95c3ee77c10 Removed testing code ea640894d32 Fixed SDL_DEFINE_STDBOOL logic if __bool_true_false_are_defined is defined 46fb2c6f1bf Added a script to help with the bool rename 23f855a9703 render: Integrate fix-shaders.sh into build-shaders.sh d658ef66279 Don't guess about the size of an int, assert it! 32fd1878a09 Provide a definition of bool if needed for your environment 1834c83d5a2 testplatform: make sure bool is 1 byte 026d3c2306f Sync SDL3 wiki -> header 95f7e532331 Added the examples directory to the API renaming tool a90ad3b0e28 Removed SDL_bool in favor of plain bool 9dd88592407 Sync SDL3 wiki -> header 32cf23d392f Added video/x11/edid.h to third party code list 407ccadfd72 Added copyright header to edid.h bd04459cde1 Fix typos (thanks @qndel!) e4f987f2996 tests: Fix testdropfile on high-DPI displays 8caf25f7b30 testautomation_stdlib.c (stdlib_strtox): fix warning from gcc-4.9: 03ae792df35 Fixed the recording field in audio device events c68e9e157cd Fixed typo bc9780299c0 Don't define backends if SDL_GPU_DISABLED is set 8481d1a12b0 Sync SDL3 wiki -> header 807b8a9d4de Allow initializing hints and properties from any thread d0edf687741 Added Uint32 versions of the atomic functions 8d223b3037e Renamed atomic functions to match SDL 3.0 naming convention f3e419596b1 Removed SDL_INIT_TIMER 9275c533ca2 Added thread-safe initialization/cleanup support 7edd43c276e Don't define render_drivers if SDL_RENDER_DISABLED is set 98cd8b34a76 Close the other file descriptors after redirection has taken place 4b3058d58db render: Don't try to rebuild D3D11, D3D12, Metal shaders without spirv-cross 13500bbf508 render: Fix detection of fxc, dxc in build-shaders.sh 11129761e7e v4l2: return success if the device is ready ab9c68d9ffc pipewire: Always destroy hotplug loop during deinitialization 1ffb9f22aa5 build-release.py fixes from SDL2 port 231ea07617d Added SDL_LogTrace() 6180da00e1d Skip a lock/unlock when logging known categories c499f79fe93 GPU: Fix multisample texture usage validation 926d1439660 Sync SDL3 wiki -> header 1bbc897e48e Updated documentation for bool return type 4a2683e2c10 Sync SDL3 wiki -> header dc639956baa Improve logging performance and make log priorities thread-safe f006d61bd12 Sync SDL3 wiki -> header fd1fcfc951b Sync SDL3 wiki -> header 9416917353c GPU: Rework MSAA (#10859) e59344ad469 Update proguard-rules.pro in-line with commit 9ff3446 0f85fdefc84 Fixed warning: "SDL_VIDEO_RENDER_D3D12" is not defined, evaluates to 0 4f722d372ae GPU: Metal vertex buffer indices should grow upward (#10837) 0548050fc5a Verify that the subsystems were successfully initialized 5b5b1a89267 Fixed cleaning up dependent subsystems if initialization fails 97d40b92180 Removed SDL_CleanupEnvironment() a7f1deae8d1 Sync SDL3 wiki -> header 28b94c47585 Re-added SDL_getenv() as a thread-safe getenv() implementation 718845a33d0 Fixed warning C4701: potentially uninitialized local variable 'startup_info' used 19243092c67 Renamed SDL_GpuGraphicsPipelineTargetInfo to SDL_GPUGraphicsPipelineTargetInfo 604d0c519ec If posix_spawn() is available, so is sigaction ec5d280c900 Make sure we ignore SIGPIPE so we don't crash if we write when the pipe is closed 34b2f4ffcab Use non-blocking pipes for process I/O on Windows dd07cc89910 SDL_Process: WAIT_TIMEOUT means the process has not exited yet 1f3fd65c4c7 cpuinfo: Rename SDL_GetCPUCount to SDL_GetNumLogicalCPUCores 93bf5342684 testgpu_simple_clear: Fixed AppInit return values. e5bd3bbcd6e add missing includes 8569bde053f Fixed typo 706aaaf2802 Sync SDL3 wiki -> header 3bc03477618 Revert "Sync SDL3 wiki -> header" c2e4b14a828 Revert "stdinc: Added missing `\param` to SDL_CreateEnvironment." 11c9975caa9 Revert "Sync SDL3 wiki -> header" ba65767afa2 Sync SDL3 wiki -> header 919f8d3e2b9 stdinc: Added missing `\param` to SDL_CreateEnvironment. 35427ff9ec7 Sync SDL3 wiki -> header dcb2a8c2fe2 Use CreateProcessW() to handle non-ASCII file paths and arguments e97f6365906 SDL_PROP_PROCESS_CREATE_ENVIRONMENT_POINTER is an SDL_Environment pointer 56fc4b790c4 Reduce strcmp() calls in hashtable lookup e6734794491 Removed SDL_WriteProcess() a833ee2e63e SDL_gpu.c: fixed build when SDL_GPU_DISABLED is defined. f6f49de1342 Add convenience functions to get process IOStreams 7ff015ceaee Close file descriptors not used by the child process fed0149172e Switched wayland messageboxes to use the new process API aa7357a14d7 SDL_CreateEnvironment() fills the environment with a non-zero parameter 76c469910ee Added SDL_PROP_PROCESS_CREATE_BACKGROUND_BOOLEAN 44c6cfda053 Switched zenity dialogs to use the new process API 3166a05c18b cmake: don't prepend absolute CMAKE_INSTALL_{INCLUDE,LIB}DIR with ${prefix} 27862907c65 Update src/process/windows/SDL_windowsprocess.c 82b33a7d3f6 Update src/process/windows/SDL_windowsprocess.c 3cf54675bb0 Windows process: escape backslashes before quotes 90e01040c52 Added thread-safe environment functions 16ff7503b7b gpu: Update GPU support queries to better match naming conventions d21c1de6518 Sync SDL3 wiki -> header 9eea8234e67 Add SDL_Process subsystem 6c83491116e Added SDL_FlushIO() 93caf1cd21a Fixed typo 1c5b063ade7 Sync SDL3 wiki -> header f1d0a716292 Fixed the documentation for SDL_SetError() d483886ec57 Sync SDL3 wiki -> header 84361bcf0ab stdlib: Remove test cases with impl-defined results eb199176e68 stdlib: Conditionally undef some SDL_strtox tests 59ec0344128 stdlib: Use macros to define SDL_strtox tests 7d94bf528db stdlib: Document SDL_strtox functions 8092e35287e stdlib: Improve SDL_strtod a78f612d4b2 stdlib: Add some tests for SDL_strtod 56a48763cd7 stdlib: Bring SDL_wcstol in line with SDL_strtol 61bc856b043 stdlib: Use new parser for scanf %p specifier e109aa09aa3 stdlib: Rewrite SDL_strto(ll?|ul) impl e326540a45d stdlib: Add failing tests for SDL_strto(ll?|ul) fb82772fb31 stdlib: Rewrite SDL_strtoull impl 5331f36789d stdlib: Add failing tests for SDL_strtoull 88d3cb4f900 Remove unnecessary include from SDL_pen_c.h 4efbe1ca285 stdlib: Assert that signed integers use two's complement arithmetic fd53b3e112b stdlib: Rewrite SDL_wcstol impl 5d30980df46 stdlib: Add failing tests for SDL_wcstol ee377793fe0 Spell "unknown" correctly ee65176eec3 SDL_test: add SDLTest_LogEscapedString 6a305e1532e SDL_test: fix SDLTest_CommonQuit with NULL state 0160e9eac64 gpu: Add SDL_QueryGPUSupport 262ffa27e7f Sync SDL3 wiki -> header 96e147b2b95 gpu: Rework driver name queries, add GetGPUShaderFormats 6d92de5d3a6 wayland: Ensure that a NULL internal structure isn't dereferenced when destroying a window 9d9721cd4c8 wayland: Fix some incorrect buffer scale calculations 94436a938d0 GPU: Remove unused and incorrect D16 format checks from Vulkan driver 5771b502f84 GPU: Fix D3D11/D3D12 vertex strides for multiple vertex buffers (#10818) 371cfaf8fe4 gpu: Implement support for SDL_GPU_DISABLED d3932b1ba2e Sync SDL3 wiki -> header a45a2caf493 GPU: Rename VertexBinding to VertexBufferDescription (#10811) 446ee3e7c54 Fix bug with SDL_ShowMessageBox not working with wayland (#10810) b7dc30ca246 pulseaudio: Hotplug thread fixes. c36982d45c2 vulkan: Avoid redundant commands for dynamic states 66489f91bb4 GPU: Cube Arrays (#10800) 9ea0a837aeb vulkan: Use a spinlock instead of a mutex for descriptor pools f8d4c492641 Sync SDL3 wiki -> header d5e1385c91d Fixed typos in SDL_gpu.h 6e2f2428bac Sync SDL3 wiki -> header ddd5723e2ee GPU: Remove pitch parameters from indirect draw calls (#10803) 3d7e8c9bb7b Add missing SDL_WPRINTF_VARARG_FUNCV in gendynapi.py d03c7cdf17b Removing extra semicolons fd2a266549f Adding void to empty function prototype parenthesis b15fab02070 Fixed typo in SDL_dialog.h d62e3c3791e Fix SDL_GPUShaderFormat flag values 4d135fb696d Fixed color scale when rendering to an sRGB render target 3f7f6f624b0 testcolorspace: don't tonemap from HDR to SDR when reading pixels 4e43da684c7 Added texture colorspace testing 86e393b5235 Clarify that INPUTTYPE_UNSPECIFIED is correct for RGB textures 92255d36d4b We already have functions for converting between sRGB and linear space 667a3e40e9a Use the correct namespace for structures 77c569496df SDL_GPUShaderFormat isn't an enum anymore 37c9fb490ef Changed enums to use XXX_COUNT for the count or number of values 64f12bea4a9 GPU: Remove unnecessary texture format swizzles in Vulkan (#10693) 4123023d3ed Renamed sdlgpu to gpu c77e51c0844 Use SDL_unsetenv() 3166f912826 GPU: Defer setting blend state on D3D11 6fca867ffe3 Fix testoffscreen.c: bool literal returned from 'main' eeb465e2fcb Sync SDL3 wiki -> header 2b8a349b262 Add SDL_BindGPUComputeSamplers (#10778) 323b60abf1a SDL_test_harness.c: Fix warning -Wcast-function-type-strict 0b6f993deac GPU: Zero-init handling (#10786) b8dbc7086d4 Disable GameInput mouse and keyboard support 76ce83801ad Removed pipewire client version check 9c8c6da4760 pipewire: If hotplug initialization fails, clean up any partial success 817f1b3da81 Revert "Changed SDL_GPU_TEXTUREFORMAT_INVALID to 0" b51c6551d6e Changed SDL_GPU_TEXTUREFORMAT_INVALID to 0 1e9ff723adb GPU: fix SDL_GetGPUSwapchainTextureFormat error return value 640559eba68 Added migration documentation for SDL_strtoll(), SDL_strtoull(), SDL_lltoa(), and SDL_ulltoa(). 