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			1967 lines
		
	
	
		
			78 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1967 lines
		
	
	
		
			78 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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 *  \file SDL_render.h
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 *
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 *  Header file for SDL 2D rendering functions.
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 *
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 *  This API supports the following features:
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 *      * single pixel points
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 *      * single pixel lines
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 *      * filled rectangles
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 *      * texture images
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 *
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 *  The primitives may be drawn in opaque, blended, or additive modes.
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 *
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 *  The texture images may be drawn in opaque, blended, or additive modes.
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 *  They can have an additional color tint or alpha modulation applied to
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 *  them, and may also be stretched with linear interpolation.
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 *
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 *  This API is designed to accelerate simple 2D operations. You may
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 *  want more functionality such as polygons and particle effects and
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 *  in that case you should use SDL's OpenGL/Direct3D support or one
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 *  of the many good 3D engines.
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 *
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 *  These functions must be called from the main thread.
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 *  See this bug for details: https://github.com/libsdl-org/SDL/issues/986
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 */
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#ifndef SDL_render_h_
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#define SDL_render_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_properties.h>
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#include <SDL3/SDL_rect.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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 * Flags used when creating a rendering context
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 */
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typedef enum
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{
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    SDL_RENDERER_SOFTWARE = 0x00000001,         /**< The renderer is a software fallback */
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    SDL_RENDERER_ACCELERATED = 0x00000002,      /**< The renderer uses hardware
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                                                     acceleration */
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    SDL_RENDERER_PRESENTVSYNC = 0x00000004      /**< Present is synchronized
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                                                     with the refresh rate */
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} SDL_RendererFlags;
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/**
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 * Information on the capabilities of a render driver or context.
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 */
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typedef struct SDL_RendererInfo
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{
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    const char *name;           /**< The name of the renderer */
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    Uint32 flags;               /**< Supported ::SDL_RendererFlags */
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    Uint32 num_texture_formats; /**< The number of available texture formats */
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    Uint32 texture_formats[16]; /**< The available texture formats */
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    int max_texture_width;      /**< The maximum texture width */
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    int max_texture_height;     /**< The maximum texture height */
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} SDL_RendererInfo;
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/**
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 *  Vertex structure
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 */
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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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typedef enum
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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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typedef enum
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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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struct SDL_Renderer;
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typedef struct SDL_Renderer SDL_Renderer;
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/**
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 * An efficient driver-specific representation of pixel data
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 */
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struct SDL_Texture;
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typedef struct SDL_Texture SDL_Texture;
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/* Function prototypes */
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/**
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 * Get the number of 2D rendering drivers available for the current display.
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 *
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 * A render driver is a set of code that handles rendering and texture
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 * management on a particular display. Normally there is only one, but some
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 * drivers may have several available with different capabilities.
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 *
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 * There may be none if SDL was compiled without render support.
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 *
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 * \returns a number >= 0 on success or a negative error code on failure; call
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 *          SDL_GetError() for more information.
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 *
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 * \since This function is available since SDL 3.0.0.
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 *
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 * \sa SDL_CreateRenderer
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 * \sa SDL_GetRenderDriver
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 */
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extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
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/**
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 * Use this function to get the name of a built in 2D rendering driver.
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 *
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 * The list of rendering drivers is given in the order that they are normally
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 * initialized by default; the drivers that seem more reasonable to choose
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 * first (as far as the SDL developers believe) are earlier in the list.
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 *
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 * The names of drivers are all simple, low-ASCII identifiers, like "opengl",
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 * "direct3d12" or "metal". These never have Unicode characters, and are not
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 * meant to be proper names.
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 *
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 * The returned value points to a static, read-only string; do not modify or
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 * free it!
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 *
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 * \param index the index of the rendering driver; the value ranges from 0 to
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 *              SDL_GetNumRenderDrivers() - 1
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 * \returns the name of the rendering driver at the requested index, or NULL
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 *          if an invalid index was specified.
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 *
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 * \since This function is available since SDL 3.0.0.
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 *
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 * \sa SDL_GetNumRenderDrivers
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 */
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extern DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index);
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/**
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 * Create a window and default renderer.
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 *
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 * \param width the width of the window
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 * \param height the height of the window
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 * \param window_flags the flags used to create the window (see
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 *                     SDL_CreateWindow())
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 * \param window a pointer filled with the window, or NULL on error
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 * \param renderer a pointer filled with the renderer, or NULL on error
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 * \returns 0 on success or a negative error code on failure; call
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 *          SDL_GetError() for more information.
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 *
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 * \since This function is available since SDL 3.0.0.
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 *
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 * \sa SDL_CreateRenderer
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 * \sa SDL_CreateWindow
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 */
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extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags, SDL_Window **window, SDL_Renderer **renderer);
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/**
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 * Create a 2D rendering context for a window.
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 *
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 * If you want a specific renderer, you can specify its name here. A list of
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 * available renderers can be obtained by calling SDL_GetRenderDriver multiple
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 * times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't
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 * need a specific renderer, specify NULL and SDL will attempt to choose the
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 * best option for you, based on what is available on the user's system.
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 *
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 * If you pass SDL_RENDERER_SOFTWARE in the flags, you will get a software
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 * renderer, otherwise you will get a hardware accelerated renderer if
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 * available.
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 *
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 * By default the rendering size matches the window size in pixels, but you
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 * can call SDL_SetRenderLogicalPresentation() to change the content size and
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 * scaling options.
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 *
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 * \param window the window where rendering is displayed
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 * \param name the name of the rendering driver to initialize, or NULL to
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 *             initialize the first one supporting the requested flags
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 * \param flags 0, or one or more SDL_RendererFlags OR'd together
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 * \returns a valid rendering context or NULL if there was an error; call
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 *          SDL_GetError() for more information.
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 *
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 * \since This function is available since SDL 3.0.0.
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 *
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 * \sa SDL_CreateRendererWithProperties
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 * \sa SDL_CreateSoftwareRenderer
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 * \sa SDL_DestroyRenderer
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 * \sa SDL_GetNumRenderDrivers
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 * \sa SDL_GetRenderDriver
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 * \sa SDL_GetRendererInfo
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 */
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extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
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/**
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 * Create a 2D rendering context for a window, with the specified properties.
