * \param texture the source texture
- * \param srcrect the source SDL_Rect structure or NULL for the entire texture
- * \param dstrect the destination SDL_Rect structure 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 a SDL_RendererFlip value stating which flipping actions should
- * be performed on the texture
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_RenderCopy
- * \sa SDL_SetTextureAlphaMod
- * \sa SDL_SetTextureBlendMode
- * \sa SDL_SetTextureColorMod
- */
- extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
- SDL_Texture * texture,
- const SDL_Rect * srcrect,
- const SDL_Rect * dstrect,
- const double angle,
- const SDL_Point *center,
- const SDL_RendererFlip flip);
-
-
- /**
- * 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.
- * \return 0 on success, or -1 on error
- *
- * \since This function is available since SDL 2.0.10.
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(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
- * \return 0 on success, or -1 on error
- *
- * \since This function is available since SDL 2.0.10.
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(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.
- * \return 0 on success, or -1 on error
- *
- * \since This function is available since SDL 2.0.10.
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(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
- * \return 0 on success, or -1 on error
- *
- * \since This function is available since SDL 2.0.10.
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(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.
- * \return 0 on success, or -1 on error
- *
- * \since This function is available since SDL 2.0.10.
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(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.
- * \return 0 on success, or -1 on error
- *
- * \since This function is available since SDL 2.0.10.
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(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.
- * \return 0 on success, or -1 on error
- *
- * \since This function is available since SDL 2.0.10.
- */
- extern DECLSPEC int SDLCALL SDL_RenderFillRectF(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.
- * \return 0 on success, or -1 on error
- *
- * \since This function is available since SDL 2.0.10.
- */
- extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(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.
- * \return 0 on success, or -1 on error
- *
- * \since This function is available since SDL 2.0.10.
- */
- extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
- SDL_Texture * texture,
- const SDL_Rect * srcrect,
- const SDL_FRect * dstrect);
-
- /**
- * Copy a portion of the source texture to the current rendering target, with
- * rotation and flipping, at subpixel precision.
- *
- * \param renderer The renderer which should copy parts of a texture.
- * \param texture The source texture.
- * \param srcrect A pointer to the source rectangle, or NULL for the entire
- * texture.
- * \param dstrect A pointer to the destination rectangle, or NULL for the
- * entire rendering target.
- * \param angle An angle in degrees that indicates the rotation that will be
- * applied to dstrect, rotating it in a clockwise direction
- * \param center A pointer to a point indicating the point around which
- * dstrect will be rotated (if NULL, rotation will be done
- * around dstrect.w/2, dstrect.h/2).
- * \param flip An SDL_RendererFlip value stating which flipping actions should
- * be performed on the texture
- * \return 0 on success, or -1 on error
- *
- * \since This function is available since SDL 2.0.10.
- */
- extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
- SDL_Texture * texture,
- const SDL_Rect * srcrect,
- const SDL_FRect * dstrect,
- const double angle,
- const SDL_FPoint *center,
- const SDL_RendererFlip flip);
-
- /**
- * Render a list of triangles, optionally using a texture and indices into the
- * vertex array Color and alpha modulation is done per vertex
- * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
- *
- * \param renderer The rendering context.
- * \param texture (optional) The SDL texture to use.
- * \param vertices Vertices.
- * \param num_vertices Number of vertices.
- * \param indices (optional) An array of integer indices into the 'vertices'
- * array, if NULL all vertices will be rendered in sequential
- * order.
- * \param num_indices Number of indices.
- * \return 0 on success, or -1 if the operation is not supported
- *
- * \since This function is available since SDL 2.0.18.
- *
- * \sa SDL_RenderGeometryRaw
- * \sa SDL_Vertex
- */
- extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
- SDL_Texture *texture,
- const SDL_Vertex *vertices, int num_vertices,
- const int *indices, int num_indices);
-
- /**
- * Render a list of triangles, optionally using a texture and indices into the
- * vertex arrays Color and alpha modulation is done per vertex
- * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
- *
- * \param renderer The rendering context.