4eb43705000 SDL_strtoll(), SDL_strtoull(), SDL_lltoa(), and SDL_ulltoa() use long long values 68c61ff3a8f Sync SDL3 wiki -> header 6fc6e3dc7eb Use SDL_bool where appropriate in SDL events 7d1bbae6b25 Sync SDL3 wiki -> header af37056c0d0 stdinc: Fix typos and reword comments about aliasing 8eb194b6f86 stdinc: Document number parsing APIs eda459ac49e stdinc: Fix up some printf definitions d6caf2abe78 Remove SDL_RESTRICT in favor of doc comments 731939fca16 stdinc: Document memcpy APIs 8cea4bd3c94 stdinc: Document memory allocation APIs f4c2c09f782 examples: Link to SDL integer types in code examples, too. 7713a7eec7d x11vulkan: Use the correct SONAME of libX11-xcb.so.1 on Linux, etc. 412a8244b66 audio: Make system-specific audio format types part of SDL_AudioFormat. d3091b95389 Remove SDL_GPUDepthStencilValue struct 80e541d1fcb Fixed calling SDL_utf8strlcpy() with dst_bytes of 0 668e2f82d21 Add load op and clear color to SDL_BlitGPUTexture (#10767) 47283250442 pipewire: Give hotplug threads a more indicative name c797ae16192 Fix -Wtype-limits warning 6e885d96193 Sync SDL3 wiki -> header 301f3ffa9dd Sync SDL3 wiki -> header 050aa4d084a include: Filling in more documentation gaps. a57f6c4af30 Fix additional calloc-transposed-args warnings d2ef15d8e6a Fix warnings: calloc-transposed-args 0da2bd49c8c Remove unused includes. This only removes includes that aren't used at all, not even in comments. aa6a0be7a87 Fix warning: redefinition of typedef 'SDLTest_TestSuiteRunner' 7df1caba7cf Clarified that the contents of new textures aren't defined. ac0b1b207f6 SDL_hints: fix gpu direct3d11 driver name in documentation 257385277d3 SDL_realloc() with size 0 now always defaults to size 1 4c0cb94b961 vulkan: VULKAN_CreateTexture returns a boolean 3eb49ac8627 vulken: VULKAN_CreateTexture returns a boolean 1ba99c53d48 Sync SDL3 wiki -> header 2b77b2e4ef0 Sync SDL3 wiki -> header 4f6e81cf622 include: Fixed up some minor documentation gaps. 7ec998819d1 Sync SDL3 wiki -> header 090e30dbca3 docs: Remove README-winrt.md, again. fd6056307f0 fix trailing doc comments 1a13acac092 Always blit to the swapchain in GPU_RenderPresent fa892d15b7d include files with required types directly e9c7b36fbd7 Sync SDL3 wiki -> header 68a9991ec99 GPU: Document structs (#10742) cf9613fe632 The GPU log category ate one of the SDL reserved categories a01e8a5e105 The GPU log category ate one of the SDL reserved categories 18492057331 Fix GDK builds after renames done in #10730 0a44ea1b0b3 Amend use of non-standard compiler syntax 0a8bf663b7d Fix VisualC project filter 1d59be67fc7 Fixed crash if PIPEWIRE_PREFERRED_Init() fails and then pipewire is used anyway f42da35ef96 Sync SDL3 wiki -> header 9730f62e8cb GPU: Rename struct members and parameters for SDL3 naming conventions (#10730) e21f70c5936 pipewire : check minimum client library version early 845855d6573 Revert "stdinc: Document more symbols." c93f76436fc stdinc: Document more symbols. 73b294cb1cd SDL_platform_defines.h: Added documentation, and a little whitespace. 4c8357a37da Clarified why the WINDOWS driver is lower than the RAWINPUT driver 66b4c080c06 Clarified why the WGI driver is lower than the WINDOWS driver 8f46cb771c7 SDL_XINPUT_Enabled() returns false until XInput DLL is successfully loaded 6da97c63da9 Sync SDL3 wiki -> header ac08dde1b22 windows: Clean out things that should be using `defined(SDL_PLATFORM_WINDOWS)`. 154452a7263 winrt: Removed WinRT/Windows Phone/UWP support. 6d7c211fafd Fixed race condition at startup that could cause a crash in the XInput driver 6e5bd58c4cc Include the Steam controller driver on Android 1381cc85543 Add a step to fix generated shader code 104642ffe79 Sorted API symbols 4c382aafcdc Fixed building on Raspberry Pi 360bc667a82 SDL_Log: restore SDL2's SDL_LogCategory order 26728c321fa SDL_test: add include for SDLTest_CommonState b4c3df1189c SDL_test: whitespace header fixes db96ddca344 SDL_test: use SDLCALL calling convention 379aea5c2df Fixed warnings building with Visual Studio 8edb901724a Fixed crashes in Metal renderer due to ARC releasing references on random memory in newly allocated structs e7969553f88 Sync SDL3 wiki -> header 702ed83f72a Initialize interface structures so they can be extended in the future 434193d1534 testmultiaudio: initialize audio through SDL_test framework 102b3b480bb SDL_test: move argument parsing into SDL_test 09af4a80866 SDL_test: make argument parsing extendable 396dd16471d SDL_test: Remove unused common_usage_* static char pointers 872608b8af2 Don't allocate in SDLTest_GenerateRunSeed 2f4b2df5959 SDL_test: pass data pointer to unit tests 741c04b339f Sync SDL3 wiki -> header baa1a5e2f47 Add SDL_strpbrk 55934bc85e4 include: add SDL_RESTRICT for restricted pointer aliasing 2d4eb29c379 Add SDL_SetGPUBlendConstants, SDL_SetGPUStencilReference (#10704) 04a732881a3 Add a test to verify structure alignment 9e850bdcfaa docs: Update the migration doc with SDL_SetWindowModalFor() changes c0b15e57f46 cmake: disable GPU backends for winrt f494658f9c4 SDL_gpu.c: remove BOM. cb2919ac55f [GPU] MinGW build fixes: 22aeb1bbba2 Sync SDL3 wiki -> header a46e7027ce7 video: Allow setting the parents of toplevel windows af4c6682ce6 Sync SDL3 wiki -> header cba5ccb9cf3 GPU: Fix documentation formatting 42a0df91bfe Add padding for non-32-bit-aligned types in structs (#10701) 387774ab8a3 Build config flags are either defined or undefined, never 0 e3fd581acac GPU: vulkan: Respect swapchain minImageCount b00bb215074 Added -Wl,--no-undefined-version to Android.mk 5db00cef96c Android.mk: allow to compile with storage functions a0f36fb85b4 Use atomic variables for thread communication 41810c823d6 Compilation without vulkan: SDL_GPU_VULKAN is always defined for some plateform (at android, macos), test against 0 or 1 defbf673069 SDL_migration.cocci: add SDL_TTF/mixer/image function names to be upgraded from int returned type to bool. f61d4db39af GPU: `colorAttachmentDescriptions` should be `const` 249a74e4363 Sync SDL3 wiki -> header 1c8c0144811 GPU: Document opaque handles and enums (#10700) 20d0a1a3d1a Added a defensive check against XINPUTGETCAPABILITIES being NULL ff1e2524134 testautomation: remove SDLTest_TestCaseFp casts abd2ac5992c Set the desired channel count when opening audio on Android e2c9a0a4273 Updated Android audio log messages 1788be85477 GPU: Add const to some function parameters (#10694) git-subtree-dir: external/SDL git-subtree-split: 95c3ee77c101c60aab69663be2bc4eee3d4302b2
2253 lines
93 KiB
C
2253 lines
93 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* # CategoryRender
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*
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* Header file for SDL 2D rendering functions.
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*
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* This API supports the following features:
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*
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* - single pixel points
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* - single pixel lines
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* - filled rectangles
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* - texture images
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* - 2D polygons
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*
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* The primitives may be drawn in opaque, blended, or additive modes.
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*
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* The texture images may be drawn in opaque, blended, or additive modes. They
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* can have an additional color tint or alpha modulation applied to them, and
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* may also be stretched with linear interpolation.
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*
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* This API is designed to accelerate simple 2D operations. You may want more
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* functionality such as polygons and particle effects and in that case you
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* should use SDL's OpenGL/Direct3D support or one of the many good 3D
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* engines.
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*
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* These functions must be called from the main thread. See this bug for
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* details: https://github.com/libsdl-org/SDL/issues/986
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*/
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#ifndef SDL_render_h_
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#define SDL_render_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_blendmode.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_pixels.h>
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#include <SDL3/SDL_properties.h>
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#include <SDL3/SDL_rect.h>
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#include <SDL3/SDL_surface.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* The name of the software renderer.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_SOFTWARE_RENDERER "software"
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/**
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* Vertex structure.
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*
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* \since This struct is available since SDL 3.0.0.
