SDL_render.h 83 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /**
  19. * \file SDL_render.h
  20. *
  21. * Header file for SDL 2D rendering functions.
  22. *
  23. * This API supports the following features:
  24. * * single pixel points
  25. * * single pixel lines
  26. * * filled rectangles
  27. * * texture images
  28. *
  29. * The primitives may be drawn in opaque, blended, or additive modes.
  30. *
  31. * The texture images may be drawn in opaque, blended, or additive modes.
  32. * They can have an additional color tint or alpha modulation applied to
  33. * them, and may also be stretched with linear interpolation.
  34. *
  35. * This API is designed to accelerate simple 2D operations. You may
  36. * want more functionality such as polygons and particle effects and
  37. * in that case you should use SDL's OpenGL/Direct3D support or one
  38. * of the many good 3D engines.
  39. *
  40. * These functions must be called from the main thread.
  41. * See this bug for details: https://github.com/libsdl-org/SDL/issues/986
  42. */
  43. #ifndef SDL_render_h_
  44. #define SDL_render_h_
  45. #include <SDL3/SDL_stdinc.h>
  46. #include <SDL3/SDL_events.h>
  47. #include <SDL3/SDL_properties.h>
  48. #include <SDL3/SDL_rect.h>
  49. #include <SDL3/SDL_video.h>
  50. #include <SDL3/SDL_begin_code.h>
  51. /* Set up for C function definitions, even when using C++ */
  52. #ifdef __cplusplus
  53. extern "C" {
  54. #endif
  55. /**
  56. * Flags used when creating a rendering context
  57. */
  58. typedef enum
  59. {
  60. SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */
  61. SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware
  62. acceleration */
  63. SDL_RENDERER_PRESENTVSYNC = 0x00000004 /**< Present is synchronized
  64. with the refresh rate */
  65. } SDL_RendererFlags;
  66. /**
  67. * Information on the capabilities of a render driver or context.
  68. */
  69. typedef struct SDL_RendererInfo
  70. {
  71. const char *name; /**< The name of the renderer */
  72. Uint32 flags; /**< Supported ::SDL_RendererFlags */
  73. Uint32 num_texture_formats; /**< The number of available texture formats */
  74. Uint32 texture_formats[16]; /**< The available texture formats */
  75. int max_texture_width; /**< The maximum texture width */
  76. int max_texture_height; /**< The maximum texture height */
  77. } SDL_RendererInfo;
  78. /**
  79. * Vertex structure
  80. */
  81. typedef struct SDL_Vertex
  82. {
  83. SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
  84. SDL_FColor color; /**< Vertex color */
  85. SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
  86. } SDL_Vertex;
  87. /**
  88. * The access pattern allowed for a texture.
  89. */
  90. typedef enum
  91. {
  92. SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
  93. SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
  94. SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
  95. } SDL_TextureAccess;
  96. /**
  97. * How the logical size is mapped to the output
  98. */
  99. typedef enum
  100. {
  101. SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */
  102. SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */
  103. SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
  104. SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
  105. SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */
  106. } SDL_RendererLogicalPresentation;
  107. /**
  108. * A structure representing rendering state
  109. */
  110. struct SDL_Renderer;
  111. typedef struct SDL_Renderer SDL_Renderer;
  112. /**
  113. * An efficient driver-specific representation of pixel data
  114. */
  115. struct SDL_Texture;
  116. typedef struct SDL_Texture SDL_Texture;
  117. /* Function prototypes */
  118. /**
  119. * Get the number of 2D rendering drivers available for the current display.
  120. *
  121. * A render driver is a set of code that handles rendering and texture
  122. * management on a particular display. Normally there is only one, but some
  123. * drivers may have several available with different capabilities.
  124. *
  125. * There may be none if SDL was compiled without render support.
  126. *
  127. * \returns a number >= 0 on success or a negative error code on failure; call
  128. * SDL_GetError() for more information.
  129. *
  130. * \since This function is available since SDL 3.0.0.
  131. *
  132. * \sa SDL_CreateRenderer
  133. * \sa SDL_GetRenderDriver
  134. */
  135. extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
  136. /**
  137. * Use this function to get the name of a built in 2D rendering driver.
  138. *
  139. * The list of rendering drivers is given in the order that they are normally
  140. * initialized by default; the drivers that seem more reasonable to choose
  141. * first (as far as the SDL developers believe) are earlier in the list.
  142. *
  143. * The names of drivers are all simple, low-ASCII identifiers, like "opengl",
  144. * "direct3d12" or "metal". These never have Unicode characters, and are not
  145. * meant to be proper names.
  146. *
  147. * The returned value points to a static, read-only string; do not modify or
  148. * free it!
  149. *
  150. * \param index the index of the rendering driver; the value ranges from 0 to
  151. * SDL_GetNumRenderDrivers() - 1
  152. * \returns the name of the rendering driver at the requested index, or NULL
  153. * if an invalid index was specified.
  154. *
  155. * \since This function is available since SDL 3.0.0.
  156. *
  157. * \sa SDL_GetNumRenderDrivers
  158. */
  159. extern DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index);
  160. /**
  161. * Create a window and default renderer.
  162. *
  163. * \param width the width of the window
  164. * \param height the height of the window
  165. * \param window_flags the flags used to create the window (see
  166. * SDL_CreateWindow())
  167. * \param window a pointer filled with the window, or NULL on error
  168. * \param renderer a pointer filled with the renderer, or NULL on error
  169. * \returns 0 on success or a negative error code on failure; call
  170. * SDL_GetError() for more information.
  171. *
  172. * \since This function is available since SDL 3.0.0.
  173. *
  174. * \sa SDL_CreateRenderer
  175. * \sa SDL_CreateWindow
  176. */
  177. extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags, SDL_Window **window, SDL_Renderer **renderer);
  178. /**
  179. * Create a 2D rendering context for a window.
  180. *
  181. * If you want a specific renderer, you can specify its name here. A list of
  182. * available renderers can be obtained by calling SDL_GetRenderDriver multiple
  183. * times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't
  184. * need a specific renderer, specify NULL and SDL will attempt to choose the
  185. * best option for you, based on what is available on the user's system.
  186. *
  187. * If you pass SDL_RENDERER_SOFTWARE in the flags, you will get a software
  188. * renderer, otherwise you will get a hardware accelerated renderer if
  189. * available.
  190. *
  191. * By default the rendering size matches the window size in pixels, but you
  192. * can call SDL_SetRenderLogicalPresentation() to change the content size and
  193. * scaling options.
  194. *
  195. * \param window the window where rendering is displayed
  196. * \param name the name of the rendering driver to initialize, or NULL to
  197. * initialize the first one supporting the requested flags
  198. * \param flags 0, or one or more SDL_RendererFlags OR'd together
  199. * \returns a valid rendering context or NULL if there was an error; call
  200. * SDL_GetError() for more information.
  201. *
  202. * \since This function is available since SDL 3.0.0.
  203. *
  204. * \sa SDL_CreateRendererWithProperties
  205. * \sa SDL_CreateSoftwareRenderer
  206. * \sa SDL_DestroyRenderer
  207. * \sa SDL_GetNumRenderDrivers
  208. * \sa SDL_GetRenderDriver
  209. * \sa SDL_GetRendererInfo
  210. */
  211. extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
  212. /**
  213. * Create a 2D rendering context for a window, with the specified properties.
  214. *
  215. * These are the supported properties:
  216. *
  217. * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
  218. * to use, if a specific one is desired
  219. * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
  220. * displayed, required if this isn't a software renderer using a surface
  221. * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
  222. * is displayed, if you want a software renderer without a window
  223. * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
  224. * value describing the colorspace for output to the display, defaults to
  225. * SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers support
  226. * SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and supports HDR
  227. * output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing still uses the sRGB
  228. * colorspace, but values can go beyond 1.0 and float (linear) format
  229. * textures can be used for HDR content.
  230. * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
  231. * present synchronized with the refresh rate
  232. *
  233. * \param props the properties to use
  234. * \returns a valid rendering context or NULL if there was an error; call
  235. * SDL_GetError() for more information.
  236. *
  237. * \since This function is available since SDL 3.0.0.
  238. *
  239. * \sa SDL_CreateRenderer
  240. * \sa SDL_CreateSoftwareRenderer
  241. * \sa SDL_DestroyRenderer
  242. * \sa SDL_GetRendererInfo
  243. */
  244. extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
  245. #define SDL_PROP_RENDERER_CREATE_NAME_STRING "name"
  246. #define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window"
  247. #define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface"
  248. #define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "output_colorspace"
  249. #define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
  250. /**
  251. * Create a 2D software rendering context for a surface.
  252. *
  253. * Two other API which can be used to create SDL_Renderer:
  254. * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
  255. * create a software renderer, but they are intended to be used with an
  256. * SDL_Window as the final destination and not an SDL_Surface.
  257. *
  258. * \param surface the SDL_Surface structure representing the surface where
  259. * rendering is done
  260. * \returns a valid rendering context or NULL if there was an error; call
  261. * SDL_GetError() for more information.
