SDL_render.h 84 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
  226. * support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and
  227. * supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing
  228. * still uses the sRGB colorspace, but values can go beyond 1.0 and float
  229. * (linear) format 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
  320. * SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with
  321. * HDR enabled.
  322. * - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the
  323. * SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is
  324. * automatically multiplied into the color scale.
  325. * - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range
  326. * that can be displayed, in terms of the SDR white point. When HDR is not
  327. * enabled, this will be 1.0.
  328. * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
  329. * with the renderer
  330. * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
  331. * with the renderer
  332. * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
  333. * with the renderer
  334. * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
  335. * associated with the renderer
  336. *
  337. * \param renderer the rendering context
  338. * \returns a valid property ID on success or 0 on failure; call
  339. * SDL_GetError() for more information.
  340. *
  341. * \since This function is available since SDL 3.0.0.
  342. *
  343. * \sa SDL_GetProperty
  344. * \sa SDL_SetProperty
  345. */
  346. extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
  347. #define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name"
  348. #define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window"
  349. #define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface"
  350. #define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace"
  351. #define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled"
  352. #define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point"
  353. #define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom"
  354. #define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
  355. #define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
  356. #define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
  357. #define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
  358. /**
  359. * Get the output size in pixels of a rendering context.
  360. *
  361. * This returns the true output size in pixels, ignoring any render targets or
  362. * logical size and presentation.
  363. *
  364. * \param renderer the rendering context
  365. * \param w a pointer filled in with the width in pixels
  366. * \param h a pointer filled in with the height in pixels
  367. * \returns 0 on success or a negative error code on failure; call
  368. * SDL_GetError() for more information.
  369. *
  370. * \since This function is available since SDL 3.0.0.
  371. *
  372. * \sa SDL_GetRenderer
  373. */
  374. extern DECLSPEC int SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  375. /**
  376. * Get the current output size in pixels of a rendering context.
  377. *
  378. * If a rendering target is active, this will return the size of the rendering
  379. * target in pixels, otherwise if a logical size is set, it will return the
  380. * logical size, otherwise it will return the value of
  381. * SDL_GetRenderOutputSize().
  382. *
  383. * \param renderer the rendering context
  384. * \param w a pointer filled in with the current width
  385. * \param h a pointer filled in with the current height
  386. * \returns 0 on success or a negative error code on failure; call
  387. * SDL_GetError() for more information.
  388. *
  389. * \since This function is available since SDL 3.0.0.
  390. *
  391. * \sa SDL_GetRenderOutputSize
  392. * \sa SDL_GetRenderer
  393. */
  394. extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  395. /**
  396. * Create a texture for a rendering context.
  397. *
  398. * You can set the texture scaling method by setting
  399. * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
  400. *
  401. * \param renderer the rendering context
  402. * \param format one of the enumerated values in SDL_PixelFormatEnum
  403. * \param access one of the enumerated values in SDL_TextureAccess
  404. * \param w the width of the texture in pixels
  405. * \param h the height of the texture in pixels
  406. * \returns a pointer to the created texture or NULL if no rendering context
  407. * was active, the format was unsupported, or the width or height
  408. * were out of range; call SDL_GetError() for more information.
  409. *
  410. * \since This function is available since SDL 3.0.0.
  411. *
  412. * \sa SDL_CreateTextureFromSurface
  413. * \sa SDL_CreateTextureWithProperties
  414. * \sa SDL_DestroyTexture
  415. * \sa SDL_QueryTexture
  416. * \sa SDL_UpdateTexture
  417. */
  418. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h);
  419. /**
  420. * Create a texture from an existing surface.
  421. *
  422. * The surface is not modified or freed by this function.
  423. *
  424. * The SDL_TextureAccess hint for the created texture is
  425. * `SDL_TEXTUREACCESS_STATIC`.
  426. *
  427. * The pixel format of the created texture may be different from the pixel
  428. * format of the surface. Use SDL_QueryTexture() to query the pixel format of
  429. * the texture.
  430. *
  431. * \param renderer the rendering context
  432. * \param surface the SDL_Surface structure containing pixel data used to fill
  433. * the texture
  434. * \returns the created texture or NULL on failure; call SDL_GetError() for
  435. * more information.
  436. *
  437. * \since This function is available since SDL 3.0.0.
  438. *
  439. * \sa SDL_CreateTexture
  440. * \sa SDL_CreateTextureWithProperties
  441. * \sa SDL_DestroyTexture
  442. * \sa SDL_QueryTexture
  443. */
  444. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
  445. /**
  446. * Create a texture for a rendering context with the specified properties.
  447. *
  448. * These are the supported properties:
  449. *
  450. * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value
  451. * describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR
  452. * for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
  453. * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for
  454. * YUV textures.
  455. * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
  456. * SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
  457. * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
  458. * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
  459. * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
  460. * pixels, required
  461. * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
  462. * pixels, required
  463. * - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating
  464. * point textures, this defines the value of 100% diffuse white, with higher
  465. * values being displayed in the High Dynamic Range headroom. This defaults
  466. * to 100 for HDR10 textures and 1.0 for floating point textures.
  467. * - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating
  468. * point textures, this defines the maximum dynamic range used by the
  469. * content, in terms of the SDR white point. This would be equivalent to
  470. * maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content.
  471. * If this is defined, any values outside the range supported by the display
  472. * will be scaled into the available HDR headroom, otherwise they are
  473. * clipped.
  474. *
  475. * With the direct3d11 renderer:
  476. *
  477. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
  478. * associated with the texture, if you want to wrap an existing texture.