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*/
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typedef struct SDL_Vertex
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{
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SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
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SDL_FColor color; /**< Vertex color */
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SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
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} SDL_Vertex;
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/**
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* The access pattern allowed for a texture.
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*
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* \since This enum is available since SDL 3.0.0.
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*/
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typedef enum SDL_TextureAccess
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{
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SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
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SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
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SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
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} SDL_TextureAccess;
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/**
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* How the logical size is mapped to the output.
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*
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* \since This enum is available since SDL 3.0.0.
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*/
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typedef enum SDL_RendererLogicalPresentation
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{
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SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */
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SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */
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SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
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SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
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SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */
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} SDL_RendererLogicalPresentation;
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/**
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* A structure representing rendering state
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*
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* \since This struct is available since SDL 3.0.0.
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*/
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typedef struct SDL_Renderer SDL_Renderer;
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/**
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* An efficient driver-specific representation of pixel data
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*
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* \since This struct is available since SDL 3.0.0.
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*/
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typedef struct SDL_Texture SDL_Texture;
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/* Function prototypes */
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/**
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* Get the number of 2D rendering drivers available for the current display.
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*
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* A render driver is a set of code that handles rendering and texture
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* management on a particular display. Normally there is only one, but some
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* drivers may have several available with different capabilities.
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*
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* There may be none if SDL was compiled without render support.
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*
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* \returns the number of built in render drivers.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateRenderer
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* \sa SDL_GetRenderDriver
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
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/**
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* Use this function to get the name of a built in 2D rendering driver.
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*
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* The list of rendering drivers is given in the order that they are normally
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* initialized by default; the drivers that seem more reasonable to choose
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* first (as far as the SDL developers believe) are earlier in the list.
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*
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* The names of drivers are all simple, low-ASCII identifiers, like "opengl",
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* "direct3d12" or "metal". These never have Unicode characters, and are not
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* meant to be proper names.
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*
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* \param index the index of the rendering driver; the value ranges from 0 to
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* SDL_GetNumRenderDrivers() - 1.
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* \returns the name of the rendering driver at the requested index, or NULL
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* if an invalid index was specified.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetNumRenderDrivers
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetRenderDriver(int index);
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/**
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* Create a window and default renderer.
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*
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* \param title the title of the window, in UTF-8 encoding.
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* \param width the width of the window.
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* \param height the height of the window.
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* \param window_flags the flags used to create the window (see
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* SDL_CreateWindow()).
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* \param window a pointer filled with the window, or NULL on error.
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* \param renderer a pointer filled with the renderer, or NULL on error.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateRenderer
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* \sa SDL_CreateWindow
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer);
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/**
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* Create a 2D rendering context for a window.
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*
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* If you want a specific renderer, you can specify its name here. A list of
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* available renderers can be obtained by calling SDL_GetRenderDriver multiple
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* times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't
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* need a specific renderer, specify NULL and SDL will attempt to choose the
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* best option for you, based on what is available on the user's system.
|
|
*
|
|
* By default the rendering size matches the window size in pixels, but you
|
|
* can call SDL_SetRenderLogicalPresentation() to change the content size and
|
|
* scaling options.
|
|
*
|
|
* \param window the window where rendering is displayed.
|
|
* \param name the name of the rendering driver to initialize, or NULL to
|
|
* initialize the first one supporting the requested flags.
|
|
* \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 3.0.0.
|
|
*
|
|
* \sa SDL_CreateRendererWithProperties
|
|
* \sa SDL_CreateSoftwareRenderer
|
|
* \sa SDL_DestroyRenderer
|
|
* \sa SDL_GetNumRenderDrivers
|
|
* \sa SDL_GetRenderDriver
|
|
* \sa SDL_GetRendererName
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name);
|
|
|
|
/**
|
|
* Create a 2D rendering context for a window, with the specified properties.
|
|
*
|
|
* These are the supported properties:
|
|
*
|
|
* - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
|
|
* to use, if a specific one is desired
|
|
* - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
|
|
* displayed, required if this isn't a software renderer using a surface
|
|
* - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
|
|
* is displayed, if you want a software renderer without a window
|
|
* - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
|
|
* value describing the colorspace for output to the display, defaults to
|
|
* SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers
|
|
* support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and
|
|
* supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing
|
|
* still uses the sRGB colorspace, but values can go beyond 1.0 and float
|
|
* (linear) format textures can be used for HDR content.
|
|
* - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER`: non-zero if you want
|
|
* present synchronized with the refresh rate. This property can take any
|
|
* value that is supported by SDL_SetRenderVSync() for the renderer.
|
|
*
|
|
* With the vulkan renderer:
|
|
*
|
|
* - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use
|
|
* with the renderer, optional.
|
|
* - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use
|
|
* with the renderer, optional.
|
|
* - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the
|
|
* VkPhysicalDevice to use with the renderer, optional.
|
|
* - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use
|
|
* with the renderer, optional.
|
|
* - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the
|
|
* queue family index used for rendering.
|
|
* - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the
|
|
* queue family index used for presentation.
|
|
*
|
|
* \param props the properties to use.
|
|
* \returns a valid rendering context or NULL if there was an error; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateProperties
|
|
* \sa SDL_CreateRenderer
|
|
* \sa SDL_CreateSoftwareRenderer
|
|
* \sa SDL_DestroyRenderer
|
|
* \sa SDL_GetRendererName
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
|
|
|
|
#define SDL_PROP_RENDERER_CREATE_NAME_STRING "SDL.renderer.create.name"
|
|
#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "SDL.renderer.create.window"
|
|
#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "SDL.renderer.create.surface"
|
|
#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.create.output_colorspace"
|
|
#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER "SDL.renderer.create.present_vsync"
|
|
#define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "SDL.renderer.create.vulkan.instance"
|
|
#define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "SDL.renderer.create.vulkan.surface"
|
|
#define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.create.vulkan.physical_device"
|
|
#define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "SDL.renderer.create.vulkan.device"
|
|
#define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.graphics_queue_family_index"
|
|
#define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.present_queue_family_index"
|
|
|
|
/**
|
|
* Create a 2D 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 3.0.0.
|
|
*
|
|
* \sa SDL_DestroyRenderer
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
|
|
|
|
/**
|
|
* Get the renderer associated with a window.
|
|
*
|
|
* \param window the window to query.
|
|
* \returns the rendering context on success or NULL on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window *window);
|
|
|
|
/**
|
|
* Get the window associated with a renderer.
|
|
*
|
|
* \param renderer the renderer to query.
|
|
* \returns the window on success or NULL on failure; call SDL_GetError() for
|
|
* more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Get the name of a renderer.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \returns the name of the selected renderer, or NULL on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateRenderer
|
|
* \sa SDL_CreateRendererWithProperties
|
|
*/
|
|
extern SDL_DECLSPEC const char * SDLCALL SDL_GetRendererName(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Get the properties associated with a renderer.
|
|
*
|
|
* The following read-only properties are provided by SDL:
|
|
*
|
|
* - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver
|
|
* - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is
|
|
* displayed, if any
|
|
* - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is
|
|
* displayed, if this is a software renderer without a window
|
|
* - `SDL_PROP_RENDERER_VSYNC_NUMBER`: the current vsync setting
|
|
* - `SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER`: the maximum texture width
|
|
* and height
|
|
* - `SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER`: a (const SDL_PixelFormat *)
|
|
* array of pixel formats, terminated with SDL_PIXELFORMAT_UNKNOWN,
|
|
* representing the available texture formats for this renderer.
|
|
* - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value
|
|
* describing the colorspace for output to the display, defaults to
|
|
* SDL_COLORSPACE_SRGB.
|
|
* - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is
|
|
* SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with
|
|
* HDR enabled. This property can change dynamically when
|
|
* SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
|
|
* - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the
|
|
* SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is
|
|
* automatically multiplied into the color scale. This property can change
|
|
* dynamically when SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
|
|
* - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range
|
|
* that can be displayed, in terms of the SDR white point. When HDR is not
|
|
* enabled, this will be 1.0. This property can change dynamically when
|
|
* SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
|
|
*
|
|
* With the direct3d renderer:
|
|
*
|
|
* - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
|
|
* with the renderer
|
|
*
|
|
* With the direct3d11 renderer:
|
|
*
|
|
* - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
|
|
* with the renderer
|
|
* - `SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER`: the IDXGISwapChain1
|
|
* associated with the renderer. This may change when the window is resized.
|
|
*
|
|
* With the direct3d12 renderer:
|
|
*
|
|
* - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
|
|
* with the renderer
|
|
* - `SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER`: the IDXGISwapChain4
|
|
* associated with the renderer.
|
|
* - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
|
|
* associated with the renderer
|
|
*
|
|
* With the vulkan renderer:
|
|
*
|
|
* - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated
|
|
* with the renderer
|
|
* - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated
|
|
* with the renderer
|
|
* - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice
|
|
* associated with the renderer
|
|
* - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with
|
|
* the renderer
|
|
* - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue
|
|
* family index used for rendering
|
|
* - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue
|
|
* family index used for presentation
|
|
* - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of
|
|
* swapchain images, or potential frames in flight, used by the Vulkan
|
|
* renderer
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \returns a valid property ID on success or 0 on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
|
|
|
|
#define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name"
|
|
#define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window"
|
|
#define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface"
|
|
#define SDL_PROP_RENDERER_VSYNC_NUMBER "SDL.renderer.vsync"
|
|
#define SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER "SDL.renderer.max_texture_size"
|
|
#define SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER "SDL.renderer.texture_formats"
|
|
#define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace"
|
|
#define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled"
|
|
#define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point"
|
|
#define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom"
|
|
#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
|
|
#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
|
|
#define SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER "SDL.renderer.d3d11.swap_chain"
|
|
#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
|
|
#define SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER "SDL.renderer.d3d12.swap_chain"
|
|
#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
|
|
#define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER "SDL.renderer.vulkan.instance"
|
|
#define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER "SDL.renderer.vulkan.surface"
|
|
#define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.vulkan.physical_device"
|
|
#define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER "SDL.renderer.vulkan.device"
|
|
#define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index"
|
|
#define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.present_queue_family_index"
|
|
#define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER "SDL.renderer.vulkan.swapchain_image_count"
|
|
|
|
/**
|
|
* Get the output size in pixels of a rendering context.
|
|
*
|
|
* This returns the true output size in pixels, ignoring any render targets or
|
|
* logical size and presentation.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param w a pointer filled in with the width in pixels.
|
|
* \param h a pointer filled in with the height in pixels.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetCurrentRenderOutputSize
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
|
|
|
|
/**
|
|
* Get the current output size in pixels of a rendering context.
|
|
*
|
|
* If a rendering target is active, this will return the size of the rendering
|
|
* target in pixels, otherwise if a logical size is set, it will return the
|
|
* logical size, otherwise it will return the value of
|
|
* SDL_GetRenderOutputSize().
