SDL_render.h 76 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_WINDOW_POINTER`: the window where rendering is
  218. * displayed
  219. * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
  220. * is displayed, if you want a software renderer without a window
  221. * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
  222. * to use, if a specific one is desired
  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 and direct3d12 renderers support
  226. * SDL_COLORSPACE_SCRGB, which is a linear color space and supports HDR
  227. * output.
  228. * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
  229. * present synchronized with the refresh rate
  230. *
  231. * Note that enabling colorspace conversion between sRGB input and sRGB output
  232. * implies that the rendering is done in a linear colorspace for more correct
  233. * blending results. If colorspace conversion is disabled, then input colors
  234. * are passed directly through to the output.
  235. *
  236. * \param props the properties to use
  237. * \returns a valid rendering context or NULL if there was an error; call
  238. * SDL_GetError() for more information.
  239. *
  240. * \since This function is available since SDL 3.0.0.
  241. *
  242. * \sa SDL_CreateRenderer
  243. * \sa SDL_CreateSoftwareRenderer
  244. * \sa SDL_DestroyRenderer
  245. * \sa SDL_GetRendererInfo
  246. */
  247. extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
  248. #define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window"
  249. #define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface"
  250. #define SDL_PROP_RENDERER_CREATE_NAME_STRING "name"
  251. #define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "output_colorspace"
  252. #define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
  253. /**
  254. * Create a 2D software rendering context for a surface.
  255. *
  256. * Two other API which can be used to create SDL_Renderer:
  257. * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
  258. * create a software renderer, but they are intended to be used with an
  259. * SDL_Window as the final destination and not an SDL_Surface.
  260. *
  261. * \param surface the SDL_Surface structure representing the surface where
  262. * rendering is done
  263. * \returns a valid rendering context or NULL if there was an error; call
  264. * SDL_GetError() for more information.
  265. *
  266. * \since This function is available since SDL 3.0.0.
  267. *
  268. * \sa SDL_CreateRenderer
  269. * \sa SDL_CreateWindowRenderer
  270. * \sa SDL_DestroyRenderer
  271. */
  272. extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
  273. /**
  274. * Get the renderer associated with a window.
  275. *
  276. * \param window the window to query
  277. * \returns the rendering context on success or NULL on failure; call
  278. * SDL_GetError() for more information.
  279. *
  280. * \since This function is available since SDL 3.0.0.
  281. *
  282. * \sa SDL_CreateRenderer
  283. */
  284. extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRenderer(SDL_Window *window);
  285. /**
  286. * Get the window associated with a renderer.
  287. *
  288. * \param renderer the renderer to query
  289. * \returns the window on success or NULL on failure; call SDL_GetError() for
  290. * more information.
  291. *
  292. * \since This function is available since SDL 3.0.0.
  293. */
  294. extern DECLSPEC SDL_Window *SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
  295. /**
  296. * Get information about a rendering context.
  297. *
  298. * \param renderer the rendering context
  299. * \param info an SDL_RendererInfo structure filled with information about the
  300. * current renderer
  301. * \returns 0 on success or a negative error code on failure; call
  302. * SDL_GetError() for more information.
  303. *
  304. * \since This function is available since SDL 3.0.0.
  305. *
  306. * \sa SDL_CreateRenderer
  307. */
  308. extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info);
  309. /**
  310. * Get the properties associated with a renderer.
  311. *
  312. * The following read-only properties are provided by SDL:
  313. *
  314. * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
  315. * with the renderer
  316. * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
  317. * with the renderer
  318. * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
  319. * with the renderer
  320. * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
  321. * associated with the renderer
  322. *
  323. * \param renderer the rendering context
  324. * \returns a valid property ID on success or 0 on failure; call
  325. * SDL_GetError() for more information.
  326. *
  327. * \since This function is available since SDL 3.0.0.
  328. *
  329. * \sa SDL_GetProperty
  330. * \sa SDL_SetProperty
  331. */
  332. extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
  333. #define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
  334. #define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
  335. #define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
  336. #define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
  337. /**
  338. * Get the output size in pixels of a rendering context.
  339. *
  340. * This returns the true output size in pixels, ignoring any render targets or
  341. * logical size and presentation.
  342. *
  343. * \param renderer the rendering context
  344. * \param w a pointer filled in with the width in pixels
  345. * \param h a pointer filled in with the height in pixels
  346. * \returns 0 on success or a negative error code on failure; call
  347. * SDL_GetError() for more information.
  348. *
  349. * \since This function is available since SDL 3.0.0.
  350. *
  351. * \sa SDL_GetRenderer
  352. */
  353. extern DECLSPEC int SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  354. /**
  355. * Get the current output size in pixels of a rendering context.
  356. *
  357. * If a rendering target is active, this will return the size of the rendering
  358. * target in pixels, otherwise if a logical size is set, it will return the
  359. * logical size, otherwise it will return the value of
  360. * SDL_GetRenderOutputSize().
  361. *
  362. * \param renderer the rendering context
  363. * \param w a pointer filled in with the current width
  364. * \param h a pointer filled in with the current height
  365. * \returns 0 on success or a negative error code on failure; call
  366. * SDL_GetError() for more information.
  367. *
  368. * \since This function is available since SDL 3.0.0.
  369. *
  370. * \sa SDL_GetRenderOutputSize
  371. * \sa SDL_GetRenderer
  372. */
  373. extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  374. /**
  375. * Create a texture for a rendering context.
  376. *
  377. * You can set the texture scaling method by setting
  378. * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
  379. *
  380. * \param renderer the rendering context
  381. * \param format one of the enumerated values in SDL_PixelFormatEnum
  382. * \param access one of the enumerated values in SDL_TextureAccess
  383. * \param w the width of the texture in pixels
  384. * \param h the height of the texture in pixels
  385. * \returns a pointer to the created texture or NULL if no rendering context
  386. * was active, the format was unsupported, or the width or height
  387. * were out of range; call SDL_GetError() for more information.
  388. *
  389. * \since This function is available since SDL 3.0.0.
  390. *
  391. * \sa SDL_CreateTextureFromSurface
  392. * \sa SDL_CreateTextureWithProperties
  393. * \sa SDL_DestroyTexture
  394. * \sa SDL_QueryTexture
  395. * \sa SDL_UpdateTexture
  396. */
  397. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h);
  398. /**
  399. * Create a texture from an existing surface.
  400. *
  401. * The surface is not modified or freed by this function.
  402. *
  403. * The SDL_TextureAccess hint for the created texture is
  404. * `SDL_TEXTUREACCESS_STATIC`.
  405. *
  406. * The pixel format of the created texture may be different from the pixel
  407. * format of the surface. Use SDL_QueryTexture() to query the pixel format of
  408. * the texture.
  409. *
  410. * \param renderer the rendering context
  411. * \param surface the SDL_Surface structure containing pixel data used to fill
  412. * the texture
  413. * \returns the created texture or NULL on failure; call SDL_GetError() for
  414. * more information.
  415. *
  416. * \since This function is available since SDL 3.0.0.
  417. *
  418. * \sa SDL_CreateTexture
  419. * \sa SDL_CreateTextureWithProperties
  420. * \sa SDL_DestroyTexture
  421. * \sa SDL_QueryTexture
  422. */
  423. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
  424. /**
  425. * Create a texture for a rendering context with the specified properties.
  426. *
  427. * These are the supported properties:
  428. *
  429. * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value
  430. * describing the texture colorspace, defaults to SDL_COLORSPACE_SCRGB for
  431. * floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
  432. * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_BT709_FULL
  433. * for YUV textures.