  479. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  480. * associated with the U plane of a YUV texture, if you want to wrap an
  481. * existing texture.
  482. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  483. * associated with the V plane of a YUV texture, if you want to wrap an
  484. * existing texture.
  485. *
  486. * With the direct3d12 renderer:
  487. *
  488. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
  489. * associated with the texture, if you want to wrap an existing texture.
  490. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
  491. * associated with the U plane of a YUV texture, if you want to wrap an
  492. * existing texture.
  493. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
  494. * associated with the V plane of a YUV texture, if you want to wrap an
  495. * existing texture.
  496. *
  497. * With the metal renderer:
  498. *
  499. * - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef
  500. * associated with the texture, if you want to create a texture from an
  501. * existing pixel buffer.
  502. *
  503. * With the opengl renderer:
  504. *
  505. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
  506. * associated with the texture, if you want to wrap an existing texture.
  507. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  508. * associated with the UV plane of an NV12 texture, if you want to wrap an
  509. * existing texture.
  510. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
  511. * associated with the U plane of a YUV texture, if you want to wrap an
  512. * existing texture.
  513. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
  514. * associated with the V plane of a YUV texture, if you want to wrap an
  515. * existing texture.
  516. *
  517. * With the opengles2 renderer:
  518. *
  519. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  520. * associated with the texture, if you want to wrap an existing texture.
  521. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  522. * associated with the texture, if you want to wrap an existing texture.
  523. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  524. * associated with the UV plane of an NV12 texture, if you want to wrap an
  525. * existing texture.
  526. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  527. * associated with the U plane of a YUV texture, if you want to wrap an
  528. * existing texture.
  529. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  530. * associated with the V plane of a YUV texture, if you want to wrap an
  531. * existing texture.
  532. *
  533. * \param renderer the rendering context
  534. * \param props the properties to use
  535. * \returns a pointer to the created texture or NULL if no rendering context
  536. * was active, the format was unsupported, or the width or height
  537. * were out of range; call SDL_GetError() for more information.
  538. *
  539. * \since This function is available since SDL 3.0.0.
  540. *
  541. * \sa SDL_CreateTextureFromSurface
  542. * \sa SDL_CreateTexture
  543. * \sa SDL_DestroyTexture
  544. * \sa SDL_QueryTexture
  545. * \sa SDL_UpdateTexture
  546. */
  547. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
  548. #define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "colorspace"
  549. #define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format"
  550. #define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access"
  551. #define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width"
  552. #define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height"
  553. #define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDR_white_point"
  554. #define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "HDR_headroom"
  555. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
  556. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
  557. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
  558. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
  559. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
  560. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
  561. #define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "metal.pixelbuffer"
  562. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
  563. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
  564. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
  565. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
  566. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
  567. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
  568. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
  569. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
  570. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
  571. /**
  572. * Get the properties associated with a texture.
  573. *
  574. * The following read-only properties are provided by SDL:
  575. *
  576. * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
  577. * the colorspace used by the texture
  578. * - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point
  579. * textures, this defines the value of 100% diffuse white, with higher
  580. * values being displayed in the High Dynamic Range headroom. This defaults
  581. * to 100 for HDR10 textures and 1.0 for other textures.
  582. * - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point
  583. * textures, this defines the maximum dynamic range used by the content, in
  584. * terms of the SDR white point. If this is defined, any values outside the
  585. * range supported by the display will be scaled into the available HDR
  586. * headroom, otherwise they are clipped. This defaults to 1.0 for SDR
  587. * textures, 4.0 for HDR10 textures, and no default for floating point
  588. * textures.
  589. *
  590. * With the direct3d11 renderer:
  591. *
  592. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
  593. * with the texture
  594. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  595. * associated with the U plane of a YUV texture
  596. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  597. * associated with the V plane of a YUV texture
  598. *
  599. * With the direct3d12 renderer:
  600. *
  601. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
  602. * with the texture
  603. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
  604. * with the U plane of a YUV texture
  605. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
  606. * with the V plane of a YUV texture
  607. *
  608. * With the vulkan renderer:
  609. *
  610. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_POINTER`: the VkImage associated with
  611. * the texture
  612. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_U_POINTER`: the VkImage associated with
  613. * the U plane of a YUV texture
  614. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_V_POINTER`: the VkImage associated with
  615. * the V plane of a YUV texture
  616. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_UV_POINTER`: the VkImage associated with
  617. * the UV plane of a NV12/NV21 texture
  618. *
  619. * With the opengl renderer:
  620. *
  621. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
  622. * with the texture
  623. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  624. * associated with the UV plane of an NV12 texture
  625. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
  626. * with the U plane of a YUV texture
  627. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
  628. * with the V plane of a YUV texture
  629. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the
  630. * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
  631. * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
  632. * the texture (0.0 - 1.0)
  633. * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
  634. * the texture (0.0 - 1.0)
  635. *
  636. * With the opengles2 renderer:
  637. *
  638. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  639. * associated with the texture
  640. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  641. * associated with the UV plane of an NV12 texture
  642. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  643. * associated with the U plane of a YUV texture
  644. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  645. * associated with the V plane of a YUV texture
  646. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the
  647. * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
  648. *
  649. * \param texture the texture to query
  650. * \returns a valid property ID on success or 0 on failure; call
  651. * SDL_GetError() for more information.
  652. *
  653. * \since This function is available since SDL 3.0.0.