- * \param texture (optional) The SDL texture to use.
- * \param xy Vertex positions
- * \param xy_stride Byte size to move from one element to the next element
- * \param color Vertex colors (as SDL_Color)
- * \param color_stride Byte size to move from one element to the next element
- * \param uv Vertex normalized texture coordinates
- * \param uv_stride Byte size to move from one element to the next element
- * \param num_vertices Number of vertices.
- * \param indices (optional) An array of indices into the 'vertices' arrays,
- * if NULL all vertices will be rendered in sequential order.
- * \param num_indices Number of indices.
- * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
- * \return 0 on success, or -1 if the operation is not supported
- *
- * \since This function is available since SDL 2.0.18.
- *
- * \sa SDL_RenderGeometry
- * \sa SDL_Vertex
- */
- extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
- SDL_Texture *texture,
- const float *xy, int xy_stride,
- const SDL_Color *color, int color_stride,
- const float *uv, int uv_stride,
- int num_vertices,
- const void *indices, int num_indices, int size_indices);
-
- /**
- * Read pixels from the current rendering target to an array of pixels.
- *
- * **WARNING**: This is a very slow operation, and should not be used
- * frequently. If you're using this on the main rendering target, it should be
- * called after rendering and before SDL_RenderPresent().
- *
- * `pitch` specifies the number of bytes between rows in the destination
- * `pixels` data. This allows you to write to a subrectangle or have padded
- * rows in the destination. Generally, `pitch` should equal the number of
- * pixels per row in the `pixels` data times the number of bytes per pixel,
- * but it might contain additional padding (for example, 24bit RGB Windows
- * Bitmap data pads all rows to multiples of 4 bytes).
- *
- * \param renderer the rendering context
- * \param rect an SDL_Rect structure representing the area to read, or NULL
- * for the entire render target
- * \param format an SDL_PixelFormatEnum value of the desired format of the
- * pixel data, or 0 to use the format of the rendering target
- * \param pixels a pointer to the pixel data to copy into
- * \param pitch the pitch of the `pixels` parameter
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
- const SDL_Rect * rect,
- Uint32 format,
- void *pixels, int pitch);
-
- /**
- * Update the screen with any rendering performed since the previous call.
- *
- * SDL's rendering functions operate on a backbuffer; that is, calling a
- * rendering function such as SDL_RenderDrawLine() 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
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_RenderClear
- * \sa SDL_RenderDrawLine
- * \sa SDL_RenderDrawLines
- * \sa SDL_RenderDrawPoint
- * \sa SDL_RenderDrawPoints
- * \sa SDL_RenderDrawRect
- * \sa SDL_RenderDrawRects
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
- extern DECLSPEC void 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 2.0.0.
- *
- * \sa SDL_CreateTexture
- * \sa SDL_CreateTextureFromSurface
- */
- extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
-
- /**
- * Destroy the rendering context for a window and free associated textures.
- *
- * If `renderer` is NULL, this function will return immediately after setting
- * the SDL error message to "Invalid renderer". See SDL_GetError().
- *
- * \param renderer the rendering context
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateRenderer
- */
- extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
-
- /**
- * Force the rendering context to flush any pending commands to the underlying
- * rendering API.
- *
- * You do not need to (and in fact, shouldn't) call this function unless you
- * are planning to call into OpenGL/Direct3D/Metal/whatever directly in
- * addition to using an SDL_Renderer.
- *
- * This is for a very-specific case: if you are using SDL's render API, you
- * asked for a specific renderer backend (OpenGL, Direct3D, etc), you set
- * SDL_HINT_RENDER_BATCHING to "1", and you plan to make OpenGL/D3D/whatever
- * calls in addition to SDL render API calls. If all of this applies, you
- * should call SDL_RenderFlush() between calls to SDL's render API and the
- * low-level API you're using in cooperation.