  262. *
  263. * \since This function is available since SDL 3.0.0.
  264. *
  265. * \sa SDL_CreateRenderer
  266. * \sa SDL_CreateWindowRenderer
  267. * \sa SDL_DestroyRenderer
  268. */
  269. extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
  270. /**
  271. * Get the renderer associated with a window.
  272. *
  273. * \param window the window to query
  274. * \returns the rendering context on success or NULL on failure; call
  275. * SDL_GetError() for more information.
  276. *
  277. * \since This function is available since SDL 3.0.0.
  278. *
  279. * \sa SDL_CreateRenderer
  280. */
  281. extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRenderer(SDL_Window *window);
  282. /**
  283. * Get the window associated with a renderer.
  284. *
  285. * \param renderer the renderer to query
  286. * \returns the window on success or NULL on failure; call SDL_GetError() for
  287. * more information.
  288. *
  289. * \since This function is available since SDL 3.0.0.
  290. */
  291. extern DECLSPEC SDL_Window *SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
  292. /**
  293. * Get information about a rendering context.
  294. *
  295. * \param renderer the rendering context
  296. * \param info an SDL_RendererInfo structure filled with information about the
  297. * current renderer
  298. * \returns 0 on success or a negative error code on failure; call
  299. * SDL_GetError() for more information.
  300. *
  301. * \since This function is available since SDL 3.0.0.
  302. *
  303. * \sa SDL_CreateRenderer
  304. */
  305. extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info);
  306. /**
  307. * Get the properties associated with a renderer.
  308. *
  309. * The following read-only properties are provided by SDL:
  310. *
  311. * - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver
  312. * - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is
  313. * displayed, if any
  314. * - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is
  315. * displayed, if this is a software renderer without a window
  316. * - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value
  317. * describing the colorspace for output to the display, defaults to
  318. * SDL_COLORSPACE_SRGB.
  319. * - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with HDR enabled.
  320. * - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is automatically multiplied into the color scale.
  321. * - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range that can be displayed, in terms of the SDR white point. When HDR is not enabled, this will be 1.0.
  322. * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
  323. * with the renderer
  324. * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
  325. * with the renderer
  326. * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
  327. * with the renderer
  328. * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
  329. * associated with the renderer
  330. *
  331. * \param renderer the rendering context
  332. * \returns a valid property ID on success or 0 on failure; call
  333. * SDL_GetError() for more information.
  334. *
  335. * \since This function is available since SDL 3.0.0.
  336. *
  337. * \sa SDL_GetProperty
  338. * \sa SDL_SetProperty
  339. */
  340. extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
  341. #define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name"
  342. #define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window"
  343. #define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface"
  344. #define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace"
  345. #define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled"
  346. #define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point"
  347. #define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom"
  348. #define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
  349. #define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
  350. #define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
  351. #define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
  352. /**
  353. * Get the output size in pixels of a rendering context.
  354. *
  355. * This returns the true output size in pixels, ignoring any render targets or
  356. * logical size and presentation.
  357. *
  358. * \param renderer the rendering context
  359. * \param w a pointer filled in with the width in pixels
  360. * \param h a pointer filled in with the height in pixels
  361. * \returns 0 on success or a negative error code on failure; call
  362. * SDL_GetError() for more information.
  363. *
  364. * \since This function is available since SDL 3.0.0.
  365. *
  366. * \sa SDL_GetRenderer
  367. */
  368. extern DECLSPEC int SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  369. /**
  370. * Get the current output size in pixels of a rendering context.
  371. *
  372. * If a rendering target is active, this will return the size of the rendering
  373. * target in pixels, otherwise if a logical size is set, it will return the
  374. * logical size, otherwise it will return the value of
  375. * SDL_GetRenderOutputSize().
  376. *
  377. * \param renderer the rendering context
  378. * \param w a pointer filled in with the current width
  379. * \param h a pointer filled in with the current height
  380. * \returns 0 on success or a negative error code on failure; call
  381. * SDL_GetError() for more information.
  382. *
  383. * \since This function is available since SDL 3.0.0.
  384. *
  385. * \sa SDL_GetRenderOutputSize
  386. * \sa SDL_GetRenderer
  387. */
  388. extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  389. /**
  390. * Create a texture for a rendering context.
  391. *
  392. * You can set the texture scaling method by setting
  393. * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
  394. *
  395. * \param renderer the rendering context
  396. * \param format one of the enumerated values in SDL_PixelFormatEnum
  397. * \param access one of the enumerated values in SDL_TextureAccess
  398. * \param w the width of the texture in pixels
  399. * \param h the height of the texture in pixels
  400. * \returns a pointer to the created texture or NULL if no rendering context
  401. * was active, the format was unsupported, or the width or height
  402. * were out of range; call SDL_GetError() for more information.
  403. *
  404. * \since This function is available since SDL 3.0.0.
  405. *
  406. * \sa SDL_CreateTextureFromSurface
  407. * \sa SDL_CreateTextureWithProperties
  408. * \sa SDL_DestroyTexture
  409. * \sa SDL_QueryTexture
  410. * \sa SDL_UpdateTexture
  411. */
  412. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h);
  413. /**
  414. * Create a texture from an existing surface.
  415. *
  416. * The surface is not modified or freed by this function.
  417. *
  418. * The SDL_TextureAccess hint for the created texture is
  419. * `SDL_TEXTUREACCESS_STATIC`.
  420. *
  421. * The pixel format of the created texture may be different from the pixel
  422. * format of the surface. Use SDL_QueryTexture() to query the pixel format of
  423. * the texture.
  424. *
  425. * \param renderer the rendering context
  426. * \param surface the SDL_Surface structure containing pixel data used to fill
  427. * the texture
  428. * \returns the created texture or NULL on failure; call SDL_GetError() for
  429. * more information.
  430. *
  431. * \since This function is available since SDL 3.0.0.
  432. *
  433. * \sa SDL_CreateTexture
  434. * \sa SDL_CreateTextureWithProperties
  435. * \sa SDL_DestroyTexture
  436. * \sa SDL_QueryTexture
  437. */
  438. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
  439. /**
  440. * Create a texture for a rendering context with the specified properties.
  441. *
  442. * These are the supported properties:
  443. *
  444. * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value
  445. * describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR for
  446. * floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
  447. * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for
  448. * YUV textures.
  449. * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
  450. * SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
  451. * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
  452. * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
  453. * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
  454. * pixels, required
  455. * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
  456. * pixels, required
  457. * - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point textures, this defines the value of 100% diffuse white, with higher values being displayed in the High Dynamic Range headroom. This defaults to 100 for HDR10 textures and 1.0 for floating point textures.
  458. * - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point textures, this defines the maximum dynamic range used by the content, in terms of the SDR white point. This would be equivalent to maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content. If this is defined, any values outside the range supported by the display will be scaled into the available HDR headroom, otherwise they are clipped.
  459. *
  460. * With the direct3d11 renderer:
  461. *
  462. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
  463. * associated with the texture, if you want to wrap an existing texture.
  464. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  465. * associated with the U plane of a YUV texture, if you want to wrap an
  466. * existing texture.
  467. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  468. * associated with the V plane of a YUV texture, if you want to wrap an
  469. * existing texture.
  470. *
  471. * With the direct3d12 renderer:
  472. *
  473. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
  474. * associated with the texture, if you want to wrap an existing texture.
  475. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
  476. * associated with the U plane of a YUV texture, if you want to wrap an
  477. * existing texture.
  478. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
  479. * associated with the V plane of a YUV texture, if you want to wrap an
  480. * existing texture.
  481. *
  482. * With the metal renderer:
  483. *
  484. * - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef
  485. * associated with the texture, if you want to create a texture from an
  486. * existing pixel buffer.
  487. *
  488. * With the opengl renderer:
  489. *
  490. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
  491. * associated with the texture, if you want to wrap an existing texture.
  492. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  493. * associated with the UV plane of an NV12 texture, if you want to wrap an
  494. * existing texture.
  495. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
  496. * associated with the U plane of a YUV texture, if you want to wrap an
  497. * existing texture.
  498. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
  499. * associated with the V plane of a YUV texture, if you want to wrap an
  500. * existing texture.
  501. *
  502. * With the opengles2 renderer:
  503. *
  504. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  505. * associated with the texture, if you want to wrap an existing texture.
  506. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  507. * associated with the texture, if you want to wrap an existing texture.
  508. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  509. * associated with the UV plane of an NV12 texture, if you want to wrap an
  510. * existing texture.
  511. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  512. * associated with the U plane of a YUV texture, if you want to wrap an
  513. * existing texture.
  514. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  515. * associated with the V plane of a YUV texture, if you want to wrap an
  516. * existing texture.
  517. *
  518. * \param renderer the rendering context
  519. * \param props the properties to use
  520. * \returns a pointer to the created texture or NULL if no rendering context
  521. * was active, the format was unsupported, or the width or height
  522. * were out of range; call SDL_GetError() for more information.
  523. *
  524. * \since This function is available since SDL 3.0.0.