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 *
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 * These are the supported properties:
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 *
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 * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
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 *   displayed
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 * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
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 *   is displayed, if you want a software renderer without a window
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 * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
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 *   to use, if a specific one is desired
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 * - `SDL_PROP_RENDERER_CREATE_INPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
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 *   value describing the colorspace for input colors, defaults to
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 *   SDL_COLORSPACE_SRGB
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 * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
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 *   value describing the colorspace for output to the display, defaults to
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 *   SDL_COLORSPACE_SRGB
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 * - `SDL_PROP_RENDERER_CREATE_COLORSPACE_CONVERSION_BOOLEAN`: true if you
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 *   want conversion between the input colorspace and the output colorspace,
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 *   defaults to SDL_TRUE
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 * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
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 *   present synchronized with the refresh rate
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 *
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 * Note that enabling colorspace conversion between sRGB input and sRGB output
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 * implies that the rendering is done in a linear colorspace for more correct
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 * blending results. If colorspace conversion is disabled, then input colors
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 * are passed directly through to the output.
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 *
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 * \param props the properties to use
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 * \returns a valid rendering context or NULL if there was an error; call
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 *          SDL_GetError() for more information.
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 *
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 * \since This function is available since SDL 3.0.0.
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 *
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 * \sa SDL_CreateRenderer
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 * \sa SDL_CreateSoftwareRenderer
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 * \sa SDL_DestroyRenderer
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 * \sa SDL_GetRendererInfo
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 */
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extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
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#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER                 "window"
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#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER                "surface"
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#define SDL_PROP_RENDERER_CREATE_NAME_STRING                    "name"
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#define SDL_PROP_RENDERER_CREATE_INPUT_COLORSPACE_NUMBER        "input_colorspace"
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#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER       "output_colorspace"
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#define SDL_PROP_RENDERER_CREATE_COLORSPACE_CONVERSION_BOOLEAN  "colorspace_conversion"
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#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN          "present_vsync"
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/**
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 * Create a 2D software rendering context for a surface.
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 *
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 * Two other API which can be used to create SDL_Renderer:
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 * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
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 * create a software renderer, but they are intended to be used with an
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 * SDL_Window as the final destination and not an SDL_Surface.
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 *
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 * \param surface the SDL_Surface structure representing the surface where
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 *                rendering is done
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 * \returns a valid rendering context or NULL if there was an error; call
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 *          SDL_GetError() for more information.
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 *
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 * \since This function is available since SDL 3.0.0.
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 *
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 * \sa SDL_CreateRenderer
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 * \sa SDL_CreateWindowRenderer
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 * \sa SDL_DestroyRenderer
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 */
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extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
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/**
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 * Get the renderer associated with a window.
 | 
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 *
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 * \param window the window to query
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						|
 * \returns the rendering context on success or NULL on failure; call
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 *          SDL_GetError() for more information.
 | 
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 *
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 * \since This function is available since SDL 3.0.0.
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 *
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 * \sa SDL_CreateRenderer
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 */
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extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRenderer(SDL_Window *window);
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 | 
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/**
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 * Get the window associated with a renderer.
 | 
						|
 *
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 * \param renderer the renderer to query
 | 
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 * \returns the window on success or NULL on failure; call SDL_GetError() for
 | 
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 *          more information.
 | 
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 *
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 * \since This function is available since SDL 3.0.0.
 | 
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 */
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extern DECLSPEC SDL_Window *SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
 | 
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 | 
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/**
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 * Get information about a rendering context.
 | 
						|
 *
 | 
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 * \param renderer the rendering context
 | 
						|
 * \param info an SDL_RendererInfo structure filled with information about the
 | 
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 *             current renderer
 | 
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 * \returns 0 on success or a negative error code on failure; call
 | 
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 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
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 * \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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 */
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extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info);
 | 
						|
 | 
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/**
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 * Get the properties associated with a renderer.
 | 
						|
 *
 | 
						|
 * The following read-only properties are provided by SDL:
 | 
						|
 *
 | 
						|
 * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
 | 
						|
 *   with the renderer
 | 
						|
 * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
 | 
						|
 *   with the renderer
 | 
						|
 * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
 | 
						|
 *   with the renderer
 | 
						|
 * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
 | 
						|
 *   associated with the 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.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetProperty
 | 
						|
 * \sa SDL_SetProperty
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
 | 
						|
 | 
						|
#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER           "SDL.renderer.d3d9.device"
 | 
						|
#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER          "SDL.renderer.d3d11.device"
 | 
						|
#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER          "SDL.renderer.d3d12.device"
 | 
						|
#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER   "SDL.renderer.d3d12.command_queue"
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the output size in pixels of a rendering context.
 | 
						|
 *
 | 
						|
 * This returns the true output size in pixels, ignoring any render targets or
 | 
						|
 * logical size and presentation.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param w a pointer filled in with the width in pixels
 | 
						|
 * \param h a pointer filled in with the height in pixels
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderer
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the current output size in pixels of a rendering context.
 | 
						|
 *
 | 
						|
 * If a rendering target is active, this will return the size of the rendering
 | 
						|
 * target in pixels, otherwise if a logical size is set, it will return the
 | 
						|
 * logical size, otherwise it will return the value of
 | 
						|
 * SDL_GetRenderOutputSize().
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param w a pointer filled in with the current width
 | 
						|
 * \param h a pointer filled in with the current height
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderOutputSize
 | 
						|
 * \sa SDL_GetRenderer
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
 | 
						|
 | 
						|
/**
 | 
						|
 * Create a texture for a rendering context.
 | 
						|
 *
 | 
						|
 * You can set the texture scaling method by setting
 | 
						|
 * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param format one of the enumerated values in SDL_PixelFormatEnum
 | 
						|
 * \param access one of the enumerated values in SDL_TextureAccess
 | 
						|
 * \param w the width of the texture in pixels
 | 
						|
 * \param h the height of the texture in pixels
 | 
						|
 * \returns a pointer to the created texture or NULL if no rendering context
 | 
						|
 *          was active, the format was unsupported, or the width or height
 | 
						|
 *          were out of range; call SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateTextureFromSurface
 | 
						|
 * \sa SDL_CreateTextureWithProperties
 | 
						|
 * \sa SDL_DestroyTexture
 | 
						|
 * \sa SDL_QueryTexture
 | 
						|
 * \sa SDL_UpdateTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h);
 | 
						|
 | 
						|
/**
 | 
						|
 * Create a texture from an existing surface.
 | 
						|
 *
 | 
						|
 * The surface is not modified or freed by this function.
 | 
						|
 *
 | 
						|
 * The SDL_TextureAccess hint for the created texture is
 | 
						|
 * `SDL_TEXTUREACCESS_STATIC`.
