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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2020 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
-
- /**
- * \brief 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;
-
- /**
- * \brief 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;
-
- /**
- * \brief The scaling mode for a texture.
- */
- typedef enum
- {
- SDL_ScaleModeNearest, /**< nearest pixel sampling */
- SDL_ScaleModeLinear, /**< linear filtering */
- SDL_ScaleModeBest /**< anisotropic filtering */
- } SDL_ScaleMode;
-
- /**
- * \brief 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;
-
- /**
- * \brief 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;
-
- /**
- * \brief 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;
-
- /**
- * \brief A structure representing rendering state
- */
- struct SDL_Renderer;
- typedef struct SDL_Renderer SDL_Renderer;
-
- /**
- * \brief An efficient driver-specific representation of pixel data
- */
- struct SDL_Texture;
- typedef struct SDL_Texture SDL_Texture;
-
-
- /* Function prototypes */
-
- /**
- * \brief 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.
- *
- * \sa SDL_GetRenderDriverInfo()
- * \sa SDL_CreateRenderer()
- */
- extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
-
- /**
- * \brief Get information about a specific 2D rendering driver for the current
- * display.
- *
- * \param index The index of the driver to query information about.
- * \param info A pointer to an SDL_RendererInfo struct to be filled with
- * information on the rendering driver.
- *
- * \return 0 on success, -1 if the index was out of range.
- *
- * \sa SDL_CreateRenderer()
- */
- extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
- SDL_RendererInfo * info);
-
- /**
- * \brief 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
- * \param window A pointer filled with the window, or NULL on error
- * \param renderer A pointer filled with the renderer, or NULL on error
- *
- * \return 0 on success, or -1 on error
- */
- extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
- int width, int height, Uint32 window_flags,
- SDL_Window **window, SDL_Renderer **renderer);
-
-
- /**
- * \brief 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 ::SDL_RendererFlags.
- *
- * \return A valid rendering context or NULL if there was an error.
- *
- * \sa SDL_CreateSoftwareRenderer()
- * \sa SDL_GetRendererInfo()
- * \sa SDL_DestroyRenderer()
- */
- extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
- int index, Uint32 flags);
-
- /**
- * \brief Create a 2D software rendering context for a surface.
- *
- * \param surface The surface where rendering is done.
- *
- * \return A valid rendering context or NULL if there was an error.
- *
- * \sa SDL_CreateRenderer()
- * \sa SDL_DestroyRenderer()
- */
- extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
-
- /**
- * \brief Get the renderer associated with a window.
- */
- extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
-
- /**
- * \brief Get information about a rendering context.
- */
- extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
- SDL_RendererInfo * info);
-
- /**
- * \brief Get the output size in pixels of a rendering context.
- */
- extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
- int *w, int *h);
-
- /**
- * \brief Create a texture for a rendering context.
- *
- * \param renderer The renderer.
- * \param format The format of the texture.
- * \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.
- *
- * \return The created texture is returned, or NULL if no rendering context was
- * active, the format was unsupported, or the width or height were out
- * of range.
- *
- * \note The contents of the texture are not defined at creation.
- *
- * \sa SDL_QueryTexture()
- * \sa SDL_UpdateTexture()
- * \sa SDL_DestroyTexture()
- */
- extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
- Uint32 format,
- int access, int w,
- int h);
-
- /**
- * \brief Create a texture from an existing surface.
- *
- * \param renderer The renderer.
- * \param surface The surface containing pixel data used to fill the texture.
- *
- * \return The created texture is returned, or NULL on error.
- *
- * \note The surface is not modified or freed by this function.
- *
- * \sa SDL_QueryTexture()
- * \sa SDL_DestroyTexture()
- */
- extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
-
- /**
- * \brief Query the attributes of a texture
- *
- * \param texture A texture to be queried.
- * \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.
- * \param access A pointer filled in with the actual access to the texture.
- * \param w A pointer filled in with the width of the texture in pixels.