  525. *
  526. * \sa SDL_CreateTextureFromSurface
  527. * \sa SDL_CreateTexture
  528. * \sa SDL_DestroyTexture
  529. * \sa SDL_QueryTexture
  530. * \sa SDL_UpdateTexture
  531. */
  532. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
  533. #define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "colorspace"
  534. #define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format"
  535. #define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access"
  536. #define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width"
  537. #define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height"
  538. #define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDR_white_point"
  539. #define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "HDR_headroom"
  540. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
  541. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
  542. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
  543. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
  544. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
  545. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
  546. #define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "metal.pixelbuffer"
  547. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
  548. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
  549. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
  550. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
  551. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
  552. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
  553. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
  554. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
  555. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
  556. /**
  557. * Get the properties associated with a texture.
  558. *
  559. * The following read-only properties are provided by SDL:
  560. *
  561. * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
  562. * the colorspace used by the texture
  563. * - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point textures, this defines the value of 100% diffuse white, with higher values being displayed in the High Dynamic Range headroom. This defaults to 100 for HDR10 textures and 1.0 for other textures.
  564. * - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point textures, this defines the maximum dynamic range used by the content, in terms of the SDR white point. If this is defined, any values outside the range supported by the display will be scaled into the available HDR headroom, otherwise they are clipped. This defaults to 1.0 for SDR textures, 4.0 for HDR10 textures, and no default for floating point textures.
  565. *
  566. * With the direct3d11 renderer:
  567. *
  568. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
  569. * with the texture
  570. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  571. * associated with the U plane of a YUV texture
  572. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  573. * associated with the V plane of a YUV texture
  574. *
  575. * With the direct3d12 renderer:
  576. *
  577. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
  578. * with the texture
  579. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
  580. * with the U plane of a YUV texture
  581. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
  582. * with the V plane of a YUV texture
  583. *
  584. * With the opengl renderer:
  585. *
  586. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
  587. * with the texture
  588. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  589. * associated with the UV plane of an NV12 texture
  590. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
  591. * with the U plane of a YUV texture
  592. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
  593. * with the V plane of a YUV texture
  594. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the
  595. * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
  596. * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
  597. * the texture (0.0 - 1.0)
  598. * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
  599. * the texture (0.0 - 1.0)
  600. *
  601. * With the opengles2 renderer:
  602. *
  603. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  604. * associated with the texture
  605. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  606. * associated with the UV plane of an NV12 texture
  607. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  608. * associated with the U plane of a YUV texture
  609. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  610. * associated with the V plane of a YUV texture
  611. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the
  612. * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
  613. *
  614. * \param texture the texture to query
  615. * \returns a valid property ID on success or 0 on failure; call
  616. * SDL_GetError() for more information.
  617. *
  618. * \since This function is available since SDL 3.0.0.
  619. *
  620. * \sa SDL_GetProperty
  621. * \sa SDL_SetProperty
  622. */
  623. extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
  624. #define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace"
  625. #define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point"
  626. #define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom"
  627. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
  628. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
  629. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
  630. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
  631. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
  632. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
  633. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
  634. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
  635. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
  636. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
  637. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target"
  638. #define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
  639. #define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
  640. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
  641. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
  642. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
  643. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
  644. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target"
  645. /**
  646. * Get the renderer that created an SDL_Texture.
  647. *
  648. * \param texture the texture to query
  649. * \returns a pointer to the SDL_Renderer that created the texture, or NULL on
  650. * failure; call SDL_GetError() for more information.
  651. *
  652. * \threadsafety It is safe to call this function from any thread.
  653. *
  654. * \since This function is available since SDL 3.0.0.
  655. *
  656. * \sa SDL_CreateTexture
  657. * \sa SDL_CreateTextureFromSurface
  658. * \sa SDL_CreateTextureWithProperties
  659. */
  660. extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
  661. /**
  662. * Query the attributes of a texture.
  663. *
  664. * \param texture the texture to query
  665. * \param format a pointer filled in with the raw format of the texture; the
  666. * actual format may differ, but pixel transfers will use this
  667. * format (one of the SDL_PixelFormatEnum values). This argument
  668. * can be NULL if you don't need this information.
  669. * \param access a pointer filled in with the actual access to the texture
  670. * (one of the SDL_TextureAccess values). This argument can be
  671. * NULL if you don't need this information.
  672. * \param w a pointer filled in with the width of the texture in pixels. This
  673. * argument can be NULL if you don't need this information.
  674. * \param h a pointer filled in with the height of the texture in pixels. This
  675. * argument can be NULL if you don't need this information.
  676. * \returns 0 on success or a negative error code on failure; call
  677. * SDL_GetError() for more information.
  678. *
  679. * \since This function is available since SDL 3.0.0.
  680. *
  681. * \sa SDL_CreateTexture
  682. */
  683. extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h);
  684. /**
  685. * Set an additional color value multiplied into render copy operations.
  686. *
  687. * When this texture is rendered, during the copy operation each source color
  688. * channel is modulated by the appropriate color value according to the
  689. * following formula:
  690. *
  691. * `srcC = srcC * (color / 255)`
  692. *
  693. * Color modulation is not always supported by the renderer; it will return -1
  694. * if color modulation is not supported.
  695. *
  696. * \param texture the texture to update
  697. * \param r the red color value multiplied into copy operations
  698. * \param g the green color value multiplied into copy operations
  699. * \param b the blue color value multiplied into copy operations
  700. * \returns 0 on success or a negative error code on failure; call
  701. * SDL_GetError() for more information.
  702. *
  703. * \since This function is available since SDL 3.0.0.
  704. *
  705. * \sa SDL_GetTextureColorMod
  706. * \sa SDL_SetTextureAlphaMod
  707. * \sa SDL_SetTextureColorModFloat
  708. */
  709. extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
  710. /**
  711. * Set an additional color value multiplied into render copy operations.
  712. *
  713. * When this texture is rendered, during the copy operation each source color
  714. * channel is modulated by the appropriate color value according to the
  715. * following formula:
  716. *
  717. * `srcC = srcC * color`
  718. *
  719. * Color modulation is not always supported by the renderer; it will return -1
  720. * if color modulation is not supported.
  721. *
  722. * \param texture the texture to update
  723. * \param r the red color value multiplied into copy operations
  724. * \param g the green color value multiplied into copy operations
  725. * \param b the blue color value multiplied into copy operations
  726. * \returns 0 on success or a negative error code on failure; call
  727. * SDL_GetError() for more information.
  728. *
  729. * \since This function is available since SDL 3.0.0.
  730. *
  731. * \sa SDL_GetTextureColorModFloat
  732. * \sa SDL_SetTextureAlphaModFloat
  733. * \sa SDL_SetTextureColorMod
  734. */
  735. extern DECLSPEC int SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b);
  736. /**
  737. * Get the additional color value multiplied into render copy operations.
  738. *
  739. * \param texture the texture to query
  740. * \param r a pointer filled in with the current red color value
  741. * \param g a pointer filled in with the current green color value
  742. * \param b a pointer filled in with the current blue color value
  743. * \returns 0 on success or a negative error code on failure; call
  744. * SDL_GetError() for more information.
  745. *
  746. * \since This function is available since SDL 3.0.0.
  747. *
  748. * \sa SDL_GetTextureAlphaMod
  749. * \sa SDL_GetTextureColorModFloat
  750. * \sa SDL_SetTextureColorMod
  751. */
  752. extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
  753. /**
  754. * Get the additional color value multiplied into render copy operations.
  755. *
  756. * \param texture the texture to query
  757. * \param r a pointer filled in with the current red color value
  758. * \param g a pointer filled in with the current green color value
  759. * \param b a pointer filled in with the current blue color value
  760. * \returns 0 on success or a negative error code on failure; call
  761. * SDL_GetError() for more information.
  762. *
  763. * \since This function is available since SDL 3.0.0.
  764. *
  765. * \sa SDL_GetTextureAlphaModFloat
  766. * \sa SDL_GetTextureColorMod
  767. * \sa SDL_SetTextureColorModFloat
  768. */
  769. extern DECLSPEC int SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b);
  770. /**
  771. * Set an additional alpha value multiplied into render copy operations.
  772. *
  773. * When this texture is rendered, during the copy operation the source alpha
  774. * value is modulated by this alpha value according to the following formula:
  775. *
  776. * `srcA = srcA * (alpha / 255)`
  777. *
  778. * Alpha modulation is not always supported by the renderer; it will return -1
  779. * if alpha modulation is not supported.
  780. *
  781. * \param texture the texture to update
  782. * \param alpha the source alpha value multiplied into copy operations
  783. * \returns 0 on success or a negative error code on failure; call
  784. * SDL_GetError() for more information.
  785. *
  786. * \since This function is available since SDL 3.0.0.
  787. *
  788. * \sa SDL_GetTextureAlphaMod
  789. * \sa SDL_SetTextureAlphaModFloat
  790. * \sa SDL_SetTextureColorMod
  791. */
  792. extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
  793. /**
  794. * Set an additional alpha value multiplied into render copy operations.