  654. *
  655. * \sa SDL_GetProperty
  656. * \sa SDL_SetProperty
  657. */
  658. extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
  659. #define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace"
  660. #define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point"
  661. #define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom"
  662. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
  663. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
  664. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
  665. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
  666. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
  667. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
  668. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
  669. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
  670. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
  671. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
  672. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target"
  673. #define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
  674. #define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
  675. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
  676. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
  677. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
  678. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
  679. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target"
  680. #define SDL_PROP_TEXTURE_VULKAN_TEXTURE_POINTER "SDL.texture.vulkan.texture"
  681. #define SDL_PROP_TEXTURE_VULKAN_TEXTURE_U_POINTER "SDL.texture.vulkan.texture_u"
  682. #define SDL_PROP_TEXTURE_VULKAN_TEXTURE_V_POINTER "SDL.texture.vulkan.texture_v"
  683. #define SDL_PROP_TEXTURE_VULKAN_TEXTURE_UV_POINTER "SDL.texture.vulkan.texture_uv"
  684. /**
  685. * Get the renderer that created an SDL_Texture.
  686. *
  687. * \param texture the texture to query
  688. * \returns a pointer to the SDL_Renderer that created the texture, or NULL on
  689. * failure; call SDL_GetError() for more information.
  690. *
  691. * \threadsafety It is safe to call this function from any thread.
  692. *
  693. * \since This function is available since SDL 3.0.0.
  694. *
  695. * \sa SDL_CreateTexture
  696. * \sa SDL_CreateTextureFromSurface
  697. * \sa SDL_CreateTextureWithProperties
  698. */
  699. extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
  700. /**
  701. * Query the attributes of a texture.
  702. *
  703. * \param texture the texture to query
  704. * \param format a pointer filled in with the raw format of the texture; the
  705. * actual format may differ, but pixel transfers will use this
  706. * format (one of the SDL_PixelFormatEnum values). This argument
  707. * can be NULL if you don't need this information.
  708. * \param access a pointer filled in with the actual access to the texture
  709. * (one of the SDL_TextureAccess values). This argument can be
  710. * NULL if you don't need this information.
  711. * \param w a pointer filled in with the width of the texture in pixels. This
  712. * argument can be NULL if you don't need this information.
  713. * \param h a pointer filled in with the height of the texture in pixels. This
  714. * argument can be NULL if you don't need this information.
  715. * \returns 0 on success or a negative error code on failure; call
  716. * SDL_GetError() for more information.
  717. *
  718. * \since This function is available since SDL 3.0.0.
  719. *
  720. * \sa SDL_CreateTexture
  721. */
  722. extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h);
  723. /**
  724. * Set an additional color value multiplied into render copy operations.
  725. *
  726. * When this texture is rendered, during the copy operation each source color
  727. * channel is modulated by the appropriate color value according to the
  728. * following formula:
  729. *
  730. * `srcC = srcC * (color / 255)`
  731. *
  732. * Color modulation is not always supported by the renderer; it will return -1
  733. * if color modulation is not supported.
  734. *
  735. * \param texture the texture to update
  736. * \param r the red color value multiplied into copy operations
  737. * \param g the green color value multiplied into copy operations
  738. * \param b the blue color value multiplied into copy operations
  739. * \returns 0 on success or a negative error code on failure; call
  740. * SDL_GetError() for more information.
  741. *
  742. * \since This function is available since SDL 3.0.0.
  743. *
  744. * \sa SDL_GetTextureColorMod
  745. * \sa SDL_SetTextureAlphaMod
  746. * \sa SDL_SetTextureColorModFloat
  747. */
  748. extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
  749. /**
  750. * Set an additional color value multiplied into render copy operations.
  751. *
  752. * When this texture is rendered, during the copy operation each source color
  753. * channel is modulated by the appropriate color value according to the
  754. * following formula:
  755. *
  756. * `srcC = srcC * color`
  757. *
  758. * Color modulation is not always supported by the renderer; it will return -1
  759. * if color modulation is not supported.
  760. *
  761. * \param texture the texture to update
  762. * \param r the red color value multiplied into copy operations
  763. * \param g the green color value multiplied into copy operations
  764. * \param b the blue color value multiplied into copy operations
  765. * \returns 0 on success or a negative error code on failure; call
  766. * SDL_GetError() for more information.
  767. *
  768. * \since This function is available since SDL 3.0.0.
  769. *
  770. * \sa SDL_GetTextureColorModFloat
  771. * \sa SDL_SetTextureAlphaModFloat
  772. * \sa SDL_SetTextureColorMod
  773. */
  774. extern DECLSPEC int SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b);
  775. /**
  776. * Get the additional color value multiplied into render copy operations.
  777. *
  778. * \param texture the texture to query
  779. * \param r a pointer filled in with the current red color value
  780. * \param g a pointer filled in with the current green color value
  781. * \param b a pointer filled in with the current blue color value
  782. * \returns 0 on success or a negative error code on failure; call
  783. * SDL_GetError() for more information.
  784. *
  785. * \since This function is available since SDL 3.0.0.
  786. *
  787. * \sa SDL_GetTextureAlphaMod
  788. * \sa SDL_GetTextureColorModFloat
  789. * \sa SDL_SetTextureColorMod
  790. */
  791. extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
  792. /**
  793. * Get the additional color value multiplied into render copy operations.
  794. *
  795. * \param texture the texture to query
  796. * \param r a pointer filled in with the current red color value
  797. * \param g a pointer filled in with the current green color value
  798. * \param b a pointer filled in with the current blue color value
  799. * \returns 0 on success or a negative error code on failure; call
  800. * SDL_GetError() for more information.
  801. *
  802. * \since This function is available since SDL 3.0.0.
  803. *
  804. * \sa SDL_GetTextureAlphaModFloat
  805. * \sa SDL_GetTextureColorMod
  806. * \sa SDL_SetTextureColorModFloat
  807. */
  808. extern DECLSPEC int SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b);
  809. /**
  810. * Set an additional alpha value multiplied into render copy operations.