 | 
						|
 *
 | 
						|
 * The pixel format of the created texture may be different from the pixel
 | 
						|
 * format of the surface. Use SDL_QueryTexture() to query the pixel format of
 | 
						|
 * the texture.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param surface the SDL_Surface structure containing pixel data used to fill
 | 
						|
 *                the texture
 | 
						|
 * \returns the created texture or NULL on failure; call SDL_GetError() for
 | 
						|
 *          more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateTexture
 | 
						|
 * \sa SDL_CreateTextureWithProperties
 | 
						|
 * \sa SDL_DestroyTexture
 | 
						|
 * \sa SDL_QueryTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
 | 
						|
 | 
						|
/**
 | 
						|
 * Create a texture for a rendering context with the specified properties.
 | 
						|
 *
 | 
						|
 * These are the supported properties:
 | 
						|
 *
 | 
						|
 * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value
 | 
						|
 *   describing the texture colorspace, defaults to SDL_COLORSPACE_SCRGB for
 | 
						|
 *   floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
 | 
						|
 *   SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_BT709_FULL
 | 
						|
 *   for YUV textures.
 | 
						|
 * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
 | 
						|
 *   SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
 | 
						|
 * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
 | 
						|
 *   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
 | 
						|
 *
 | 
						|
 * 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 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.
 | 
						|
 *
 | 
						|
 * \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_CreateTextureFromSurface
 | 
						|
 * \sa SDL_CreateTexture
 | 
						|
 * \sa SDL_DestroyTexture
 | 
						|
 * \sa SDL_QueryTexture
 | 
						|
 * \sa SDL_UpdateTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
 | 
						|
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER           "colorspace"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER               "format"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER               "access"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER                "width"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER               "height"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER       "d3d11.texture"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER     "d3d11.texture_u"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER     "d3d11.texture_v"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER       "d3d12.texture"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER     "d3d12.texture_u"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER     "d3d12.texture_v"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER       "opengl.texture"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER    "opengl.texture_uv"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER     "opengl.texture_u"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER     "opengl.texture_v"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER    "opengles2.texture"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER    "opengles2.texture"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER  "opengles2.texture_u"
 | 
						|
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER  "opengles2.texture_v"
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the properties associated with a texture.
 | 
						|
 *
 | 
						|
 * The following read-only properties are provided by SDL:
 | 
						|
 *
 | 
						|
 * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
 | 
						|
 *   the colorspace used by the texture
 | 
						|
 *
 | 
						|
 * 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 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`: 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`: the GLenum for the texture
 | 
						|
 *   target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
 | 
						|
 *
 | 
						|
 * \param texture the texture to query
 | 
						|
 * \returns a valid property ID on success or 0 on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetProperty
 | 
						|
 * \sa SDL_SetProperty
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
 | 
						|
 | 
						|
#define SDL_PROP_TEXTURE_COLORSPACE_NUMBER                  "SDL.texture.colorspace"
 | 
						|
#define SDL_PROP_TEXTURE_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              "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           "SDL.texture.opengles2.target"
 | 
						|
 | 
						|
/**
 | 
						|
 * 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.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateTexture
 | 
						|
 * \sa SDL_CreateTextureFromSurface
 | 
						|
 * \sa SDL_CreateTextureWithProperties
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
 | 
						|
 | 
						|
/**
 | 
						|
 * Query the attributes of a texture.
 | 
						|
 *
 | 
						|
 * \param texture the texture to query
 | 
						|
 * \param format a pointer filled in with the raw format of the texture; the
 | 
						|
 *               actual format may differ, but pixel transfers will use this
 | 
						|
 *               format (one of the SDL_PixelFormatEnum values). This argument
 | 
						|
 *               can be NULL if you don't need this information.
 | 
						|
 * \param access a pointer filled in with the actual access to the texture
 | 
						|
 *               (one of the SDL_TextureAccess values). This argument can be
 | 
						|
 *               NULL if you don't need this information.
 | 
						|
 * \param w a pointer filled in with the width of the texture in pixels. This
 | 
						|
 *          argument can be NULL if you don't need this information.
 | 
						|
 * \param h a pointer filled in with the height of the texture in pixels. This
 | 
						|
 *          argument can be NULL if you don't need this information.
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set an additional color value multiplied into render copy operations.
 | 
						|
 *
 | 
						|
 * When this texture is rendered, during the copy operation each source color
 | 
						|
 * channel is modulated by the appropriate color value according to the
 | 
						|
 * following formula:
 | 
						|
 *
 | 
						|
 * `srcC = srcC * (color / 255)`
 | 
						|
 *
 | 
						|
 * Color modulation is not always supported by the renderer; it will return -1
 | 
						|
 * if color modulation is not supported.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param r the red color value multiplied into copy operations
 | 
						|
 * \param g the green color value multiplied into copy operations
 | 
						|
 * \param b the blue color value multiplied into copy operations
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureColorMod
 | 
						|
 * \sa SDL_SetTextureAlphaMod
 | 
						|
 * \sa SDL_SetTextureColorModFloat
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Set an additional color value multiplied into render copy operations.
 | 
						|
 *
 | 
						|
 * When this texture is rendered, during the copy operation each source color
 | 
						|
 * channel is modulated by the appropriate color value according to the
 | 
						|
 * following formula:
 | 
						|
 *
 | 
						|
 * `srcC = srcC * color`
 | 
						|
 *
 | 
						|
 * Color modulation is not always supported by the renderer; it will return -1
 | 
						|
 * if color modulation is not supported.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param r the red color value multiplied into copy operations
 | 
						|
 * \param g the green color value multiplied into copy operations
 | 
						|
 * \param b the blue color value multiplied into copy operations
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureColorModFloat
 | 
						|
 * \sa SDL_SetTextureAlphaModFloat
 | 
						|
 * \sa SDL_SetTextureColorMod
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b);
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the additional color value multiplied into render copy operations.
 | 
						|
 *
 | 
						|
 * \param texture the texture to query
 | 
						|
 * \param r a pointer filled in with the current red color value
 | 
						|
 * \param g a pointer filled in with the current green color value
 | 
						|
 * \param b a pointer filled in with the current blue color value
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureAlphaMod
 | 
						|
 * \sa SDL_GetTextureColorModFloat
 | 
						|
 * \sa SDL_SetTextureColorMod
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the additional color value multiplied into render copy operations.
