mirror of
				https://github.com/libsdl-org/SDL.git
				synced 2025-11-04 09:44:35 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			1887 lines
		
	
	
		
			71 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1887 lines
		
	
	
		
			71 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
 | 
						|
  Simple DirectMedia Layer
 | 
						|
  Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
 | 
						|
 | 
						|
  This software is provided 'as-is', without any express or implied
 | 
						|
  warranty.  In no event will the authors be held liable for any damages
 | 
						|
  arising from the use of this software.
 | 
						|
 | 
						|
  Permission is granted to anyone to use this software for any purpose,
 | 
						|
  including commercial applications, and to alter it and redistribute it
 | 
						|
  freely, subject to the following restrictions:
 | 
						|
 | 
						|
  1. The origin of this software must not be misrepresented; you must not
 | 
						|
     claim that you wrote the original software. If you use this software
 | 
						|
     in a product, an acknowledgment in the product documentation would be
 | 
						|
     appreciated but is not required.
 | 
						|
  2. Altered source versions must be plainly marked as such, and must not be
 | 
						|
     misrepresented as being the original software.
 | 
						|
  3. This notice may not be removed or altered from any source distribution.
 | 
						|
*/
 | 
						|
 | 
						|
/**
 | 
						|
 *  \file SDL_render.h
 | 
						|
 *
 | 
						|
 *  Header file for SDL 2D rendering functions.
 | 
						|
 *
 | 
						|
 *  This API supports the following features:
 | 
						|
 *      * single pixel points
 | 
						|
 *      * single pixel lines
 | 
						|
 *      * filled rectangles
 | 
						|
 *      * texture images
 | 
						|
 *
 | 
						|
 *  The primitives may be drawn in opaque, blended, or additive modes.
 | 
						|
 *
 | 
						|
 *  The texture images may be drawn in opaque, blended, or additive modes.
 | 
						|
 *  They can have an additional color tint or alpha modulation applied to
 | 
						|
 *  them, and may also be stretched with linear interpolation.
 | 
						|
 *
 | 
						|
 *  This API is designed to accelerate simple 2D operations. You may
 | 
						|
 *  want more functionality such as polygons and particle effects and
 | 
						|
 *  in that case you should use SDL's OpenGL/Direct3D support or one
 | 
						|
 *  of the many good 3D engines.
 | 
						|
 *
 | 
						|
 *  These functions must be called from the main thread.
 | 
						|
 *  See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
 | 
						|
 */
 | 
						|
 | 
						|
#ifndef SDL_render_h_
 | 
						|
#define SDL_render_h_
 | 
						|
 | 
						|
#include "SDL_stdinc.h"
 | 
						|
#include "SDL_rect.h"
 | 
						|
#include "SDL_video.h"
 | 
						|
 | 
						|
#include "begin_code.h"
 | 
						|
/* Set up for C function definitions, even when using C++ */
 | 
						|
#ifdef __cplusplus
 | 
						|
extern "C" {
 | 
						|
#endif
 | 
						|
 | 
						|
/**
 | 
						|
 * Flags used when creating a rendering context
 | 
						|
 */
 | 
						|
typedef enum
 | 
						|
{
 | 
						|
    SDL_RENDERER_SOFTWARE = 0x00000001,         /**< The renderer is a software fallback */
 | 
						|
    SDL_RENDERER_ACCELERATED = 0x00000002,      /**< The renderer uses hardware
 | 
						|
                                                     acceleration */
 | 
						|
    SDL_RENDERER_PRESENTVSYNC = 0x00000004,     /**< Present is synchronized
 | 
						|
                                                     with the refresh rate */
 | 
						|
    SDL_RENDERER_TARGETTEXTURE = 0x00000008     /**< The renderer supports
 | 
						|
                                                     rendering to texture */
 | 
						|
} SDL_RendererFlags;
 | 
						|
 | 
						|
/**
 | 
						|
 * Information on the capabilities of a render driver or context.
 | 
						|
 */
 | 
						|
typedef struct SDL_RendererInfo
 | 
						|
{
 | 
						|
    const char *name;           /**< The name of the renderer */
 | 
						|
    Uint32 flags;               /**< Supported ::SDL_RendererFlags */
 | 
						|
    Uint32 num_texture_formats; /**< The number of available texture formats */
 | 
						|
    Uint32 texture_formats[16]; /**< The available texture formats */
 | 
						|
    int max_texture_width;      /**< The maximum texture width */
 | 
						|
    int max_texture_height;     /**< The maximum texture height */
 | 
						|
} SDL_RendererInfo;
 | 
						|
 | 
						|
/**
 | 
						|
 *  Vertex structure
 | 
						|
 */
 | 
						|
typedef struct SDL_Vertex
 | 
						|
{
 | 
						|
    SDL_FPoint position;        /**< Vertex position, in SDL_Renderer coordinates  */
 | 
						|
    SDL_Color  color;           /**< Vertex color */
 | 
						|
    SDL_FPoint tex_coord;       /**< Normalized texture coordinates, if needed */
 | 
						|
} SDL_Vertex;
 | 
						|
 | 
						|
/**
 | 
						|
 * The scaling mode for a texture.
 | 
						|
 */
 | 
						|
typedef enum
 | 
						|
{
 | 
						|
    SDL_ScaleModeNearest, /**< nearest pixel sampling */
 | 
						|
    SDL_ScaleModeLinear,  /**< linear filtering */
 | 
						|
    SDL_ScaleModeBest     /**< anisotropic filtering */
 | 
						|
} SDL_ScaleMode;
 | 
						|
 | 
						|
/**
 | 
						|
 * The access pattern allowed for a texture.
 | 
						|
 */
 | 
						|
typedef enum
 | 
						|
{
 | 
						|
    SDL_TEXTUREACCESS_STATIC,    /**< Changes rarely, not lockable */
 | 
						|
    SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
 | 
						|
    SDL_TEXTUREACCESS_TARGET     /**< Texture can be used as a render target */
 | 
						|
} SDL_TextureAccess;
 | 
						|
 | 
						|
/**
 | 
						|
 * The texture channel modulation used in SDL_RenderCopy().
 | 
						|
 */
 | 
						|
typedef enum
 | 
						|
{
 | 
						|
    SDL_TEXTUREMODULATE_NONE = 0x00000000,     /**< No modulation */
 | 
						|
    SDL_TEXTUREMODULATE_COLOR = 0x00000001,    /**< srcC = srcC * color */
 | 
						|
    SDL_TEXTUREMODULATE_ALPHA = 0x00000002     /**< srcA = srcA * alpha */
 | 
						|
} SDL_TextureModulate;
 | 
						|
 | 
						|
/**
 | 
						|
 * Flip constants for SDL_RenderCopyEx
 | 
						|
 */
 | 
						|
typedef enum
 | 
						|
{
 | 
						|
    SDL_FLIP_NONE = 0x00000000,     /**< Do not flip */
 | 
						|
    SDL_FLIP_HORIZONTAL = 0x00000001,    /**< flip horizontally */
 | 
						|
    SDL_FLIP_VERTICAL = 0x00000002     /**< flip vertically */
 | 
						|
} SDL_RendererFlip;
 | 
						|
 | 
						|
/**
 | 
						|
 * A structure representing rendering state
 | 
						|
 */
 | 
						|
struct SDL_Renderer;
 | 
						|
typedef struct SDL_Renderer SDL_Renderer;
 | 
						|
 | 
						|
/**
 | 
						|
 * An efficient driver-specific representation of pixel data
 | 
						|
 */
 | 
						|
struct SDL_Texture;
 | 
						|
typedef struct SDL_Texture SDL_Texture;
 | 
						|
 | 
						|
/* Function prototypes */
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the number of 2D rendering drivers available for the current display.
 | 
						|
 *
 | 
						|
 * A render driver is a set of code that handles rendering and texture
 | 
						|
 * management on a particular display. Normally there is only one, but some
 | 
						|
 * drivers may have several available with different capabilities.
 | 
						|
 *
 | 
						|
 * There may be none if SDL was compiled without render support.
 | 
						|
 *
 | 
						|
 * \returns a number >= 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateRenderer
 | 
						|
 * \sa SDL_GetRenderDriverInfo
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get info about a specific 2D rendering driver for the current display.