- * \param h A pointer filled in with the height of the texture in pixels.
- *
- * \return 0 on success, or -1 if the texture is not valid.
- */
- extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
- Uint32 * format, int *access,
- int *w, int *h);
-
- /**
- * \brief Set an additional color value used in render copy operations.
- *
- * \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.
- *
- * \return 0 on success, or -1 if the texture is not valid or color modulation
- * is not supported.
- *
- * \sa SDL_GetTextureColorMod()
- */
- extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
- Uint8 r, Uint8 g, Uint8 b);
-
-
- /**
- * \brief Get the additional color value used in 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.
- *
- * \return 0 on success, or -1 if the texture is not valid.
- *
- * \sa SDL_SetTextureColorMod()
- */
- extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
- Uint8 * r, Uint8 * g,
- Uint8 * b);
-
- /**
- * \brief Set an additional alpha value used in render copy operations.
- *
- * \param texture The texture to update.
- * \param alpha The alpha value multiplied into copy operations.
- *
- * \return 0 on success, or -1 if the texture is not valid or alpha modulation
- * is not supported.
- *
- * \sa SDL_GetTextureAlphaMod()
- */
- extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
- Uint8 alpha);
-
- /**
- * \brief Get the additional alpha value used in render copy operations.
- *
- * \param texture The texture to query.
- * \param alpha A pointer filled in with the current alpha value.
- *
- * \return 0 on success, or -1 if the texture is not valid.
- *
- * \sa SDL_SetTextureAlphaMod()
- */
- extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
- Uint8 * alpha);
-
- /**
- * \brief Set the blend mode used for texture copy operations.
- *
- * \param texture The texture to update.
- * \param blendMode ::SDL_BlendMode to use for texture blending.
- *
- * \return 0 on success, or -1 if the texture is not valid or the blend mode is
- * not supported.
- *
- * \note If the blend mode is not supported, the closest supported mode is
- * chosen.
- *
- * \sa SDL_GetTextureBlendMode()
- */
- extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
- SDL_BlendMode blendMode);
-
- /**
- * \brief Get the blend mode used for texture copy operations.
- *
- * \param texture The texture to query.
- * \param blendMode A pointer filled in with the current blend mode.
- *
- * \return 0 on success, or -1 if the texture is not valid.
- *
- * \sa SDL_SetTextureBlendMode()
- */
- extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
- SDL_BlendMode *blendMode);
-
- /**
- * \brief Set the scale mode used for texture scale operations.
- *
- * \param texture The texture to update.
- * \param scaleMode ::SDL_ScaleMode to use for texture scaling.
- *
- * \return 0 on success, or -1 if the texture is not valid.
- *
- * \note If the scale mode is not supported, the closest supported mode is
- * chosen.
- *
- * \sa SDL_GetTextureScaleMode()
- */
- extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
- SDL_ScaleMode scaleMode);
-
- /**
- * \brief 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.
- *
- * \sa SDL_SetTextureScaleMode()
- */
- extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
- SDL_ScaleMode *scaleMode);
-
- /**
- * \brief Update the given texture rectangle with new pixel data.
- *
- * \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 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.
- *
- * The pixel data must be in the format of the texture. The pixel format can be
- * queried with SDL_QueryTexture.
- *
- * \return 0 on success, or -1 if the texture is not valid.
- *
- * \note This is a fairly slow function.
- */
- extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
- const SDL_Rect * rect,
- const void *pixels, int pitch);
-
- /**
- * \brief Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
- *
- * \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.
- *
- * \return 0 on success, or -1 if the texture is not valid.
- *
- * \note 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.
- */
- 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);
-
- /**
- * \brief Lock a portion of the texture for write-only pixel access.
- *
- * \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 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.
- *
- * \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
- *
- * \sa SDL_UnlockTexture()
- */
- extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
- const SDL_Rect * rect,
- void **pixels, int *pitch);
-
- /**
- * \brief Lock a portion of the texture for write-only pixel access.