 | 
						|
 *
 | 
						|
 * \param texture the texture to query
 | 
						|
 * \param r a pointer filled in with the current red color value
 | 
						|
 * \param g a pointer filled in with the current green color value
 | 
						|
 * \param b a pointer filled in with the current blue color value
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureAlphaModFloat
 | 
						|
 * \sa SDL_GetTextureColorMod
 | 
						|
 * \sa SDL_SetTextureColorModFloat
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set an additional alpha value multiplied into render copy operations.
 | 
						|
 *
 | 
						|
 * When this texture is rendered, during the copy operation the source alpha
 | 
						|
 * value is modulated by this alpha value according to the following formula:
 | 
						|
 *
 | 
						|
 * `srcA = srcA * (alpha / 255)`
 | 
						|
 *
 | 
						|
 * Alpha modulation is not always supported by the renderer; it will return -1
 | 
						|
 * if alpha modulation is not supported.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param alpha the source alpha value multiplied into copy operations
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureAlphaMod
 | 
						|
 * \sa SDL_SetTextureAlphaModFloat
 | 
						|
 * \sa SDL_SetTextureColorMod
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set an additional alpha value multiplied into render copy operations.
 | 
						|
 *
 | 
						|
 * When this texture is rendered, during the copy operation the source alpha
 | 
						|
 * value is modulated by this alpha value according to the following formula:
 | 
						|
 *
 | 
						|
 * `srcA = srcA * alpha`
 | 
						|
 *
 | 
						|
 * Alpha modulation is not always supported by the renderer; it will return -1
 | 
						|
 * if alpha modulation is not supported.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param alpha the source alpha value multiplied into copy operations
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureAlphaModFloat
 | 
						|
 * \sa SDL_SetTextureAlphaMod
 | 
						|
 * \sa SDL_SetTextureColorModFloat
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the additional alpha value multiplied into render copy operations.
 | 
						|
 *
 | 
						|
 * \param texture the texture to query
 | 
						|
 * \param alpha a pointer filled in with the current alpha value
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureAlphaModFloat
 | 
						|
 * \sa SDL_GetTextureColorMod
 | 
						|
 * \sa SDL_SetTextureAlphaMod
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the additional alpha value multiplied into render copy operations.
 | 
						|
 *
 | 
						|
 * \param texture the texture to query
 | 
						|
 * \param alpha a pointer filled in with the current alpha value
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureAlphaMod
 | 
						|
 * \sa SDL_GetTextureColorModFloat
 | 
						|
 * \sa SDL_SetTextureAlphaModFloat
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the blend mode for a texture, used by SDL_RenderTexture().
 | 
						|
 *
 | 
						|
 * If the blend mode is not supported, the closest supported mode is chosen
 | 
						|
 * and this function returns -1.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param blendMode the SDL_BlendMode to use for texture blending
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureBlendMode
 | 
						|
 * \sa SDL_RenderTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the blend mode used for texture copy operations.
 | 
						|
 *
 | 
						|
 * \param texture the texture to query
 | 
						|
 * \param blendMode a pointer filled in with the current SDL_BlendMode
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetTextureBlendMode
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the scale mode used for texture scale operations.
 | 
						|
 *
 | 
						|
 * If the scale mode is not supported, the closest supported mode is chosen.
 | 
						|
 *
 | 
						|
 * \param texture The texture to update.
 | 
						|
 * \param scaleMode the SDL_ScaleMode to use for texture scaling.
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureScaleMode
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the scale mode used for texture scale operations.
 | 
						|
 *
 | 
						|
 * \param texture the texture to query.
 | 
						|
 * \param scaleMode a pointer filled in with the current scale mode.
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetTextureScaleMode
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Update the given texture rectangle with new pixel data.
 | 
						|
 *
 | 
						|
 * The pixel data must be in the pixel format of the texture. Use
 | 
						|
 * SDL_QueryTexture() to query the pixel format of the texture.
 | 
						|
 *
 | 
						|
 * This is a fairly slow function, intended for use with static textures that
 | 
						|
 * do not change often.
 | 
						|
 *
 | 
						|
 * If the texture is intended to be updated often, it is preferred to create
 | 
						|
 * the texture as streaming and use the locking functions referenced below.
 | 
						|
 * While this function will work with streaming textures, for optimization
 | 
						|
 * reasons you may not get the pixels back if you lock the texture afterward.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param rect an SDL_Rect structure representing the area to update, or NULL
 | 
						|
 *             to update the entire texture
 | 
						|
 * \param pixels the raw pixel data in the format of the texture
 | 
						|
 * \param pitch the number of bytes in a row of pixel data, including padding
 | 
						|
 *              between lines
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateTexture
 | 
						|
 * \sa SDL_LockTexture
 | 
						|
 * \sa SDL_UnlockTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
 | 
						|
 | 
						|
/**
 | 
						|
 * Update a rectangle within a planar YV12 or IYUV texture with new pixel
 | 
						|
 * data.
 | 
						|
 *
 | 
						|
 * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
 | 
						|
 * block of Y and U/V planes in the proper order, but this function is
 | 
						|
 * available if your pixel data is not contiguous.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param rect a pointer to the rectangle of pixels to update, or NULL to
 | 
						|
 *             update the entire texture
 | 
						|
 * \param Yplane the raw pixel data for the Y plane
 | 
						|
 * \param Ypitch the number of bytes between rows of pixel data for the Y
 | 
						|
 *               plane
 | 
						|
 * \param Uplane the raw pixel data for the U plane
 | 
						|
 * \param Upitch the number of bytes between rows of pixel data for the U
 | 
						|
 *               plane
 | 
						|
 * \param Vplane the raw pixel data for the V plane
 | 
						|
 * \param Vpitch the number of bytes between rows of pixel data for the V
 | 
						|
 *               plane
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_UpdateTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
 | 
						|
                                                 const SDL_Rect *rect,
 | 
						|
                                                 const Uint8 *Yplane, int Ypitch,
 | 
						|
                                                 const Uint8 *Uplane, int Upitch,
 | 
						|
                                                 const Uint8 *Vplane, int Vpitch);
 | 
						|
 | 
						|
/**
 | 
						|
 * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
 | 
						|
 *
 | 
						|
 * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
 | 
						|
 * block of NV12/21 planes in the proper order, but this function is available
 | 
						|
 * if your pixel data is not contiguous.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param rect a pointer to the rectangle of pixels to update, or NULL to
 | 
						|
 *             update the entire texture.
 | 
						|
 * \param Yplane the raw pixel data for the Y plane.
 | 
						|
 * \param Ypitch the number of bytes between rows of pixel data for the Y
 | 
						|
 *               plane.
 | 
						|
 * \param UVplane the raw pixel data for the UV plane.
 | 
						|
 * \param UVpitch the number of bytes between rows of pixel data for the UV
 | 
						|
 *                plane.