  811. *
  812. * When this texture is rendered, during the copy operation the source alpha
  813. * value is modulated by this alpha value according to the following formula:
  814. *
  815. * `srcA = srcA * (alpha / 255)`
  816. *
  817. * Alpha modulation is not always supported by the renderer; it will return -1
  818. * if alpha modulation is not supported.
  819. *
  820. * \param texture the texture to update
  821. * \param alpha the source alpha value multiplied into copy operations
  822. * \returns 0 on success or a negative error code on failure; call
  823. * SDL_GetError() for more information.
  824. *
  825. * \since This function is available since SDL 3.0.0.
  826. *
  827. * \sa SDL_GetTextureAlphaMod
  828. * \sa SDL_SetTextureAlphaModFloat
  829. * \sa SDL_SetTextureColorMod
  830. */
  831. extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
  832. /**
  833. * Set an additional alpha value multiplied into render copy operations.
  834. *
  835. * When this texture is rendered, during the copy operation the source alpha
  836. * value is modulated by this alpha value according to the following formula:
  837. *
  838. * `srcA = srcA * alpha`
  839. *
  840. * Alpha modulation is not always supported by the renderer; it will return -1
  841. * if alpha modulation is not supported.
  842. *
  843. * \param texture the texture to update
  844. * \param alpha the source alpha value multiplied into copy operations
  845. * \returns 0 on success or a negative error code on failure; call
  846. * SDL_GetError() for more information.
  847. *
  848. * \since This function is available since SDL 3.0.0.
  849. *
  850. * \sa SDL_GetTextureAlphaModFloat
  851. * \sa SDL_SetTextureAlphaMod
  852. * \sa SDL_SetTextureColorModFloat
  853. */
  854. extern DECLSPEC int SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha);
  855. /**
  856. * Get the additional alpha value multiplied into render copy operations.
  857. *
  858. * \param texture the texture to query
  859. * \param alpha a pointer filled in with the current alpha value
  860. * \returns 0 on success or a negative error code on failure; call
  861. * SDL_GetError() for more information.
  862. *
  863. * \since This function is available since SDL 3.0.0.
  864. *
  865. * \sa SDL_GetTextureAlphaModFloat
  866. * \sa SDL_GetTextureColorMod
  867. * \sa SDL_SetTextureAlphaMod
  868. */
  869. extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
  870. /**
  871. * Get the additional alpha value multiplied into render copy operations.
  872. *
  873. * \param texture the texture to query
  874. * \param alpha a pointer filled in with the current alpha value
  875. * \returns 0 on success or a negative error code on failure; call
  876. * SDL_GetError() for more information.
  877. *
  878. * \since This function is available since SDL 3.0.0.
  879. *
  880. * \sa SDL_GetTextureAlphaMod
  881. * \sa SDL_GetTextureColorModFloat
  882. * \sa SDL_SetTextureAlphaModFloat
  883. */
  884. extern DECLSPEC int SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha);
  885. /**
  886. * Set the blend mode for a texture, used by SDL_RenderTexture().
  887. *
  888. * If the blend mode is not supported, the closest supported mode is chosen
  889. * and this function returns -1.
  890. *
  891. * \param texture the texture to update
  892. * \param blendMode the SDL_BlendMode to use for texture blending
  893. * \returns 0 on success or a negative error code on failure; call
  894. * SDL_GetError() for more information.
  895. *
  896. * \since This function is available since SDL 3.0.0.
  897. *
  898. * \sa SDL_GetTextureBlendMode
  899. * \sa SDL_RenderTexture
  900. */
  901. extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
  902. /**
  903. * Get the blend mode used for texture copy operations.
  904. *
  905. * \param texture the texture to query
  906. * \param blendMode a pointer filled in with the current SDL_BlendMode
  907. * \returns 0 on success or a negative error code on failure; call
  908. * SDL_GetError() for more information.
  909. *
  910. * \since This function is available since SDL 3.0.0.
  911. *
  912. * \sa SDL_SetTextureBlendMode
  913. */
  914. extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
  915. /**
  916. * Set the scale mode used for texture scale operations.
  917. *
  918. * The default texture scale mode is SDL_SCALEMODE_LINEAR.
  919. *
  920. * If the scale mode is not supported, the closest supported mode is chosen.
  921. *
  922. * \param texture The texture to update.
  923. * \param scaleMode the SDL_ScaleMode to use for texture scaling.
  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_GetTextureScaleMode
  930. */
  931. extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
  932. /**
  933. * Get the scale mode used for texture scale operations.
  934. *
  935. * \param texture the texture to query.
  936. * \param scaleMode a pointer filled in with the current scale mode.
  937. * \returns 0 on success or a negative error code on failure; call
  938. * SDL_GetError() for more information.
  939. *
  940. * \since This function is available since SDL 3.0.0.
  941. *
  942. * \sa SDL_SetTextureScaleMode
  943. */
  944. extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
  945. /**
  946. * Update the given texture rectangle with new pixel data.
  947. *
  948. * The pixel data must be in the pixel format of the texture. Use
  949. * SDL_QueryTexture() to query the pixel format of the texture.
  950. *
  951. * This is a fairly slow function, intended for use with static textures that
  952. * do not change often.
  953. *
  954. * If the texture is intended to be updated often, it is preferred to create
  955. * the texture as streaming and use the locking functions referenced below.
  956. * While this function will work with streaming textures, for optimization
  957. * reasons you may not get the pixels back if you lock the texture afterward.