  795. *
  796. * When this texture is rendered, during the copy operation the source alpha
  797. * value is modulated by this alpha value according to the following formula:
  798. *
  799. * `srcA = srcA * alpha`
  800. *
  801. * Alpha modulation is not always supported by the renderer; it will return -1
  802. * if alpha modulation is not supported.
  803. *
  804. * \param texture the texture to update
  805. * \param alpha the source alpha value multiplied into copy operations
  806. * \returns 0 on success or a negative error code on failure; call
  807. * SDL_GetError() for more information.
  808. *
  809. * \since This function is available since SDL 3.0.0.
  810. *
  811. * \sa SDL_GetTextureAlphaModFloat
  812. * \sa SDL_SetTextureAlphaMod
  813. * \sa SDL_SetTextureColorModFloat
  814. */
  815. extern DECLSPEC int SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha);
  816. /**
  817. * Get the additional alpha value multiplied into render copy operations.
  818. *
  819. * \param texture the texture to query
  820. * \param alpha a pointer filled in with the current alpha value
  821. * \returns 0 on success or a negative error code on failure; call
  822. * SDL_GetError() for more information.
  823. *
  824. * \since This function is available since SDL 3.0.0.
  825. *
  826. * \sa SDL_GetTextureAlphaModFloat
  827. * \sa SDL_GetTextureColorMod
  828. * \sa SDL_SetTextureAlphaMod
  829. */
  830. extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
  831. /**
  832. * Get the additional alpha value multiplied into render copy operations.
  833. *
  834. * \param texture the texture to query
  835. * \param alpha a pointer filled in with the current alpha value
  836. * \returns 0 on success or a negative error code on failure; call
  837. * SDL_GetError() for more information.
  838. *
  839. * \since This function is available since SDL 3.0.0.
  840. *
  841. * \sa SDL_GetTextureAlphaMod
  842. * \sa SDL_GetTextureColorModFloat
  843. * \sa SDL_SetTextureAlphaModFloat
  844. */
  845. extern DECLSPEC int SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha);
  846. /**
  847. * Set the blend mode for a texture, used by SDL_RenderTexture().
  848. *
  849. * If the blend mode is not supported, the closest supported mode is chosen
  850. * and this function returns -1.
  851. *
  852. * \param texture the texture to update
  853. * \param blendMode the SDL_BlendMode to use for texture blending
  854. * \returns 0 on success or a negative error code on failure; call
  855. * SDL_GetError() for more information.
  856. *
  857. * \since This function is available since SDL 3.0.0.
  858. *
  859. * \sa SDL_GetTextureBlendMode
  860. * \sa SDL_RenderTexture
  861. */
  862. extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
  863. /**
  864. * Get the blend mode used for texture copy operations.
  865. *
  866. * \param texture the texture to query
  867. * \param blendMode a pointer filled in with the current SDL_BlendMode
  868. * \returns 0 on success or a negative error code on failure; call
  869. * SDL_GetError() for more information.
  870. *
  871. * \since This function is available since SDL 3.0.0.
  872. *
  873. * \sa SDL_SetTextureBlendMode
  874. */
  875. extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
  876. /**
  877. * Set the scale mode used for texture scale operations.
  878. *
  879. * The default texture scale mode is SDL_SCALEMODE_LINEAR.
  880. *
  881. * If the scale mode is not supported, the closest supported mode is chosen.
  882. *
  883. * \param texture The texture to update.
  884. * \param scaleMode the SDL_ScaleMode to use for texture scaling.
  885. * \returns 0 on success or a negative error code on failure; call
  886. * SDL_GetError() for more information.
  887. *
  888. * \since This function is available since SDL 3.0.0.
  889. *
  890. * \sa SDL_GetTextureScaleMode
  891. */
  892. extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
  893. /**
  894. * Get the scale mode used for texture scale operations.
  895. *
  896. * \param texture the texture to query.
  897. * \param scaleMode a pointer filled in with the current scale mode.
  898. * \returns 0 on success or a negative error code on failure; call
  899. * SDL_GetError() for more information.
  900. *
  901. * \since This function is available since SDL 3.0.0.
  902. *
  903. * \sa SDL_SetTextureScaleMode
  904. */
  905. extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
  906. /**
  907. * Update the given texture rectangle with new pixel data.
  908. *
  909. * The pixel data must be in the pixel format of the texture. Use
  910. * SDL_QueryTexture() to query the pixel format of the texture.
  911. *
  912. * This is a fairly slow function, intended for use with static textures that
  913. * do not change often.
  914. *
  915. * If the texture is intended to be updated often, it is preferred to create
  916. * the texture as streaming and use the locking functions referenced below.
  917. * While this function will work with streaming textures, for optimization
  918. * reasons you may not get the pixels back if you lock the texture afterward.
  919. *
  920. * \param texture the texture to update
  921. * \param rect an SDL_Rect structure representing the area to update, or NULL
  922. * to update the entire texture
  923. * \param pixels the raw pixel data in the format of the texture
  924. * \param pitch the number of bytes in a row of pixel data, including padding
  925. * between lines
  926. * \returns 0 on success or a negative error code on failure; call
  927. * SDL_GetError() for more information.
  928. *
  929. * \since This function is available since SDL 3.0.0.
  930. *
  931. * \sa SDL_CreateTexture
  932. * \sa SDL_LockTexture
  933. * \sa SDL_UnlockTexture
  934. */
  935. extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
  936. /**
  937. * Update a rectangle within a planar YV12 or IYUV texture with new pixel
  938. * data.
  939. *
  940. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  941. * block of Y and U/V planes in the proper order, but this function is
  942. * available if your pixel data is not contiguous.
  943. *
  944. * \param texture the texture to update
  945. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  946. * update the entire texture
  947. * \param Yplane the raw pixel data for the Y plane
  948. * \param Ypitch the number of bytes between rows of pixel data for the Y
  949. * plane
  950. * \param Uplane the raw pixel data for the U plane
  951. * \param Upitch the number of bytes between rows of pixel data for the U
  952. * plane
  953. * \param Vplane the raw pixel data for the V plane
  954. * \param Vpitch the number of bytes between rows of pixel data for the V
  955. * plane
  956. * \returns 0 on success or a negative error code on failure; call
  957. * SDL_GetError() for more information.
  958. *
  959. * \since This function is available since SDL 3.0.0.
  960. *
  961. * \sa SDL_UpdateTexture
  962. */
  963. extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
  964. const SDL_Rect *rect,
  965. const Uint8 *Yplane, int Ypitch,
  966. const Uint8 *Uplane, int Upitch,
  967. const Uint8 *Vplane, int Vpitch);
  968. /**
  969. * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
  970. *
  971. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  972. * block of NV12/21 planes in the proper order, but this function is available
  973. * if your pixel data is not contiguous.
  974. *
  975. * \param texture the texture to update
  976. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  977. * update the entire texture.
  978. * \param Yplane the raw pixel data for the Y plane.
  979. * \param Ypitch the number of bytes between rows of pixel data for the Y
  980. * plane.
  981. * \param UVplane the raw pixel data for the UV plane.
  982. * \param UVpitch the number of bytes between rows of pixel data for the UV
  983. * plane.
  984. * \returns 0 on success or a negative error code on failure; call
  985. * SDL_GetError() for more information.
  986. *
  987. * \since This function is available since SDL 3.0.0.
  988. */
  989. extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
  990. const SDL_Rect *rect,
  991. const Uint8 *Yplane, int Ypitch,
  992. const Uint8 *UVplane, int UVpitch);
  993. /**
  994. * Lock a portion of the texture for **write-only** pixel access.
  995. *
  996. * As an optimization, the pixels made available for editing don't necessarily
  997. * contain the old texture data. This is a write-only operation, and if you
  998. * need to keep a copy of the texture data you should do that at the
  999. * application level.
  1000. *
  1001. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  1002. * changes.
  1003. *
  1004. * \param texture the texture to lock for access, which was created with
  1005. * `SDL_TEXTUREACCESS_STREAMING`
  1006. * \param rect an SDL_Rect structure representing the area to lock for access;
  1007. * NULL to lock the entire texture
  1008. * \param pixels this is filled in with a pointer to the locked pixels,
  1009. * appropriately offset by the locked area
  1010. * \param pitch this is filled in with the pitch of the locked pixels; the
  1011. * pitch is the length of one row in bytes
  1012. * \returns 0 on success or a negative error code if the texture is not valid
  1013. * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
  1014. * SDL_GetError() for more information.
  1015. *
  1016. * \since This function is available since SDL 3.0.0.
  1017. *
  1018. * \sa SDL_UnlockTexture
  1019. */
  1020. extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture,
  1021. const SDL_Rect *rect,
  1022. void **pixels, int *pitch);
  1023. /**
  1024. * Lock a portion of the texture for **write-only** pixel access, and expose
  1025. * it as a SDL surface.
  1026. *
  1027. * Besides providing an SDL_Surface instead of raw pixel data, this function
  1028. * operates like SDL_LockTexture.
  1029. *
  1030. * As an optimization, the pixels made available for editing don't necessarily
  1031. * contain the old texture data. This is a write-only operation, and if you
  1032. * need to keep a copy of the texture data you should do that at the
  1033. * application level.