  434. * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
  435. * SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
  436. * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
  437. * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
  438. * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
  439. * pixels, required
  440. * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
  441. * pixels, required
  442. *
  443. * With the direct3d11 renderer:
  444. *
  445. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
  446. * associated with the texture, if you want to wrap an existing texture.
  447. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  448. * associated with the U plane of a YUV texture, if you want to wrap an
  449. * existing texture.
  450. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  451. * associated with the V plane of a YUV texture, if you want to wrap an
  452. * existing texture.
  453. *
  454. * With the direct3d12 renderer:
  455. *
  456. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
  457. * associated with the texture, if you want to wrap an existing texture.
  458. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
  459. * associated with the U plane of a YUV texture, if you want to wrap an
  460. * existing texture.
  461. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
  462. * associated with the V plane of a YUV texture, if you want to wrap an
  463. * existing texture.
  464. *
  465. * With the opengl renderer:
  466. *
  467. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
  468. * associated with the texture, if you want to wrap an existing texture.
  469. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  470. * associated with the UV plane of an NV12 texture, if you want to wrap an
  471. * existing texture.
  472. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
  473. * associated with the U plane of a YUV texture, if you want to wrap an
  474. * existing texture.
  475. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
  476. * associated with the V plane of a YUV texture, if you want to wrap an
  477. * existing texture.
  478. *
  479. * With the opengles2 renderer:
  480. *
  481. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  482. * associated with the texture, if you want to wrap an existing texture.
  483. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  484. * associated with the texture, if you want to wrap an existing texture.
  485. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  486. * associated with the UV plane of an NV12 texture, if you want to wrap an
  487. * existing texture.
  488. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  489. * associated with the U plane of a YUV texture, if you want to wrap an
  490. * existing texture.
  491. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  492. * associated with the V plane of a YUV texture, if you want to wrap an
  493. * existing texture.
  494. *
  495. * \param renderer the rendering context
  496. * \param props the properties to use
  497. * \returns a pointer to the created texture or NULL if no rendering context
  498. * was active, the format was unsupported, or the width or height
  499. * were out of range; call SDL_GetError() for more information.
  500. *
  501. * \since This function is available since SDL 3.0.0.
  502. *
  503. * \sa SDL_CreateTextureFromSurface
  504. * \sa SDL_CreateTexture
  505. * \sa SDL_DestroyTexture
  506. * \sa SDL_QueryTexture
  507. * \sa SDL_UpdateTexture
  508. */
  509. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
  510. #define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "colorspace"
  511. #define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format"
  512. #define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access"
  513. #define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width"
  514. #define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height"
  515. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
  516. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
  517. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
  518. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
  519. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
  520. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
  521. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
  522. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
  523. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
  524. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
  525. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
  526. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
  527. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
  528. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
  529. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
  530. /**
  531. * Get the properties associated with a texture.
  532. *
  533. * The following read-only properties are provided by SDL:
  534. *
  535. * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
  536. * the colorspace used by the texture
  537. *
  538. * With the direct3d11 renderer:
  539. *
  540. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
  541. * with the texture
  542. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  543. * associated with the U plane of a YUV texture
  544. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  545. * associated with the V plane of a YUV texture
  546. *
  547. * With the direct3d12 renderer:
  548. *
  549. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
  550. * with the texture
  551. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
  552. * with the U plane of a YUV texture
  553. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
  554. * with the V plane of a YUV texture
  555. *
  556. * With the opengl renderer:
  557. *
  558. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
  559. * with the texture
  560. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  561. * associated with the UV plane of an NV12 texture
  562. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
  563. * with the U plane of a YUV texture
  564. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
  565. * with the V plane of a YUV texture
  566. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
  567. * target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
  568. * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
  569. * the texture (0.0 - 1.0)
  570. * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
  571. * the texture (0.0 - 1.0)
  572. *
  573. * With the opengles2 renderer:
  574. *
  575. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  576. * associated with the texture
  577. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  578. * associated with the UV plane of an NV12 texture
  579. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  580. * associated with the U plane of a YUV texture
  581. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  582. * associated with the V plane of a YUV texture
  583. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the texture
  584. * target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
  585. *
  586. * \param texture the texture to query
  587. * \returns a valid property ID on success or 0 on failure; call
  588. * SDL_GetError() for more information.
  589. *
  590. * \since This function is available since SDL 3.0.0.
  591. *
  592. * \sa SDL_GetProperty
  593. * \sa SDL_SetProperty
  594. */
  595. extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
  596. #define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace"
  597. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
  598. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
  599. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
  600. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
  601. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
  602. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
  603. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
  604. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
  605. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
  606. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
  607. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET "SDL.texture.opengl.target"
  608. #define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
  609. #define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
  610. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
  611. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
  612. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
  613. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
  614. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET "SDL.texture.opengles2.target"
  615. /**
  616. * Get the renderer that created an SDL_Texture.
  617. *
  618. * \param texture the texture to query
  619. * \returns a pointer to the SDL_Renderer that created the texture, or NULL on
  620. * failure; call SDL_GetError() for more information.
  621. *
  622. * \threadsafety It is safe to call this function from any thread.
  623. *
  624. * \since This function is available since SDL 3.0.0.
  625. *
  626. * \sa SDL_CreateTexture
  627. * \sa SDL_CreateTextureFromSurface
  628. * \sa SDL_CreateTextureWithProperties
  629. */
  630. extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
  631. /**
  632. * Query the attributes of a texture.
  633. *
  634. * \param texture the texture to query
  635. * \param format a pointer filled in with the raw format of the texture; the
  636. * actual format may differ, but pixel transfers will use this
  637. * format (one of the SDL_PixelFormatEnum values). This argument
  638. * can be NULL if you don't need this information.
  639. * \param access a pointer filled in with the actual access to the texture
  640. * (one of the SDL_TextureAccess values). This argument can be
  641. * NULL if you don't need this information.
  642. * \param w a pointer filled in with the width of the texture in pixels. This
  643. * argument can be NULL if you don't need this information.
  644. * \param h a pointer filled in with the height of the texture in pixels. This
  645. * argument can be NULL if you don't need this information.
  646. * \returns 0 on success or a negative error code on failure; call
  647. * SDL_GetError() for more information.
  648. *
  649. * \since This function is available since SDL 3.0.0.
  650. *
  651. * \sa SDL_CreateTexture
  652. */
  653. extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h);
  654. /**
  655. * Set an additional color value multiplied into render copy operations.
  656. *
  657. * When this texture is rendered, during the copy operation each source color
  658. * channel is modulated by the appropriate color value according to the
  659. * following formula:
  660. *
  661. * `srcC = srcC * (color / 255)`
  662. *
  663. * Color modulation is not always supported by the renderer; it will return -1
  664. * if color modulation is not supported.
  665. *
  666. * \param texture the texture to update
  667. * \param r the red color value multiplied into copy operations
  668. * \param g the green color value multiplied into copy operations
  669. * \param b the blue color value multiplied into copy operations
  670. * \returns 0 on success or a negative error code on failure; call
  671. * SDL_GetError() for more information.
  672. *
  673. * \since This function is available since SDL 3.0.0.
  674. *
  675. * \sa SDL_GetTextureColorMod
  676. * \sa SDL_SetTextureAlphaMod
  677. * \sa SDL_SetTextureColorModFloat
  678. */
  679. extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
  680. /**
  681. * Set an additional color value multiplied into render copy operations.