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
 | 
						|
                                                 const SDL_Rect *rect,
 | 
						|
                                                 const Uint8 *Yplane, int Ypitch,
 | 
						|
                                                 const Uint8 *UVplane, int UVpitch);
 | 
						|
 | 
						|
/**
 | 
						|
 * Lock a portion of the texture for **write-only** pixel access.
 | 
						|
 *
 | 
						|
 * As an optimization, the pixels made available for editing don't necessarily
 | 
						|
 * contain the old texture data. This is a write-only operation, and if you
 | 
						|
 * need to keep a copy of the texture data you should do that at the
 | 
						|
 * application level.
 | 
						|
 *
 | 
						|
 * You must use SDL_UnlockTexture() to unlock the pixels and apply any
 | 
						|
 * changes.
 | 
						|
 *
 | 
						|
 * \param texture the texture to lock for access, which was created with
 | 
						|
 *                `SDL_TEXTUREACCESS_STREAMING`
 | 
						|
 * \param rect an SDL_Rect structure representing the area to lock for access;
 | 
						|
 *             NULL to lock the entire texture
 | 
						|
 * \param pixels this is filled in with a pointer to the locked pixels,
 | 
						|
 *               appropriately offset by the locked area
 | 
						|
 * \param pitch this is filled in with the pitch of the locked pixels; the
 | 
						|
 *              pitch is the length of one row in bytes
 | 
						|
 * \returns 0 on success or a negative error code if the texture is not valid
 | 
						|
 *          or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_UnlockTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture,
 | 
						|
                                            const SDL_Rect *rect,
 | 
						|
                                            void **pixels, int *pitch);
 | 
						|
 | 
						|
/**
 | 
						|
 * Lock a portion of the texture for **write-only** pixel access, and expose
 | 
						|
 * it as a SDL surface.
 | 
						|
 *
 | 
						|
 * Besides providing an SDL_Surface instead of raw pixel data, this function
 | 
						|
 * operates like SDL_LockTexture.
 | 
						|
 *
 | 
						|
 * As an optimization, the pixels made available for editing don't necessarily
 | 
						|
 * contain the old texture data. This is a write-only operation, and if you
 | 
						|
 * need to keep a copy of the texture data you should do that at the
 | 
						|
 * application level.
 | 
						|
 *
 | 
						|
 * You must use SDL_UnlockTexture() to unlock the pixels and apply any
 | 
						|
 * changes.
 | 
						|
 *
 | 
						|
 * The returned surface is freed internally after calling SDL_UnlockTexture()
 | 
						|
 * or SDL_DestroyTexture(). The caller should not free it.
 | 
						|
 *
 | 
						|
 * \param texture the texture to lock for access, which must be created with
 | 
						|
 *                `SDL_TEXTUREACCESS_STREAMING`
 | 
						|
 * \param rect a pointer to the rectangle to lock for access. If the rect is
 | 
						|
 *             NULL, the entire texture will be locked
 | 
						|
 * \param surface this is filled in with an SDL surface representing the
 | 
						|
 *                locked area
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_LockTexture
 | 
						|
 * \sa SDL_UnlockTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
 | 
						|
                                            const SDL_Rect *rect,
 | 
						|
                                            SDL_Surface **surface);
 | 
						|
 | 
						|
/**
 | 
						|
 * Unlock a texture, uploading the changes to video memory, if needed.
 | 
						|
 *
 | 
						|
 * **Warning**: Please note that SDL_LockTexture() is intended to be
 | 
						|
 * write-only; it will not guarantee the previous contents of the texture will
 | 
						|
 * be provided. You must fully initialize any area of a texture that you lock
 | 
						|
 * before unlocking it, as the pixels might otherwise be uninitialized memory.
 | 
						|
 *
 | 
						|
 * Which is to say: locking and immediately unlocking a texture can result in
 | 
						|
 * corrupted textures, depending on the renderer in use.
 | 
						|
 *
 | 
						|
 * \param texture a texture locked by SDL_LockTexture()
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_LockTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set a texture as the current rendering target.
 | 
						|
 *
 | 
						|
 * The default render target is the window for which the renderer was created.
 | 
						|
 * To stop rendering to a texture and render to the window again, call this
 | 
						|
 * function with a NULL `texture`.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param texture the targeted texture, which must be created with the
 | 
						|
 *                `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
 | 
						|
 *                window instead of a texture.
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderTarget
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the current render target.
 | 
						|
 *
 | 
						|
 * The default render target is the window for which the renderer was created,
 | 
						|
 * and is reported a NULL here.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \returns the current render target or NULL for the default render target.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderTarget
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set a device independent resolution and presentation mode for rendering.
 | 
						|
 *
 | 
						|
 * This function sets the width and height of the logical rendering output. A
 | 
						|
 * render target is created at the specified size and used for rendering and
 | 
						|
 * then copied to the output during presentation.
 | 
						|
 *
 | 
						|
 * You can disable logical coordinates by setting the mode to
 | 
						|
 * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
 | 
						|
 * resolution of the output window.
 | 
						|
 *
 | 
						|
 * You can convert coordinates in an event into rendering coordinates using
 | 
						|
 * SDL_ConvertEventToRenderCoordinates().
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param w the width of the logical resolution
 | 
						|
 * \param h the height of the logical resolution
 | 
						|
 * \param mode the presentation mode used
 | 
						|
 * \param scale_mode the scale mode used
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_ConvertEventToRenderCoordinates
 | 
						|
 * \sa SDL_GetRenderLogicalPresentation
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get device independent resolution and presentation mode for rendering.
 | 
						|
 *
 | 
						|
 * This function gets the width and height of the logical rendering output, or
 | 
						|
 * the output size in pixels if a logical resolution is not enabled.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param w an int to be filled with the width
 | 
						|
 * \param h an int to be filled with the height
 | 
						|
 * \param mode a pointer filled in with the presentation mode
 | 
						|
 * \param scale_mode a pointer filled in with the scale mode
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderLogicalPresentation
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get a point in render coordinates when given a point in window coordinates.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param window_x the x coordinate in window coordinates
 | 
						|
 * \param window_y the y coordinate in window coordinates
 | 
						|
 * \param x a pointer filled with the x coordinate in render coordinates
 | 
						|
 * \param y a pointer filled with the y coordinate in render coordinates
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderLogicalPresentation
 | 
						|
 * \sa SDL_SetRenderScale
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get a point in window coordinates when given a point in render coordinates.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param x the x coordinate in render coordinates
 | 
						|
 * \param y the y coordinate in render coordinates
 | 
						|
 * \param window_x a pointer filled with the x coordinate in window
 | 
						|
 *                 coordinates
 | 
						|
 * \param window_y a pointer filled with the y coordinate in window
 | 
						|
 *                 coordinates
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderLogicalPresentation
 | 
						|
 * \sa SDL_SetRenderScale
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
 | 
						|
 | 
						|
/**
 | 
						|
 * Convert the coordinates in an event to render coordinates.