 | 
						|
 *
 | 
						|
 * \param index the index of the driver to query information about
 | 
						|
 * \param info an SDL_RendererInfo structure to be filled with information on
 | 
						|
 *             the rendering driver
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateRenderer
 | 
						|
 * \sa SDL_GetNumRenderDrivers
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
 | 
						|
                                                    SDL_RendererInfo * info);
 | 
						|
 | 
						|
/**
 | 
						|
 * Create a window and default renderer.
 | 
						|
 *
 | 
						|
 * \param width the width of the window
 | 
						|
 * \param height the height of the window
 | 
						|
 * \param window_flags the flags used to create the window (see
 | 
						|
 *                     SDL_CreateWindow())
 | 
						|
 * \param window a pointer filled with the window, or NULL on error
 | 
						|
 * \param renderer a pointer filled with the renderer, or NULL on error
 | 
						|
 * \returns 0 on success, or -1 on error; call SDL_GetError() for more
 | 
						|
 *          information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateRenderer
 | 
						|
 * \sa SDL_CreateWindow
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
 | 
						|
                                int width, int height, Uint32 window_flags,
 | 
						|
                                SDL_Window **window, SDL_Renderer **renderer);
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Create a 2D rendering context for a window.
 | 
						|
 *
 | 
						|
 * \param window the window where rendering is displayed
 | 
						|
 * \param index the index of the rendering driver to initialize, or -1 to
 | 
						|
 *              initialize the first one supporting the requested flags
 | 
						|
 * \param flags 0, or one or more SDL_RendererFlags OR'd together
 | 
						|
 * \returns a valid rendering context or NULL if there was an error; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateSoftwareRenderer
 | 
						|
 * \sa SDL_DestroyRenderer
 | 
						|
 * \sa SDL_GetNumRenderDrivers
 | 
						|
 * \sa SDL_GetRendererInfo
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
 | 
						|
                                               int index, Uint32 flags);
 | 
						|
 | 
						|
/**
 | 
						|
 * Create a 2D software rendering context for a surface.
 | 
						|
 *
 | 
						|
 * Two other API which can be used to create SDL_Renderer:
 | 
						|
 * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
 | 
						|
 * create a software renderer, but they are intended to be used with an
 | 
						|
 * SDL_Window as the final destination and not an SDL_Surface.
 | 
						|
 *
 | 
						|
 * \param surface the SDL_Surface structure representing the surface where
 | 
						|
 *                rendering is done
 | 
						|
 * \returns a valid rendering context or NULL if there was an error; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateRenderer
 | 
						|
 * \sa SDL_CreateWindowRenderer
 | 
						|
 * \sa SDL_DestroyRenderer
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the renderer associated with a window.
 | 
						|
 *
 | 
						|
 * \param window the window to query
 | 
						|
 * \returns the rendering context on success or NULL on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateRenderer
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get information about a rendering context.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param info an SDL_RendererInfo structure filled with information about the
 | 
						|
 *             current renderer
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateRenderer
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
 | 
						|
                                                SDL_RendererInfo * info);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the output size in pixels of a rendering context.
 | 
						|
 *
 | 
						|
 * Due to high-dpi displays, you might end up with a rendering context that
 | 
						|
 * has more pixels than the window that contains it, so use this instead of
 | 
						|
 * SDL_GetWindowSize() to decide how much drawing area you have.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param w an int filled with the width
 | 
						|
 * \param h an int filled with the height
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderer
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
 | 
						|
                                                      int *w, int *h);
 | 
						|
 | 
						|
/**
 | 
						|
 * Create a texture for a rendering context.
 | 
						|
 *
 | 
						|
 * You can set the texture scaling method by setting
 | 
						|
 * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param format one of the enumerated values in SDL_PixelFormatEnum
 | 
						|
 * \param access one of the enumerated values in SDL_TextureAccess
 | 
						|
 * \param w the width of the texture in pixels
 | 
						|
 * \param h the height of the texture in pixels
 | 
						|
 * \returns a pointer to the created texture or NULL if no rendering context
 | 
						|
 *          was active, the format was unsupported, or the width or height
 | 
						|
 *          were out of range; call SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateTextureFromSurface
 | 
						|
 * \sa SDL_DestroyTexture
 | 
						|
 * \sa SDL_QueryTexture
 | 
						|
 * \sa SDL_UpdateTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
 | 
						|
                                                        Uint32 format,
 | 
						|
                                                        int access, int w,
 | 
						|
                                                        int h);
 | 
						|
 | 
						|
/**
 | 
						|
 * Create a texture from an existing surface.
 | 
						|
 *
 | 
						|
 * The surface is not modified or freed by this function.
 | 
						|
 *
 | 
						|
 * The SDL_TextureAccess hint for the created texture is
 | 
						|
 * `SDL_TEXTUREACCESS_STATIC`.
 | 
						|
 *
 | 
						|
 * The pixel format of the created texture may be different from the pixel
 | 
						|
 * format of the surface. Use SDL_QueryTexture() to query the pixel format of
 | 
						|
 * the texture.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param surface the SDL_Surface structure containing pixel data used to fill
 | 
						|
 *                the texture
 | 
						|
 * \returns the created texture or NULL on failure; call SDL_GetError() for
 | 
						|
 *          more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateTexture
 | 
						|
 * \sa SDL_DestroyTexture
 | 
						|
 * \sa SDL_QueryTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
 | 
						|
 | 
						|
/**
 | 
						|
 * Query the attributes of a texture.
 | 
						|
 *
 | 
						|
 * \param texture the texture to query
 | 
						|
 * \param format a pointer filled in with the raw format of the texture; the
 | 
						|
 *               actual format may differ, but pixel transfers will use this
 | 
						|
 *               format (one of the SDL_PixelFormatEnum values)
 | 
						|
 * \param access a pointer filled in with the actual access to the texture
 | 
						|
 *               (one of the SDL_TextureAccess values)
 | 
						|
 * \param w a pointer filled in with the width of the texture in pixels
 | 
						|
 * \param h a pointer filled in with the height of the texture in pixels
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
 | 
						|
                                             Uint32 * format, int *access,
 | 
						|
                                             int *w, int *h);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set an additional color value multiplied into render copy operations.
 | 
						|
 *
 | 
						|
 * When this texture is rendered, during the copy operation each source color
 | 
						|
 * channel is modulated by the appropriate color value according to the
 | 
						|
 * following formula:
 | 
						|
 *
 | 
						|
 * `srcC = srcC * (color / 255)`
 | 
						|
 *
 | 
						|
 * Color modulation is not always supported by the renderer; it will return -1
 | 
						|
 * if color modulation is not supported.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param r the red color value multiplied into copy operations
 | 
						|
 * \param g the green color value multiplied into copy operations
 | 
						|
 * \param b the blue color value multiplied into copy operations
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureColorMod
 | 
						|
 * \sa SDL_SetTextureAlphaMod
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
 | 
						|
                                                   Uint8 r, Uint8 g, Uint8 b);
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the additional color value multiplied into render copy operations.
 | 
						|
 *
 | 
						|
 * \param texture the texture to query
 | 
						|
 * \param r a pointer filled in with the current red color value
 | 
						|
 * \param g a pointer filled in with the current green color value
 | 
						|
 * \param b a pointer filled in with the current blue color value
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureAlphaMod
 | 
						|
 * \sa SDL_SetTextureColorMod
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
 | 
						|
                                                   Uint8 * r, Uint8 * g,
 | 
						|
                                                   Uint8 * b);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set an additional alpha value multiplied into render copy operations.
 | 
						|
 *
 | 
						|
 * When this texture is rendered, during the copy operation the source alpha
 | 
						|
 * value is modulated by this alpha value according to the following formula:
 | 
						|
 *
 | 
						|
 * `srcA = srcA * (alpha / 255)`
 | 
						|
 *
 | 
						|
 * Alpha modulation is not always supported by the renderer; it will return -1
 | 
						|
 * if alpha modulation is not supported.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param alpha the source alpha value multiplied into copy operations
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureAlphaMod
 | 
						|
 * \sa SDL_SetTextureColorMod
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
 | 
						|
                                                   Uint8 alpha);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the additional alpha value multiplied into render copy operations.