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param w a pointer filled in with the current width.
|
|
* \param h a pointer filled in with the current height.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderOutputSize
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
|
|
|
|
/**
|
|
* Create a texture for a rendering context.
|
|
*
|
|
* The contents of a texture when first created are not defined.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param format one of the enumerated values in SDL_PixelFormat.
|
|
* \param access one of the enumerated values in SDL_TextureAccess.
|
|
* \param w the width of the texture in pixels.
|
|
* \param h the height of the texture in pixels.
|
|
* \returns a pointer to the created texture or NULL if no rendering context
|
|
* was active, the format was unsupported, or the width or height
|
|
* were out of range; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateTextureFromSurface
|
|
* \sa SDL_CreateTextureWithProperties
|
|
* \sa SDL_DestroyTexture
|
|
* \sa SDL_GetTextureSize
|
|
* \sa SDL_UpdateTexture
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, SDL_TextureAccess access, int w, int h);
|
|
|
|
/**
|
|
* Create a texture from an existing surface.
|
|
*
|
|
* The surface is not modified or freed by this function.
|
|
*
|
|
* The SDL_TextureAccess hint for the created texture is
|
|
* `SDL_TEXTUREACCESS_STATIC`.
|
|
*
|
|
* The pixel format of the created texture may be different from the pixel
|
|
* format of the surface, and can be queried using the
|
|
* SDL_PROP_TEXTURE_FORMAT_NUMBER property.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param surface the SDL_Surface structure containing pixel data used to fill
|
|
* the texture.
|
|
* \returns the created texture or NULL on failure; call SDL_GetError() for
|
|
* more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateTexture
|
|
* \sa SDL_CreateTextureWithProperties
|
|
* \sa SDL_DestroyTexture
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
|
|
|
|
/**
|
|
* Create a texture for a rendering context with the specified properties.
|
|
*
|
|
* These are the supported properties:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value
|
|
* describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR
|
|
* for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
|
|
* SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for
|
|
* YUV textures.
|
|
* - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
|
|
* SDL_PixelFormat, defaults to the best RGBA format for the renderer
|
|
* - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
|
|
* SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
|
|
* - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
|
|
* pixels, required
|
|
* - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
|
|
* pixels, required
|
|
* - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating
|
|
* point textures, this defines the value of 100% diffuse white, with higher
|
|
* values being displayed in the High Dynamic Range headroom. This defaults
|
|
* to 100 for HDR10 textures and 1.0 for floating point textures.
|
|
* - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating
|
|
* point textures, this defines the maximum dynamic range used by the
|
|
* content, in terms of the SDR white point. This would be equivalent to
|
|
* maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content.
|
|
* If this is defined, any values outside the range supported by the display
|
|
* will be scaled into the available HDR headroom, otherwise they are
|
|
* clipped.
|
|
*
|
|
* With the direct3d11 renderer:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
|
|
* associated with the texture, if you want to wrap an existing texture.
|
|
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
|
|
* associated with the U plane of a YUV texture, if you want to wrap an
|
|
* existing texture.
|
|
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
|
|
* associated with the V plane of a YUV texture, if you want to wrap an
|
|
* existing texture.
|
|
*
|
|
* With the direct3d12 renderer:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
|
|
* associated with the texture, if you want to wrap an existing texture.
|
|
* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
|
|
* associated with the U plane of a YUV texture, if you want to wrap an
|
|
* existing texture.
|
|
* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
|
|
* associated with the V plane of a YUV texture, if you want to wrap an
|
|
* existing texture.
|
|
*
|
|
* With the metal renderer:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef
|
|
* associated with the texture, if you want to create a texture from an
|
|
* existing pixel buffer.
|
|
*
|
|
* With the opengl renderer:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
|
|
* associated with the texture, if you want to wrap an existing texture.
|
|
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
|
|
* associated with the UV plane of an NV12 texture, if you want to wrap an
|
|
* existing texture.
|
|
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
|
|
* associated with the U plane of a YUV texture, if you want to wrap an
|
|
* existing texture.
|
|
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
|
|
* associated with the V plane of a YUV texture, if you want to wrap an
|
|
* existing texture.
|
|
*
|
|
* With the opengles2 renderer:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
|
|
* associated with the texture, if you want to wrap an existing texture.
|
|
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
|
|
* associated with the texture, if you want to wrap an existing texture.
|
|
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
|
|
* associated with the UV plane of an NV12 texture, if you want to wrap an
|
|
* existing texture.
|
|
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
|
|
* associated with the U plane of a YUV texture, if you want to wrap an
|
|
* existing texture.
|
|
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
|
|
* associated with the V plane of a YUV texture, if you want to wrap an
|
|
* existing texture.
|
|
*
|
|
* With the vulkan renderer:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER`: the VkImage with layout
|
|
* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if
|
|
* you want to wrap an existing texture.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param props the properties to use.
|
|
* \returns a pointer to the created texture or NULL if no rendering context
|
|
* was active, the format was unsupported, or the width or height
|
|
* were out of range; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateProperties
|
|
* \sa SDL_CreateTexture
|
|
* \sa SDL_CreateTextureFromSurface
|
|
* \sa SDL_DestroyTexture
|
|
* \sa SDL_GetTextureSize
|
|
* \sa SDL_UpdateTexture
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
|
|
|
|
#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "SDL.texture.create.colorspace"
|
|
#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "SDL.texture.create.format"
|
|
#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "SDL.texture.create.access"
|
|
#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "SDL.texture.create.width"
|
|
#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "SDL.texture.create.height"
|
|
#define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDL.texture.create.SDR_white_point"
|
|
#define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "SDL.texture.create.HDR_headroom"
|
|
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "SDL.texture.create.d3d11.texture"
|
|
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "SDL.texture.create.d3d11.texture_u"
|
|
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "SDL.texture.create.d3d11.texture_v"
|
|
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "SDL.texture.create.d3d12.texture"
|
|
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "SDL.texture.create.d3d12.texture_u"
|
|
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "SDL.texture.create.d3d12.texture_v"
|
|
#define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "SDL.texture.create.metal.pixelbuffer"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "SDL.texture.create.opengl.texture"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.create.opengl.texture_uv"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.create.opengl.texture_u"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.create.opengl.texture_v"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.create.opengles2.texture"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.create.opengles2.texture_uv"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.create.opengles2.texture_u"
|
|
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.create.opengles2.texture_v"
|
|
#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "SDL.texture.create.vulkan.texture"
|
|
|
|
/**
|
|
* Get the properties associated with a texture.
|
|
*
|
|
* The following read-only properties are provided by SDL:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
|
|
* the texture colorspace.
|
|
* - `SDL_PROP_TEXTURE_FORMAT_NUMBER`: one of the enumerated values in
|
|
* SDL_PixelFormat.
|
|
* - `SDL_PROP_TEXTURE_ACCESS_NUMBER`: one of the enumerated values in
|
|
* SDL_TextureAccess.
|
|
* - `SDL_PROP_TEXTURE_WIDTH_NUMBER`: the width of the texture in pixels.
|
|
* - `SDL_PROP_TEXTURE_HEIGHT_NUMBER`: the height of the texture in pixels.
|
|
* - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point
|
|
* textures, this defines the value of 100% diffuse white, with higher
|
|
* values being displayed in the High Dynamic Range headroom. This defaults
|
|
* to 100 for HDR10 textures and 1.0 for other textures.
|
|
* - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point
|
|
* textures, this defines the maximum dynamic range used by the content, in
|
|
* terms of the SDR white point. If this is defined, any values outside the
|
|
* range supported by the display will be scaled into the available HDR
|
|
* headroom, otherwise they are clipped. This defaults to 1.0 for SDR
|
|
* textures, 4.0 for HDR10 textures, and no default for floating point
|
|
* textures.
|
|
*
|
|
* With the direct3d11 renderer:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
|
|
* with the texture
|
|
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
|
|
* associated with the U plane of a YUV texture
|
|
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
|
|
* associated with the V plane of a YUV texture
|
|
*
|
|
* With the direct3d12 renderer:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
|
|
* with the texture
|
|
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
|
|
* with the U plane of a YUV texture
|
|
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
|
|
* with the V plane of a YUV texture
|
|
*
|
|
* With the vulkan renderer:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_POINTER`: the VkImage associated with
|
|
* the texture
|
|
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_U_POINTER`: the VkImage associated with
|
|
* the U plane of a YUV texture
|
|
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_V_POINTER`: the VkImage associated with
|
|
* the V plane of a YUV texture
|
|
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_UV_POINTER`: the VkImage associated with
|
|
* the UV plane of a NV12/NV21 texture
|
|
*
|
|
* With the opengl renderer:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
|
|
* with the texture
|
|
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
|
|
* associated with the UV plane of an NV12 texture
|
|
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
|
|
* with the U plane of a YUV texture
|
|
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
|
|
* with the V plane of a YUV texture
|
|
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the
|
|
* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
|
|
* - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
|
|
* the texture (0.0 - 1.0)
|
|
* - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
|
|
* the texture (0.0 - 1.0)
|
|
*
|
|
* With the opengles2 renderer:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
|
|
* associated with the texture
|
|
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
|
|
* associated with the UV plane of an NV12 texture
|
|
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
|
|
* associated with the U plane of a YUV texture
|
|
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
|
|
* associated with the V plane of a YUV texture
|
|
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the
|
|
* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
|
|
*
|
|
* With the vulkan renderer:
|
|
*
|
|
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the
|
|
* texture
|
|
*
|
|
* \param texture the texture to query.