 | 
						|
 *
 | 
						|
 * Touch coordinates are converted from normalized coordinates in the window
 | 
						|
 * to non-normalized rendering coordinates.
 | 
						|
 *
 | 
						|
 * Once converted, the coordinates may be outside the rendering area.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param event the event to modify
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderCoordinatesFromWindowCoordinates
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the drawing area for rendering on the current target.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param rect the SDL_Rect structure representing the drawing area, or NULL
 | 
						|
 *             to set the viewport to the entire target
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderViewport
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the drawing area for the current target.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param rect an SDL_Rect structure filled in with the current drawing area
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderViewport
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRenderViewport(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 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderClipRect
 | 
						|
 * \sa SDL_RenderClipEnabled
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the clip rectangle for the current target.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param rect an SDL_Rect structure filled in with the current clipping area
 | 
						|
 *             or an empty rectangle if clipping is disabled
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderClipEnabled
 | 
						|
 * \sa SDL_SetRenderClipRect
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get whether clipping is enabled on the given renderer.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderClipRect
 | 
						|
 * \sa SDL_SetRenderClipRect
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the drawing scale for rendering on the current target.
 | 
						|
 *
 | 
						|
 * The drawing coordinates are scaled by the x/y scaling factors before they
 | 
						|
 * are used by the renderer. This allows resolution independent drawing with a
 | 
						|
 * single coordinate system.
 | 
						|
 *
 | 
						|
 * If this results in scaling or subpixel drawing by the rendering backend, it
 | 
						|
 * will be handled using the appropriate quality hints. For best results use
 | 
						|
 * integer scaling factors.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param scaleX the horizontal scaling factor
 | 
						|
 * \param scaleY the vertical scaling factor
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderScale
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the drawing scale for the current target.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param scaleX a pointer filled in with the horizontal scaling factor
 | 
						|
 * \param scaleY a pointer filled in with the vertical scaling factor
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderScale
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the colorspace used for drawing operations
 | 
						|
 *
 | 
						|
 * The default colorspace for drawing operations is SDL_COLORSPACE_SRGB, but you can change it to other colorspaces such as SDL_COLORSPACE_SCRGB for HDR rendering.
 | 
						|
 *
 | 
						|
 * This does not affect the colorspace of textures, which is specified via properties when the texture is created and does not change.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param colorspace an SDL_ColorSpace value describing the colorspace for drawing operations
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderDrawColorspace
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetRenderDrawColorspace(SDL_Renderer *renderer, SDL_Colorspace colorspace);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the colorspace used for drawing operations
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param colorspace a pointer filled in with an SDL_ColorSpace value describing the colorspace for drawing operations
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderDrawColorspace
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRenderDrawColorspace(SDL_Renderer *renderer, SDL_Colorspace *colorspace);
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the color used for drawing operations.
 | 
						|
 *
 | 
						|
 * Set the color for drawing or filling rectangles, lines, and points, and for
 | 
						|
 * SDL_RenderClear().
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param r the red value used to draw on the rendering target
 | 
						|
 * \param g the green value used to draw on the rendering target
 | 
						|
 * \param b the blue value used to draw on the rendering target
 | 
						|
 * \param a the alpha value used to draw on the rendering target; usually
 | 
						|
 *          `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
 | 
						|
 *          specify how the alpha channel is used
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderDrawColor
 | 
						|
 * \sa SDL_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_SetRenderDrawColorFloat
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the color used for drawing operations (Rect, Line and Clear).
 | 
						|
 *
 | 
						|
 * Set the color for drawing or filling rectangles, lines, and points, and for
 | 
						|
 * SDL_RenderClear().
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param r the red value used to draw on the rendering target
 | 
						|
 * \param g the green value used to draw on the rendering target
 | 
						|
 * \param b the blue value used to draw on the rendering target
 | 
						|
 * \param a the alpha value used to draw on the rendering target. Use
 | 
						|
 *          SDL_SetRenderDrawBlendMode to specify how the alpha channel is
 | 
						|
 *          used
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderDrawColorFloat
 | 
						|
 * \sa SDL_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_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the color used for drawing operations (Rect, Line and Clear).
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param r a pointer filled in with the red value used to draw on the
 | 
						|
 *          rendering target
 | 
						|
 * \param g a pointer filled in with the green value used to draw on the
 | 
						|
 *          rendering target
 | 
						|
 * \param b a pointer filled in with the blue value used to draw on the
 | 
						|
 *          rendering target
 | 
						|
 * \param a a pointer filled in with the alpha value used to draw on the
 | 
						|
 *          rendering target; usually `SDL_ALPHA_OPAQUE` (255)
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderDrawColorFloat
 | 
						|
 * \sa SDL_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the color used for drawing operations (Rect, Line and Clear).
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param r a pointer filled in with the red value used to draw on the
 | 
						|
 *          rendering target
 | 
						|
 * \param g a pointer filled in with the green value used to draw on the
 | 
						|
 *          rendering target
 | 
						|
 * \param b a pointer filled in with the blue value used to draw on the
 | 
						|
 *          rendering target
 | 
						|
 * \param a a pointer filled in with the alpha value used to draw on the
 | 
						|
 *          rendering target
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderDrawColorFloat
 | 
						|
 * \sa SDL_GetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the blend mode used for drawing operations (Fill and Line).
 | 
						|
 *
 | 
						|
 * If the blend mode is not supported, the closest supported mode is chosen.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param blendMode the SDL_BlendMode to use for blending
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderDrawBlendMode
 | 
						|
 * \sa SDL_RenderLine
 | 
						|
 * \sa SDL_RenderLines
 | 
						|
 * \sa SDL_RenderPoint
 | 
						|
 * \sa SDL_RenderPoints
 | 
						|
 * \sa SDL_RenderRect
 | 
						|
 * \sa SDL_RenderRects
 | 
						|
 * \sa SDL_RenderFillRect
 | 
						|
 * \sa SDL_RenderFillRects
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the blend mode used for drawing operations.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param blendMode a pointer filled in with the current SDL_BlendMode
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderDrawBlendMode
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Clear the current rendering target with the drawing color.