  682. *
  683. * When this texture is rendered, during the copy operation each source color
  684. * channel is modulated by the appropriate color value according to the
  685. * following formula:
  686. *
  687. * `srcC = srcC * color`
  688. *
  689. * Color modulation is not always supported by the renderer; it will return -1
  690. * if color modulation is not supported.
  691. *
  692. * \param texture the texture to update
  693. * \param r the red color value multiplied into copy operations
  694. * \param g the green color value multiplied into copy operations
  695. * \param b the blue color value multiplied into copy operations
  696. * \returns 0 on success or a negative error code on failure; call
  697. * SDL_GetError() for more information.
  698. *
  699. * \since This function is available since SDL 3.0.0.
  700. *
  701. * \sa SDL_GetTextureColorModFloat
  702. * \sa SDL_SetTextureAlphaModFloat
  703. * \sa SDL_SetTextureColorMod
  704. */
  705. extern DECLSPEC int SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b);
  706. /**
  707. * Get the additional color value multiplied into render copy operations.
  708. *
  709. * \param texture the texture to query
  710. * \param r a pointer filled in with the current red color value
  711. * \param g a pointer filled in with the current green color value
  712. * \param b a pointer filled in with the current blue color value
  713. * \returns 0 on success or a negative error code on failure; call
  714. * SDL_GetError() for more information.
  715. *
  716. * \since This function is available since SDL 3.0.0.
  717. *
  718. * \sa SDL_GetTextureAlphaMod
  719. * \sa SDL_GetTextureColorModFloat
  720. * \sa SDL_SetTextureColorMod
  721. */
  722. extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
  723. /**
  724. * Get the additional color value multiplied into render copy operations.
  725. *
  726. * \param texture the texture to query
  727. * \param r a pointer filled in with the current red color value
  728. * \param g a pointer filled in with the current green color value
  729. * \param b a pointer filled in with the current blue color value
  730. * \returns 0 on success or a negative error code on failure; call
  731. * SDL_GetError() for more information.
  732. *
  733. * \since This function is available since SDL 3.0.0.
  734. *
  735. * \sa SDL_GetTextureAlphaModFloat
  736. * \sa SDL_GetTextureColorMod
  737. * \sa SDL_SetTextureColorModFloat
  738. */
  739. extern DECLSPEC int SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b);
  740. /**
  741. * Set an additional alpha value multiplied into render copy operations.
  742. *
  743. * When this texture is rendered, during the copy operation the source alpha
  744. * value is modulated by this alpha value according to the following formula:
  745. *
  746. * `srcA = srcA * (alpha / 255)`
  747. *
  748. * Alpha modulation is not always supported by the renderer; it will return -1
  749. * if alpha modulation is not supported.
  750. *
  751. * \param texture the texture to update
  752. * \param alpha the source alpha value multiplied into copy operations
  753. * \returns 0 on success or a negative error code on failure; call
  754. * SDL_GetError() for more information.
  755. *
  756. * \since This function is available since SDL 3.0.0.
  757. *
  758. * \sa SDL_GetTextureAlphaMod
  759. * \sa SDL_SetTextureAlphaModFloat
  760. * \sa SDL_SetTextureColorMod
  761. */
  762. extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
  763. /**
  764. * Set an additional alpha value multiplied into render copy operations.
  765. *
  766. * When this texture is rendered, during the copy operation the source alpha
  767. * value is modulated by this alpha value according to the following formula:
  768. *
  769. * `srcA = srcA * alpha`
  770. *
  771. * Alpha modulation is not always supported by the renderer; it will return -1
  772. * if alpha modulation is not supported.
  773. *
  774. * \param texture the texture to update
  775. * \param alpha the source alpha value multiplied into copy operations
  776. * \returns 0 on success or a negative error code on failure; call
  777. * SDL_GetError() for more information.
  778. *
  779. * \since This function is available since SDL 3.0.0.
  780. *
  781. * \sa SDL_GetTextureAlphaModFloat
  782. * \sa SDL_SetTextureAlphaMod
  783. * \sa SDL_SetTextureColorModFloat
  784. */
  785. extern DECLSPEC int SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha);
  786. /**
  787. * Get the additional alpha value multiplied into render copy operations.
  788. *
  789. * \param texture the texture to query
  790. * \param alpha a pointer filled in with the current alpha value
  791. * \returns 0 on success or a negative error code on failure; call
  792. * SDL_GetError() for more information.
  793. *
  794. * \since This function is available since SDL 3.0.0.
  795. *
  796. * \sa SDL_GetTextureAlphaModFloat
  797. * \sa SDL_GetTextureColorMod
  798. * \sa SDL_SetTextureAlphaMod
  799. */
  800. extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
  801. /**
  802. * Get the additional alpha value multiplied into render copy operations.
  803. *
  804. * \param texture the texture to query
  805. * \param alpha a pointer filled in with the current alpha value
  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_GetTextureAlphaMod
  812. * \sa SDL_GetTextureColorModFloat
  813. * \sa SDL_SetTextureAlphaModFloat
  814. */
  815. extern DECLSPEC int SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha);
  816. /**
  817. * Set the blend mode for a texture, used by SDL_RenderTexture().
  818. *
  819. * If the blend mode is not supported, the closest supported mode is chosen
  820. * and this function returns -1.
  821. *
  822. * \param texture the texture to update
  823. * \param blendMode the SDL_BlendMode to use for texture blending
  824. * \returns 0 on success or a negative error code on failure; call
  825. * SDL_GetError() for more information.
  826. *
  827. * \since This function is available since SDL 3.0.0.
  828. *
  829. * \sa SDL_GetTextureBlendMode
  830. * \sa SDL_RenderTexture
  831. */
  832. extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
  833. /**
  834. * Get the blend mode used for texture copy operations.
  835. *
  836. * \param texture the texture to query
  837. * \param blendMode a pointer filled in with the current SDL_BlendMode
  838. * \returns 0 on success or a negative error code on failure; call
  839. * SDL_GetError() for more information.
  840. *
  841. * \since This function is available since SDL 3.0.0.
  842. *
  843. * \sa SDL_SetTextureBlendMode
  844. */
  845. extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
  846. /**
  847. * Set the scale mode used for texture scale operations.
  848. *
  849. * If the scale mode is not supported, the closest supported mode is chosen.
  850. *
  851. * \param texture The texture to update.
  852. * \param scaleMode the SDL_ScaleMode to use for texture scaling.
  853. * \returns 0 on success or a negative error code on failure; call
  854. * SDL_GetError() for more information.
  855. *
  856. * \since This function is available since SDL 3.0.0.
  857. *
  858. * \sa SDL_GetTextureScaleMode
  859. */
  860. extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
  861. /**
  862. * Get the scale mode used for texture scale operations.
  863. *
  864. * \param texture the texture to query.
  865. * \param scaleMode a pointer filled in with the current scale mode.
  866. * \returns 0 on success or a negative error code on failure; call
  867. * SDL_GetError() for more information.
  868. *
  869. * \since This function is available since SDL 3.0.0.
  870. *
  871. * \sa SDL_SetTextureScaleMode
  872. */
  873. extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
  874. /**
  875. * Update the given texture rectangle with new pixel data.
  876. *
  877. * The pixel data must be in the pixel format of the texture. Use
  878. * SDL_QueryTexture() to query the pixel format of the texture.
  879. *
  880. * This is a fairly slow function, intended for use with static textures that
  881. * do not change often.
  882. *
  883. * If the texture is intended to be updated often, it is preferred to create
  884. * the texture as streaming and use the locking functions referenced below.