  958. *
  959. * \param texture the texture to update
  960. * \param rect an SDL_Rect structure representing the area to update, or NULL
  961. * to update the entire texture
  962. * \param pixels the raw pixel data in the format of the texture
  963. * \param pitch the number of bytes in a row of pixel data, including padding
  964. * between lines
  965. * \returns 0 on success or a negative error code on failure; call
  966. * SDL_GetError() for more information.
  967. *
  968. * \since This function is available since SDL 3.0.0.
  969. *
  970. * \sa SDL_CreateTexture
  971. * \sa SDL_LockTexture
  972. * \sa SDL_UnlockTexture
  973. */
  974. extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
  975. /**
  976. * Update a rectangle within a planar YV12 or IYUV texture with new pixel
  977. * data.
  978. *
  979. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  980. * block of Y and U/V planes in the proper order, but this function is
  981. * available if your pixel data is not contiguous.
  982. *
  983. * \param texture the texture to update
  984. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  985. * update the entire texture
  986. * \param Yplane the raw pixel data for the Y plane
  987. * \param Ypitch the number of bytes between rows of pixel data for the Y
  988. * plane
  989. * \param Uplane the raw pixel data for the U plane
  990. * \param Upitch the number of bytes between rows of pixel data for the U
  991. * plane
  992. * \param Vplane the raw pixel data for the V plane
  993. * \param Vpitch the number of bytes between rows of pixel data for the V
  994. * plane
  995. * \returns 0 on success or a negative error code on failure; call
  996. * SDL_GetError() for more information.
  997. *
  998. * \since This function is available since SDL 3.0.0.
  999. *
  1000. * \sa SDL_UpdateTexture
  1001. */
  1002. extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
  1003. const SDL_Rect *rect,
  1004. const Uint8 *Yplane, int Ypitch,
  1005. const Uint8 *Uplane, int Upitch,
  1006. const Uint8 *Vplane, int Vpitch);
  1007. /**
  1008. * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
  1009. *
  1010. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  1011. * block of NV12/21 planes in the proper order, but this function is available
  1012. * if your pixel data is not contiguous.
  1013. *
  1014. * \param texture the texture to update
  1015. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  1016. * update the entire texture.
  1017. * \param Yplane the raw pixel data for the Y plane.
  1018. * \param Ypitch the number of bytes between rows of pixel data for the Y
  1019. * plane.
  1020. * \param UVplane the raw pixel data for the UV plane.
  1021. * \param UVpitch the number of bytes between rows of pixel data for the UV
  1022. * plane.
  1023. * \returns 0 on success or a negative error code on failure; call
  1024. * SDL_GetError() for more information.
  1025. *
  1026. * \since This function is available since SDL 3.0.0.
  1027. */
  1028. extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
  1029. const SDL_Rect *rect,
  1030. const Uint8 *Yplane, int Ypitch,
  1031. const Uint8 *UVplane, int UVpitch);
  1032. /**
  1033. * Lock a portion of the texture for **write-only** pixel access.
  1034. *
  1035. * As an optimization, the pixels made available for editing don't necessarily
  1036. * contain the old texture data. This is a write-only operation, and if you
  1037. * need to keep a copy of the texture data you should do that at the
  1038. * application level.
  1039. *
  1040. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  1041. * changes.
  1042. *
  1043. * \param texture the texture to lock for access, which was created with
  1044. * `SDL_TEXTUREACCESS_STREAMING`
  1045. * \param rect an SDL_Rect structure representing the area to lock for access;
  1046. * NULL to lock the entire texture
  1047. * \param pixels this is filled in with a pointer to the locked pixels,
  1048. * appropriately offset by the locked area
  1049. * \param pitch this is filled in with the pitch of the locked pixels; the
  1050. * pitch is the length of one row in bytes
  1051. * \returns 0 on success or a negative error code if the texture is not valid
  1052. * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
  1053. * SDL_GetError() for more information.
  1054. *
  1055. * \since This function is available since SDL 3.0.0.
  1056. *
  1057. * \sa SDL_UnlockTexture
  1058. */
  1059. extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture,
  1060. const SDL_Rect *rect,
  1061. void **pixels, int *pitch);
  1062. /**
  1063. * Lock a portion of the texture for **write-only** pixel access, and expose
  1064. * it as a SDL surface.
  1065. *
  1066. * Besides providing an SDL_Surface instead of raw pixel data, this function
  1067. * operates like SDL_LockTexture.
  1068. *
  1069. * As an optimization, the pixels made available for editing don't necessarily
  1070. * contain the old texture data. This is a write-only operation, and if you
  1071. * need to keep a copy of the texture data you should do that at the
  1072. * application level.
  1073. *
  1074. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  1075. * changes.
  1076. *
  1077. * The returned surface is freed internally after calling SDL_UnlockTexture()
  1078. * or SDL_DestroyTexture(). The caller should not free it.
  1079. *
  1080. * \param texture the texture to lock for access, which must be created with
  1081. * `SDL_TEXTUREACCESS_STREAMING`
  1082. * \param rect a pointer to the rectangle to lock for access. If the rect is
  1083. * NULL, the entire texture will be locked
  1084. * \param surface this is filled in with an SDL surface representing the
  1085. * locked area
  1086. * \returns 0 on success or a negative error code on failure; call
  1087. * SDL_GetError() for more information.
  1088. *
  1089. * \since This function is available since SDL 3.0.0.
  1090. *
  1091. * \sa SDL_LockTexture
  1092. * \sa SDL_UnlockTexture
  1093. */
  1094. extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
  1095. const SDL_Rect *rect,
  1096. SDL_Surface **surface);
  1097. /**
  1098. * Unlock a texture, uploading the changes to video memory, if needed.