- *
- * In all other cases, you can ignore this function. This is only here to get
- * maximum performance out of a specific situation. In all other cases, SDL
- * will do the right thing, perhaps at a performance loss.
- *
- * This function is first available in SDL 2.0.10, and is not needed in 2.0.9
- * and earlier, as earlier versions did not queue rendering commands at all,
- * instead flushing them to the OS immediately.
- *
- * \param renderer the rendering context
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.10.
- */
- extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
-
-
- /**
- * Bind an OpenGL/ES/ES2 texture to the current context.
- *
- * This is for use with OpenGL instructions when rendering OpenGL primitives
- * directly.
- *
- * If not NULL, `texw` and `texh` will be filled with the width and height
- * values suitable for the provided texture. In most cases, both will be 1.0,
- * however, on systems that support the GL_ARB_texture_rectangle extension,
- * these values will actually be the pixel width and height used to create the
- * texture, so this factor needs to be taken into account when providing
- * texture coordinates to OpenGL.
- *
- * You need a renderer to create an SDL_Texture, therefore you can only use
- * this function with an implicit OpenGL context from SDL_CreateRenderer(),
- * not with your own OpenGL context. If you need control over your OpenGL
- * context, you need to write your own texture-loading methods.
- *
- * Also note that SDL may upload RGB textures as BGR (or vice-versa), and
- * re-order the color channels in the shaders phase, so the uploaded texture
- * may have swapped color channels.
- *
- * \param texture the texture to bind to the current OpenGL/ES/ES2 context
- * \param texw a pointer to a float value which will be filled with the
- * texture width or NULL if you don't need that value
- * \param texh a pointer to a float value which will be filled with the
- * texture height or NULL if you don't need that value
- * \returns 0 on success, or -1 if the operation is not supported; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_MakeCurrent
- * \sa SDL_GL_UnbindTexture
- */
- extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
-
- /**
- * Unbind an OpenGL/ES/ES2 texture from the current context.
- *
- * See SDL_GL_BindTexture() for examples on how to use these functions
- *
- * \param texture the texture to unbind from the current OpenGL/ES/ES2 context
- * \returns 0 on success, or -1 if the operation is not supported
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GL_BindTexture
- * \sa SDL_GL_MakeCurrent
- */
- extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
-
- /**
- * Get the CAMetalLayer associated with the given Metal renderer.
- *
- * This function returns `void *`, so SDL doesn't have to include Metal's
- * headers, but it can be safely cast to a `CAMetalLayer *`.
- *
- * \param renderer The renderer to query
- * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
- * Metal renderer
- *
- * \since This function is available since SDL 2.0.8.
- *
- * \sa SDL_RenderGetMetalCommandEncoder
- */
- extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
-
- /**
- * Get the Metal command encoder for the current frame
- *
- * This function returns `void *`, so SDL doesn't have to include Metal's
- * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
- *
- * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
- * SDL a drawable to render to, which might happen if the window is
- * hidden/minimized/offscreen. This doesn't apply to command encoders for
- * render targets, just the window's backbacker. Check your return values!
- *
- * \param renderer The renderer to query
- * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
- * renderer isn't a Metal renderer or there was an error.
- *
- * \since This function is available since SDL 2.0.8.
- *
- * \sa SDL_RenderGetMetalLayer
- */
- extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
-
- /**
- * Toggle VSync of the given renderer.
- *
- * \param renderer The renderer to toggle
- * \param vsync 1 for on, 0 for off. All other values are reserved
- * \returns a 0 int on success, or non-zero on failure
- *
- * \since This function is available since SDL 2.0.18.
- */
- extern DECLSPEC int SDLCALL SDL_RenderSetVSync(SDL_Renderer* renderer, int vsync);
-
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include "close_code.h"
-
- #endif /* SDL_render_h_ */
-
- /* vi: set ts=4 sw=4 expandtab: */
|