  885. * While this function will work with streaming textures, for optimization
  886. * reasons you may not get the pixels back if you lock the texture afterward.
  887. *
  888. * \param texture the texture to update
  889. * \param rect an SDL_Rect structure representing the area to update, or NULL
  890. * to update the entire texture
  891. * \param pixels the raw pixel data in the format of the texture
  892. * \param pitch the number of bytes in a row of pixel data, including padding
  893. * between lines
  894. * \returns 0 on success or a negative error code on failure; call
  895. * SDL_GetError() for more information.
  896. *
  897. * \since This function is available since SDL 3.0.0.
  898. *
  899. * \sa SDL_CreateTexture
  900. * \sa SDL_LockTexture
  901. * \sa SDL_UnlockTexture
  902. */
  903. extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
  904. /**
  905. * Update a rectangle within a planar YV12 or IYUV texture with new pixel
  906. * data.
  907. *
  908. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  909. * block of Y and U/V planes in the proper order, but this function is
  910. * available if your pixel data is not contiguous.
  911. *
  912. * \param texture the texture to update
  913. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  914. * update the entire texture
  915. * \param Yplane the raw pixel data for the Y plane
  916. * \param Ypitch the number of bytes between rows of pixel data for the Y
  917. * plane
  918. * \param Uplane the raw pixel data for the U plane
  919. * \param Upitch the number of bytes between rows of pixel data for the U
  920. * plane
  921. * \param Vplane the raw pixel data for the V plane
  922. * \param Vpitch the number of bytes between rows of pixel data for the V
  923. * plane
  924. * \returns 0 on success or a negative error code on failure; call
  925. * SDL_GetError() for more information.
  926. *
  927. * \since This function is available since SDL 3.0.0.
  928. *
  929. * \sa SDL_UpdateTexture
  930. */
  931. extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
  932. const SDL_Rect *rect,
  933. const Uint8 *Yplane, int Ypitch,
  934. const Uint8 *Uplane, int Upitch,
  935. const Uint8 *Vplane, int Vpitch);
  936. /**
  937. * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
  938. *
  939. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  940. * block of NV12/21 planes in the proper order, but this function is available
  941. * if your pixel data is not contiguous.
  942. *
  943. * \param texture the texture to update
  944. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  945. * update the entire texture.
  946. * \param Yplane the raw pixel data for the Y plane.
  947. * \param Ypitch the number of bytes between rows of pixel data for the Y
  948. * plane.
  949. * \param UVplane the raw pixel data for the UV plane.
  950. * \param UVpitch the number of bytes between rows of pixel data for the UV
  951. * plane.
  952. * \returns 0 on success or a negative error code on failure; call
  953. * SDL_GetError() for more information.
  954. *
  955. * \since This function is available since SDL 3.0.0.
  956. */
  957. extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
  958. const SDL_Rect *rect,
  959. const Uint8 *Yplane, int Ypitch,
  960. const Uint8 *UVplane, int UVpitch);
  961. /**
  962. * Lock a portion of the texture for **write-only** pixel access.
  963. *
  964. * As an optimization, the pixels made available for editing don't necessarily
  965. * contain the old texture data. This is a write-only operation, and if you
  966. * need to keep a copy of the texture data you should do that at the
  967. * application level.
  968. *
  969. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  970. * changes.
  971. *
  972. * \param texture the texture to lock for access, which was created with
  973. * `SDL_TEXTUREACCESS_STREAMING`
  974. * \param rect an SDL_Rect structure representing the area to lock for access;
  975. * NULL to lock the entire texture
  976. * \param pixels this is filled in with a pointer to the locked pixels,
  977. * appropriately offset by the locked area
  978. * \param pitch this is filled in with the pitch of the locked pixels; the
  979. * pitch is the length of one row in bytes
  980. * \returns 0 on success or a negative error code if the texture is not valid
  981. * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
  982. * SDL_GetError() for more information.
  983. *
  984. * \since This function is available since SDL 3.0.0.
  985. *
  986. * \sa SDL_UnlockTexture
  987. */
  988. extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture,
  989. const SDL_Rect *rect,
  990. void **pixels, int *pitch);
  991. /**
  992. * Lock a portion of the texture for **write-only** pixel access, and expose
  993. * it as a SDL surface.
  994. *
  995. * Besides providing an SDL_Surface instead of raw pixel data, this function
  996. * operates like SDL_LockTexture.
  997. *
  998. * As an optimization, the pixels made available for editing don't necessarily
  999. * contain the old texture data. This is a write-only operation, and if you
  1000. * need to keep a copy of the texture data you should do that at the
  1001. * application level.
  1002. *
  1003. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  1004. * changes.
  1005. *
  1006. * The returned surface is freed internally after calling SDL_UnlockTexture()
  1007. * or SDL_DestroyTexture(). The caller should not free it.
  1008. *
  1009. * \param texture the texture to lock for access, which must be created with
  1010. * `SDL_TEXTUREACCESS_STREAMING`
  1011. * \param rect a pointer to the rectangle to lock for access. If the rect is
  1012. * NULL, the entire texture will be locked
  1013. * \param surface this is filled in with an SDL surface representing the
  1014. * locked area
  1015. * \returns 0 on success or a negative error code on failure; call
  1016. * SDL_GetError() for more information.
  1017. *
  1018. * \since This function is available since SDL 3.0.0.
  1019. *
  1020. * \sa SDL_LockTexture
  1021. * \sa SDL_UnlockTexture
  1022. */
  1023. extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
  1024. const SDL_Rect *rect,
  1025. SDL_Surface **surface);
  1026. /**
  1027. * Unlock a texture, uploading the changes to video memory, if needed.
  1028. *
  1029. * **Warning**: Please note that SDL_LockTexture() is intended to be
  1030. * write-only; it will not guarantee the previous contents of the texture will
  1031. * be provided. You must fully initialize any area of a texture that you lock
  1032. * before unlocking it, as the pixels might otherwise be uninitialized memory.
  1033. *
  1034. * Which is to say: locking and immediately unlocking a texture can result in
  1035. * corrupted textures, depending on the renderer in use.
  1036. *
  1037. * \param texture a texture locked by SDL_LockTexture()
  1038. *
  1039. * \since This function is available since SDL 3.0.0.
  1040. *
  1041. * \sa SDL_LockTexture
  1042. */
  1043. extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
  1044. /**
  1045. * Set a texture as the current rendering target.
  1046. *
  1047. * The default render target is the window for which the renderer was created.
  1048. * To stop rendering to a texture and render to the window again, call this
  1049. * function with a NULL `texture`.
  1050. *
  1051. * \param renderer the rendering context
  1052. * \param texture the targeted texture, which must be created with the
  1053. * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
  1054. * window instead of a texture.
  1055. * \returns 0 on success or a negative error code on failure; call
  1056. * SDL_GetError() for more information.
  1057. *
  1058. * \since This function is available since SDL 3.0.0.
  1059. *
  1060. * \sa SDL_GetRenderTarget
  1061. */
  1062. extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
  1063. /**
  1064. * Get the current render target.
  1065. *
  1066. * The default render target is the window for which the renderer was created,
  1067. * and is reported a NULL here.
  1068. *
  1069. * \param renderer the rendering context
  1070. * \returns the current render target or NULL for the default render target.
  1071. *
  1072. * \since This function is available since SDL 3.0.0.
  1073. *
  1074. * \sa SDL_SetRenderTarget
  1075. */
  1076. extern DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
  1077. /**
  1078. * Set a device independent resolution and presentation mode for rendering.