 | 
						|
 *
 | 
						|
 * \param texture the texture to query
 | 
						|
 * \param alpha a pointer filled in with the current alpha value
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureColorMod
 | 
						|
 * \sa SDL_SetTextureAlphaMod
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
 | 
						|
                                                   Uint8 * alpha);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the blend mode for a texture, used by SDL_RenderCopy().
 | 
						|
 *
 | 
						|
 * If the blend mode is not supported, the closest supported mode is chosen
 | 
						|
 * and this function returns -1.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param blendMode the SDL_BlendMode to use for texture blending
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureBlendMode
 | 
						|
 * \sa SDL_RenderCopy
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
 | 
						|
                                                    SDL_BlendMode blendMode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the blend mode used for texture copy operations.
 | 
						|
 *
 | 
						|
 * \param texture the texture to query
 | 
						|
 * \param blendMode a pointer filled in with the current SDL_BlendMode
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetTextureBlendMode
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
 | 
						|
                                                    SDL_BlendMode *blendMode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the scale mode used for texture scale operations.
 | 
						|
 *
 | 
						|
 * If the scale mode is not supported, the closest supported mode is chosen.
 | 
						|
 *
 | 
						|
 * \param texture The texture to update.
 | 
						|
 * \param scaleMode the SDL_ScaleMode to use for texture scaling.
 | 
						|
 * \returns 0 on success, or -1 if the texture is not valid.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.12.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureScaleMode
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
 | 
						|
                                                    SDL_ScaleMode scaleMode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the scale mode used for texture scale operations.
 | 
						|
 *
 | 
						|
 * \param texture the texture to query.
 | 
						|
 * \param scaleMode a pointer filled in with the current scale mode.
 | 
						|
 * \return 0 on success, or -1 if the texture is not valid.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.12.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetTextureScaleMode
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
 | 
						|
                                                    SDL_ScaleMode *scaleMode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Associate a user-specified pointer with a texture.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update.
 | 
						|
 * \param userdata the pointer to associate with the texture.
 | 
						|
 * \returns 0 on success, or -1 if the texture is not valid.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.18.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetTextureUserData
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture,
 | 
						|
                                                   void *userdata);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the user-specified pointer associated with a texture
 | 
						|
 *
 | 
						|
 * \param texture the texture to query.
 | 
						|
 * \return the pointer associated with the texture, or NULL if the texture is
 | 
						|
 *         not valid.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.18.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetTextureUserData
 | 
						|
 */
 | 
						|
extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture);
 | 
						|
 | 
						|
/**
 | 
						|
 * Update the given texture rectangle with new pixel data.
 | 
						|
 *
 | 
						|
 * The pixel data must be in the pixel format of the texture. Use
 | 
						|
 * SDL_QueryTexture() to query the pixel format of the texture.
 | 
						|
 *
 | 
						|
 * This is a fairly slow function, intended for use with static textures that
 | 
						|
 * do not change often.
 | 
						|
 *
 | 
						|
 * If the texture is intended to be updated often, it is preferred to create
 | 
						|
 * the texture as streaming and use the locking functions referenced below.
 | 
						|
 * While this function will work with streaming textures, for optimization
 | 
						|
 * reasons you may not get the pixels back if you lock the texture afterward.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param rect an SDL_Rect structure representing the area to update, or NULL
 | 
						|
 *             to update the entire texture
 | 
						|
 * \param pixels the raw pixel data in the format of the texture
 | 
						|
 * \param pitch the number of bytes in a row of pixel data, including padding
 | 
						|
 *              between lines
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateTexture
 | 
						|
 * \sa SDL_LockTexture
 | 
						|
 * \sa SDL_UnlockTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
 | 
						|
                                              const SDL_Rect * rect,
 | 
						|
                                              const void *pixels, int pitch);
 | 
						|
 | 
						|
/**
 | 
						|
 * Update a rectangle within a planar YV12 or IYUV texture with new pixel
 | 
						|
 * data.
 | 
						|
 *
 | 
						|
 * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
 | 
						|
 * block of Y and U/V planes in the proper order, but this function is
 | 
						|
 * available if your pixel data is not contiguous.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param rect a pointer to the rectangle of pixels to update, or NULL to
 | 
						|
 *             update the entire texture
 | 
						|
 * \param Yplane the raw pixel data for the Y plane
 | 
						|
 * \param Ypitch the number of bytes between rows of pixel data for the Y
 | 
						|
 *               plane
 | 
						|
 * \param Uplane the raw pixel data for the U plane
 | 
						|
 * \param Upitch the number of bytes between rows of pixel data for the U
 | 
						|
 *               plane
 | 
						|
 * \param Vplane the raw pixel data for the V plane
 | 
						|
 * \param Vpitch the number of bytes between rows of pixel data for the V
 | 
						|
 *               plane
 | 
						|
 * \returns 0 on success or -1 if the texture is not valid; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.1.
 | 
						|
 *
 | 
						|
 * \sa SDL_UpdateTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
 | 
						|
                                                 const SDL_Rect * rect,
 | 
						|
                                                 const Uint8 *Yplane, int Ypitch,
 | 
						|
                                                 const Uint8 *Uplane, int Upitch,
 | 
						|
                                                 const Uint8 *Vplane, int Vpitch);
 | 
						|
 | 
						|
/**
 | 
						|
 * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
 | 
						|
 *
 | 
						|
 * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
 | 
						|
 * block of NV12/21 planes in the proper order, but this function is available
 | 
						|
 * if your pixel data is not contiguous.
 | 
						|
 *
 | 
						|
 * \param texture the texture to update
 | 
						|
 * \param rect a pointer to the rectangle of pixels to update, or NULL to
 | 
						|
 *             update the entire texture.
 | 
						|
 * \param Yplane the raw pixel data for the Y plane.
 | 
						|
 * \param Ypitch the number of bytes between rows of pixel data for the Y
 | 
						|
 *               plane.
 | 
						|
 * \param UVplane the raw pixel data for the UV plane.
 | 
						|
 * \param UVpitch the number of bytes between rows of pixel data for the UV
 | 
						|
 *                plane.
 | 
						|
 * \return 0 on success, or -1 if the texture is not valid.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.16.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture,
 | 
						|
                                                 const SDL_Rect * rect,
 | 
						|
                                                 const Uint8 *Yplane, int Ypitch,
 | 
						|
                                                 const Uint8 *UVplane, int UVpitch);
 | 
						|
 | 
						|
/**
 | 
						|
 * Lock a portion of the texture for **write-only** pixel access.
 | 
						|
 *
 | 
						|
 * As an optimization, the pixels made available for editing don't necessarily
 | 
						|
 * contain the old texture data. This is a write-only operation, and if you
 | 
						|
 * need to keep a copy of the texture data you should do that at the
 | 
						|
 * application level.
 | 
						|
 *
 | 
						|
 * You must use SDL_UnlockTexture() to unlock the pixels and apply any
 | 
						|
 * changes.
 | 
						|
 *
 | 
						|
 * \param texture the texture to lock for access, which was created with
 | 
						|
 *                `SDL_TEXTUREACCESS_STREAMING`
 | 
						|
 * \param rect an SDL_Rect structure representing the area to lock for access;
 | 
						|
 *             NULL to lock the entire texture
 | 
						|
 * \param pixels this is filled in with a pointer to the locked pixels,
 | 
						|
 *               appropriately offset by the locked area
 | 
						|
 * \param pitch this is filled in with the pitch of the locked pixels; the
 | 
						|
 *              pitch is the length of one row in bytes
 | 
						|
 * \returns 0 on success or a negative error code if the texture is not valid
 | 
						|
 *          or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_UnlockTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
 | 
						|
                                            const SDL_Rect * rect,
 | 
						|
                                            void **pixels, int *pitch);
 | 
						|
 | 
						|
/**
 | 
						|
 * Lock a portion of the texture for **write-only** pixel access, and expose
 | 
						|
 * it as a SDL surface.
 | 
						|
 *
 | 
						|
 * Besides providing an SDL_Surface instead of raw pixel data, this function
 | 
						|
 * operates like SDL_LockTexture.
 | 
						|
 *
 | 
						|
 * As an optimization, the pixels made available for editing don't necessarily
 | 
						|
 * contain the old texture data. This is a write-only operation, and if you
 | 
						|
 * need to keep a copy of the texture data you should do that at the
 | 
						|
 * application level.