  1099. *
  1100. * **Warning**: Please note that SDL_LockTexture() is intended to be
  1101. * write-only; it will not guarantee the previous contents of the texture will
  1102. * be provided. You must fully initialize any area of a texture that you lock
  1103. * before unlocking it, as the pixels might otherwise be uninitialized memory.
  1104. *
  1105. * Which is to say: locking and immediately unlocking a texture can result in
  1106. * corrupted textures, depending on the renderer in use.
  1107. *
  1108. * \param texture a texture locked by SDL_LockTexture()
  1109. *
  1110. * \since This function is available since SDL 3.0.0.
  1111. *
  1112. * \sa SDL_LockTexture
  1113. */
  1114. extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
  1115. /**
  1116. * Set a texture as the current rendering target.
  1117. *
  1118. * The default render target is the window for which the renderer was created.
  1119. * To stop rendering to a texture and render to the window again, call this
  1120. * function with a NULL `texture`.
  1121. *
  1122. * \param renderer the rendering context
  1123. * \param texture the targeted texture, which must be created with the
  1124. * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
  1125. * window instead of a texture.
  1126. * \returns 0 on success or a negative error code on failure; call
  1127. * SDL_GetError() for more information.
  1128. *
  1129. * \since This function is available since SDL 3.0.0.
  1130. *
  1131. * \sa SDL_GetRenderTarget
  1132. */
  1133. extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
  1134. /**
  1135. * Get the current render target.
  1136. *
  1137. * The default render target is the window for which the renderer was created,
  1138. * and is reported a NULL here.
  1139. *
  1140. * \param renderer the rendering context
  1141. * \returns the current render target or NULL for the default render target.
  1142. *
  1143. * \since This function is available since SDL 3.0.0.
  1144. *
  1145. * \sa SDL_SetRenderTarget
  1146. */
  1147. extern DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
  1148. /**
  1149. * Set a device independent resolution and presentation mode for rendering.
  1150. *
  1151. * This function sets the width and height of the logical rendering output. A
  1152. * render target is created at the specified size and used for rendering and
  1153. * then copied to the output during presentation.
  1154. *
  1155. * You can disable logical coordinates by setting the mode to
  1156. * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
  1157. * resolution of the output window.
  1158. *
  1159. * You can convert coordinates in an event into rendering coordinates using
  1160. * SDL_ConvertEventToRenderCoordinates().
  1161. *
  1162. * \param renderer the rendering context
  1163. * \param w the width of the logical resolution
  1164. * \param h the height of the logical resolution
  1165. * \param mode the presentation mode used
  1166. * \param scale_mode the scale mode used
  1167. * \returns 0 on success or a negative error code on failure; call
  1168. * SDL_GetError() for more information.
  1169. *
  1170. * \since This function is available since SDL 3.0.0.
  1171. *
  1172. * \sa SDL_ConvertEventToRenderCoordinates
  1173. * \sa SDL_GetRenderLogicalPresentation
  1174. */
  1175. extern DECLSPEC int SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode);
  1176. /**
  1177. * Get device independent resolution and presentation mode for rendering.
  1178. *
  1179. * This function gets the width and height of the logical rendering output, or
  1180. * the output size in pixels if a logical resolution is not enabled.
  1181. *
  1182. * \param renderer the rendering context
  1183. * \param w an int to be filled with the width
  1184. * \param h an int to be filled with the height
  1185. * \param mode a pointer filled in with the presentation mode
  1186. * \param scale_mode a pointer filled in with the scale mode
  1187. * \returns 0 on success or a negative error code on failure; call
  1188. * SDL_GetError() for more information.
  1189. *
  1190. * \since This function is available since SDL 3.0.0.
  1191. *
  1192. * \sa SDL_SetRenderLogicalPresentation
  1193. */
  1194. extern DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode);
  1195. /**
  1196. * Get a point in render coordinates when given a point in window coordinates.
  1197. *
  1198. * \param renderer the rendering context
  1199. * \param window_x the x coordinate in window coordinates
  1200. * \param window_y the y coordinate in window coordinates
  1201. * \param x a pointer filled with the x coordinate in render coordinates
  1202. * \param y a pointer filled with the y coordinate in render coordinates
  1203. * \returns 0 on success or a negative error code on failure; call
  1204. * SDL_GetError() for more information.
  1205. *
  1206. * \since This function is available since SDL 3.0.0.
  1207. *
  1208. * \sa SDL_SetRenderLogicalPresentation
  1209. * \sa SDL_SetRenderScale
  1210. */
  1211. extern DECLSPEC int SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
  1212. /**
  1213. * Get a point in window coordinates when given a point in render coordinates.
  1214. *
  1215. * \param renderer the rendering context
  1216. * \param x the x coordinate in render coordinates
  1217. * \param y the y coordinate in render coordinates
  1218. * \param window_x a pointer filled with the x coordinate in window
  1219. * coordinates
  1220. * \param window_y a pointer filled with the y coordinate in window
  1221. * coordinates
  1222. * \returns 0 on success or a negative error code on failure; call
  1223. * SDL_GetError() for more information.
  1224. *
  1225. * \since This function is available since SDL 3.0.0.
  1226. *
  1227. * \sa SDL_SetRenderLogicalPresentation
  1228. * \sa SDL_SetRenderScale
  1229. */
  1230. extern DECLSPEC int SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
  1231. /**
  1232. * Convert the coordinates in an event to render coordinates.
  1233. *
  1234. * Touch coordinates are converted from normalized coordinates in the window
  1235. * to non-normalized rendering coordinates.