  1034. *
  1035. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  1036. * changes.
  1037. *
  1038. * The returned surface is freed internally after calling SDL_UnlockTexture()
  1039. * or SDL_DestroyTexture(). The caller should not free it.
  1040. *
  1041. * \param texture the texture to lock for access, which must be created with
  1042. * `SDL_TEXTUREACCESS_STREAMING`
  1043. * \param rect a pointer to the rectangle to lock for access. If the rect is
  1044. * NULL, the entire texture will be locked
  1045. * \param surface this is filled in with an SDL surface representing the
  1046. * locked area
  1047. * \returns 0 on success or a negative error code on failure; call
  1048. * SDL_GetError() for more information.
  1049. *
  1050. * \since This function is available since SDL 3.0.0.
  1051. *
  1052. * \sa SDL_LockTexture
  1053. * \sa SDL_UnlockTexture
  1054. */
  1055. extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
  1056. const SDL_Rect *rect,
  1057. SDL_Surface **surface);
  1058. /**
  1059. * Unlock a texture, uploading the changes to video memory, if needed.
  1060. *
  1061. * **Warning**: Please note that SDL_LockTexture() is intended to be
  1062. * write-only; it will not guarantee the previous contents of the texture will
  1063. * be provided. You must fully initialize any area of a texture that you lock
  1064. * before unlocking it, as the pixels might otherwise be uninitialized memory.
  1065. *
  1066. * Which is to say: locking and immediately unlocking a texture can result in
  1067. * corrupted textures, depending on the renderer in use.
  1068. *
  1069. * \param texture a texture locked by SDL_LockTexture()
  1070. *
  1071. * \since This function is available since SDL 3.0.0.
  1072. *
  1073. * \sa SDL_LockTexture
  1074. */
  1075. extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
  1076. /**
  1077. * Set a texture as the current rendering target.
  1078. *
  1079. * The default render target is the window for which the renderer was created.
  1080. * To stop rendering to a texture and render to the window again, call this
  1081. * function with a NULL `texture`.
  1082. *
  1083. * \param renderer the rendering context
  1084. * \param texture the targeted texture, which must be created with the
  1085. * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
  1086. * window instead of a texture.
  1087. * \returns 0 on success or a negative error code on failure; call
  1088. * SDL_GetError() for more information.
  1089. *
  1090. * \since This function is available since SDL 3.0.0.
  1091. *
  1092. * \sa SDL_GetRenderTarget
  1093. */
  1094. extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
  1095. /**
  1096. * Get the current render target.
  1097. *
  1098. * The default render target is the window for which the renderer was created,
  1099. * and is reported a NULL here.
  1100. *
  1101. * \param renderer the rendering context
  1102. * \returns the current render target or NULL for the default render target.
  1103. *
  1104. * \since This function is available since SDL 3.0.0.
  1105. *
  1106. * \sa SDL_SetRenderTarget
  1107. */
  1108. extern DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
  1109. /**
  1110. * Set a device independent resolution and presentation mode for rendering.
  1111. *
  1112. * This function sets the width and height of the logical rendering output. A
  1113. * render target is created at the specified size and used for rendering and
  1114. * then copied to the output during presentation.
  1115. *
  1116. * You can disable logical coordinates by setting the mode to
  1117. * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
  1118. * resolution of the output window.
  1119. *
  1120. * You can convert coordinates in an event into rendering coordinates using
  1121. * SDL_ConvertEventToRenderCoordinates().
  1122. *
  1123. * \param renderer the rendering context
  1124. * \param w the width of the logical resolution
  1125. * \param h the height of the logical resolution
  1126. * \param mode the presentation mode used
  1127. * \param scale_mode the scale mode used
  1128. * \returns 0 on success or a negative error code on failure; call
  1129. * SDL_GetError() for more information.
  1130. *
  1131. * \since This function is available since SDL 3.0.0.
  1132. *
  1133. * \sa SDL_ConvertEventToRenderCoordinates
  1134. * \sa SDL_GetRenderLogicalPresentation
  1135. */
  1136. extern DECLSPEC int SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode);
  1137. /**
  1138. * Get device independent resolution and presentation mode for rendering.
  1139. *
  1140. * This function gets the width and height of the logical rendering output, or
  1141. * the output size in pixels if a logical resolution is not enabled.
  1142. *
  1143. * \param renderer the rendering context
  1144. * \param w an int to be filled with the width
  1145. * \param h an int to be filled with the height
  1146. * \param mode a pointer filled in with the presentation mode
  1147. * \param scale_mode a pointer filled in with the scale mode
  1148. * \returns 0 on success or a negative error code on failure; call
  1149. * SDL_GetError() for more information.
  1150. *
  1151. * \since This function is available since SDL 3.0.0.
  1152. *
  1153. * \sa SDL_SetRenderLogicalPresentation
  1154. */
  1155. extern DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode);
  1156. /**
  1157. * Get a point in render coordinates when given a point in window coordinates.
  1158. *
  1159. * \param renderer the rendering context
  1160. * \param window_x the x coordinate in window coordinates
  1161. * \param window_y the y coordinate in window coordinates
  1162. * \param x a pointer filled with the x coordinate in render coordinates
  1163. * \param y a pointer filled with the y coordinate in render coordinates
  1164. * \returns 0 on success or a negative error code on failure; call
  1165. * SDL_GetError() for more information.
  1166. *
  1167. * \since This function is available since SDL 3.0.0.
  1168. *
  1169. * \sa SDL_SetRenderLogicalPresentation
  1170. * \sa SDL_SetRenderScale
  1171. */
  1172. extern DECLSPEC int SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
  1173. /**
  1174. * Get a point in window coordinates when given a point in render coordinates.
  1175. *
  1176. * \param renderer the rendering context
  1177. * \param x the x coordinate in render coordinates
  1178. * \param y the y coordinate in render coordinates
  1179. * \param window_x a pointer filled with the x coordinate in window
  1180. * coordinates
  1181. * \param window_y a pointer filled with the y coordinate in window
  1182. * coordinates
  1183. * \returns 0 on success or a negative error code on failure; call
  1184. * SDL_GetError() for more information.
  1185. *
  1186. * \since This function is available since SDL 3.0.0.
  1187. *
  1188. * \sa SDL_SetRenderLogicalPresentation
  1189. * \sa SDL_SetRenderScale
  1190. */
  1191. extern DECLSPEC int SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
  1192. /**
  1193. * Convert the coordinates in an event to render coordinates.
  1194. *
  1195. * Touch coordinates are converted from normalized coordinates in the window
  1196. * to non-normalized rendering coordinates.
  1197. *
  1198. * Once converted, the coordinates may be outside the rendering area.
  1199. *
  1200. * \param renderer the rendering context
  1201. * \param event the event to modify
  1202. * \returns 0 on success or a negative error code on failure; call
  1203. * SDL_GetError() for more information.
  1204. *
  1205. * \since This function is available since SDL 3.0.0.
  1206. *
  1207. * \sa SDL_GetRenderCoordinatesFromWindowCoordinates
  1208. */
  1209. extern DECLSPEC int SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
  1210. /**
  1211. * Set the drawing area for rendering on the current target.
  1212. *
  1213. * \param renderer the rendering context
  1214. * \param rect the SDL_Rect structure representing the drawing area, or NULL
  1215. * to set the viewport to the entire target
  1216. * \returns 0 on success or a negative error code on failure; call
  1217. * SDL_GetError() for more information.
  1218. *
  1219. * \since This function is available since SDL 3.0.0.
  1220. *
  1221. * \sa SDL_GetRenderViewport
  1222. * \sa SDL_RenderViewportSet
  1223. */
  1224. extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
  1225. /**
  1226. * Get the drawing area for the current target.
  1227. *
  1228. * \param renderer the rendering context
  1229. * \param rect an SDL_Rect structure filled in with the current drawing area
  1230. * \returns 0 on success or a negative error code on failure; call
  1231. * SDL_GetError() for more information.
  1232. *
  1233. * \since This function is available since SDL 3.0.0.
  1234. *
  1235. * \sa SDL_RenderViewportSet
  1236. * \sa SDL_SetRenderViewport
  1237. */
  1238. extern DECLSPEC int SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
  1239. /**
  1240. * Return whether an explicit rectangle was set as the viewport.
  1241. *
  1242. * This is useful if you're saving and restoring the viewport and want to know
  1243. * whether you should restore a specific rectangle or NULL. Note that the
  1244. * viewport is always reset when changing rendering targets.
  1245. *
  1246. * \param renderer the rendering context
  1247. * \returns SDL_TRUE if the viewport was set to a specific rectangle, or
  1248. * SDL_FALSE if it was set to NULL (the entire target)
  1249. *
  1250. * \since This function is available since SDL 3.0.0.
  1251. *
  1252. * \sa SDL_GetRenderViewport
  1253. * \sa SDL_SetRenderViewport
  1254. */
  1255. extern DECLSPEC SDL_bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer);
  1256. /**
  1257. * Set the clip rectangle for rendering on the specified target.