 | 
						|
 *
 | 
						|
 * You must use SDL_UnlockTexture() to unlock the pixels and apply any
 | 
						|
 * changes.
 | 
						|
 *
 | 
						|
 * The returned surface is freed internally after calling SDL_UnlockTexture()
 | 
						|
 * or SDL_DestroyTexture(). The caller should not free it.
 | 
						|
 *
 | 
						|
 * \param texture the texture to lock for access, which was created with
 | 
						|
 *                `SDL_TEXTUREACCESS_STREAMING`
 | 
						|
 * \param rect a pointer to the rectangle to lock for access. If the rect is
 | 
						|
 *             NULL, the entire texture will be locked
 | 
						|
 * \param surface this is filled in with an SDL surface representing the
 | 
						|
 *                locked area
 | 
						|
 * \returns 0 on success, or -1 if the texture is not valid or was not created
 | 
						|
 *          with `SDL_TEXTUREACCESS_STREAMING`
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.12.
 | 
						|
 *
 | 
						|
 * \sa SDL_LockTexture
 | 
						|
 * \sa SDL_UnlockTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
 | 
						|
                                            const SDL_Rect *rect,
 | 
						|
                                            SDL_Surface **surface);
 | 
						|
 | 
						|
/**
 | 
						|
 * Unlock a texture, uploading the changes to video memory, if needed.
 | 
						|
 *
 | 
						|
 * **Warning**: Please note that SDL_LockTexture() is intended to be
 | 
						|
 * write-only; it will not guarantee the previous contents of the texture will
 | 
						|
 * be provided. You must fully initialize any area of a texture that you lock
 | 
						|
 * before unlocking it, as the pixels might otherwise be uninitialized memory.
 | 
						|
 *
 | 
						|
 * Which is to say: locking and immediately unlocking a texture can result in
 | 
						|
 * corrupted textures, depending on the renderer in use.
 | 
						|
 *
 | 
						|
 * \param texture a texture locked by SDL_LockTexture()
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_LockTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
 | 
						|
 | 
						|
/**
 | 
						|
 * Determine whether a renderer supports the use of render targets.
 | 
						|
 *
 | 
						|
 * \param renderer the renderer that will be checked
 | 
						|
 * \returns SDL_TRUE if supported or SDL_FALSE if not.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderTarget
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set a texture as the current rendering target.
 | 
						|
 *
 | 
						|
 * Before using this function, you should check the
 | 
						|
 * `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if
 | 
						|
 * render targets are supported.
 | 
						|
 *
 | 
						|
 * The default render target is the window for which the renderer was created.
 | 
						|
 * To stop rendering to a texture and render to the window again, call this
 | 
						|
 * function with a NULL `texture`.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param texture the targeted texture, which must be created with the
 | 
						|
 *                `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
 | 
						|
 *                window instead of a texture.
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderTarget
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
 | 
						|
                                                SDL_Texture *texture);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the current render target.
 | 
						|
 *
 | 
						|
 * The default render target is the window for which the renderer was created,
 | 
						|
 * and is reported a NULL here.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \returns the current render target or NULL for the default render target.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderTarget
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set a device independent resolution for rendering.
 | 
						|
 *
 | 
						|
 * This function uses the viewport and scaling functionality to allow a fixed
 | 
						|
 * logical resolution for rendering, regardless of the actual output
 | 
						|
 * resolution. If the actual output resolution doesn't have the same aspect
 | 
						|
 * ratio the output rendering will be centered within the output display.
 | 
						|
 *
 | 
						|
 * If the output display is a window, mouse and touch events in the window
 | 
						|
 * will be filtered and scaled so they seem to arrive within the logical
 | 
						|
 * resolution. The SDL_HINT_MOUSE_RELATIVE_SCALING hint controls whether
 | 
						|
 * relative motion events are also scaled.
 | 
						|
 *
 | 
						|
 * If this function results in scaling or subpixel drawing by the rendering
 | 
						|
 * backend, it will be handled using the appropriate quality hints.
 | 
						|
 *
 | 
						|
 * \param renderer the renderer for which resolution should be set
 | 
						|
 * \param w the width of the logical resolution
 | 
						|
 * \param h the height of the logical resolution
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderGetLogicalSize
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get device independent resolution for rendering.
 | 
						|
 *
 | 
						|
 * This may return 0 for `w` and `h` if the SDL_Renderer has never had its
 | 
						|
 * logical size set by SDL_RenderSetLogicalSize() and never had a render
 | 
						|
 * target set.
 | 
						|
 *
 | 
						|
 * \param renderer a rendering context
 | 
						|
 * \param w an int to be filled with the width
 | 
						|
 * \param h an int to be filled with the height
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderSetLogicalSize
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set whether to force integer scales for resolution-independent rendering.
 | 
						|
 *
 | 
						|
 * This function restricts the logical viewport to integer values - that is,
 | 
						|
 * when a resolution is between two multiples of a logical size, the viewport
 | 
						|
 * size is rounded down to the lower multiple.
 | 
						|
 *
 | 
						|
 * \param renderer the renderer for which integer scaling should be set
 | 
						|
 * \param enable enable or disable the integer scaling for rendering
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.5.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderGetIntegerScale
 | 
						|
 * \sa SDL_RenderSetLogicalSize
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer,
 | 
						|
                                                      SDL_bool enable);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get whether integer scales are forced for resolution-independent rendering.
 | 
						|
 *
 | 
						|
 * \param renderer the renderer from which integer scaling should be queried
 | 
						|
 * \returns SDL_TRUE if integer scales are forced or SDL_FALSE if not and on
 | 
						|
 *          failure; call SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.5.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderSetIntegerScale
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the drawing area for rendering on the current target.
 | 
						|
 *
 | 
						|
 * When the window is resized, the viewport is reset to fill the entire new
 | 
						|
 * window size.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param rect the SDL_Rect structure representing the drawing area, or NULL
 | 
						|
 *             to set the viewport to the entire target
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderGetViewport
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer,
 | 
						|
                                                  const SDL_Rect * rect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the drawing area for the current target.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param rect an SDL_Rect structure filled in with the current drawing area
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderSetViewport
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
 | 
						|
                                                   SDL_Rect * rect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the clip rectangle for rendering on the specified target.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context for which clip rectangle should be
 | 
						|
 *                 set
 | 
						|
 * \param rect an SDL_Rect structure representing the clip area, relative to
 | 
						|
 *             the viewport, or NULL to disable clipping
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderGetClipRect
 | 
						|
 * \sa SDL_RenderIsClipEnabled
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
 | 
						|
                                                  const SDL_Rect * rect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the clip rectangle for the current target.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context from which clip rectangle should be
 | 
						|
 *                 queried
 | 
						|
 * \param rect an SDL_Rect structure filled in with the current clipping area
 | 
						|
 *             or an empty rectangle if clipping is disabled
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderIsClipEnabled
 | 
						|
 * \sa SDL_RenderSetClipRect
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer,
 | 
						|
                                                   SDL_Rect * rect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get whether clipping is enabled on the given renderer.
 | 
						|
 *
 | 
						|
 * \param renderer the renderer from which clip state should be queried
 | 
						|
 * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.4.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderGetClipRect
 | 
						|
 * \sa SDL_RenderSetClipRect
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer);
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the drawing scale for rendering on the current target.
 | 
						|
 *
 | 
						|
 * The drawing coordinates are scaled by the x/y scaling factors before they
 | 
						|
 * are used by the renderer. This allows resolution independent drawing with a
 | 
						|
 * single coordinate system.
 | 
						|
 *
 | 
						|
 * If this results in scaling or subpixel drawing by the rendering backend, it
 | 
						|
 * will be handled using the appropriate quality hints. For best results use
 | 
						|
 * integer scaling factors.
 | 
						|
 *
 | 
						|
 * \param renderer a rendering context
 | 
						|
 * \param scaleX the horizontal scaling factor
 | 
						|
 * \param scaleY the vertical scaling factor
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderGetScale
 | 
						|
 * \sa SDL_RenderSetLogicalSize
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
 | 
						|
                                               float scaleX, float scaleY);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the drawing scale for the current target.