  1236. *
  1237. * Once converted, the coordinates may be outside the rendering area.
  1238. *
  1239. * \param renderer the rendering context
  1240. * \param event the event to modify
  1241. * \returns 0 on success or a negative error code on failure; call
  1242. * SDL_GetError() for more information.
  1243. *
  1244. * \since This function is available since SDL 3.0.0.
  1245. *
  1246. * \sa SDL_GetRenderCoordinatesFromWindowCoordinates
  1247. */
  1248. extern DECLSPEC int SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
  1249. /**
  1250. * Set the drawing area for rendering on the current target.
  1251. *
  1252. * \param renderer the rendering context
  1253. * \param rect the SDL_Rect structure representing the drawing area, or NULL
  1254. * to set the viewport to the entire target
  1255. * \returns 0 on success or a negative error code on failure; call
  1256. * SDL_GetError() for more information.
  1257. *
  1258. * \since This function is available since SDL 3.0.0.
  1259. *
  1260. * \sa SDL_GetRenderViewport
  1261. * \sa SDL_RenderViewportSet
  1262. */
  1263. extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
  1264. /**
  1265. * Get the drawing area for the current target.
  1266. *
  1267. * \param renderer the rendering context
  1268. * \param rect an SDL_Rect structure filled in with the current drawing area
  1269. * \returns 0 on success or a negative error code on failure; call
  1270. * SDL_GetError() for more information.
  1271. *
  1272. * \since This function is available since SDL 3.0.0.
  1273. *
  1274. * \sa SDL_RenderViewportSet
  1275. * \sa SDL_SetRenderViewport
  1276. */
  1277. extern DECLSPEC int SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
  1278. /**
  1279. * Return whether an explicit rectangle was set as the viewport.
  1280. *
  1281. * This is useful if you're saving and restoring the viewport and want to know
  1282. * whether you should restore a specific rectangle or NULL. Note that the
  1283. * viewport is always reset when changing rendering targets.
  1284. *
  1285. * \param renderer the rendering context
  1286. * \returns SDL_TRUE if the viewport was set to a specific rectangle, or
  1287. * SDL_FALSE if it was set to NULL (the entire target)
  1288. *
  1289. * \since This function is available since SDL 3.0.0.
  1290. *
  1291. * \sa SDL_GetRenderViewport
  1292. * \sa SDL_SetRenderViewport
  1293. */
  1294. extern DECLSPEC SDL_bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer);
  1295. /**
  1296. * Set the clip rectangle for rendering on the specified target.
  1297. *
  1298. * \param renderer the rendering context
  1299. * \param rect an SDL_Rect structure representing the clip area, relative to
  1300. * the viewport, or NULL to disable clipping
  1301. * \returns 0 on success or a negative error code on failure; call
  1302. * SDL_GetError() for more information.
  1303. *
  1304. * \since This function is available since SDL 3.0.0.
  1305. *
  1306. * \sa SDL_GetRenderClipRect
  1307. * \sa SDL_RenderClipEnabled
  1308. */
  1309. extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
  1310. /**
  1311. * Get the clip rectangle for the current target.
  1312. *
  1313. * \param renderer the rendering context
  1314. * \param rect an SDL_Rect structure filled in with the current clipping area
  1315. * or an empty rectangle if clipping is disabled
  1316. * \returns 0 on success or a negative error code on failure; call
  1317. * SDL_GetError() for more information.
  1318. *
  1319. * \since This function is available since SDL 3.0.0.
  1320. *
  1321. * \sa SDL_RenderClipEnabled
  1322. * \sa SDL_SetRenderClipRect
  1323. */
  1324. extern DECLSPEC int SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
  1325. /**
  1326. * Get whether clipping is enabled on the given renderer.
  1327. *
  1328. * \param renderer the rendering context
  1329. * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
  1330. * SDL_GetError() for more information.
  1331. *
  1332. * \since This function is available since SDL 3.0.0.
  1333. *
  1334. * \sa SDL_GetRenderClipRect
  1335. * \sa SDL_SetRenderClipRect
  1336. */
  1337. extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
  1338. /**
  1339. * Set the drawing scale for rendering on the current target.
  1340. *
  1341. * The drawing coordinates are scaled by the x/y scaling factors before they
  1342. * are used by the renderer. This allows resolution independent drawing with a
  1343. * single coordinate system.
  1344. *
  1345. * If this results in scaling or subpixel drawing by the rendering backend, it
  1346. * will be handled using the appropriate quality hints. For best results use
  1347. * integer scaling factors.
  1348. *
  1349. * \param renderer the rendering context
  1350. * \param scaleX the horizontal scaling factor
  1351. * \param scaleY the vertical scaling factor
  1352. * \returns 0 on success or a negative error code on failure; call
  1353. * SDL_GetError() for more information.
  1354. *
  1355. * \since This function is available since SDL 3.0.0.
  1356. *
  1357. * \sa SDL_GetRenderScale
  1358. */
  1359. extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
  1360. /**
  1361. * Get the drawing scale for the current target.
  1362. *
  1363. * \param renderer the rendering context
  1364. * \param scaleX a pointer filled in with the horizontal scaling factor
  1365. * \param scaleY a pointer filled in with the vertical scaling factor
  1366. * \returns 0 on success or a negative error code on failure; call
  1367. * SDL_GetError() for more information.
  1368. *
  1369. * \since This function is available since SDL 3.0.0.
  1370. *
  1371. * \sa SDL_SetRenderScale
  1372. */
  1373. extern DECLSPEC int SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
  1374. /**
  1375. * Set the color used for drawing operations.