  1079. *
  1080. * This function sets the width and height of the logical rendering output. A
  1081. * render target is created at the specified size and used for rendering and
  1082. * then copied to the output during presentation.
  1083. *
  1084. * You can disable logical coordinates by setting the mode to
  1085. * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
  1086. * resolution of the output window.
  1087. *
  1088. * You can convert coordinates in an event into rendering coordinates using
  1089. * SDL_ConvertEventToRenderCoordinates().
  1090. *
  1091. * \param renderer the rendering context
  1092. * \param w the width of the logical resolution
  1093. * \param h the height of the logical resolution
  1094. * \param mode the presentation mode used
  1095. * \param scale_mode the scale mode used
  1096. * \returns 0 on success or a negative error code on failure; call
  1097. * SDL_GetError() for more information.
  1098. *
  1099. * \since This function is available since SDL 3.0.0.
  1100. *
  1101. * \sa SDL_ConvertEventToRenderCoordinates
  1102. * \sa SDL_GetRenderLogicalPresentation
  1103. */
  1104. extern DECLSPEC int SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode);
  1105. /**
  1106. * Get device independent resolution and presentation mode for rendering.
  1107. *
  1108. * This function gets the width and height of the logical rendering output, or
  1109. * the output size in pixels if a logical resolution is not enabled.
  1110. *
  1111. * \param renderer the rendering context
  1112. * \param w an int to be filled with the width
  1113. * \param h an int to be filled with the height
  1114. * \param mode a pointer filled in with the presentation mode
  1115. * \param scale_mode a pointer filled in with the scale mode
  1116. * \returns 0 on success or a negative error code on failure; call
  1117. * SDL_GetError() for more information.
  1118. *
  1119. * \since This function is available since SDL 3.0.0.
  1120. *
  1121. * \sa SDL_SetRenderLogicalPresentation
  1122. */
  1123. extern DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode);
  1124. /**
  1125. * Get a point in render coordinates when given a point in window coordinates.
  1126. *
  1127. * \param renderer the rendering context
  1128. * \param window_x the x coordinate in window coordinates
  1129. * \param window_y the y coordinate in window coordinates
  1130. * \param x a pointer filled with the x coordinate in render coordinates
  1131. * \param y a pointer filled with the y coordinate in render coordinates
  1132. * \returns 0 on success or a negative error code on failure; call
  1133. * SDL_GetError() for more information.
  1134. *
  1135. * \since This function is available since SDL 3.0.0.
  1136. *
  1137. * \sa SDL_SetRenderLogicalPresentation
  1138. * \sa SDL_SetRenderScale
  1139. */
  1140. extern DECLSPEC int SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
  1141. /**
  1142. * Get a point in window coordinates when given a point in render coordinates.
  1143. *
  1144. * \param renderer the rendering context
  1145. * \param x the x coordinate in render coordinates
  1146. * \param y the y coordinate in render coordinates
  1147. * \param window_x a pointer filled with the x coordinate in window
  1148. * coordinates
  1149. * \param window_y a pointer filled with the y coordinate in window
  1150. * coordinates
  1151. * \returns 0 on success or a negative error code on failure; call
  1152. * SDL_GetError() for more information.
  1153. *
  1154. * \since This function is available since SDL 3.0.0.
  1155. *
  1156. * \sa SDL_SetRenderLogicalPresentation
  1157. * \sa SDL_SetRenderScale
  1158. */
  1159. extern DECLSPEC int SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
  1160. /**
  1161. * Convert the coordinates in an event to render coordinates.
  1162. *
  1163. * Touch coordinates are converted from normalized coordinates in the window
  1164. * to non-normalized rendering coordinates.
  1165. *
  1166. * Once converted, the coordinates may be outside the rendering area.
  1167. *
  1168. * \param renderer the rendering context
  1169. * \param event the event to modify
  1170. * \returns 0 on success or a negative error code on failure; call
  1171. * SDL_GetError() for more information.
  1172. *
  1173. * \since This function is available since SDL 3.0.0.
  1174. *
  1175. * \sa SDL_GetRenderCoordinatesFromWindowCoordinates
  1176. */
  1177. extern DECLSPEC int SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
  1178. /**
  1179. * Set the drawing area for rendering on the current target.
  1180. *
  1181. * \param renderer the rendering context
  1182. * \param rect the SDL_Rect structure representing the drawing area, or NULL
  1183. * to set the viewport to the entire target
  1184. * \returns 0 on success or a negative error code on failure; call
  1185. * SDL_GetError() for more information.
  1186. *
  1187. * \since This function is available since SDL 3.0.0.
  1188. *
  1189. * \sa SDL_GetRenderViewport
  1190. */
  1191. extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
  1192. /**
  1193. * Get the drawing area for the current target.
  1194. *
  1195. * \param renderer the rendering context
  1196. * \param rect an SDL_Rect structure filled in with the current drawing area
  1197. * \returns 0 on success or a negative error code on failure; call
  1198. * SDL_GetError() for more information.
  1199. *
  1200. * \since This function is available since SDL 3.0.0.
  1201. *
  1202. * \sa SDL_SetRenderViewport
  1203. */
  1204. extern DECLSPEC int SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
  1205. /**
  1206. * Set the clip rectangle for rendering on the specified target.
  1207. *
  1208. * \param renderer the rendering context
  1209. * \param rect an SDL_Rect structure representing the clip area, relative to
  1210. * the viewport, or NULL to disable clipping
  1211. * \returns 0 on success or a negative error code on failure; call
  1212. * SDL_GetError() for more information.
  1213. *
  1214. * \since This function is available since SDL 3.0.0.
  1215. *
  1216. * \sa SDL_GetRenderClipRect
  1217. * \sa SDL_RenderClipEnabled
  1218. */
  1219. extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
  1220. /**
  1221. * Get the clip rectangle for the current target.
  1222. *
  1223. * \param renderer the rendering context
  1224. * \param rect an SDL_Rect structure filled in with the current clipping area
  1225. * or an empty rectangle if clipping is disabled
  1226. * \returns 0 on success or a negative error code on failure; call
  1227. * SDL_GetError() for more information.
  1228. *
  1229. * \since This function is available since SDL 3.0.0.
  1230. *
  1231. * \sa SDL_RenderClipEnabled
  1232. * \sa SDL_SetRenderClipRect
  1233. */
  1234. extern DECLSPEC int SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
  1235. /**
  1236. * Get whether clipping is enabled on the given renderer.
  1237. *
  1238. * \param renderer the rendering context
  1239. * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
  1240. * SDL_GetError() for more information.
  1241. *
  1242. * \since This function is available since SDL 3.0.0.
  1243. *
  1244. * \sa SDL_GetRenderClipRect
  1245. * \sa SDL_SetRenderClipRect
  1246. */
  1247. extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
  1248. /**
  1249. * Set the drawing scale for rendering on the current target.
  1250. *
  1251. * The drawing coordinates are scaled by the x/y scaling factors before they
  1252. * are used by the renderer. This allows resolution independent drawing with a
  1253. * single coordinate system.
  1254. *
  1255. * If this results in scaling or subpixel drawing by the rendering backend, it
  1256. * will be handled using the appropriate quality hints. For best results use
  1257. * integer scaling factors.
  1258. *
  1259. * \param renderer the rendering context
  1260. * \param scaleX the horizontal scaling factor
  1261. * \param scaleY the vertical scaling factor
  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_GetRenderScale
  1268. */
  1269. extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
  1270. /**
  1271. * Get the drawing scale for the current target.