 | 
						|
 *
 | 
						|
 * \param renderer the renderer from which drawing scale should be queried
 | 
						|
 * \param scaleX a pointer filled in with the horizontal scaling factor
 | 
						|
 * \param scaleY a pointer filled in with the vertical scaling factor
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderSetScale
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
 | 
						|
                                               float *scaleX, float *scaleY);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get logical coordinates of point in renderer when given real coordinates of
 | 
						|
 * point in window.
 | 
						|
 *
 | 
						|
 * Logical coordinates will differ from real coordinates when render is scaled
 | 
						|
 * and logical renderer size set
 | 
						|
 *
 | 
						|
 * \param renderer the renderer from which the logical coordinates should be
 | 
						|
 *                 calcualted
 | 
						|
 * \param windowX the real X coordinate in the window
 | 
						|
 * \param windowY the real Y coordinate in the window
 | 
						|
 * \param logicalX the pointer filled with the logical x coordinate
 | 
						|
 * \param logicalY the pointer filled with the logical y coordinate
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.18.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderGetScale
 | 
						|
 * \sa SDL_RenderSetScale
 | 
						|
 * \sa SDL_RenderGetLogicalSize
 | 
						|
 * \sa SDL_RenderSetLogicalSize
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer, 
 | 
						|
                                                            int windowX, int windowY, 
 | 
						|
                                                            float *logicalX, float *logicalY);
 | 
						|
                                                  
 | 
						|
                                                  /**
 | 
						|
 * Get real coordinates of point in window when given logical coordinates of point in renderer.
 | 
						|
 * Logical coordinates will differ from real coordinates when render is scaled and logical renderer size set
 | 
						|
 * 
 | 
						|
 * \param renderer the renderer from which the window coordinates should be calculated
 | 
						|
 * \param logicalX the logical x coordinate
 | 
						|
 * \param logicalY the logical y coordinate
 | 
						|
 * \param windowX the pointer filled with the real X coordinate in the window
 | 
						|
 * \param windowY the pointer filled with the real Y coordinate in the window
 | 
						|
 
 | 
						|
 *  
 | 
						|
 * \since This function is available since SDL 2.0.18.
 | 
						|
 * 
 | 
						|
 * \sa SDL_RenderGetScale
 | 
						|
 * \sa SDL_RenderSetScale
 | 
						|
 * \sa SDL_RenderGetLogicalSize
 | 
						|
 * \sa SDL_RenderSetLogicalSize
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer, 
 | 
						|
                                                            float logicalX, float logicalY,
 | 
						|
                                                            int *windowX, int *windowY);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the color used for drawing operations (Rect, Line and Clear).
 | 
						|
 *
 | 
						|
 * Set the color for drawing or filling rectangles, lines, and points, and for
 | 
						|
 * SDL_RenderClear().
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param r the red value used to draw on the rendering target
 | 
						|
 * \param g the green value used to draw on the rendering target
 | 
						|
 * \param b the blue value used to draw on the rendering target
 | 
						|
 * \param a the alpha value used to draw on the rendering target; usually
 | 
						|
 *          `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
 | 
						|
 *          specify how the alpha channel is used
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderDrawColor
 | 
						|
 * \sa SDL_RenderClear
 | 
						|
 * \sa SDL_RenderDrawLine
 | 
						|
 * \sa SDL_RenderDrawLines
 | 
						|
 * \sa SDL_RenderDrawPoint
 | 
						|
 * \sa SDL_RenderDrawPoints
 | 
						|
 * \sa SDL_RenderDrawRect
 | 
						|
 * \sa SDL_RenderDrawRects
 | 
						|
 * \sa SDL_RenderFillRect
 | 
						|
 * \sa SDL_RenderFillRects
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
 | 
						|
                                           Uint8 r, Uint8 g, Uint8 b,
 | 
						|
                                           Uint8 a);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the color used for drawing operations (Rect, Line and Clear).
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param r a pointer filled in with the red value used to draw on the
 | 
						|
 *          rendering target
 | 
						|
 * \param g a pointer filled in with the green value used to draw on the
 | 
						|
 *          rendering target
 | 
						|
 * \param b a pointer filled in with the blue value used to draw on the
 | 
						|
 *          rendering target
 | 
						|
 * \param a a pointer filled in with the alpha value used to draw on the
 | 
						|
 *          rendering target; usually `SDL_ALPHA_OPAQUE` (255)
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
 | 
						|
                                           Uint8 * r, Uint8 * g, Uint8 * b,
 | 
						|
                                           Uint8 * a);
 | 
						|
 | 
						|
/**
 | 
						|
 * Set the blend mode used for drawing operations (Fill and Line).
 | 
						|
 *
 | 
						|
 * If the blend mode is not supported, the closest supported mode is chosen.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param blendMode the SDL_BlendMode to use for blending
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GetRenderDrawBlendMode
 | 
						|
 * \sa SDL_RenderDrawLine
 | 
						|
 * \sa SDL_RenderDrawLines
 | 
						|
 * \sa SDL_RenderDrawPoint
 | 
						|
 * \sa SDL_RenderDrawPoints
 | 
						|
 * \sa SDL_RenderDrawRect
 | 
						|
 * \sa SDL_RenderDrawRects
 | 
						|
 * \sa SDL_RenderFillRect
 | 
						|
 * \sa SDL_RenderFillRects
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
 | 
						|
                                                       SDL_BlendMode blendMode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the blend mode used for drawing operations.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param blendMode a pointer filled in with the current SDL_BlendMode
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderDrawBlendMode
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
 | 
						|
                                                       SDL_BlendMode *blendMode);
 | 
						|
 | 
						|
/**
 | 
						|
 * Clear the current rendering target with the drawing color.
 | 
						|
 *
 | 
						|
 * This function clears the entire rendering target, ignoring the viewport and
 | 
						|
 * the clip rectangle.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw a point on the current rendering target.
 | 
						|
 *
 | 
						|
 * SDL_RenderDrawPoint() draws a single point. If you want to draw multiple,
 | 
						|
 * use SDL_RenderDrawPoints() instead.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param x the x coordinate of the point
 | 
						|
 * \param y the y coordinate of the point
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderDrawLine
 | 
						|
 * \sa SDL_RenderDrawLines
 | 
						|
 * \sa SDL_RenderDrawPoints
 | 
						|
 * \sa SDL_RenderDrawRect
 | 
						|
 * \sa SDL_RenderDrawRects
 | 
						|
 * \sa SDL_RenderFillRect
 | 
						|
 * \sa SDL_RenderFillRects
 | 
						|
 * \sa SDL_RenderPresent
 | 
						|
 * \sa SDL_SetRenderDrawBlendMode
 | 
						|
 * \sa SDL_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
 | 
						|
                                                int x, int y);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw multiple points on the current rendering target.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param points an array of SDL_Point structures that represent the points to
 | 
						|
 *               draw
 | 
						|
 * \param count the number of points to draw
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderDrawLine
 | 
						|
 * \sa SDL_RenderDrawLines
 | 
						|
 * \sa SDL_RenderDrawPoint
 | 
						|
 * \sa SDL_RenderDrawRect
 | 
						|
 * \sa SDL_RenderDrawRects
 | 
						|
 * \sa SDL_RenderFillRect
 | 
						|
 * \sa SDL_RenderFillRects
 | 
						|
 * \sa SDL_RenderPresent
 | 
						|
 * \sa SDL_SetRenderDrawBlendMode
 | 
						|
 * \sa SDL_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
 | 
						|
                                                 const SDL_Point * points,
 | 
						|
                                                 int count);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw a line on the current rendering target.