  1258. *
  1259. * \param renderer the rendering context
  1260. * \param rect an SDL_Rect structure representing the clip area, relative to
  1261. * the viewport, or NULL to disable clipping
  1262. * \returns 0 on success or a negative error code on failure; call
  1263. * SDL_GetError() for more information.
  1264. *
  1265. * \since This function is available since SDL 3.0.0.
  1266. *
  1267. * \sa SDL_GetRenderClipRect
  1268. * \sa SDL_RenderClipEnabled
  1269. */
  1270. extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
  1271. /**
  1272. * Get the clip rectangle for the current target.
  1273. *
  1274. * \param renderer the rendering context
  1275. * \param rect an SDL_Rect structure filled in with the current clipping area
  1276. * or an empty rectangle if clipping is disabled
  1277. * \returns 0 on success or a negative error code on failure; call
  1278. * SDL_GetError() for more information.
  1279. *
  1280. * \since This function is available since SDL 3.0.0.
  1281. *
  1282. * \sa SDL_RenderClipEnabled
  1283. * \sa SDL_SetRenderClipRect
  1284. */
  1285. extern DECLSPEC int SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
  1286. /**
  1287. * Get whether clipping is enabled on the given renderer.
  1288. *
  1289. * \param renderer the rendering context
  1290. * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
  1291. * SDL_GetError() for more information.
  1292. *
  1293. * \since This function is available since SDL 3.0.0.
  1294. *
  1295. * \sa SDL_GetRenderClipRect
  1296. * \sa SDL_SetRenderClipRect
  1297. */
  1298. extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
  1299. /**
  1300. * Set the drawing scale for rendering on the current target.
  1301. *
  1302. * The drawing coordinates are scaled by the x/y scaling factors before they
  1303. * are used by the renderer. This allows resolution independent drawing with a
  1304. * single coordinate system.
  1305. *
  1306. * If this results in scaling or subpixel drawing by the rendering backend, it
  1307. * will be handled using the appropriate quality hints. For best results use
  1308. * integer scaling factors.
  1309. *
  1310. * \param renderer the rendering context
  1311. * \param scaleX the horizontal scaling factor
  1312. * \param scaleY the vertical scaling factor
  1313. * \returns 0 on success or a negative error code on failure; call
  1314. * SDL_GetError() for more information.
  1315. *
  1316. * \since This function is available since SDL 3.0.0.
  1317. *
  1318. * \sa SDL_GetRenderScale
  1319. */
  1320. extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
  1321. /**
  1322. * Get the drawing scale for the current target.
  1323. *
  1324. * \param renderer the rendering context
  1325. * \param scaleX a pointer filled in with the horizontal scaling factor
  1326. * \param scaleY a pointer filled in with the vertical scaling factor
  1327. * \returns 0 on success or a negative error code on failure; call
  1328. * SDL_GetError() for more information.
  1329. *
  1330. * \since This function is available since SDL 3.0.0.
  1331. *
  1332. * \sa SDL_SetRenderScale
  1333. */
  1334. extern DECLSPEC int SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
  1335. /**
  1336. * Set the color used for drawing operations.
  1337. *
  1338. * Set the color for drawing or filling rectangles, lines, and points, and for
  1339. * SDL_RenderClear().
  1340. *
  1341. * \param renderer the rendering context
  1342. * \param r the red value used to draw on the rendering target
  1343. * \param g the green value used to draw on the rendering target
  1344. * \param b the blue value used to draw on the rendering target
  1345. * \param a the alpha value used to draw on the rendering target; usually
  1346. * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
  1347. * specify how the alpha channel is used
  1348. * \returns 0 on success or a negative error code on failure; call
  1349. * SDL_GetError() for more information.
  1350. *
  1351. * \since This function is available since SDL 3.0.0.
  1352. *
  1353. * \sa SDL_GetRenderDrawColor
  1354. * \sa SDL_RenderClear
  1355. * \sa SDL_RenderFillRect
  1356. * \sa SDL_RenderFillRects
  1357. * \sa SDL_RenderLine
  1358. * \sa SDL_RenderLines
  1359. * \sa SDL_RenderPoint
  1360. * \sa SDL_RenderPoints
  1361. * \sa SDL_RenderRect
  1362. * \sa SDL_RenderRects
  1363. * \sa SDL_SetRenderDrawColorFloat
  1364. */
  1365. extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
  1366. /**
  1367. * Set the color used for drawing operations (Rect, Line and Clear).
  1368. *
  1369. * Set the color for drawing or filling rectangles, lines, and points, and for
  1370. * SDL_RenderClear().
  1371. *
  1372. * \param renderer the rendering context
  1373. * \param r the red value used to draw on the rendering target
  1374. * \param g the green value used to draw on the rendering target
  1375. * \param b the blue value used to draw on the rendering target
  1376. * \param a the alpha value used to draw on the rendering target. Use
  1377. * SDL_SetRenderDrawBlendMode to specify how the alpha channel is
  1378. * used
  1379. * \returns 0 on success or a negative error code on failure; call
  1380. * SDL_GetError() for more information.
  1381. *
  1382. * \since This function is available since SDL 3.0.0.
  1383. *
  1384. * \sa SDL_GetRenderDrawColorFloat
  1385. * \sa SDL_RenderClear
  1386. * \sa SDL_RenderFillRect
  1387. * \sa SDL_RenderFillRects
  1388. * \sa SDL_RenderLine
  1389. * \sa SDL_RenderLines
  1390. * \sa SDL_RenderPoint
  1391. * \sa SDL_RenderPoints
  1392. * \sa SDL_RenderRect
  1393. * \sa SDL_RenderRects
  1394. * \sa SDL_SetRenderDrawColor
  1395. */
  1396. extern DECLSPEC int SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a);
  1397. /**
  1398. * Get the color used for drawing operations (Rect, Line and Clear).
  1399. *
  1400. * \param renderer the rendering context
  1401. * \param r a pointer filled in with the red value used to draw on the
  1402. * rendering target
  1403. * \param g a pointer filled in with the green value used to draw on the
  1404. * rendering target
  1405. * \param b a pointer filled in with the blue value used to draw on the
  1406. * rendering target
  1407. * \param a a pointer filled in with the alpha value used to draw on the
  1408. * rendering target; usually `SDL_ALPHA_OPAQUE` (255)
  1409. * \returns 0 on success or a negative error code on failure; call
  1410. * SDL_GetError() for more information.
  1411. *
  1412. * \since This function is available since SDL 3.0.0.
  1413. *
  1414. * \sa SDL_GetRenderDrawColorFloat
  1415. * \sa SDL_SetRenderDrawColor
  1416. */
  1417. extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
  1418. /**
  1419. * Get the color used for drawing operations (Rect, Line and Clear).
  1420. *
  1421. * \param renderer the rendering context
  1422. * \param r a pointer filled in with the red value used to draw on the
  1423. * rendering target
  1424. * \param g a pointer filled in with the green value used to draw on the
  1425. * rendering target
  1426. * \param b a pointer filled in with the blue value used to draw on the
  1427. * rendering target
  1428. * \param a a pointer filled in with the alpha value used to draw on the
  1429. * rendering target
  1430. * \returns 0 on success or a negative error code on failure; call
  1431. * SDL_GetError() for more information.
  1432. *
  1433. * \since This function is available since SDL 3.0.0.
  1434. *
  1435. * \sa SDL_SetRenderDrawColorFloat
  1436. * \sa SDL_GetRenderDrawColor
  1437. */
  1438. extern DECLSPEC int SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a);
  1439. /**
  1440. * Set the color scale used for render operations.
  1441. *
  1442. * The color scale is an additional scale multiplied into the pixel color
  1443. * value while rendering. This can be used to adjust the brightness of colors
  1444. * during HDR rendering, or changing HDR video brightness when playing on an
  1445. * SDR display.
  1446. *
  1447. * The color scale does not affect the alpha channel, only the color
  1448. * brightness.
  1449. *
  1450. * \param renderer the rendering context
  1451. * \param scale the color scale value
  1452. * \returns 0 on success or a negative error code on failure; call
  1453. * SDL_GetError() for more information.
  1454. *
  1455. * \since This function is available since SDL 3.0.0.
  1456. *
  1457. * \sa SDL_GetRenderColorScale
  1458. */
  1459. extern DECLSPEC int SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale);
  1460. /**
  1461. * Get the color scale used for render operations.
  1462. *
  1463. * \param renderer the rendering context
  1464. * \param scale a pointer filled in with the current color scale value
  1465. * \returns 0 on success or a negative error code on failure; call
  1466. * SDL_GetError() for more information.
  1467. *
  1468. * \since This function is available since SDL 3.0.0.
  1469. *
  1470. * \sa SDL_SetRenderColorScale
  1471. */
  1472. extern DECLSPEC int SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale);
  1473. /**
  1474. * Set the blend mode used for drawing operations (Fill and Line).
  1475. *
  1476. * If the blend mode is not supported, the closest supported mode is chosen.
  1477. *
  1478. * \param renderer the rendering context
  1479. * \param blendMode the SDL_BlendMode to use for blending
  1480. * \returns 0 on success or a negative error code on failure; call
  1481. * SDL_GetError() for more information.