  1272. *
  1273. * \param renderer the rendering context
  1274. * \param scaleX a pointer filled in with the horizontal scaling factor
  1275. * \param scaleY a pointer filled in with the vertical scaling factor
  1276. * \returns 0 on success or a negative error code on failure; call
  1277. * SDL_GetError() for more information.
  1278. *
  1279. * \since This function is available since SDL 3.0.0.
  1280. *
  1281. * \sa SDL_SetRenderScale
  1282. */
  1283. extern DECLSPEC int SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
  1284. /**
  1285. * Set the color used for drawing operations.
  1286. *
  1287. * Set the color for drawing or filling rectangles, lines, and points, and for
  1288. * SDL_RenderClear().
  1289. *
  1290. * \param renderer the rendering context
  1291. * \param r the red value used to draw on the rendering target
  1292. * \param g the green value used to draw on the rendering target
  1293. * \param b the blue value used to draw on the rendering target
  1294. * \param a the alpha value used to draw on the rendering target; usually
  1295. * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
  1296. * specify how the alpha channel is used
  1297. * \returns 0 on success or a negative error code on failure; call
  1298. * SDL_GetError() for more information.
  1299. *
  1300. * \since This function is available since SDL 3.0.0.
  1301. *
  1302. * \sa SDL_GetRenderDrawColor
  1303. * \sa SDL_RenderClear
  1304. * \sa SDL_RenderFillRect
  1305. * \sa SDL_RenderFillRects
  1306. * \sa SDL_RenderLine
  1307. * \sa SDL_RenderLines
  1308. * \sa SDL_RenderPoint
  1309. * \sa SDL_RenderPoints
  1310. * \sa SDL_RenderRect
  1311. * \sa SDL_RenderRects
  1312. * \sa SDL_SetRenderDrawColorFloat
  1313. */
  1314. extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
  1315. /**
  1316. * Set the color used for drawing operations (Rect, Line and Clear).
  1317. *
  1318. * Set the color for drawing or filling rectangles, lines, and points, and for
  1319. * SDL_RenderClear().
  1320. *
  1321. * \param renderer the rendering context
  1322. * \param r the red value used to draw on the rendering target
  1323. * \param g the green value used to draw on the rendering target
  1324. * \param b the blue value used to draw on the rendering target
  1325. * \param a the alpha value used to draw on the rendering target. Use
  1326. * SDL_SetRenderDrawBlendMode to specify how the alpha channel is
  1327. * used
  1328. * \returns 0 on success or a negative error code on failure; call
  1329. * SDL_GetError() for more information.
  1330. *
  1331. * \since This function is available since SDL 3.0.0.
  1332. *
  1333. * \sa SDL_GetRenderDrawColorFloat
  1334. * \sa SDL_RenderClear
  1335. * \sa SDL_RenderFillRect
  1336. * \sa SDL_RenderFillRects
  1337. * \sa SDL_RenderLine
  1338. * \sa SDL_RenderLines
  1339. * \sa SDL_RenderPoint
  1340. * \sa SDL_RenderPoints
  1341. * \sa SDL_RenderRect
  1342. * \sa SDL_RenderRects
  1343. * \sa SDL_SetRenderDrawColor
  1344. */
  1345. extern DECLSPEC int SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a);
  1346. /**
  1347. * Get the color used for drawing operations (Rect, Line and Clear).
  1348. *
  1349. * \param renderer the rendering context
  1350. * \param r a pointer filled in with the red value used to draw on the
  1351. * rendering target
  1352. * \param g a pointer filled in with the green value used to draw on the
  1353. * rendering target
  1354. * \param b a pointer filled in with the blue value used to draw on the
  1355. * rendering target
  1356. * \param a a pointer filled in with the alpha value used to draw on the
  1357. * rendering target; usually `SDL_ALPHA_OPAQUE` (255)
  1358. * \returns 0 on success or a negative error code on failure; call
  1359. * SDL_GetError() for more information.
  1360. *
  1361. * \since This function is available since SDL 3.0.0.
  1362. *
  1363. * \sa SDL_GetRenderDrawColorFloat
  1364. * \sa SDL_SetRenderDrawColor
  1365. */
  1366. extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
  1367. /**
  1368. * Get the color used for drawing operations (Rect, Line and Clear).
  1369. *
  1370. * \param renderer the rendering context
  1371. * \param r a pointer filled in with the red value used to draw on the
  1372. * rendering target
  1373. * \param g a pointer filled in with the green value used to draw on the
  1374. * rendering target
  1375. * \param b a pointer filled in with the blue value used to draw on the
  1376. * rendering target
  1377. * \param a a pointer filled in with the alpha value used to draw on the
  1378. * rendering target
  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_SetRenderDrawColorFloat
  1385. * \sa SDL_GetRenderDrawColor
  1386. */
  1387. extern DECLSPEC int SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a);
  1388. /**
  1389. * Set the blend mode used for drawing operations (Fill and Line).
  1390. *
  1391. * If the blend mode is not supported, the closest supported mode is chosen.
  1392. *
  1393. * \param renderer the rendering context
  1394. * \param blendMode the SDL_BlendMode to use for blending
  1395. * \returns 0 on success or a negative error code on failure; call
  1396. * SDL_GetError() for more information.
  1397. *
  1398. * \since This function is available since SDL 3.0.0.
  1399. *
  1400. * \sa SDL_GetRenderDrawBlendMode
  1401. * \sa SDL_RenderLine
  1402. * \sa SDL_RenderLines
  1403. * \sa SDL_RenderPoint
  1404. * \sa SDL_RenderPoints
  1405. * \sa SDL_RenderRect
  1406. * \sa SDL_RenderRects
  1407. * \sa SDL_RenderFillRect
  1408. * \sa SDL_RenderFillRects
  1409. */
  1410. extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
  1411. /**
  1412. * Get the blend mode used for drawing operations.
  1413. *
  1414. * \param renderer the rendering context
  1415. * \param blendMode a pointer filled in with the current SDL_BlendMode
  1416. * \returns 0 on success or a negative error code on failure; call
  1417. * SDL_GetError() for more information.
  1418. *
  1419. * \since This function is available since SDL 3.0.0.
  1420. *
  1421. * \sa SDL_SetRenderDrawBlendMode
  1422. */
  1423. extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
  1424. /**
  1425. * Clear the current rendering target with the drawing color.
  1426. *
  1427. * This function clears the entire rendering target, ignoring the viewport and
  1428. * the clip rectangle.
  1429. *
  1430. * \param renderer the rendering context
  1431. * \returns 0 on success or a negative error code on failure; call
  1432. * SDL_GetError() for more information.
  1433. *
  1434. * \since This function is available since SDL 3.0.0.
  1435. *
  1436. * \sa SDL_SetRenderDrawColor
  1437. */
  1438. extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
  1439. /**
  1440. * Draw a point on the current rendering target at subpixel precision.
  1441. *
  1442. * \param renderer The renderer which should draw a point.
  1443. * \param x The x coordinate of the point.
  1444. * \param y The y coordinate of the point.
  1445. * \returns 0 on success, or -1 on error
  1446. *
  1447. * \since This function is available since SDL 3.0.0.
  1448. */
  1449. extern DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
  1450. /**
  1451. * Draw multiple points on the current rendering target at subpixel precision.
  1452. *
  1453. * \param renderer The renderer which should draw multiple points.
  1454. * \param points The points to draw
  1455. * \param count The number of points to draw
  1456. * \returns 0 on success or a negative error code on failure; call
  1457. * SDL_GetError() for more information.
  1458. *
  1459. * \since This function is available since SDL 3.0.0.