 | 
						|
 *
 | 
						|
 * SDL_RenderDrawLine() draws the line to include both end points. If you want
 | 
						|
 * to draw multiple, connecting lines use SDL_RenderDrawLines() instead.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param x1 the x coordinate of the start point
 | 
						|
 * \param y1 the y coordinate of the start point
 | 
						|
 * \param x2 the x coordinate of the end point
 | 
						|
 * \param y2 the y coordinate of the end point
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderDrawLines
 | 
						|
 * \sa SDL_RenderDrawPoint
 | 
						|
 * \sa SDL_RenderDrawPoints
 | 
						|
 * \sa SDL_RenderDrawRect
 | 
						|
 * \sa SDL_RenderDrawRects
 | 
						|
 * \sa SDL_RenderFillRect
 | 
						|
 * \sa SDL_RenderFillRects
 | 
						|
 * \sa SDL_RenderPresent
 | 
						|
 * \sa SDL_SetRenderDrawBlendMode
 | 
						|
 * \sa SDL_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer,
 | 
						|
                                               int x1, int y1, int x2, int y2);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw a series of connected lines on the current rendering target.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param points an array of SDL_Point structures representing points along
 | 
						|
 *               the lines
 | 
						|
 * \param count the number of points, drawing count-1 lines
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderDrawLine
 | 
						|
 * \sa SDL_RenderDrawPoint
 | 
						|
 * \sa SDL_RenderDrawPoints
 | 
						|
 * \sa SDL_RenderDrawRect
 | 
						|
 * \sa SDL_RenderDrawRects
 | 
						|
 * \sa SDL_RenderFillRect
 | 
						|
 * \sa SDL_RenderFillRects
 | 
						|
 * \sa SDL_RenderPresent
 | 
						|
 * \sa SDL_SetRenderDrawBlendMode
 | 
						|
 * \sa SDL_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
 | 
						|
                                                const SDL_Point * points,
 | 
						|
                                                int count);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw a rectangle on the current rendering target.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param rect an SDL_Rect structure representing the rectangle to draw, or
 | 
						|
 *             NULL to outline the entire rendering target
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderDrawLine
 | 
						|
 * \sa SDL_RenderDrawLines
 | 
						|
 * \sa SDL_RenderDrawPoint
 | 
						|
 * \sa SDL_RenderDrawPoints
 | 
						|
 * \sa SDL_RenderDrawRects
 | 
						|
 * \sa SDL_RenderFillRect
 | 
						|
 * \sa SDL_RenderFillRects
 | 
						|
 * \sa SDL_RenderPresent
 | 
						|
 * \sa SDL_SetRenderDrawBlendMode
 | 
						|
 * \sa SDL_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
 | 
						|
                                               const SDL_Rect * rect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw some number of rectangles on the current rendering target.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param rects an array of SDL_Rect structures representing the rectangles to
 | 
						|
 *              be drawn
 | 
						|
 * \param count the number of rectangles
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderDrawLine
 | 
						|
 * \sa SDL_RenderDrawLines
 | 
						|
 * \sa SDL_RenderDrawPoint
 | 
						|
 * \sa SDL_RenderDrawPoints
 | 
						|
 * \sa SDL_RenderDrawRect
 | 
						|
 * \sa SDL_RenderFillRect
 | 
						|
 * \sa SDL_RenderFillRects
 | 
						|
 * \sa SDL_RenderPresent
 | 
						|
 * \sa SDL_SetRenderDrawBlendMode
 | 
						|
 * \sa SDL_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
 | 
						|
                                                const SDL_Rect * rects,
 | 
						|
                                                int count);
 | 
						|
 | 
						|
/**
 | 
						|
 * Fill a rectangle on the current rendering target with the drawing color.
 | 
						|
 *
 | 
						|
 * The current drawing color is set by SDL_SetRenderDrawColor(), and the
 | 
						|
 * color's alpha value is ignored unless blending is enabled with the
 | 
						|
 * appropriate call to SDL_SetRenderDrawBlendMode().
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param rect the SDL_Rect structure representing the rectangle to fill, or
 | 
						|
 *             NULL for the entire rendering target
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderDrawLine
 | 
						|
 * \sa SDL_RenderDrawLines
 | 
						|
 * \sa SDL_RenderDrawPoint
 | 
						|
 * \sa SDL_RenderDrawPoints
 | 
						|
 * \sa SDL_RenderDrawRect
 | 
						|
 * \sa SDL_RenderDrawRects
 | 
						|
 * \sa SDL_RenderFillRects
 | 
						|
 * \sa SDL_RenderPresent
 | 
						|
 * \sa SDL_SetRenderDrawBlendMode
 | 
						|
 * \sa SDL_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
 | 
						|
                                               const SDL_Rect * rect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Fill some number of rectangles on the current rendering target with the
 | 
						|
 * drawing color.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param rects an array of SDL_Rect structures representing the rectangles to
 | 
						|
 *              be filled
 | 
						|
 * \param count the number of rectangles
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderDrawLine
 | 
						|
 * \sa SDL_RenderDrawLines
 | 
						|
 * \sa SDL_RenderDrawPoint
 | 
						|
 * \sa SDL_RenderDrawPoints
 | 
						|
 * \sa SDL_RenderDrawRect
 | 
						|
 * \sa SDL_RenderDrawRects
 | 
						|
 * \sa SDL_RenderFillRect
 | 
						|
 * \sa SDL_RenderPresent
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
 | 
						|
                                                const SDL_Rect * rects,
 | 
						|
                                                int count);
 | 
						|
 | 
						|
/**
 | 
						|
 * Copy a portion of the texture to the current rendering target.
 | 
						|
 *
 | 
						|
 * The texture is blended with the destination based on its blend mode set
 | 
						|
 * with SDL_SetTextureBlendMode().
 | 
						|
 *
 | 
						|
 * The texture color is affected based on its color modulation set by
 | 
						|
 * SDL_SetTextureColorMod().
 | 
						|
 *
 | 
						|
 * The texture alpha is affected based on its alpha modulation set by
 | 
						|
 * SDL_SetTextureAlphaMod().
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param texture the source texture
 | 
						|
 * \param srcrect the source SDL_Rect structure or NULL for the entire texture
 | 
						|
 * \param dstrect the destination SDL_Rect structure or NULL for the entire
 | 
						|
 *                rendering target; the texture will be stretched to fill the
 | 
						|
 *                given rectangle
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderCopyEx
 | 
						|
 * \sa SDL_SetTextureAlphaMod
 | 
						|
 * \sa SDL_SetTextureBlendMode
 | 
						|
 * \sa SDL_SetTextureColorMod
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
 | 
						|
                                           SDL_Texture * texture,
 | 
						|
                                           const SDL_Rect * srcrect,
 | 
						|
                                           const SDL_Rect * dstrect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Copy a portion of the texture to the current rendering, with optional
 | 
						|
 * rotation and flipping.
 | 
						|
 *
 | 
						|
 * Copy a portion of the texture to the current rendering target, optionally
 | 
						|
 * rotating it by angle around the given center and also flipping it
 | 
						|
 * top-bottom and/or left-right.
 | 
						|
 *
 | 
						|
 * The texture is blended with the destination based on its blend mode set
 | 
						|
 * with SDL_SetTextureBlendMode().
 | 
						|
 *
 | 
						|
 * The texture color is affected based on its color modulation set by
 | 
						|
 * SDL_SetTextureColorMod().
 | 
						|
 *
 | 
						|
 * The texture alpha is affected based on its alpha modulation set by
 | 
						|
 * SDL_SetTextureAlphaMod().
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param texture the source texture
 | 
						|
 * \param srcrect the source SDL_Rect structure or NULL for the entire texture
 | 
						|
 * \param dstrect the destination SDL_Rect structure or NULL for the entire
 | 
						|
 *                rendering target
 | 
						|
 * \param angle an angle in degrees that indicates the rotation that will be
 | 
						|
 *              applied to dstrect, rotating it in a clockwise direction
 | 
						|
 * \param center a pointer to a point indicating the point around which
 | 
						|
 *               dstrect will be rotated (if NULL, rotation will be done
 | 
						|
 *               around `dstrect.w / 2`, `dstrect.h / 2`)
 | 
						|
 * \param flip a SDL_RendererFlip value stating which flipping actions should
 | 
						|
 *             be performed on the texture
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderCopy
 | 
						|
 * \sa SDL_SetTextureAlphaMod
 | 
						|
 * \sa SDL_SetTextureBlendMode
 | 
						|
 * \sa SDL_SetTextureColorMod
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
 | 
						|
                                           SDL_Texture * texture,
 | 
						|
                                           const SDL_Rect * srcrect,
 | 
						|
                                           const SDL_Rect * dstrect,
 | 
						|
                                           const double angle,
 | 
						|
                                           const SDL_Point *center,
 | 
						|
                                           const SDL_RendererFlip flip);
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw a point on the current rendering target at subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should draw a point.
 | 
						|
 * \param x The x coordinate of the point.
 | 
						|
 * \param y The y coordinate of the point.