- * Expose it as a SDL surface.
- *
- * \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 a SDL surface representing the locked area
- * Surface is freed internally after calling SDL_UnlockTexture or SDL_DestroyTexture.
- *
- * \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
- *
- * \sa SDL_UnlockTexture()
- */
- extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
- const SDL_Rect *rect,
- SDL_Surface **surface);
-
- /**
- * \brief Unlock a texture, uploading the changes to video memory, if needed.
- * If SDL_LockTextureToSurface() was called for locking, the SDL surface is freed.
- *
- * \sa SDL_LockTexture()
- * \sa SDL_LockTextureToSurface()
- */
- extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
-
- /**
- * \brief Determines whether a window supports the use of render targets
- *
- * \param renderer The renderer that will be checked
- *
- * \return SDL_TRUE if supported, SDL_FALSE if not.
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
-
- /**
- * \brief Set a texture as the current rendering target.
- *
- * \param renderer The renderer.
- * \param texture The targeted texture, which must be created with the SDL_TEXTUREACCESS_TARGET flag, or NULL for the default render target
- *
- * \return 0 on success, or -1 on error
- *
- * \sa SDL_GetRenderTarget()
- */
- extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
- SDL_Texture *texture);
-
- /**
- * \brief Get the current render target or NULL for the default render target.
- *
- * \return The current render target
- *
- * \sa SDL_SetRenderTarget()
- */
- extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
-
- /**
- * \brief Set device independent resolution for rendering
- *
- * \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
- *
- * 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 events in the window will be filtered
- * and scaled so they seem to arrive within the logical resolution.
- *
- * \note If this function results in scaling or subpixel drawing by the
- * rendering backend, it will be handled using the appropriate
- * quality hints.
- *
- * \sa SDL_RenderGetLogicalSize()
- * \sa SDL_RenderSetScale()
- * \sa SDL_RenderSetViewport()
- */
- extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h);
-
- /**
- * \brief Get device independent resolution for rendering
- *
- * \param renderer The renderer from which resolution should be queried.
- * \param w A pointer filled with the width of the logical resolution
- * \param h A pointer filled with the height of the logical resolution
- *
- * \sa SDL_RenderSetLogicalSize()
- */
- extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
-
- /**
- * \brief Set whether to force integer scales for resolution-independent rendering
- *
- * \param renderer The renderer for which integer scaling should be set.
- * \param enable Enable or disable integer scaling
- *
- * 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.
- *
- * \sa SDL_RenderSetLogicalSize()
- */
- extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer,
- SDL_bool enable);
-
- /**
- * \brief Get whether integer scales are forced for resolution-independent rendering
- *
- * \param renderer The renderer from which integer scaling should be queried.
- *
- * \sa SDL_RenderSetIntegerScale()
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
-
- /**
- * \brief Set the drawing area for rendering on the current target.
- *
- * \param renderer The renderer for which the drawing area should be set.
- * \param rect The rectangle representing the drawing area, or NULL to set the viewport to the entire target.
- *
- * The x,y of the viewport rect represents the origin for rendering.
- *
- * \return 0 on success, or -1 on error
- *
- * \note If the window associated with the renderer is resized, the viewport is automatically reset.
- *
- * \sa SDL_RenderGetViewport()
- * \sa SDL_RenderSetLogicalSize()
- */
- extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer,
- const SDL_Rect * rect);
-
- /**
- * \brief Get the drawing area for the current target.
- *
- * \sa SDL_RenderSetViewport()
- */
- extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
- SDL_Rect * rect);
-
- /**
- * \brief Set the clip rectangle for the current target.
- *
- * \param renderer The renderer for which clip rectangle should be set.
- * \param rect A pointer to the rectangle to set as the clip rectangle,
- * relative to the viewport, or NULL to disable clipping.
- *
- * \return 0 on success, or -1 on error
- *
- * \sa SDL_RenderGetClipRect()
- */
- extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
- const SDL_Rect * rect);
-
- /**
- * \brief Get the clip rectangle for the current target.