  1482. *
  1483. * \since This function is available since SDL 3.0.0.
  1484. *
  1485. * \sa SDL_GetRenderDrawBlendMode
  1486. * \sa SDL_RenderLine
  1487. * \sa SDL_RenderLines
  1488. * \sa SDL_RenderPoint
  1489. * \sa SDL_RenderPoints
  1490. * \sa SDL_RenderRect
  1491. * \sa SDL_RenderRects
  1492. * \sa SDL_RenderFillRect
  1493. * \sa SDL_RenderFillRects
  1494. */
  1495. extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
  1496. /**
  1497. * Get the blend mode used for drawing operations.
  1498. *
  1499. * \param renderer the rendering context
  1500. * \param blendMode a pointer filled in with the current SDL_BlendMode
  1501. * \returns 0 on success or a negative error code on failure; call
  1502. * SDL_GetError() for more information.
  1503. *
  1504. * \since This function is available since SDL 3.0.0.
  1505. *
  1506. * \sa SDL_SetRenderDrawBlendMode
  1507. */
  1508. extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
  1509. /**
  1510. * Clear the current rendering target with the drawing color.
  1511. *
  1512. * This function clears the entire rendering target, ignoring the viewport and
  1513. * the clip rectangle.
  1514. *
  1515. * \param renderer the rendering context
  1516. * \returns 0 on success or a negative error code on failure; call
  1517. * SDL_GetError() for more information.
  1518. *
  1519. * \since This function is available since SDL 3.0.0.
  1520. *
  1521. * \sa SDL_SetRenderDrawColor
  1522. */
  1523. extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
  1524. /**
  1525. * Draw a point on the current rendering target at subpixel precision.
  1526. *
  1527. * \param renderer The renderer which should draw a point.
  1528. * \param x The x coordinate of the point.
  1529. * \param y The y coordinate of the point.
  1530. * \returns 0 on success, or -1 on error
  1531. *
  1532. * \since This function is available since SDL 3.0.0.
  1533. */
  1534. extern DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
  1535. /**
  1536. * Draw multiple points on the current rendering target at subpixel precision.
  1537. *
  1538. * \param renderer The renderer which should draw multiple points.
  1539. * \param points The points to draw
  1540. * \param count The number of points to draw
  1541. * \returns 0 on success or a negative error code on failure; call
  1542. * SDL_GetError() for more information.
  1543. *
  1544. * \since This function is available since SDL 3.0.0.
  1545. */
  1546. extern DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1547. /**
  1548. * Draw a line on the current rendering target at subpixel precision.
  1549. *
  1550. * \param renderer The renderer which should draw a line.
  1551. * \param x1 The x coordinate of the start point.
  1552. * \param y1 The y coordinate of the start point.
  1553. * \param x2 The x coordinate of the end point.
  1554. * \param y2 The y coordinate of the end point.
  1555. * \returns 0 on success, or -1 on error
  1556. *
  1557. * \since This function is available since SDL 3.0.0.
  1558. */
  1559. extern DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
  1560. /**
  1561. * Draw a series of connected lines on the current rendering target at
  1562. * subpixel precision.
  1563. *
  1564. * \param renderer The renderer which should draw multiple lines.
  1565. * \param points The points along the lines
  1566. * \param count The number of points, drawing count-1 lines
  1567. * \returns 0 on success or a negative error code on failure; call
  1568. * SDL_GetError() for more information.
  1569. *
  1570. * \since This function is available since SDL 3.0.0.
  1571. */
  1572. extern DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1573. /**
  1574. * Draw a rectangle on the current rendering target at subpixel precision.
  1575. *
  1576. * \param renderer The renderer which should draw a rectangle.
  1577. * \param rect A pointer to the destination rectangle, or NULL to outline the
  1578. * entire rendering target.
  1579. * \returns 0 on success, or -1 on error
  1580. *
  1581. * \since This function is available since SDL 3.0.0.
  1582. */
  1583. extern DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1584. /**
  1585. * Draw some number of rectangles on the current rendering target at subpixel
  1586. * precision.
  1587. *
  1588. * \param renderer The renderer which should draw multiple rectangles.
  1589. * \param rects A pointer to an array of destination rectangles.
  1590. * \param count The number of rectangles.
  1591. * \returns 0 on success or a negative error code on failure; call
  1592. * SDL_GetError() for more information.
  1593. *
  1594. * \since This function is available since SDL 3.0.0.
  1595. */
  1596. extern DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1597. /**
  1598. * Fill a rectangle on the current rendering target with the drawing color at
  1599. * subpixel precision.
  1600. *
  1601. * \param renderer The renderer which should fill a rectangle.
  1602. * \param rect A pointer to the destination rectangle, or NULL for the entire
  1603. * rendering target.
  1604. * \returns 0 on success, or -1 on error
  1605. *
  1606. * \since This function is available since SDL 3.0.0.
  1607. */
  1608. extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1609. /**
  1610. * Fill some number of rectangles on the current rendering target with the
  1611. * drawing color at subpixel precision.
  1612. *
  1613. * \param renderer The renderer which should fill multiple rectangles.
  1614. * \param rects A pointer to an array of destination rectangles.
  1615. * \param count The number of rectangles.
  1616. * \returns 0 on success or a negative error code on failure; call
  1617. * SDL_GetError() for more information.
  1618. *
  1619. * \since This function is available since SDL 3.0.0.
  1620. */
  1621. extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1622. /**
  1623. * Copy a portion of the texture to the current rendering target at subpixel
  1624. * precision.
  1625. *
  1626. * \param renderer The renderer which should copy parts of a texture.
  1627. * \param texture The source texture.
  1628. * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1629. * texture.
  1630. * \param dstrect A pointer to the destination rectangle, or NULL for the
  1631. * entire rendering target.
  1632. * \returns 0 on success, or -1 on error
  1633. *
  1634. * \since This function is available since SDL 3.0.0.
  1635. */
  1636. extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
  1637. /**
  1638. * Copy a portion of the source texture to the current rendering target, with
  1639. * rotation and flipping, at subpixel precision.
  1640. *
  1641. * \param renderer The renderer which should copy parts of a texture.
  1642. * \param texture The source texture.
  1643. * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1644. * texture.
  1645. * \param dstrect A pointer to the destination rectangle, or NULL for the
  1646. * entire rendering target.
  1647. * \param angle An angle in degrees that indicates the rotation that will be
  1648. * applied to dstrect, rotating it in a clockwise direction
  1649. * \param center A pointer to a point indicating the point around which
  1650. * dstrect will be rotated (if NULL, rotation will be done
  1651. * around dstrect.w/2, dstrect.h/2).
  1652. * \param flip An SDL_FlipMode value stating which flipping actions should be
  1653. * performed on the texture
  1654. * \returns 0 on success or a negative error code on failure; call
  1655. * SDL_GetError() for more information.
  1656. *
  1657. * \since This function is available since SDL 3.0.0.
  1658. */
  1659. extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
  1660. const SDL_FRect *srcrect, const SDL_FRect *dstrect,
  1661. const double angle, const SDL_FPoint *center,
  1662. const SDL_FlipMode flip);
  1663. /**
  1664. * Render a list of triangles, optionally using a texture and indices into the
  1665. * vertex array Color and alpha modulation is done per vertex
  1666. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1667. *
  1668. * \param renderer The rendering context.
  1669. * \param texture (optional) The SDL texture to use.
  1670. * \param vertices Vertices.
  1671. * \param num_vertices Number of vertices.
  1672. * \param indices (optional) An array of integer indices into the 'vertices'
  1673. * array, if NULL all vertices will be rendered in sequential
  1674. * order.
  1675. * \param num_indices Number of indices.
  1676. * \returns 0 on success, or -1 if the operation is not supported
  1677. *
  1678. * \since This function is available since SDL 3.0.0.
  1679. *
  1680. * \sa SDL_RenderGeometryRaw
  1681. * \sa SDL_Vertex
  1682. */
  1683. extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
  1684. SDL_Texture *texture,
  1685. const SDL_Vertex *vertices, int num_vertices,
  1686. const int *indices, int num_indices);
  1687. /**
  1688. * Render a list of triangles, optionally using a texture and indices into the
  1689. * vertex arrays Color and alpha modulation is done per vertex
  1690. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1691. *
  1692. * \param renderer The rendering context.
  1693. * \param texture (optional) The SDL texture to use.
  1694. * \param xy Vertex positions
  1695. * \param xy_stride Byte size to move from one element to the next element
  1696. * \param color Vertex colors (as SDL_Color)
  1697. * \param color_stride Byte size to move from one element to the next element
  1698. * \param uv Vertex normalized texture coordinates
  1699. * \param uv_stride Byte size to move from one element to the next element
  1700. * \param num_vertices Number of vertices.
  1701. * \param indices (optional) An array of indices into the 'vertices' arrays,
  1702. * if NULL all vertices will be rendered in sequential order.
  1703. * \param num_indices Number of indices.
  1704. * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
  1705. * \returns 0 on success or a negative error code on failure; call
  1706. * SDL_GetError() for more information.