 | 
						|
 * \return 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.10.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer,
 | 
						|
                                                 float x, float y);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw multiple points on the current rendering target at subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should draw multiple points.
 | 
						|
 * \param points The points to draw
 | 
						|
 * \param count The number of points to draw
 | 
						|
 * \return 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.10.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer,
 | 
						|
                                                  const SDL_FPoint * points,
 | 
						|
                                                  int count);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw a line on the current rendering target at subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should draw a line.
 | 
						|
 * \param x1 The x coordinate of the start point.
 | 
						|
 * \param y1 The y coordinate of the start point.
 | 
						|
 * \param x2 The x coordinate of the end point.
 | 
						|
 * \param y2 The y coordinate of the end point.
 | 
						|
 * \return 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.10.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer,
 | 
						|
                                                float x1, float y1, float x2, float y2);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw a series of connected lines on the current rendering target at
 | 
						|
 * subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should draw multiple lines.
 | 
						|
 * \param points The points along the lines
 | 
						|
 * \param count The number of points, drawing count-1 lines
 | 
						|
 * \return 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.10.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer,
 | 
						|
                                                 const SDL_FPoint * points,
 | 
						|
                                                 int count);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw a rectangle on the current rendering target at subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should draw a rectangle.
 | 
						|
 * \param rect A pointer to the destination rectangle, or NULL to outline the
 | 
						|
 *             entire rendering target.
 | 
						|
 * \return 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.10.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer,
 | 
						|
                                                const SDL_FRect * rect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Draw some number of rectangles on the current rendering target at subpixel
 | 
						|
 * precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should draw multiple rectangles.
 | 
						|
 * \param rects A pointer to an array of destination rectangles.
 | 
						|
 * \param count The number of rectangles.
 | 
						|
 * \return 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.10.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer,
 | 
						|
                                                 const SDL_FRect * rects,
 | 
						|
                                                 int count);
 | 
						|
 | 
						|
/**
 | 
						|
 * Fill a rectangle on the current rendering target with the drawing color at
 | 
						|
 * subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should fill a rectangle.
 | 
						|
 * \param rect A pointer to the destination rectangle, or NULL for the entire
 | 
						|
 *             rendering target.
 | 
						|
 * \return 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.10.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer,
 | 
						|
                                                const SDL_FRect * rect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Fill some number of rectangles on the current rendering target with the
 | 
						|
 * drawing color at subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should fill multiple rectangles.
 | 
						|
 * \param rects A pointer to an array of destination rectangles.
 | 
						|
 * \param count The number of rectangles.
 | 
						|
 * \return 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.10.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
 | 
						|
                                                 const SDL_FRect * rects,
 | 
						|
                                                 int count);
 | 
						|
 | 
						|
/**
 | 
						|
 * Copy a portion of the texture to the current rendering target at subpixel
 | 
						|
 * precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should copy parts of a texture.
 | 
						|
 * \param texture The source texture.
 | 
						|
 * \param srcrect A pointer to the source rectangle, or NULL for the entire
 | 
						|
 *                texture.
 | 
						|
 * \param dstrect A pointer to the destination rectangle, or NULL for the
 | 
						|
 *                entire rendering target.
 | 
						|
 * \return 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.10.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
 | 
						|
                                            SDL_Texture * texture,
 | 
						|
                                            const SDL_Rect * srcrect,
 | 
						|
                                            const SDL_FRect * dstrect);
 | 
						|
 | 
						|
/**
 | 
						|
 * Copy a portion of the source texture to the current rendering target, with
 | 
						|
 * rotation and flipping, at subpixel precision.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer which should copy parts of a texture.
 | 
						|
 * \param texture The source texture.
 | 
						|
 * \param srcrect A pointer to the source rectangle, or NULL for the entire
 | 
						|
 *                texture.
 | 
						|
 * \param dstrect A pointer to the destination rectangle, or NULL for the
 | 
						|
 *                entire rendering target.
 | 
						|
 * \param angle An angle in degrees that indicates the rotation that will be
 | 
						|
 *              applied to dstrect, rotating it in a clockwise direction
 | 
						|
 * \param center A pointer to a point indicating the point around which
 | 
						|
 *               dstrect will be rotated (if NULL, rotation will be done
 | 
						|
 *               around dstrect.w/2, dstrect.h/2).
 | 
						|
 * \param flip An SDL_RendererFlip value stating which flipping actions should
 | 
						|
 *             be performed on the texture
 | 
						|
 * \return 0 on success, or -1 on error
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.10.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
 | 
						|
                                            SDL_Texture * texture,
 | 
						|
                                            const SDL_Rect * srcrect,
 | 
						|
                                            const SDL_FRect * dstrect,
 | 
						|
                                            const double angle,
 | 
						|
                                            const SDL_FPoint *center,
 | 
						|
                                            const SDL_RendererFlip flip);
 | 
						|
 | 
						|
/**
 | 
						|
 * Render a list of triangles, optionally using a texture and indices into the
 | 
						|
 * vertex array Color and alpha modulation is done per vertex
 | 
						|
 * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
 | 
						|
 *
 | 
						|
 * \param texture (optional) The SDL texture to use.
 | 
						|
 * \param vertices Vertices.
 | 
						|
 * \param num_vertices Number of vertices.
 | 
						|
 * \param indices (optional) An array of integer indices into the 'vertices'
 | 
						|
 *                array, if NULL all vertices will be rendered in sequential
 | 
						|
 *                order.
 | 
						|
 * \param num_indices Number of indices.
 | 
						|
 * \return 0 on success, or -1 if the operation is not supported
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.18.
 | 
						|
 *
 | 
						|
 * \sa SDL_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 texture (optional) The SDL texture to use.
 | 
						|
 * \param xy Vertex positions
 | 
						|
 * \param xy_stride Byte size to move from one element to the next element
 | 
						|
 * \param color Vertex colors (as SDL_Color)
 | 
						|
 * \param color_stride Byte size to move from one element to the next element
 | 
						|
 * \param uv Vertex normalized texture coordinates
 | 
						|
 * \param uv_stride Byte size to move from one element to the next element
 | 
						|
 * \param num_vertices Number of vertices.
 | 
						|
 * \param indices (optional) An array of indices into the 'vertices' arrays,
 | 
						|
 *                if NULL all vertices will be rendered in sequential order.
 | 
						|
 * \param num_indices Number of indices.
 | 
						|
 * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
 | 
						|
 * \return 0 on success, or -1 if the operation is not supported
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.18.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
 | 
						|
                                               SDL_Texture *texture,
 | 
						|
                                               const float *xy, int xy_stride,
 | 
						|
                                               const SDL_Color *color, int color_stride,
 | 
						|
                                               const float *uv, int uv_stride,
 | 
						|
                                               int num_vertices,
 | 
						|
                                               const void *indices, int num_indices, int size_indices);
 | 
						|
 | 
						|
/**
 | 
						|
 * Read pixels from the current rendering target to an array of pixels.
 | 
						|
 *
 | 
						|
 * **WARNING**: This is a very slow operation, and should not be used
 | 
						|
 * frequently.
 | 
						|
 *
 | 
						|
 * `pitch` specifies the number of bytes between rows in the destination
 | 
						|
 * `pixels` data. This allows you to write to a subrectangle or have padded
 | 
						|
 * rows in the destination. Generally, `pitch` should equal the number of
 | 
						|
 * pixels per row in the `pixels` data times the number of bytes per pixel,
 | 
						|
 * but it might contain additional padding (for example, 24bit RGB Windows
 | 
						|
 * Bitmap data pads all rows to multiples of 4 bytes).