- *
- * \param renderer The renderer from which clip rectangle should be queried.
- * \param rect A pointer filled in with the current clip rectangle, or
- * an empty rectangle if clipping is disabled.
- *
- * \sa SDL_RenderSetClipRect()
- */
- extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer,
- SDL_Rect * rect);
-
- /**
- * \brief Get whether clipping is enabled on the given renderer.
- *
- * \param renderer The renderer from which clip state should be queried.
- *
- * \sa SDL_RenderGetClipRect()
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer);
-
-
- /**
- * \brief Set the drawing scale for rendering on the current target.
- *
- * \param renderer The renderer for which the drawing scale should be set.
- * \param scaleX The horizontal scaling factor
- * \param scaleY The vertical scaling factor
- *
- * 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.
- *
- * \note 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.
- *
- * \sa SDL_RenderGetScale()
- * \sa SDL_RenderSetLogicalSize()
- */
- extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
- float scaleX, float scaleY);
-
- /**
- * \brief 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
- *
- * \sa SDL_RenderSetScale()
- */
- extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
- float *scaleX, float *scaleY);
-
- /**
- * \brief Set the color used for drawing operations (Rect, Line and Clear).
- *
- * \param renderer The renderer for which drawing color should be set.
- * \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).
- *
- * \return 0 on success, or -1 on error
- */
- extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
- Uint8 r, Uint8 g, Uint8 b,
- Uint8 a);
-
- /**
- * \brief Get the color used for drawing operations (Rect, Line and Clear).
- *
- * \param renderer The renderer from which drawing color should be queried.
- * \param r A pointer to the red value used to draw on the rendering target.
- * \param g A pointer to the green value used to draw on the rendering target.
- * \param b A pointer to the blue value used to draw on the rendering target.
- * \param a A pointer to the alpha value used to draw on the rendering target,
- * usually ::SDL_ALPHA_OPAQUE (255).
- *
- * \return 0 on success, or -1 on error
- */
- extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
- Uint8 * r, Uint8 * g, Uint8 * b,
- Uint8 * a);
-
- /**
- * \brief Set the blend mode used for drawing operations (Fill and Line).
- *
- * \param renderer The renderer for which blend mode should be set.
- * \param blendMode ::SDL_BlendMode to use for blending.
- *
- * \return 0 on success, or -1 on error
- *
- * \note If the blend mode is not supported, the closest supported mode is
- * chosen.
- *
- * \sa SDL_GetRenderDrawBlendMode()
- */
- extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
- SDL_BlendMode blendMode);
-
- /**
- * \brief Get the blend mode used for drawing operations.
- *
- * \param renderer The renderer from which blend mode should be queried.
- * \param blendMode A pointer filled in with the current blend mode.
- *
- * \return 0 on success, or -1 on error
- *
- * \sa SDL_SetRenderDrawBlendMode()
- */
- extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
- SDL_BlendMode *blendMode);
-
- /**
- * \brief Clear the current rendering target with the drawing color
- *
- * This function clears the entire rendering target, ignoring the viewport and
- * the clip rectangle.