|
|
* \returns a valid property ID on success or 0 on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
|
|
|
|
#define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace"
|
|
#define SDL_PROP_TEXTURE_FORMAT_NUMBER "SDL.texture.format"
|
|
#define SDL_PROP_TEXTURE_ACCESS_NUMBER "SDL.texture.access"
|
|
#define SDL_PROP_TEXTURE_WIDTH_NUMBER "SDL.texture.width"
|
|
#define SDL_PROP_TEXTURE_HEIGHT_NUMBER "SDL.texture.height"
|
|
#define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point"
|
|
#define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom"
|
|
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
|
|
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
|
|
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
|
|
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
|
|
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
|
|
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
|
|
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
|
|
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
|
|
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
|
|
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
|
|
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target"
|
|
#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
|
|
#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
|
|
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
|
|
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
|
|
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
|
|
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
|
|
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target"
|
|
#define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER "SDL.texture.vulkan.texture"
|
|
|
|
/**
|
|
* Get the renderer that created an SDL_Texture.
|
|
*
|
|
* \param texture the texture to query.
|
|
* \returns a pointer to the SDL_Renderer that created the texture, or NULL on
|
|
* failure; call SDL_GetError() for more information.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
|
|
|
|
/**
|
|
* Get the size of a texture, as floating point values.
|
|
*
|
|
* \param texture the texture to query.
|
|
* \param w a pointer filled in with the width of the texture in pixels. This
|
|
* argument can be NULL if you don't need this information.
|
|
* \param h a pointer filled in with the height of the texture in pixels. This
|
|
* argument can be NULL if you don't need this information.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureSize(SDL_Texture *texture, float *w, float *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
|
|
* false if color modulation is not supported.
|
|
*
|
|
* \param texture the texture to update.
|
|
* \param r the red color value multiplied into copy operations.
|
|
* \param g the green color value multiplied into copy operations.
|
|
* \param b the blue color value multiplied into copy operations.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureColorMod
|
|
* \sa SDL_SetTextureAlphaMod
|
|
* \sa SDL_SetTextureColorModFloat
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
|
|
|
|
|
|
/**
|
|
* Set an additional color value multiplied into render copy operations.
|
|
*
|
|
* When this texture is rendered, during the copy operation each source color
|
|
* channel is modulated by the appropriate color value according to the
|
|
* following formula:
|
|
*
|
|
* `srcC = srcC * color`
|
|
*
|
|
* Color modulation is not always supported by the renderer; it will return
|
|
* false if color modulation is not supported.
|
|
*
|
|
* \param texture the texture to update.
|
|
* \param r the red color value multiplied into copy operations.
|
|
* \param g the green color value multiplied into copy operations.
|
|
* \param b the blue color value multiplied into copy operations.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureColorModFloat
|
|
* \sa SDL_SetTextureAlphaModFloat
|
|
* \sa SDL_SetTextureColorMod
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b);
|
|
|
|
|
|
/**
|
|
* Get the additional color value multiplied into render copy operations.
|
|
*
|
|
* \param texture the texture to query.
|
|
* \param r a pointer filled in with the current red color value.
|
|
* \param g a pointer filled in with the current green color value.
|
|
* \param b a pointer filled in with the current blue color value.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureAlphaMod
|
|
* \sa SDL_GetTextureColorModFloat
|
|
* \sa SDL_SetTextureColorMod
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
|
|
|
|
/**
|
|
* Get the additional color value multiplied into render copy operations.
|
|
*
|
|
* \param texture the texture to query.
|
|
* \param r a pointer filled in with the current red color value.
|
|
* \param g a pointer filled in with the current green color value.
|
|
* \param b a pointer filled in with the current blue color value.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureAlphaModFloat
|
|
* \sa SDL_GetTextureColorMod
|
|
* \sa SDL_SetTextureColorModFloat
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b);
|
|
|
|
/**
|
|
* Set an additional alpha value multiplied into render copy operations.
|
|
*
|
|
* When this texture is rendered, during the copy operation the source alpha
|
|
* value is modulated by this alpha value according to the following formula:
|
|
*
|
|
* `srcA = srcA * (alpha / 255)`
|
|
*
|
|
* Alpha modulation is not always supported by the renderer; it will return
|
|
* false if alpha modulation is not supported.
|
|
*
|
|
* \param texture the texture to update.
|
|
* \param alpha the source alpha value multiplied into copy operations.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureAlphaMod
|
|
* \sa SDL_SetTextureAlphaModFloat
|
|
* \sa SDL_SetTextureColorMod
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
|
|
|
|
/**
|
|
* Set an additional alpha value multiplied into render copy operations.
|
|
*
|
|
* When this texture is rendered, during the copy operation the source alpha
|
|
* value is modulated by this alpha value according to the following formula:
|
|
*
|
|
* `srcA = srcA * alpha`
|
|
*
|
|
* Alpha modulation is not always supported by the renderer; it will return
|
|
* false if alpha modulation is not supported.
|
|
*
|
|
* \param texture the texture to update.
|
|
* \param alpha the source alpha value multiplied into copy operations.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureAlphaModFloat
|
|
* \sa SDL_SetTextureAlphaMod
|
|
* \sa SDL_SetTextureColorModFloat
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha);
|
|
|
|
/**
|
|
* Get the additional alpha value multiplied into render copy operations.
|
|
*
|
|
* \param texture the texture to query.
|
|
* \param alpha a pointer filled in with the current alpha value.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureAlphaModFloat
|
|
* \sa SDL_GetTextureColorMod
|
|
* \sa SDL_SetTextureAlphaMod
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
|
|
|
|
/**
|
|
* Get the additional alpha value multiplied into render copy operations.
|
|
*
|
|
* \param texture the texture to query.
|
|
* \param alpha a pointer filled in with the current alpha value.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureAlphaMod
|
|
* \sa SDL_GetTextureColorModFloat
|
|
* \sa SDL_SetTextureAlphaModFloat
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha);
|
|
|
|
/**
|
|
* Set the blend mode for a texture, used by SDL_RenderTexture().
|
|
*
|
|
* If the blend mode is not supported, the closest supported mode is chosen
|
|
* and this function returns false.
|
|
*
|
|
* \param texture the texture to update.
|
|
* \param blendMode the SDL_BlendMode to use for texture blending.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureBlendMode
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
|
|
|
|
/**
|
|
* Get the blend mode used for texture copy operations.
|
|
*
|
|
* \param texture the texture to query.
|
|
* \param blendMode a pointer filled in with the current SDL_BlendMode.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetTextureBlendMode
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
|
|
|
|
/**
|
|
* Set the scale mode used for texture scale operations.
|
|
*
|
|
* The default texture scale mode is SDL_SCALEMODE_LINEAR.
|
|
*
|
|
* If the scale mode is not supported, the closest supported mode is chosen.
|
|
*
|
|
* \param texture the texture to update.
|
|
* \param scaleMode the SDL_ScaleMode to use for texture scaling.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetTextureScaleMode
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
|
|
|
|
/**
|
|
* Get the scale mode used for texture scale operations.
|
|
*
|
|
* \param texture the texture to query.
|
|
* \param scaleMode a pointer filled in with the current scale mode.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetTextureScaleMode
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
|
|
|
|
/**
|
|
* Update the given texture rectangle with new pixel data.
|
|
*
|
|
* The pixel data must be in the pixel format of the texture, which can be
|
|
* queried using the SDL_PROP_TEXTURE_FORMAT_NUMBER property.
|
|
*
|
|
* This is a fairly slow function, intended for use with static textures that
|
|
* do not change often.
|
|
*
|
|
* If the texture is intended to be updated often, it is preferred to create
|
|
* the texture as streaming and use the locking functions referenced below.
|
|
* While this function will work with streaming textures, for optimization
|
|
* reasons you may not get the pixels back if you lock the texture afterward.
|
|
*
|
|
* \param texture the texture to update.
|
|
* \param rect an SDL_Rect structure representing the area to update, or NULL
|
|
* to update the entire texture.
|
|
* \param pixels the raw pixel data in the format of the texture.
|
|
* \param pitch the number of bytes in a row of pixel data, including padding
|
|
* between lines.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_LockTexture
|
|
* \sa SDL_UnlockTexture
|
|
* \sa SDL_UpdateNVTexture
|
|
* \sa SDL_UpdateYUVTexture
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
|
|
|
|
/**
|
|
* Update a rectangle within a planar YV12 or IYUV texture with new pixel
|
|
* data.
|
|
*
|
|
* You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
|
|
* block of Y and U/V planes in the proper order, but this function is
|
|
* available if your pixel data is not contiguous.
|
|
*
|
|
* \param texture the texture to update.
|
|
* \param rect a pointer to the rectangle of pixels to update, or NULL to
|
|
* update the entire texture.
|
|
* \param Yplane the raw pixel data for the Y plane.
|
|
* \param Ypitch the number of bytes between rows of pixel data for the Y
|
|
* plane.
|
|
* \param Uplane the raw pixel data for the U plane.
|
|
* \param Upitch the number of bytes between rows of pixel data for the U
|
|
* plane.
|
|
* \param Vplane the raw pixel data for the V plane.
|
|
* \param Vpitch the number of bytes between rows of pixel data for the V
|
|
* plane.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_UpdateNVTexture
|
|
* \sa SDL_UpdateTexture
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
|
|
const SDL_Rect *rect,
|
|
const Uint8 *Yplane, int Ypitch,
|
|
const Uint8 *Uplane, int Upitch,
|
|
const Uint8 *Vplane, int Vpitch);
|
|
|
|
/**
|
|
* Update a rectangle within a planar NV12 or NV21 texture with new pixels.