  1460. */
  1461. extern DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1462. /**
  1463. * Draw a line on the current rendering target at subpixel precision.
  1464. *
  1465. * \param renderer The renderer which should draw a line.
  1466. * \param x1 The x coordinate of the start point.
  1467. * \param y1 The y coordinate of the start point.
  1468. * \param x2 The x coordinate of the end point.
  1469. * \param y2 The y coordinate of the end point.
  1470. * \returns 0 on success, or -1 on error
  1471. *
  1472. * \since This function is available since SDL 3.0.0.
  1473. */
  1474. extern DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
  1475. /**
  1476. * Draw a series of connected lines on the current rendering target at
  1477. * subpixel precision.
  1478. *
  1479. * \param renderer The renderer which should draw multiple lines.
  1480. * \param points The points along the lines
  1481. * \param count The number of points, drawing count-1 lines
  1482. * \returns 0 on success or a negative error code on failure; call
  1483. * SDL_GetError() for more information.
  1484. *
  1485. * \since This function is available since SDL 3.0.0.
  1486. */
  1487. extern DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1488. /**
  1489. * Draw a rectangle on the current rendering target at subpixel precision.
  1490. *
  1491. * \param renderer The renderer which should draw a rectangle.
  1492. * \param rect A pointer to the destination rectangle, or NULL to outline the
  1493. * entire rendering target.
  1494. * \returns 0 on success, or -1 on error
  1495. *
  1496. * \since This function is available since SDL 3.0.0.
  1497. */
  1498. extern DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1499. /**
  1500. * Draw some number of rectangles on the current rendering target at subpixel
  1501. * precision.
  1502. *
  1503. * \param renderer The renderer which should draw multiple rectangles.
  1504. * \param rects A pointer to an array of destination rectangles.
  1505. * \param count The number of rectangles.
  1506. * \returns 0 on success or a negative error code on failure; call
  1507. * SDL_GetError() for more information.
  1508. *
  1509. * \since This function is available since SDL 3.0.0.
  1510. */
  1511. extern DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1512. /**
  1513. * Fill a rectangle on the current rendering target with the drawing color at
  1514. * subpixel precision.
  1515. *
  1516. * \param renderer The renderer which should fill a rectangle.
  1517. * \param rect A pointer to the destination rectangle, or NULL for the entire
  1518. * rendering target.
  1519. * \returns 0 on success, or -1 on error
  1520. *
  1521. * \since This function is available since SDL 3.0.0.
  1522. */
  1523. extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1524. /**
  1525. * Fill some number of rectangles on the current rendering target with the
  1526. * drawing color at subpixel precision.
  1527. *
  1528. * \param renderer The renderer which should fill multiple rectangles.
  1529. * \param rects A pointer to an array of destination rectangles.
  1530. * \param count The number of rectangles.
  1531. * \returns 0 on success or a negative error code on failure; call
  1532. * SDL_GetError() for more information.
  1533. *
  1534. * \since This function is available since SDL 3.0.0.
  1535. */
  1536. extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1537. /**
  1538. * Copy a portion of the texture to the current rendering target at subpixel
  1539. * precision.
  1540. *
  1541. * \param renderer The renderer which should copy parts of a texture.
  1542. * \param texture The source texture.
  1543. * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1544. * texture.
  1545. * \param dstrect A pointer to the destination rectangle, or NULL for the
  1546. * entire rendering target.
  1547. * \returns 0 on success, or -1 on error
  1548. *
  1549. * \since This function is available since SDL 3.0.0.
  1550. */
  1551. extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
  1552. /**
  1553. * Copy a portion of the source texture to the current rendering target, with
  1554. * rotation and flipping, at subpixel precision.
  1555. *
  1556. * \param renderer The renderer which should copy parts of a texture.
  1557. * \param texture The source texture.
  1558. * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1559. * texture.
  1560. * \param dstrect A pointer to the destination rectangle, or NULL for the
  1561. * entire rendering target.
  1562. * \param angle An angle in degrees that indicates the rotation that will be
  1563. * applied to dstrect, rotating it in a clockwise direction
  1564. * \param center A pointer to a point indicating the point around which
  1565. * dstrect will be rotated (if NULL, rotation will be done
  1566. * around dstrect.w/2, dstrect.h/2).
  1567. * \param flip An SDL_FlipMode value stating which flipping actions should be
  1568. * performed on the texture
  1569. * \returns 0 on success or a negative error code on failure; call
  1570. * SDL_GetError() for more information.
  1571. *
  1572. * \since This function is available since SDL 3.0.0.
  1573. */
  1574. extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
  1575. const SDL_FRect *srcrect, const SDL_FRect *dstrect,
  1576. const double angle, const SDL_FPoint *center,
  1577. const SDL_FlipMode flip);
  1578. /**
  1579. * Render a list of triangles, optionally using a texture and indices into the
  1580. * vertex array Color and alpha modulation is done per vertex
  1581. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1582. *
  1583. * \param renderer The rendering context.
  1584. * \param texture (optional) The SDL texture to use.
  1585. * \param vertices Vertices.
  1586. * \param num_vertices Number of vertices.
  1587. * \param indices (optional) An array of integer indices into the 'vertices'
  1588. * array, if NULL all vertices will be rendered in sequential
  1589. * order.
  1590. * \param num_indices Number of indices.
  1591. * \returns 0 on success, or -1 if the operation is not supported
  1592. *
  1593. * \since This function is available since SDL 3.0.0.
  1594. *
  1595. * \sa SDL_RenderGeometryRaw
  1596. * \sa SDL_Vertex
  1597. */
  1598. extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
  1599. SDL_Texture *texture,
  1600. const SDL_Vertex *vertices, int num_vertices,
  1601. const int *indices, int num_indices);
  1602. /**
  1603. * Render a list of triangles, optionally using a texture and indices into the
  1604. * vertex arrays Color and alpha modulation is done per vertex
  1605. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1606. *
  1607. * \param renderer The rendering context.
  1608. * \param texture (optional) The SDL texture to use.
  1609. * \param xy Vertex positions
  1610. * \param xy_stride Byte size to move from one element to the next element
  1611. * \param color Vertex colors (as SDL_FColor)
  1612. * \param color_stride Byte size to move from one element to the next element
  1613. * \param uv Vertex normalized texture coordinates
  1614. * \param uv_stride Byte size to move from one element to the next element
  1615. * \param num_vertices Number of vertices.
  1616. * \param indices (optional) An array of indices into the 'vertices' arrays,
  1617. * if NULL all vertices will be rendered in sequential order.
  1618. * \param num_indices Number of indices.
  1619. * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
  1620. * \returns 0 on success or a negative error code on failure; call
  1621. * SDL_GetError() for more information.
  1622. *
  1623. * \since This function is available since SDL 3.0.0.
  1624. *
  1625. * \sa SDL_RenderGeometry
  1626. * \sa SDL_Vertex
  1627. */
  1628. extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
  1629. SDL_Texture *texture,
  1630. const float *xy, int xy_stride,
  1631. const SDL_FColor *color, int color_stride,
  1632. const float *uv, int uv_stride,
  1633. int num_vertices,
  1634. const void *indices, int num_indices, int size_indices);
  1635. /**
  1636. * Read pixels from the current rendering target to an array of pixels.
  1637. *
  1638. * **WARNING**: This is a very slow operation, and should not be used
  1639. * frequently. If you're using this on the main rendering target, it should be
  1640. * called after rendering and before SDL_RenderPresent().