 | 
						|
 *
 | 
						|
 * This function clears the entire rendering target, ignoring the viewport and
 | 
						|
 * the clip rectangle.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw a point on the current rendering target at subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should draw a point.
 | 
						|
 * \param x The x coordinate of the point.
 | 
						|
 * \param y The y coordinate of the point.
 | 
						|
 * \returns 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw multiple points on the current rendering target at subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should draw multiple points.
 | 
						|
 * \param points The points to draw
 | 
						|
 * \param count The number of points to draw
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw a line on the current rendering target at subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should draw a line.
 | 
						|
 * \param x1 The x coordinate of the start point.
 | 
						|
 * \param y1 The y coordinate of the start point.
 | 
						|
 * \param x2 The x coordinate of the end point.
 | 
						|
 * \param y2 The y coordinate of the end point.
 | 
						|
 * \returns 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw a series of connected lines on the current rendering target at
 | 
						|
 * subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should draw multiple lines.
 | 
						|
 * \param points The points along the lines
 | 
						|
 * \param count The number of points, drawing count-1 lines
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw a rectangle on the current rendering target at subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should draw a rectangle.
 | 
						|
 * \param rect A pointer to the destination rectangle, or NULL to outline the
 | 
						|
 *             entire rendering target.
 | 
						|
 * \returns 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw some number of rectangles on the current rendering target at subpixel
 | 
						|
 * precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should draw multiple rectangles.
 | 
						|
 * \param rects A pointer to an array of destination rectangles.
 | 
						|
 * \param count The number of rectangles.
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
 | 
						|
 | 
						|
/**
 | 
						|
 * Fill a rectangle on the current rendering target with the drawing color at
 | 
						|
 * subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should fill a rectangle.
 | 
						|
 * \param rect A pointer to the destination rectangle, or NULL for the entire
 | 
						|
 *             rendering target.
 | 
						|
 * \returns 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Fill some number of rectangles on the current rendering target with the
 | 
						|
 * drawing color at subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should fill multiple rectangles.
 | 
						|
 * \param rects A pointer to an array of destination rectangles.
 | 
						|
 * \param count The number of rectangles.
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
 | 
						|
 | 
						|
/**
 | 
						|
 * Copy a portion of the texture to the current rendering target at subpixel
 | 
						|
 * precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should copy parts of a texture.
 | 
						|
 * \param texture The source texture.
 | 
						|
 * \param srcrect A pointer to the source rectangle, or NULL for the entire
 | 
						|
 *                texture.
 | 
						|
 * \param dstrect A pointer to the destination rectangle, or NULL for the
 | 
						|
 *                entire rendering target.
 | 
						|
 * \returns 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Copy a portion of the source texture to the current rendering target, with
 | 
						|
 * rotation and flipping, at subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should copy parts of a texture.
 | 
						|
 * \param texture The source texture.
 | 
						|
 * \param srcrect A pointer to the source rectangle, or NULL for the entire
 | 
						|
 *                texture.
 | 
						|
 * \param dstrect A pointer to the destination rectangle, or NULL for the
 | 
						|
 *                entire rendering target.
 | 
						|
 * \param angle An angle in degrees that indicates the rotation that will be
 | 
						|
 *              applied to dstrect, rotating it in a clockwise direction
 | 
						|
 * \param center A pointer to a point indicating the point around which
 | 
						|
 *               dstrect will be rotated (if NULL, rotation will be done
 | 
						|
 *               around dstrect.w/2, dstrect.h/2).
 | 
						|
 * \param flip An SDL_FlipMode value stating which flipping actions should be
 | 
						|
 *             performed on the texture
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
 | 
						|
                                                     const SDL_FRect *srcrect, const SDL_FRect *dstrect,
 | 
						|
                                                     const double angle, const SDL_FPoint *center,
 | 
						|
                                                     const SDL_FlipMode flip);
 | 
						|
 | 
						|
/**
 | 
						|
 * Render a list of triangles, optionally using a texture and indices into the
 | 
						|
 * vertex array Color and alpha modulation is done per vertex
 | 
						|
 * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
 | 
						|
 *
 | 
						|
 * \param renderer The rendering context.
 | 
						|
 * \param texture (optional) The SDL texture to use.
 | 
						|
 * \param vertices Vertices.
 | 
						|
 * \param num_vertices Number of vertices.
 | 
						|
 * \param indices (optional) An array of integer indices into the 'vertices'
 | 
						|
 *                array, if NULL all vertices will be rendered in sequential
 | 
						|
 *                order.
 | 
						|
 * \param num_indices Number of indices.
 | 
						|
 * \returns 0 on success, or -1 if the operation is not supported
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderGeometryRaw
 | 
						|
 * \sa SDL_Vertex
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
 | 
						|
                                               SDL_Texture *texture,
 | 
						|
                                               const SDL_Vertex *vertices, int num_vertices,
 | 
						|
                                               const int *indices, int num_indices);
 | 
						|
 | 
						|
/**
 | 
						|
 * Render a list of triangles, optionally using a texture and indices into the
 | 
						|
 * vertex arrays Color and alpha modulation is done per vertex
 | 
						|
 * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
 | 
						|
 *
 | 
						|
 * \param renderer The rendering context.
 | 
						|
 * \param texture (optional) The SDL texture to use.
 | 
						|
 * \param xy Vertex positions
 | 
						|
 * \param xy_stride Byte size to move from one element to the next element
 | 
						|
 * \param color Vertex colors (as SDL_FColor)
 | 
						|
 * \param color_stride Byte size to move from one element to the next element
 | 
						|
 * \param uv Vertex normalized texture coordinates
 | 
						|
 * \param uv_stride Byte size to move from one element to the next element
 | 
						|
 * \param num_vertices Number of vertices.
 | 
						|
 * \param indices (optional) An array of indices into the 'vertices' arrays,
 | 
						|
 *                if NULL all vertices will be rendered in sequential order.
 | 
						|
 * \param num_indices Number of indices.
 | 
						|
 * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderGeometry
 | 
						|
 * \sa SDL_Vertex
 | 
						|
 */
 | 
						|
extern DECLSPEC int 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 to an array of pixels.
 | 
						|
 *
 | 
						|
 * **WARNING**: This is a very slow operation, and should not be used
 | 
						|
 * frequently. If you're using this on the main rendering target, it should be
 | 
						|
 * called after rendering and before SDL_RenderPresent().
 | 
						|
 *
 | 
						|
 * `pitch` specifies the number of bytes between rows in the destination
 | 
						|
 * `pixels` data. This allows you to write to a subrectangle or have padded
 | 
						|
 * rows in the destination. Generally, `pitch` should equal the number of
 | 
						|
 * pixels per row in the `pixels` data times the number of bytes per pixel,
 | 
						|
 * but it might contain additional padding (for example, 24bit RGB Windows
 | 
						|
 * Bitmap data pads all rows to multiples of 4 bytes).