|
|
*
|
|
* You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
|
|
* block of NV12/21 planes in the proper order, but this function is available
|
|
* if your pixel data is not contiguous.
|
|
*
|
|
* \param texture the texture to update.
|
|
* \param rect a pointer to the rectangle of pixels to update, or NULL to
|
|
* update the entire texture.
|
|
* \param Yplane the raw pixel data for the Y plane.
|
|
* \param Ypitch the number of bytes between rows of pixel data for the Y
|
|
* plane.
|
|
* \param UVplane the raw pixel data for the UV plane.
|
|
* \param UVpitch the number of bytes between rows of pixel data for the UV
|
|
* plane.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_UpdateTexture
|
|
* \sa SDL_UpdateYUVTexture
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
|
|
const SDL_Rect *rect,
|
|
const Uint8 *Yplane, int Ypitch,
|
|
const Uint8 *UVplane, int UVpitch);
|
|
|
|
/**
|
|
* Lock a portion of the texture for **write-only** pixel access.
|
|
*
|
|
* As an optimization, the pixels made available for editing don't necessarily
|
|
* contain the old texture data. This is a write-only operation, and if you
|
|
* need to keep a copy of the texture data you should do that at the
|
|
* application level.
|
|
*
|
|
* You must use SDL_UnlockTexture() to unlock the pixels and apply any
|
|
* changes.
|
|
*
|
|
* \param texture the texture to lock for access, which was created with
|
|
* `SDL_TEXTUREACCESS_STREAMING`.
|
|
* \param rect an SDL_Rect structure representing the area to lock for access;
|
|
* NULL to lock the entire texture.
|
|
* \param pixels this is filled in with a pointer to the locked pixels,
|
|
* appropriately offset by the locked area.
|
|
* \param pitch this is filled in with the pitch of the locked pixels; the
|
|
* pitch is the length of one row in bytes.
|
|
* \returns true on success or false if the texture is not valid or was not
|
|
* created with `SDL_TEXTUREACCESS_STREAMING`; call SDL_GetError()
|
|
* for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_LockTextureToSurface
|
|
* \sa SDL_UnlockTexture
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_LockTexture(SDL_Texture *texture,
|
|
const SDL_Rect *rect,
|
|
void **pixels, int *pitch);
|
|
|
|
/**
|
|
* Lock a portion of the texture for **write-only** pixel access, and expose
|
|
* it as a SDL surface.
|
|
*
|
|
* Besides providing an SDL_Surface instead of raw pixel data, this function
|
|
* operates like SDL_LockTexture.
|
|
*
|
|
* As an optimization, the pixels made available for editing don't necessarily
|
|
* contain the old texture data. This is a write-only operation, and if you
|
|
* need to keep a copy of the texture data you should do that at the
|
|
* application level.
|
|
*
|
|
* You must use SDL_UnlockTexture() to unlock the pixels and apply any
|
|
* changes.
|
|
*
|
|
* The returned surface is freed internally after calling SDL_UnlockTexture()
|
|
* or SDL_DestroyTexture(). The caller should not free it.
|
|
*
|
|
* \param texture the texture to lock for access, which must be created with
|
|
* `SDL_TEXTUREACCESS_STREAMING`.
|
|
* \param rect a pointer to the rectangle to lock for access. If the rect is
|
|
* NULL, the entire texture will be locked.
|
|
* \param surface this is filled in with an SDL surface representing the
|
|
* locked area.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_LockTexture
|
|
* \sa SDL_UnlockTexture
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface);
|
|
|
|
/**
|
|
* Unlock a texture, uploading the changes to video memory, if needed.
|
|
*
|
|
* **Warning**: Please note that SDL_LockTexture() is intended to be
|
|
* write-only; it will not guarantee the previous contents of the texture will
|
|
* be provided. You must fully initialize any area of a texture that you lock
|
|
* before unlocking it, as the pixels might otherwise be uninitialized memory.
|
|
*
|
|
* Which is to say: locking and immediately unlocking a texture can result in
|
|
* corrupted textures, depending on the renderer in use.
|
|
*
|
|
* \param texture a texture locked by SDL_LockTexture().
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_LockTexture
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
|
|
|
|
/**
|
|
* Set a texture as the current rendering target.
|
|
*
|
|
* The default render target is the window for which the renderer was created.
|
|
* To stop rendering to a texture and render to the window again, call this
|
|
* function with a NULL `texture`.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param texture the targeted texture, which must be created with the
|
|
* `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
|
|
* window instead of a texture.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderTarget
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
|
|
|
|
/**
|
|
* Get the current render target.
|
|
*
|
|
* The default render target is the window for which the renderer was created,
|
|
* and is reported a NULL here.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \returns the current render target or NULL for the default render target.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderTarget
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Set a device independent resolution and presentation mode for rendering.
|
|
*
|
|
* This function sets the width and height of the logical rendering output. A
|
|
* render target is created at the specified size and used for rendering and
|
|
* then copied to the output during presentation.
|
|
*
|
|
* You can disable logical coordinates by setting the mode to
|
|
* SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
|
|
* resolution of the output window.
|
|
*
|
|
* You can convert coordinates in an event into rendering coordinates using
|
|
* SDL_ConvertEventToRenderCoordinates().
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param w the width of the logical resolution.
|
|
* \param h the height of the logical resolution.
|
|
* \param mode the presentation mode used.
|
|
* \param scale_mode the scale mode used.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_ConvertEventToRenderCoordinates
|
|
* \sa SDL_GetRenderLogicalPresentation
|
|
* \sa SDL_GetRenderLogicalPresentationRect
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode);
|
|
|
|
/**
|
|
* Get device independent resolution and presentation mode for rendering.
|
|
*
|
|
* This function gets the width and height of the logical rendering output, or
|
|
* the output size in pixels if a logical resolution is not enabled.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param w an int to be filled with the width.
|
|
* \param h an int to be filled with the height.
|
|
* \param mode a pointer filled in with the presentation mode.
|
|
* \param scale_mode a pointer filled in with the scale mode.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderLogicalPresentation
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode);
|
|
|
|
/**
|
|
* Get the final presentation rectangle for rendering.
|
|
*
|
|
* This function returns the calculated rectangle used for logical
|
|
* presentation, based on the presentation mode and output size. If logical
|
|
* presentation is disabled, it will fill the rectangle with the output size,
|
|
* in pixels.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param rect a pointer filled in with the final presentation rectangle, may
|
|
* be NULL.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderLogicalPresentation
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rect);
|
|
|
|
/**
|
|
* Get a point in render coordinates when given a point in window coordinates.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param window_x the x coordinate in window coordinates.
|
|
* \param window_y the y coordinate in window coordinates.
|
|
* \param x a pointer filled with the x coordinate in render coordinates.
|
|
* \param y a pointer filled with the y coordinate in render coordinates.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderLogicalPresentation
|
|
* \sa SDL_SetRenderScale
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
|
|
|
|
/**
|
|
* Get a point in window coordinates when given a point in render coordinates.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param x the x coordinate in render coordinates.
|
|
* \param y the y coordinate in render coordinates.
|
|
* \param window_x a pointer filled with the x coordinate in window
|
|
* coordinates.
|
|
* \param window_y a pointer filled with the y coordinate in window
|
|
* coordinates.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderLogicalPresentation
|
|
* \sa SDL_SetRenderScale
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
|
|
|
|
/**
|
|
* Convert the coordinates in an event to render coordinates.
|
|
*
|
|
* Touch coordinates are converted from normalized coordinates in the window
|
|
* to non-normalized rendering coordinates.
|
|
*
|
|
* Once converted, the coordinates may be outside the rendering area.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param event the event to modify.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderCoordinatesFromWindow
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
|
|
|
|
/**
|
|
* Set the drawing area for rendering on the current target.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param rect the SDL_Rect structure representing the drawing area, or NULL
|
|
* to set the viewport to the entire target.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderViewport
|
|
* \sa SDL_RenderViewportSet
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
|
|
|
|
/**
|
|
* Get the drawing area for the current target.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param rect an SDL_Rect structure filled in with the current drawing area.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderViewportSet
|
|
* \sa SDL_SetRenderViewport
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
|
|
|
|
/**
|
|
* Return whether an explicit rectangle was set as the viewport.
|
|
*
|
|
* This is useful if you're saving and restoring the viewport and want to know
|
|
* whether you should restore a specific rectangle or NULL. Note that the
|
|
* viewport is always reset when changing rendering targets.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \returns true if the viewport was set to a specific rectangle, or false if
|
|
* it was set to NULL (the entire target).
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderViewport
|
|
* \sa SDL_SetRenderViewport
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Get the safe area for rendering within the current viewport.
|
|
*
|
|
* Some devices have portions of the screen which are partially obscured or
|
|
* not interactive, possibly due to on-screen controls, curved edges, camera
|
|
* notches, TV overscan, etc. This function provides the area of the current
|
|
* viewport which is safe to have interactible content. You should continue
|
|
* rendering into the rest of the render target, but it should not contain
|
|
* visually important or interactible content.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param rect a pointer filled in with the area that is safe for interactive
|
|
* content.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderSafeArea(SDL_Renderer *renderer, SDL_Rect *rect);
|
|
|
|
/**
|
|
* Set the clip rectangle for rendering on the specified target.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param rect an SDL_Rect structure representing the clip area, relative to
|
|
* the viewport, or NULL to disable clipping.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderClipRect
|
|
* \sa SDL_RenderClipEnabled
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
|
|
|
|
/**
|
|
* Get the clip rectangle for the current target.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param rect an SDL_Rect structure filled in with the current clipping area
|
|
* or an empty rectangle if clipping is disabled.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderClipEnabled
|
|
* \sa SDL_SetRenderClipRect
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
|
|
|
|
/**
|
|
* Get whether clipping is enabled on the given renderer.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \returns true if clipping is enabled or false if not; call SDL_GetError()
|
|
* for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderClipRect
|
|
* \sa SDL_SetRenderClipRect
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Set the drawing scale for rendering on the current target.
|
|
*
|
|
* The drawing coordinates are scaled by the x/y scaling factors before they
|
|
* are used by the renderer. This allows resolution independent drawing with a
|
|
* single coordinate system.
|
|
*
|
|
* If this results in scaling or subpixel drawing by the rendering backend, it
|
|
* will be handled using the appropriate quality hints. For best results use
|
|
* integer scaling factors.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param scaleX the horizontal scaling factor.
|
|
* \param scaleY the vertical scaling factor.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderScale
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
|
|
|
|
/**
|
|
* Get the drawing scale for the current target.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param scaleX a pointer filled in with the horizontal scaling factor.
|
|
* \param scaleY a pointer filled in with the vertical scaling factor.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderScale
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
|
|
|
|
/**
|
|
* Set the color used for drawing operations.
|
|
*
|
|
* Set the color for drawing or filling rectangles, lines, and points, and for
|
|
* SDL_RenderClear().