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \param rect an SDL_Rect structure representing the area to read, or NULL
 | 
						|
 *             for the entire render target
 | 
						|
 * \param format an SDL_PixelFormatEnum value of the desired format of the
 | 
						|
 *               pixel data, or 0 to use the format of the rendering target
 | 
						|
 * \param pixels a pointer to the pixel data to copy into
 | 
						|
 * \param pitch the pitch of the `pixels` parameter
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
 | 
						|
                                                 const SDL_Rect * rect,
 | 
						|
                                                 Uint32 format,
 | 
						|
                                                 void *pixels, int pitch);
 | 
						|
 | 
						|
/**
 | 
						|
 * Update the screen with any rendering performed since the previous call.
 | 
						|
 *
 | 
						|
 * SDL's rendering functions operate on a backbuffer; that is, calling a
 | 
						|
 * rendering function such as SDL_RenderDrawLine() does not directly put a
 | 
						|
 * line on the screen, but rather updates the backbuffer. As such, you compose
 | 
						|
 * your entire scene and *present* the composed backbuffer to the screen as a
 | 
						|
 * complete picture.
 | 
						|
 *
 | 
						|
 * Therefore, when using SDL's rendering API, one does all drawing intended
 | 
						|
 * for the frame, and then calls this function once per frame to present the
 | 
						|
 * final drawing to the user.
 | 
						|
 *
 | 
						|
 * The backbuffer should be considered invalidated after each present; do not
 | 
						|
 * assume that previous contents will exist between frames. You are strongly
 | 
						|
 * encouraged to call SDL_RenderClear() to initialize the backbuffer before
 | 
						|
 * starting each new frame's drawing, even if you plan to overwrite every
 | 
						|
 * pixel.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderClear
 | 
						|
 * \sa SDL_RenderDrawLine
 | 
						|
 * \sa SDL_RenderDrawLines
 | 
						|
 * \sa SDL_RenderDrawPoint
 | 
						|
 * \sa SDL_RenderDrawPoints
 | 
						|
 * \sa SDL_RenderDrawRect
 | 
						|
 * \sa SDL_RenderDrawRects
 | 
						|
 * \sa SDL_RenderFillRect
 | 
						|
 * \sa SDL_RenderFillRects
 | 
						|
 * \sa SDL_SetRenderDrawBlendMode
 | 
						|
 * \sa SDL_SetRenderDrawColor
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Destroy the specified texture.
 | 
						|
 *
 | 
						|
 * Passing NULL or an otherwise invalid texture will set the SDL error message
 | 
						|
 * to "Invalid texture".
 | 
						|
 *
 | 
						|
 * \param texture the texture to destroy
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateTexture
 | 
						|
 * \sa SDL_CreateTextureFromSurface
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
 | 
						|
 | 
						|
/**
 | 
						|
 * Destroy the rendering context for a window and free associated textures.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_CreateRenderer
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Force the rendering context to flush any pending commands to the underlying
 | 
						|
 * rendering API.
 | 
						|
 *
 | 
						|
 * You do not need to (and in fact, shouldn't) call this function unless you
 | 
						|
 * are planning to call into OpenGL/Direct3D/Metal/whatever directly in
 | 
						|
 * addition to using an SDL_Renderer.
 | 
						|
 *
 | 
						|
 * This is for a very-specific case: if you are using SDL's render API, you
 | 
						|
 * asked for a specific renderer backend (OpenGL, Direct3D, etc), you set
 | 
						|
 * SDL_HINT_RENDER_BATCHING to "1", and you plan to make OpenGL/D3D/whatever
 | 
						|
 * calls in addition to SDL render API calls. If all of this applies, you
 | 
						|
 * should call SDL_RenderFlush() between calls to SDL's render API and the
 | 
						|
 * low-level API you're using in cooperation.
 | 
						|
 *
 | 
						|
 * In all other cases, you can ignore this function. This is only here to get
 | 
						|
 * maximum performance out of a specific situation. In all other cases, SDL
 | 
						|
 * will do the right thing, perhaps at a performance loss.
 | 
						|
 *
 | 
						|
 * This function is first available in SDL 2.0.10, and is not needed in 2.0.9
 | 
						|
 * and earlier, as earlier versions did not queue rendering commands at all,
 | 
						|
 * instead flushing them to the OS immediately.
 | 
						|
 *
 | 
						|
 * \param renderer the rendering context
 | 
						|
 * \returns 0 on success or a negative error code on failure; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.10.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Bind an OpenGL/ES/ES2 texture to the current context.
 | 
						|
 *
 | 
						|
 * This is for use with OpenGL instructions when rendering OpenGL primitives
 | 
						|
 * directly.
 | 
						|
 *
 | 
						|
 * If not NULL, `texw` and `texh` will be filled with the width and height
 | 
						|
 * values suitable for the provided texture. In most cases, both will be 1.0,
 | 
						|
 * however, on systems that support the GL_ARB_texture_rectangle extension,
 | 
						|
 * these values will actually be the pixel width and height used to create the
 | 
						|
 * texture, so this factor needs to be taken into account when providing
 | 
						|
 * texture coordinates to OpenGL.
 | 
						|
 *
 | 
						|
 * You need a renderer to create an SDL_Texture, therefore you can only use
 | 
						|
 * this function with an implicit OpenGL context from SDL_CreateRenderer(),
 | 
						|
 * not with your own OpenGL context. If you need control over your OpenGL
 | 
						|
 * context, you need to write your own texture-loading methods.
 | 
						|
 *
 | 
						|
 * Also note that SDL may upload RGB textures as BGR (or vice-versa), and
 | 
						|
 * re-order the color channels in the shaders phase, so the uploaded texture
 | 
						|
 * may have swapped color channels.
 | 
						|
 *
 | 
						|
 * \param texture the texture to bind to the current OpenGL/ES/ES2 context
 | 
						|
 * \param texw a pointer to a float value which will be filled with the
 | 
						|
 *             texture width or NULL if you don't need that value
 | 
						|
 * \param texh a pointer to a float value which will be filled with the
 | 
						|
 *             texture height or NULL if you don't need that value
 | 
						|
 * \returns 0 on success, or -1 if the operation is not supported; call
 | 
						|
 *          SDL_GetError() for more information.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GL_MakeCurrent
 | 
						|
 * \sa SDL_GL_UnbindTexture
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
 | 
						|
 | 
						|
/**
 | 
						|
 * Unbind an OpenGL/ES/ES2 texture from the current context.
 | 
						|
 *
 | 
						|
 * See SDL_GL_BindTexture() for examples on how to use these functions
 | 
						|
 *
 | 
						|
 * \param texture the texture to unbind from the current OpenGL/ES/ES2 context
 | 
						|
 * \returns 0 on success, or -1 if the operation is not supported
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.0.
 | 
						|
 *
 | 
						|
 * \sa SDL_GL_BindTexture
 | 
						|
 * \sa SDL_GL_MakeCurrent
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the CAMetalLayer associated with the given Metal renderer.
 | 
						|
 *
 | 
						|
 * This function returns `void *`, so SDL doesn't have to include Metal's
 | 
						|
 * headers, but it can be safely cast to a `CAMetalLayer *`.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer to query
 | 
						|
 * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
 | 
						|
 *          Metal renderer
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.8.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderGetMetalCommandEncoder
 | 
						|
 */
 | 
						|
extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the Metal command encoder for the current frame
 | 
						|
 *
 | 
						|
 * This function returns `void *`, so SDL doesn't have to include Metal's
 | 
						|
 * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
 | 
						|
 *
 | 
						|
 * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
 | 
						|
 * SDL a drawable to render to, which might happen if the window is
 | 
						|
 * hidden/minimized/offscreen. This doesn't apply to command encoders for
 | 
						|
 * render targets, just the window's backbacker. Check your return values!
 | 
						|
 *
 | 
						|
 * \param renderer The renderer to query
 | 
						|
 * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
 | 
						|
 *          renderer isn't a Metal renderer or there was an error.
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.8.
 | 
						|
 *
 | 
						|
 * \sa SDL_RenderGetMetalLayer
 | 
						|
 */
 | 
						|
extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
 | 
						|
 | 
						|
/**
 | 
						|
 * Toggle VSync of the given renderer.
 | 
						|
 *
 | 
						|
 * \param renderer The renderer to toggle
 | 
						|
 * \param vsync 1 for on, 0 for off. All other values are reserved
 | 
						|
 * \returns a 0 int on success, or non-zero on failure
 | 
						|
 *
 | 
						|
 * \since This function is available since SDL 2.0.18.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_RenderSetVSync(SDL_Renderer* renderer, int vsync);
 | 
						|
 | 
						|
/* Ends C function definitions when using C++ */
 | 
						|
#ifdef __cplusplus
 | 
						|
}
 | 
						|
#endif
 | 
						|
#include "close_code.h"
 | 
						|
 | 
						|
#endif /* SDL_render_h_ */
 | 
						|
 | 
						|
/* vi: set ts=4 sw=4 expandtab: */
 |