  1641. *
  1642. * `pitch` specifies the number of bytes between rows in the destination
  1643. * `pixels` data. This allows you to write to a subrectangle or have padded
  1644. * rows in the destination. Generally, `pitch` should equal the number of
  1645. * pixels per row in the `pixels` data times the number of bytes per pixel,
  1646. * but it might contain additional padding (for example, 24bit RGB Windows
  1647. * Bitmap data pads all rows to multiples of 4 bytes).
  1648. *
  1649. * \param renderer the rendering context
  1650. * \param rect an SDL_Rect structure representing the area in pixels relative
  1651. * to the to current viewport, or NULL for the entire viewport
  1652. * \param format an SDL_PixelFormatEnum value of the desired format of the
  1653. * pixel data, or 0 to use the format of the rendering target
  1654. * \param pixels a pointer to the pixel data to copy into
  1655. * \param pitch the pitch of the `pixels` parameter
  1656. * \returns 0 on success or a negative error code on failure; call
  1657. * SDL_GetError() for more information.
  1658. *
  1659. * \since This function is available since SDL 3.0.0.
  1660. */
  1661. extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer,
  1662. const SDL_Rect *rect,
  1663. Uint32 format,
  1664. void *pixels, int pitch);
  1665. /**
  1666. * Update the screen with any rendering performed since the previous call.
  1667. *
  1668. * SDL's rendering functions operate on a backbuffer; that is, calling a
  1669. * rendering function such as SDL_RenderLine() does not directly put a line on
  1670. * the screen, but rather updates the backbuffer. As such, you compose your
  1671. * entire scene and *present* the composed backbuffer to the screen as a
  1672. * complete picture.
  1673. *
  1674. * Therefore, when using SDL's rendering API, one does all drawing intended
  1675. * for the frame, and then calls this function once per frame to present the
  1676. * final drawing to the user.
  1677. *
  1678. * The backbuffer should be considered invalidated after each present; do not
  1679. * assume that previous contents will exist between frames. You are strongly
  1680. * encouraged to call SDL_RenderClear() to initialize the backbuffer before
  1681. * starting each new frame's drawing, even if you plan to overwrite every
  1682. * pixel.
  1683. *
  1684. * \param renderer the rendering context
  1685. * \returns 0 on success or a negative error code on failure; call
  1686. * SDL_GetError() for more information.
  1687. *
  1688. * \threadsafety You may only call this function on the main thread.
  1689. *
  1690. * \since This function is available since SDL 3.0.0.
  1691. *
  1692. * \sa SDL_RenderClear
  1693. * \sa SDL_RenderLine
  1694. * \sa SDL_RenderLines
  1695. * \sa SDL_RenderPoint
  1696. * \sa SDL_RenderPoints
  1697. * \sa SDL_RenderRect
  1698. * \sa SDL_RenderRects
  1699. * \sa SDL_RenderFillRect
  1700. * \sa SDL_RenderFillRects
  1701. * \sa SDL_SetRenderDrawBlendMode
  1702. * \sa SDL_SetRenderDrawColor
  1703. */
  1704. extern DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
  1705. /**
  1706. * Destroy the specified texture.
  1707. *
  1708. * Passing NULL or an otherwise invalid texture will set the SDL error message
  1709. * to "Invalid texture".
  1710. *
  1711. * \param texture the texture to destroy
  1712. *
  1713. * \since This function is available since SDL 3.0.0.
  1714. *
  1715. * \sa SDL_CreateTexture
  1716. * \sa SDL_CreateTextureFromSurface
  1717. */
  1718. extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
  1719. /**
  1720. * Destroy the rendering context for a window and free associated textures.
  1721. *
  1722. * If `renderer` is NULL, this function will return immediately after setting
  1723. * the SDL error message to "Invalid renderer". See SDL_GetError().
  1724. *
  1725. * \param renderer the rendering context
  1726. *
  1727. * \since This function is available since SDL 3.0.0.
  1728. *
  1729. * \sa SDL_CreateRenderer
  1730. */
  1731. extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
  1732. /**
  1733. * Force the rendering context to flush any pending commands and state.
  1734. *
  1735. * You do not need to (and in fact, shouldn't) call this function unless you
  1736. * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
  1737. * addition to using an SDL_Renderer.
  1738. *
  1739. * This is for a very-specific case: if you are using SDL's render API, and
  1740. * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
  1741. * calls. If this applies, you should call this function between calls to
  1742. * SDL's render API and the low-level API you're using in cooperation.
  1743. *
  1744. * In all other cases, you can ignore this function.
  1745. *
  1746. * This call makes SDL flush any pending rendering work it was queueing up to
  1747. * do later in a single batch, and marks any internal cached state as invalid,
  1748. * so it'll prepare all its state again later, from scratch.
  1749. *
  1750. * This means you do not need to save state in your rendering code to protect
  1751. * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
  1752. * OpenGL state that can confuse things; you should use your best judgement
  1753. * and be prepared to make changes if specific state needs to be protected.
  1754. *
  1755. * \param renderer the rendering context
  1756. * \returns 0 on success or a negative error code on failure; call
  1757. * SDL_GetError() for more information.
  1758. *
  1759. * \since This function is available since SDL 3.0.0.
  1760. */
  1761. extern DECLSPEC int SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
  1762. /**
  1763. * Get the CAMetalLayer associated with the given Metal renderer.
  1764. *
  1765. * This function returns `void *`, so SDL doesn't have to include Metal's
  1766. * headers, but it can be safely cast to a `CAMetalLayer *`.
  1767. *
  1768. * \param renderer The renderer to query
  1769. * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
  1770. * Metal renderer
  1771. *
  1772. * \since This function is available since SDL 3.0.0.
  1773. *
  1774. * \sa SDL_GetRenderMetalCommandEncoder
  1775. */
  1776. extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
  1777. /**
  1778. * Get the Metal command encoder for the current frame
  1779. *
  1780. * This function returns `void *`, so SDL doesn't have to include Metal's
  1781. * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
  1782. *
  1783. * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
  1784. * SDL a drawable to render to, which might happen if the window is
  1785. * hidden/minimized/offscreen. This doesn't apply to command encoders for
  1786. * render targets, just the window's backbuffer. Check your return values!
  1787. *
  1788. * \param renderer The renderer to query
  1789. * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
  1790. * renderer isn't a Metal renderer or there was an error.
  1791. *
  1792. * \since This function is available since SDL 3.0.0.
  1793. *
  1794. * \sa SDL_GetRenderMetalLayer
  1795. */
  1796. extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
  1797. /**
  1798. * Toggle VSync of the given renderer.
  1799. *
  1800. * \param renderer The renderer to toggle
  1801. * \param vsync 1 for on, 0 for off. All other values are reserved
  1802. * \returns 0 on success or a negative error code on failure; call
  1803. * SDL_GetError() for more information.
  1804. *
  1805. * \since This function is available since SDL 3.0.0.
  1806. */
  1807. extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
  1808. /**
  1809. * Get VSync of the given renderer.
  1810. *
  1811. * \param renderer The renderer to toggle
  1812. * \param vsync an int filled with 1 for on, 0 for off. All other values are
  1813. * reserved
  1814. * \returns 0 on success or a negative error code on failure; call
  1815. * SDL_GetError() for more information.
  1816. *
  1817. * \since This function is available since SDL 3.0.0.
  1818. */
  1819. extern DECLSPEC int SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
  1820. /* Ends C function definitions when using C++ */
  1821. #ifdef __cplusplus
  1822. }
  1823. #endif
  1824. #include <SDL3/SDL_close_code.h>
  1825. #endif /* SDL_render_h_ */