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param r the red value used to draw on the rendering target.
|
|
* \param g the green value used to draw on the rendering target.
|
|
* \param b the blue value used to draw on the rendering target.
|
|
* \param a the alpha value used to draw on the rendering target; usually
|
|
* `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
|
|
* specify how the alpha channel is used.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderDrawColor
|
|
* \sa SDL_SetRenderDrawColorFloat
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
|
|
|
|
/**
|
|
* Set the color used for drawing operations (Rect, Line and Clear).
|
|
*
|
|
* Set the color for drawing or filling rectangles, lines, and points, and for
|
|
* SDL_RenderClear().
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param r the red value used to draw on the rendering target.
|
|
* \param g the green value used to draw on the rendering target.
|
|
* \param b the blue value used to draw on the rendering target.
|
|
* \param a the alpha value used to draw on the rendering target. Use
|
|
* SDL_SetRenderDrawBlendMode to specify how the alpha channel is
|
|
* used.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderDrawColorFloat
|
|
* \sa SDL_SetRenderDrawColor
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a);
|
|
|
|
/**
|
|
* Get the color used for drawing operations (Rect, Line and Clear).
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param r a pointer filled in with the red value used to draw on the
|
|
* rendering target.
|
|
* \param g a pointer filled in with the green value used to draw on the
|
|
* rendering target.
|
|
* \param b a pointer filled in with the blue value used to draw on the
|
|
* rendering target.
|
|
* \param a a pointer filled in with the alpha value used to draw on the
|
|
* rendering target; usually `SDL_ALPHA_OPAQUE` (255).
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderDrawColorFloat
|
|
* \sa SDL_SetRenderDrawColor
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
|
|
|
|
/**
|
|
* Get the color used for drawing operations (Rect, Line and Clear).
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param r a pointer filled in with the red value used to draw on the
|
|
* rendering target.
|
|
* \param g a pointer filled in with the green value used to draw on the
|
|
* rendering target.
|
|
* \param b a pointer filled in with the blue value used to draw on the
|
|
* rendering target.
|
|
* \param a a pointer filled in with the alpha value used to draw on the
|
|
* rendering target.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderDrawColorFloat
|
|
* \sa SDL_GetRenderDrawColor
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a);
|
|
|
|
/**
|
|
* Set the color scale used for render operations.
|
|
*
|
|
* The color scale is an additional scale multiplied into the pixel color
|
|
* value while rendering. This can be used to adjust the brightness of colors
|
|
* during HDR rendering, or changing HDR video brightness when playing on an
|
|
* SDR display.
|
|
*
|
|
* The color scale does not affect the alpha channel, only the color
|
|
* brightness.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param scale the color scale value.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderColorScale
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale);
|
|
|
|
/**
|
|
* Get the color scale used for render operations.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param scale a pointer filled in with the current color scale value.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderColorScale
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale);
|
|
|
|
/**
|
|
* Set the blend mode used for drawing operations (Fill and Line).
|
|
*
|
|
* If the blend mode is not supported, the closest supported mode is chosen.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param blendMode the SDL_BlendMode to use for blending.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderDrawBlendMode
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
|
|
|
|
/**
|
|
* Get the blend mode used for drawing operations.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param blendMode a pointer filled in with the current SDL_BlendMode.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderDrawBlendMode
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
|
|
|
|
/**
|
|
* Clear the current rendering target with the drawing color.
|
|
*
|
|
* This function clears the entire rendering target, ignoring the viewport and
|
|
* the clip rectangle. Note, that clearing will also set/fill all pixels of
|
|
* the rendering target to current renderer draw color, so make sure to invoke
|
|
* SDL_SetRenderDrawColor() when needed.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderDrawColor
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Draw a point on the current rendering target at subpixel precision.
|
|
*
|
|
* \param renderer the renderer which should draw a point.
|
|
* \param x the x coordinate of the point.
|
|
* \param y the y coordinate of the point.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderPoints
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
|
|
|
|
/**
|
|
* Draw multiple points on the current rendering target at subpixel precision.
|
|
*
|
|
* \param renderer the renderer which should draw multiple points.
|
|
* \param points the points to draw.
|
|
* \param count the number of points to draw.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderPoint
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
|
|
|
|
/**
|
|
* Draw a line on the current rendering target at subpixel precision.
|
|
*
|
|
* \param renderer the renderer which should draw a line.
|
|
* \param x1 the x coordinate of the start point.
|
|
* \param y1 the y coordinate of the start point.
|
|
* \param x2 the x coordinate of the end point.
|
|
* \param y2 the y coordinate of the end point.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderLines
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
|
|
|
|
/**
|
|
* Draw a series of connected lines on the current rendering target at
|
|
* subpixel precision.
|
|
*
|
|
* \param renderer the renderer which should draw multiple lines.
|
|
* \param points the points along the lines.
|
|
* \param count the number of points, drawing count-1 lines.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderLine
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
|
|
|
|
/**
|
|
* Draw a rectangle on the current rendering target at subpixel precision.
|
|
*
|
|
* \param renderer the renderer which should draw a rectangle.
|
|
* \param rect a pointer to the destination rectangle, or NULL to outline the
|
|
* entire rendering target.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderRects
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
|
|
|
|
/**
|
|
* Draw some number of rectangles on the current rendering target at subpixel
|
|
* precision.
|
|
*
|
|
* \param renderer the renderer which should draw multiple rectangles.
|
|
* \param rects a pointer to an array of destination rectangles.
|
|
* \param count the number of rectangles.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderRect
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
|
|
|
|
/**
|
|
* Fill a rectangle on the current rendering target with the drawing color at
|
|
* subpixel precision.
|
|
*
|
|
* \param renderer the renderer which should fill a rectangle.
|
|
* \param rect a pointer to the destination rectangle, or NULL for the entire
|
|
* rendering target.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderFillRects
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
|
|
|
|
/**
|
|
* Fill some number of rectangles on the current rendering target with the
|
|
* drawing color at subpixel precision.
|
|
*
|
|
* \param renderer the renderer which should fill multiple rectangles.
|
|
* \param rects a pointer to an array of destination rectangles.
|
|
* \param count the number of rectangles.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderFillRect
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
|
|
|
|
/**
|
|
* Copy a portion of the texture to the current rendering target at subpixel
|
|
* precision.
|
|
*
|
|
* \param renderer the renderer which should copy parts of a texture.
|
|
* \param texture the source texture.
|
|
* \param srcrect a pointer to the source rectangle, or NULL for the entire
|
|
* texture.
|
|
* \param dstrect a pointer to the destination rectangle, or NULL for the
|
|
* entire rendering target.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderTextureRotated
|
|
* \sa SDL_RenderTextureTiled
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
|
|
|
|
/**
|
|
* Copy a portion of the source texture to the current rendering target, with
|
|
* rotation and flipping, at subpixel precision.
|
|
*
|
|
* \param renderer the renderer which should copy parts of a texture.
|
|
* \param texture the source texture.
|
|
* \param srcrect a pointer to the source rectangle, or NULL for the entire
|
|
* texture.
|
|
* \param dstrect a pointer to the destination rectangle, or NULL for the
|
|
* entire rendering target.
|
|
* \param angle an angle in degrees that indicates the rotation that will be
|
|
* applied to dstrect, rotating it in a clockwise direction.
|
|
* \param center a pointer to a point indicating the point around which
|
|
* dstrect will be rotated (if NULL, rotation will be done
|
|
* around dstrect.w/2, dstrect.h/2).
|
|
* \param flip an SDL_FlipMode value stating which flipping actions should be
|
|
* performed on the texture.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderTexture
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
|
|
const SDL_FRect *srcrect, const SDL_FRect *dstrect,
|
|
const double angle, const SDL_FPoint *center,
|
|
const SDL_FlipMode flip);
|
|
|
|
/**
|
|
* Tile a portion of the texture to the current rendering target at subpixel
|
|
* precision.
|
|
*
|
|
* The pixels in `srcrect` will be repeated as many times as needed to
|
|
* completely fill `dstrect`.
|
|
*
|
|
* \param renderer the renderer which should copy parts of a texture.
|
|
* \param texture the source texture.
|
|
* \param srcrect a pointer to the source rectangle, or NULL for the entire
|
|
* texture.
|
|
* \param scale the scale used to transform srcrect into the destination
|
|
* rectangle, e.g. a 32x32 texture with a scale of 2 would fill
|
|
* 64x64 tiles.
|
|
* \param dstrect a pointer to the destination rectangle, or NULL for the
|
|
* entire rendering target.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderTexture
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect);
|
|
|
|
/**
|
|
* Perform a scaled copy using the 9-grid algorithm to the current rendering
|
|
* target at subpixel precision.
|
|
*
|
|
* The pixels in the texture are split into a 3x3 grid, using the different
|
|
* corner sizes for each corner, and the sides and center making up the
|
|
* remaining pixels. The corners are then scaled using `scale` and fit into
|
|
* the corners of the destination rectangle. The sides and center are then
|
|
* stretched into place to cover the remaining destination rectangle.