- *
- * \return 0 on success, or -1 on error
- */
- extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
-
- /**
- * \brief Draw a point on the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
- int x, int y);
-
- /**
- * \brief Draw multiple points on the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
- const SDL_Point * points,
- int count);
-
- /**
- * \brief Draw a line on the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer,
- int x1, int y1, int x2, int y2);
-
- /**
- * \brief Draw a series of connected lines on the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
- const SDL_Point * points,
- int count);
-
- /**
- * \brief Draw a rectangle on the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
- const SDL_Rect * rect);
-
- /**
- * \brief Draw some number of rectangles on the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
- const SDL_Rect * rects,
- int count);
-
- /**
- * \brief Fill a rectangle on the current rendering target with the drawing color.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
- const SDL_Rect * rect);
-
- /**
- * \brief Fill some number of rectangles on the current rendering target with the drawing color.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
- const SDL_Rect * rects,
- int count);
-
- /**
- * \brief Copy a portion of the texture to the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
- SDL_Texture * texture,
- const SDL_Rect * srcrect,
- const SDL_Rect * dstrect);
-
- /**
- * \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center
- *
- * \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
- */
- 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);
-
-
- /**
- * \brief Draw a point on the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer,
- float x, float y);
-
- /**
- * \brief Draw multiple points on the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer,
- const SDL_FPoint * points,
- int count);
-
- /**
- * \brief Draw a line on the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer,
- float x1, float y1, float x2, float y2);
-
- /**
- * \brief Draw a series of connected lines on the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer,
- const SDL_FPoint * points,
- int count);
-
- /**
- * \brief Draw a rectangle on the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer,
- const SDL_FRect * rect);
-
- /**
- * \brief Draw some number of rectangles on the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer,
- const SDL_FRect * rects,
- int count);
-
- /**
- * \brief Fill a rectangle on the current rendering target with the drawing color.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer,
- const SDL_FRect * rect);
-
- /**
- * \brief Fill some number of rectangles on the current rendering target with the drawing color.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
- const SDL_FRect * rects,
- int count);
-
- /**
- * \brief Copy a portion of the texture to the current rendering target.
- *
- * \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
- */
- extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
- SDL_Texture * texture,
- const SDL_Rect * srcrect,
- const SDL_FRect * dstrect);
-
- /**
- * \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center
- *
- * \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
- */
- 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);
-
- /**
- * \brief Read pixels from the current rendering target.
- *
- * \param renderer The renderer from which pixels should be read.
- * \param rect A pointer to the rectangle to read, or NULL for the entire
- * render target.
- * \param format The desired format of the pixel data, or 0 to use the format
- * of the rendering target
- * \param pixels A pointer to be filled in with the pixel data
- * \param pitch The pitch of the pixels parameter.
- *
- * \return 0 on success, or -1 if pixel reading is not supported.
- *
- * \warning This is a very slow operation, and should not be used frequently.
- */
- extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
- const SDL_Rect * rect,
- Uint32 format,
- void *pixels, int pitch);
-
- /**
- * \brief Update the screen with rendering performed.
- */
- extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
-
- /**
- * \brief Destroy the specified texture.
- *
- * \sa SDL_CreateTexture()
- * \sa SDL_CreateTextureFromSurface()
- */
- extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
-
- /**
- * \brief Destroy the rendering context for a window and free associated
- * textures.
- *
- * \sa SDL_CreateRenderer()
- */
- extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
-
- /**
- * \brief 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.
- */
- extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
-
-
- /**
- * \brief Bind the texture to the current OpenGL/ES/ES2 context for use with
- * OpenGL instructions.
- *
- * \param texture The SDL texture to bind
- * \param texw A pointer to a float that will be filled with the texture width
- * \param texh A pointer to a float that will be filled with the texture height
- *
- * \return 0 on success, or -1 if the operation is not supported
- */
- extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
-
- /**
- * \brief Unbind a texture from the current OpenGL/ES/ES2 context.
- *
- * \param texture The SDL texture to unbind
- *
- * \return 0 on success, or -1 if the operation is not supported
- */
- extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
-
- /**
- * \brief Get the CAMetalLayer associated with the given Metal renderer
- *
- * \param renderer The renderer to query
- *
- * \return CAMetalLayer* on success, or NULL if the renderer isn't a Metal renderer
- *
- * \sa SDL_RenderGetMetalCommandEncoder()
- */
- extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
-
- /**
- * \brief Get the Metal command encoder for the current frame
- *
- * \param renderer The renderer to query
- *
- * \return id<MTLRenderCommandEncoder> on success, or NULL if the renderer isn't a Metal renderer
- *
- * \sa SDL_RenderGetMetalLayer()
- */
- extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
-
- /* 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: */
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