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param rect an SDL_Rect structure representing the area in pixels relative
 | 
						|
 *             to the to current viewport, or NULL for the entire viewport
 | 
						|
 * \param format an SDL_PixelFormatEnum value of the desired format of the
 | 
						|
 *               pixel data, or 0 to use the format of the rendering target
 | 
						|
 * \param pixels a pointer to the pixel data to copy into
 | 
						|
 * \param pitch the pitch of the `pixels` parameter
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer,
 | 
						|
                                                 const SDL_Rect *rect,
 | 
						|
                                                 Uint32 format,
 | 
						|
                                                 void *pixels, int pitch);
 | 
						|
 | 
						|
/**
 | 
						|
 * Update the screen with any rendering performed since the previous call.
 | 
						|
 *
 | 
						|
 * SDL's rendering functions operate on a backbuffer; that is, calling a
 | 
						|
 * rendering function such as SDL_RenderLine() does not directly put a line on
 | 
						|
 * the screen, but rather updates the backbuffer. As such, you compose your
 | 
						|
 * entire scene and *present* the composed backbuffer to the screen as a
 | 
						|
 * complete picture.
 | 
						|
 *
 | 
						|
 * Therefore, when using SDL's rendering API, one does all drawing intended
 | 
						|
 * for the frame, and then calls this function once per frame to present the
 | 
						|
 * final drawing to the user.
 | 
						|
 *
 | 
						|
 * The backbuffer should be considered invalidated after each present; do not
 | 
						|
 * assume that previous contents will exist between frames. You are strongly
 | 
						|
 * encouraged to call SDL_RenderClear() to initialize the backbuffer before
 | 
						|
 * starting each new frame's drawing, even if you plan to overwrite every
 | 
						|
 * pixel.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \threadsafety You may only call this function on the main thread.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderClear
 | 
						|
 * \sa SDL_RenderLine
 | 
						|
 * \sa SDL_RenderLines
 | 
						|
 * \sa SDL_RenderPoint
 | 
						|
 * \sa SDL_RenderPoints
 | 
						|
 * \sa SDL_RenderRect
 | 
						|
 * \sa SDL_RenderRects
 | 
						|
 * \sa SDL_RenderFillRect
 | 
						|
 * \sa SDL_RenderFillRects
 | 
						|
 * \sa SDL_SetRenderDrawBlendMode
 | 
						|
 * \sa SDL_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Destroy the specified texture.
 | 
						|
 *
 | 
						|
 * Passing NULL or an otherwise invalid texture will set the SDL error message
 | 
						|
 * to "Invalid texture".
 | 
						|
 *
 | 
						|
 * \param texture the texture to destroy
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateTexture
 | 
						|
 * \sa SDL_CreateTextureFromSurface
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
 | 
						|
 | 
						|
/**
 | 
						|
 * Destroy the rendering context for a window and free associated textures.
 | 
						|
 *
 | 
						|
 * If `renderer` is NULL, this function will return immediately after setting
 | 
						|
 * the SDL error message to "Invalid renderer". See SDL_GetError().
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateRenderer
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Force the rendering context to flush any pending commands and state.
 | 
						|
 *
 | 
						|
 * You do not need to (and in fact, shouldn't) call this function unless you
 | 
						|
 * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
 | 
						|
 * addition to using an SDL_Renderer.
 | 
						|
 *
 | 
						|
 * This is for a very-specific case: if you are using SDL's render API, and
 | 
						|
 * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
 | 
						|
 * calls. If this applies, you should call this function between calls to
 | 
						|
 * SDL's render API and the low-level API you're using in cooperation.
 | 
						|
 *
 | 
						|
 * In all other cases, you can ignore this function.
 | 
						|
 *
 | 
						|
 * This call makes SDL flush any pending rendering work it was queueing up to
 | 
						|
 * do later in a single batch, and marks any internal cached state as invalid,
 | 
						|
 * so it'll prepare all its state again later, from scratch.
 | 
						|
 *
 | 
						|
 * This means you do not need to save state in your rendering code to protect
 | 
						|
 * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
 | 
						|
 * OpenGL state that can confuse things; you should use your best judgement
 | 
						|
 * and be prepared to make changes if specific state needs to be protected.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the CAMetalLayer associated with the given Metal renderer.
 | 
						|
 *
 | 
						|
 * This function returns `void *`, so SDL doesn't have to include Metal's
 | 
						|
 * headers, but it can be safely cast to a `CAMetalLayer *`.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer to query
 | 
						|
 * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
 | 
						|
 *          Metal renderer
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderMetalCommandEncoder
 | 
						|
 */
 | 
						|
extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the Metal command encoder for the current frame
 | 
						|
 *
 | 
						|
 * This function returns `void *`, so SDL doesn't have to include Metal's
 | 
						|
 * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
 | 
						|
 *
 | 
						|
 * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
 | 
						|
 * SDL a drawable to render to, which might happen if the window is
 | 
						|
 * hidden/minimized/offscreen. This doesn't apply to command encoders for
 | 
						|
 * render targets, just the window's backbuffer. Check your return values!
 | 
						|
 *
 | 
						|
 * \param renderer The renderer to query
 | 
						|
 * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
 | 
						|
 *          renderer isn't a Metal renderer or there was an error.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderMetalLayer
 | 
						|
 */
 | 
						|
extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Toggle VSync of the given renderer.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer to toggle
 | 
						|
 * \param vsync 1 for on, 0 for off. All other values are reserved
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get VSync of the given renderer.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer to toggle
 | 
						|
 * \param vsync an int filled with 1 for on, 0 for off. All other values are
 | 
						|
 *              reserved
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 3.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
 | 
						|
 | 
						|
/* Ends C function definitions when using C++ */
 | 
						|
#ifdef __cplusplus
 | 
						|
}
 | 
						|
#endif
 | 
						|
#include <SDL3/SDL_close_code.h>
 | 
						|
 | 
						|
#endif /* SDL_render_h_ */
 |