|
|
*
|
|
* \param renderer the renderer which should copy parts of a texture.
|
|
* \param texture the source texture.
|
|
* \param srcrect the SDL_Rect structure representing the rectangle to be used
|
|
* for the 9-grid, or NULL to use the entire texture.
|
|
* \param left_width the width, in pixels, of the left corners in `srcrect`.
|
|
* \param right_width the width, in pixels, of the right corners in `srcrect`.
|
|
* \param top_height the height, in pixels, of the top corners in `srcrect`.
|
|
* \param bottom_height the height, in pixels, of the bottom corners in
|
|
* `srcrect`.
|
|
* \param scale the scale used to transform the corner of `srcrect` into the
|
|
* corner of `dstrect`, or 0.0f for an unscaled copy.
|
|
* \param dstrect a pointer to the destination rectangle, or NULL for the
|
|
* entire rendering target.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderTexture
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect);
|
|
|
|
/**
|
|
* Render a list of triangles, optionally using a texture and indices into the
|
|
* vertex array Color and alpha modulation is done per vertex
|
|
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param texture (optional) The SDL texture to use.
|
|
* \param vertices vertices.
|
|
* \param num_vertices number of vertices.
|
|
* \param indices (optional) An array of integer indices into the 'vertices'
|
|
* array, if NULL all vertices will be rendered in sequential
|
|
* order.
|
|
* \param num_indices number of indices.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderGeometryRaw
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
|
|
SDL_Texture *texture,
|
|
const SDL_Vertex *vertices, int num_vertices,
|
|
const int *indices, int num_indices);
|
|
|
|
/**
|
|
* Render a list of triangles, optionally using a texture and indices into the
|
|
* vertex arrays Color and alpha modulation is done per vertex
|
|
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param texture (optional) The SDL texture to use.
|
|
* \param xy vertex positions.
|
|
* \param xy_stride byte size to move from one element to the next element.
|
|
* \param color vertex colors (as SDL_FColor).
|
|
* \param color_stride byte size to move from one element to the next element.
|
|
* \param uv vertex normalized texture coordinates.
|
|
* \param uv_stride byte size to move from one element to the next element.
|
|
* \param num_vertices number of vertices.
|
|
* \param indices (optional) An array of indices into the 'vertices' arrays,
|
|
* if NULL all vertices will be rendered in sequential order.
|
|
* \param num_indices number of indices.
|
|
* \param size_indices index size: 1 (byte), 2 (short), 4 (int).
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_RenderGeometry
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
|
|
SDL_Texture *texture,
|
|
const float *xy, int xy_stride,
|
|
const SDL_FColor *color, int color_stride,
|
|
const float *uv, int uv_stride,
|
|
int num_vertices,
|
|
const void *indices, int num_indices, int size_indices);
|
|
|
|
/**
|
|
* Read pixels from the current rendering target.
|
|
*
|
|
* The returned surface should be freed with SDL_DestroySurface()
|
|
*
|
|
* **WARNING**: This is a very slow operation, and should not be used
|
|
* frequently. If you're using this on the main rendering target, it should be
|
|
* called after rendering and before SDL_RenderPresent().
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param rect an SDL_Rect structure representing the area in pixels relative
|
|
* to the to current viewport, or NULL for the entire viewport.
|
|
* \returns a new SDL_Surface on success or NULL on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect);
|
|
|
|
/**
|
|
* Update the screen with any rendering performed since the previous call.
|
|
*
|
|
* SDL's rendering functions operate on a backbuffer; that is, calling a
|
|
* rendering function such as SDL_RenderLine() does not directly put a line on
|
|
* the screen, but rather updates the backbuffer. As such, you compose your
|
|
* entire scene and *present* the composed backbuffer to the screen as a
|
|
* complete picture.
|
|
*
|
|
* Therefore, when using SDL's rendering API, one does all drawing intended
|
|
* for the frame, and then calls this function once per frame to present the
|
|
* final drawing to the user.
|
|
*
|
|
* The backbuffer should be considered invalidated after each present; do not
|
|
* assume that previous contents will exist between frames. You are strongly
|
|
* encouraged to call SDL_RenderClear() to initialize the backbuffer before
|
|
* starting each new frame's drawing, even if you plan to overwrite every
|
|
* pixel.
|
|
*
|
|
* Please note, that in case of rendering to a texture - there is **no need**
|
|
* to call `SDL_RenderPresent` after drawing needed objects to a texture, you
|
|
* are only required to change back the rendering target to default via
|
|
* `SDL_SetRenderTarget(renderer, NULL)` afterwards, as textures by themselves
|
|
* do not have a concept of backbuffers.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \threadsafety You may only call this function on the main thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateRenderer
|
|
* \sa SDL_RenderClear
|
|
* \sa SDL_RenderFillRect
|
|
* \sa SDL_RenderFillRects
|
|
* \sa SDL_RenderLine
|
|
* \sa SDL_RenderLines
|
|
* \sa SDL_RenderPoint
|
|
* \sa SDL_RenderPoints
|
|
* \sa SDL_RenderRect
|
|
* \sa SDL_RenderRects
|
|
* \sa SDL_SetRenderDrawBlendMode
|
|
* \sa SDL_SetRenderDrawColor
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Destroy the specified texture.
|
|
*
|
|
* Passing NULL or an otherwise invalid texture will set the SDL error message
|
|
* to "Invalid texture".
|
|
*
|
|
* \param texture the texture to destroy.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateTexture
|
|
* \sa SDL_CreateTextureFromSurface
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
|
|
|
|
/**
|
|
* Destroy the rendering context for a window and free all associated
|
|
* textures.
|
|
*
|
|
* This should be called before destroying the associated window.
|
|
*
|
|
* \param renderer the rendering context.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateRenderer
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Force the rendering context to flush any pending commands and state.
|
|
*
|
|
* You do not need to (and in fact, shouldn't) call this function unless you
|
|
* are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
|
|
* addition to using an SDL_Renderer.
|
|
*
|
|
* This is for a very-specific case: if you are using SDL's render API, and
|
|
* you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
|
|
* calls. If this applies, you should call this function between calls to
|
|
* SDL's render API and the low-level API you're using in cooperation.
|
|
*
|
|
* In all other cases, you can ignore this function.
|
|
*
|
|
* This call makes SDL flush any pending rendering work it was queueing up to
|
|
* do later in a single batch, and marks any internal cached state as invalid,
|
|
* so it'll prepare all its state again later, from scratch.
|
|
*
|
|
* This means you do not need to save state in your rendering code to protect
|
|
* the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
|
|
* OpenGL state that can confuse things; you should use your best judgment and
|
|
* be prepared to make changes if specific state needs to be protected.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Get the CAMetalLayer associated with the given Metal renderer.
|
|
*
|
|
* This function returns `void *`, so SDL doesn't have to include Metal's
|
|
* headers, but it can be safely cast to a `CAMetalLayer *`.
|
|
*
|
|
* \param renderer the renderer to query.
|
|
* \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
|
|
* Metal renderer.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderMetalCommandEncoder
|
|
*/
|
|
extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
|
|
|
|
/**
|
|
* Get the Metal command encoder for the current frame.
|
|
*
|
|
* This function returns `void *`, so SDL doesn't have to include Metal's
|
|
* headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
|
|
*
|
|
* This will return NULL if Metal refuses to give SDL a drawable to render to,
|
|
* which might happen if the window is hidden/minimized/offscreen. This
|
|
* doesn't apply to command encoders for render targets, just the window's
|
|
* backbuffer. Check your return values!
|
|
*
|
|
* \param renderer the renderer to query.
|
|
* \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
|
|
* renderer isn't a Metal renderer or there was an error.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderMetalLayer
|
|
*/
|
|
extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
|
|
|
|
|
|
/**
|
|
* Add a set of synchronization semaphores for the current frame.
|
|
*
|
|
* The Vulkan renderer will wait for `wait_semaphore` before submitting
|
|
* rendering commands and signal `signal_semaphore` after rendering commands
|
|
* are complete for this frame.
|
|
*
|
|
* This should be called each frame that you want semaphore synchronization.
|
|
* The Vulkan renderer may have multiple frames in flight on the GPU, so you
|
|
* should have multiple semaphores that are used for synchronization. Querying
|
|
* SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the
|
|
* maximum number of semaphores you'll need.
|
|
*
|
|
* \param renderer the rendering context.
|
|
* \param wait_stage_mask the VkPipelineStageFlags for the wait.
|
|
* \param wait_semaphore a VkSempahore to wait on before rendering the current
|
|
* frame, or 0 if not needed.
|
|
* \param signal_semaphore a VkSempahore that SDL will signal when rendering
|
|
* for the current frame is complete, or 0 if not
|
|
* needed.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \threadsafety It is **NOT** safe to call this function from two threads at
|
|
* once.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore);
|
|
|
|
/**
|
|
* Toggle VSync of the given renderer.
|
|
*
|
|
* When a renderer is created, vsync defaults to SDL_RENDERER_VSYNC_DISABLED.
|
|
*
|
|
* The `vsync` parameter can be 1 to synchronize present with every vertical
|
|
* refresh, 2 to synchronize present with every second vertical refresh, etc.,
|
|
* SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync),
|
|
* or SDL_WINDOW_SURFACE_VSYNC_DISABLED to disable. Not every value is
|
|
* supported by every driver, so you should check the return value to see
|
|
* whether the requested setting is supported.
|
|
*
|
|
* \param renderer the renderer to toggle.
|
|
* \param vsync the vertical refresh sync interval.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetRenderVSync
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
|
|
|
|
#define SDL_RENDERER_VSYNC_DISABLED 0
|
|
#define SDL_RENDERER_VSYNC_ADAPTIVE (-1)
|
|
|
|
/**
|
|
* Get VSync of the given renderer.
|
|
*
|
|
* \param renderer the renderer to toggle.
|
|
* \param vsync an int filled with the current vertical refresh sync interval.
|
|
* See SDL_SetRenderVSync() for the meaning of the value.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetRenderVSync
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_render_h_ */
|