  1707. *
  1708. * \since This function is available since SDL 3.0.0.
  1709. *
  1710. * \sa SDL_RenderGeometry
  1711. * \sa SDL_Vertex
  1712. */
  1713. extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
  1714. SDL_Texture *texture,
  1715. const float *xy, int xy_stride,
  1716. const SDL_Color *color, int color_stride,
  1717. const float *uv, int uv_stride,
  1718. int num_vertices,
  1719. const void *indices, int num_indices, int size_indices);
  1720. /**
  1721. * Render a list of triangles, optionally using a texture and indices into the
  1722. * vertex arrays Color and alpha modulation is done per vertex
  1723. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1724. *
  1725. * \param renderer The rendering context.
  1726. * \param texture (optional) The SDL texture to use.
  1727. * \param xy Vertex positions
  1728. * \param xy_stride Byte size to move from one element to the next element
  1729. * \param color Vertex colors (as SDL_FColor)
  1730. * \param color_stride Byte size to move from one element to the next element
  1731. * \param uv Vertex normalized texture coordinates
  1732. * \param uv_stride Byte size to move from one element to the next element
  1733. * \param num_vertices Number of vertices.
  1734. * \param indices (optional) An array of indices into the 'vertices' arrays,
  1735. * if NULL all vertices will be rendered in sequential order.
  1736. * \param num_indices Number of indices.
  1737. * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
  1738. * \returns 0 on success or a negative error code on failure; call
  1739. * SDL_GetError() for more information.
  1740. *
  1741. * \since This function is available since SDL 3.0.0.
  1742. *
  1743. * \sa SDL_RenderGeometry
  1744. * \sa SDL_Vertex
  1745. */
  1746. extern DECLSPEC int SDLCALL SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
  1747. SDL_Texture *texture,
  1748. const float *xy, int xy_stride,
  1749. const SDL_FColor *color, int color_stride,
  1750. const float *uv, int uv_stride,
  1751. int num_vertices,
  1752. const void *indices, int num_indices, int size_indices);
  1753. /**
  1754. * Read pixels from the current rendering target.
  1755. *
  1756. * The returned surface should be freed with SDL_DestroySurface()
  1757. *
  1758. * **WARNING**: This is a very slow operation, and should not be used
  1759. * frequently. If you're using this on the main rendering target, it should be
  1760. * called after rendering and before SDL_RenderPresent().
  1761. *
  1762. * \param renderer the rendering context
  1763. * \param rect an SDL_Rect structure representing the area in pixels relative
  1764. * to the to current viewport, or NULL for the entire viewport
  1765. * \returns a new SDL_Surface on success or NULL on failure; call
  1766. * SDL_GetError() for more information.
  1767. *
  1768. * \since This function is available since SDL 3.0.0.
  1769. */
  1770. extern DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect);
  1771. /**
  1772. * Update the screen with any rendering performed since the previous call.
  1773. *
  1774. * SDL's rendering functions operate on a backbuffer; that is, calling a
  1775. * rendering function such as SDL_RenderLine() does not directly put a line on
  1776. * the screen, but rather updates the backbuffer. As such, you compose your
  1777. * entire scene and *present* the composed backbuffer to the screen as a
  1778. * complete picture.
  1779. *
  1780. * Therefore, when using SDL's rendering API, one does all drawing intended
  1781. * for the frame, and then calls this function once per frame to present the
  1782. * final drawing to the user.
  1783. *
  1784. * The backbuffer should be considered invalidated after each present; do not
  1785. * assume that previous contents will exist between frames. You are strongly
  1786. * encouraged to call SDL_RenderClear() to initialize the backbuffer before
  1787. * starting each new frame's drawing, even if you plan to overwrite every
  1788. * pixel.
  1789. *
  1790. * \param renderer the rendering context
  1791. * \returns 0 on success or a negative error code on failure; call
  1792. * SDL_GetError() for more information.
  1793. *
  1794. * \threadsafety You may only call this function on the main thread.
  1795. *
  1796. * \since This function is available since SDL 3.0.0.
  1797. *
  1798. * \sa SDL_RenderClear
  1799. * \sa SDL_RenderLine
  1800. * \sa SDL_RenderLines
  1801. * \sa SDL_RenderPoint
  1802. * \sa SDL_RenderPoints
  1803. * \sa SDL_RenderRect
  1804. * \sa SDL_RenderRects
  1805. * \sa SDL_RenderFillRect
  1806. * \sa SDL_RenderFillRects
  1807. * \sa SDL_SetRenderDrawBlendMode
  1808. * \sa SDL_SetRenderDrawColor
  1809. */
  1810. extern DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
  1811. /**
  1812. * Destroy the specified texture.
  1813. *
  1814. * Passing NULL or an otherwise invalid texture will set the SDL error message
  1815. * to "Invalid texture".
  1816. *
  1817. * \param texture the texture to destroy
  1818. *
  1819. * \since This function is available since SDL 3.0.0.
  1820. *
  1821. * \sa SDL_CreateTexture
  1822. * \sa SDL_CreateTextureFromSurface
  1823. */
  1824. extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
  1825. /**
  1826. * Destroy the rendering context for a window and free associated textures.
  1827. *
  1828. * If `renderer` is NULL, this function will return immediately after setting
  1829. * the SDL error message to "Invalid renderer". See SDL_GetError().
  1830. *
  1831. * \param renderer the rendering context
  1832. *
  1833. * \since This function is available since SDL 3.0.0.
  1834. *
  1835. * \sa SDL_CreateRenderer
  1836. */
  1837. extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
  1838. /**
  1839. * Force the rendering context to flush any pending commands and state.
  1840. *
  1841. * You do not need to (and in fact, shouldn't) call this function unless you
  1842. * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
  1843. * addition to using an SDL_Renderer.
  1844. *
  1845. * This is for a very-specific case: if you are using SDL's render API, and
  1846. * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
  1847. * calls. If this applies, you should call this function between calls to
  1848. * SDL's render API and the low-level API you're using in cooperation.
  1849. *
  1850. * In all other cases, you can ignore this function.
  1851. *
  1852. * This call makes SDL flush any pending rendering work it was queueing up to
  1853. * do later in a single batch, and marks any internal cached state as invalid,
  1854. * so it'll prepare all its state again later, from scratch.
  1855. *
  1856. * This means you do not need to save state in your rendering code to protect
  1857. * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
  1858. * OpenGL state that can confuse things; you should use your best judgement
  1859. * and be prepared to make changes if specific state needs to be protected.
  1860. *
  1861. * \param renderer the rendering context
  1862. * \returns 0 on success or a negative error code on failure; call
  1863. * SDL_GetError() for more information.
  1864. *
  1865. * \since This function is available since SDL 3.0.0.
  1866. */
  1867. extern DECLSPEC int SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
  1868. /**
  1869. * Get the CAMetalLayer associated with the given Metal renderer.
  1870. *
  1871. * This function returns `void *`, so SDL doesn't have to include Metal's
  1872. * headers, but it can be safely cast to a `CAMetalLayer *`.
  1873. *
  1874. * \param renderer The renderer to query
  1875. * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
  1876. * Metal renderer
  1877. *
  1878. * \since This function is available since SDL 3.0.0.
  1879. *
  1880. * \sa SDL_GetRenderMetalCommandEncoder
  1881. */
  1882. extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
  1883. /**
  1884. * Get the Metal command encoder for the current frame
  1885. *
  1886. * This function returns `void *`, so SDL doesn't have to include Metal's
  1887. * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
  1888. *
  1889. * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
  1890. * SDL a drawable to render to, which might happen if the window is
  1891. * hidden/minimized/offscreen. This doesn't apply to command encoders for
  1892. * render targets, just the window's backbuffer. Check your return values!
  1893. *
  1894. * \param renderer The renderer to query
  1895. * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
  1896. * renderer isn't a Metal renderer or there was an error.
  1897. *
  1898. * \since This function is available since SDL 3.0.0.
  1899. *
  1900. * \sa SDL_GetRenderMetalLayer
  1901. */
  1902. extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
  1903. /**
  1904. * Toggle VSync of the given renderer.
  1905. *
  1906. * \param renderer The renderer to toggle
  1907. * \param vsync 1 for on, 0 for off. All other values are reserved
  1908. * \returns 0 on success or a negative error code on failure; call
  1909. * SDL_GetError() for more information.
  1910. *
  1911. * \since This function is available since SDL 3.0.0.
  1912. */
  1913. extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
  1914. /**
  1915. * Get VSync of the given renderer.
  1916. *
  1917. * \param renderer The renderer to toggle
  1918. * \param vsync an int filled with 1 for on, 0 for off. All other values are
  1919. * reserved
  1920. * \returns 0 on success or a negative error code on failure; call
  1921. * SDL_GetError() for more information.
  1922. *
  1923. * \since This function is available since SDL 3.0.0.
  1924. */
  1925. extern DECLSPEC int SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
  1926. /* Ends C function definitions when using C++ */
  1927. #ifdef __cplusplus
  1928. }
  1929. #endif
  1930. #include <SDL3/SDL_close_code.h>
  1931. #endif /* SDL_render_h_ */