  1376. *
  1377. * Set the color for drawing or filling rectangles, lines, and points, and for
  1378. * SDL_RenderClear().
  1379. *
  1380. * \param renderer the rendering context
  1381. * \param r the red value used to draw on the rendering target
  1382. * \param g the green value used to draw on the rendering target
  1383. * \param b the blue value used to draw on the rendering target
  1384. * \param a the alpha value used to draw on the rendering target; usually
  1385. * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
  1386. * specify how the alpha channel is used
  1387. * \returns 0 on success or a negative error code on failure; call
  1388. * SDL_GetError() for more information.
  1389. *
  1390. * \since This function is available since SDL 3.0.0.
  1391. *
  1392. * \sa SDL_GetRenderDrawColor
  1393. * \sa SDL_RenderClear
  1394. * \sa SDL_RenderFillRect
  1395. * \sa SDL_RenderFillRects
  1396. * \sa SDL_RenderLine
  1397. * \sa SDL_RenderLines
  1398. * \sa SDL_RenderPoint
  1399. * \sa SDL_RenderPoints
  1400. * \sa SDL_RenderRect
  1401. * \sa SDL_RenderRects
  1402. * \sa SDL_SetRenderDrawColorFloat
  1403. */
  1404. extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
  1405. /**
  1406. * Set the color used for drawing operations (Rect, Line and Clear).
  1407. *
  1408. * Set the color for drawing or filling rectangles, lines, and points, and for
  1409. * SDL_RenderClear().
  1410. *
  1411. * \param renderer the rendering context
  1412. * \param r the red value used to draw on the rendering target
  1413. * \param g the green value used to draw on the rendering target
  1414. * \param b the blue value used to draw on the rendering target
  1415. * \param a the alpha value used to draw on the rendering target. Use
  1416. * SDL_SetRenderDrawBlendMode to specify how the alpha channel is
  1417. * used
  1418. * \returns 0 on success or a negative error code on failure; call
  1419. * SDL_GetError() for more information.
  1420. *
  1421. * \since This function is available since SDL 3.0.0.
  1422. *
  1423. * \sa SDL_GetRenderDrawColorFloat
  1424. * \sa SDL_RenderClear
  1425. * \sa SDL_RenderFillRect
  1426. * \sa SDL_RenderFillRects
  1427. * \sa SDL_RenderLine
  1428. * \sa SDL_RenderLines
  1429. * \sa SDL_RenderPoint
  1430. * \sa SDL_RenderPoints
  1431. * \sa SDL_RenderRect
  1432. * \sa SDL_RenderRects
  1433. * \sa SDL_SetRenderDrawColor
  1434. */
  1435. extern DECLSPEC int SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a);
  1436. /**
  1437. * Get the color used for drawing operations (Rect, Line and Clear).
  1438. *
  1439. * \param renderer the rendering context
  1440. * \param r a pointer filled in with the red value used to draw on the
  1441. * rendering target
  1442. * \param g a pointer filled in with the green value used to draw on the
  1443. * rendering target
  1444. * \param b a pointer filled in with the blue value used to draw on the
  1445. * rendering target
  1446. * \param a a pointer filled in with the alpha value used to draw on the
  1447. * rendering target; usually `SDL_ALPHA_OPAQUE` (255)
  1448. * \returns 0 on success or a negative error code on failure; call
  1449. * SDL_GetError() for more information.
  1450. *
  1451. * \since This function is available since SDL 3.0.0.
  1452. *
  1453. * \sa SDL_GetRenderDrawColorFloat
  1454. * \sa SDL_SetRenderDrawColor
  1455. */
  1456. extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
  1457. /**
  1458. * Get the color used for drawing operations (Rect, Line and Clear).
  1459. *
  1460. * \param renderer the rendering context
  1461. * \param r a pointer filled in with the red value used to draw on the
  1462. * rendering target
  1463. * \param g a pointer filled in with the green value used to draw on the
  1464. * rendering target
  1465. * \param b a pointer filled in with the blue value used to draw on the
  1466. * rendering target
  1467. * \param a a pointer filled in with the alpha value used to draw on the
  1468. * rendering target
  1469. * \returns 0 on success or a negative error code on failure; call
  1470. * SDL_GetError() for more information.
  1471. *
  1472. * \since This function is available since SDL 3.0.0.
  1473. *
  1474. * \sa SDL_SetRenderDrawColorFloat
  1475. * \sa SDL_GetRenderDrawColor
  1476. */
  1477. extern DECLSPEC int SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a);
  1478. /**
  1479. * Set the color scale used for render operations.
  1480. *
  1481. * The color scale is an additional scale multiplied into the pixel color
  1482. * value while rendering. This can be used to adjust the brightness of colors
  1483. * during HDR rendering, or changing HDR video brightness when playing on an
  1484. * SDR display.
  1485. *
  1486. * The color scale does not affect the alpha channel, only the color
  1487. * brightness.
  1488. *
  1489. * \param renderer the rendering context
  1490. * \param scale the color scale value
  1491. * \returns 0 on success or a negative error code on failure; call
  1492. * SDL_GetError() for more information.
  1493. *
  1494. * \since This function is available since SDL 3.0.0.
  1495. *
  1496. * \sa SDL_GetRenderColorScale
  1497. */
  1498. extern DECLSPEC int SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale);
  1499. /**
  1500. * Get the color scale used for render operations.
  1501. *
  1502. * \param renderer the rendering context
  1503. * \param scale a pointer filled in with the current color scale value
  1504. * \returns 0 on success or a negative error code on failure; call
  1505. * SDL_GetError() for more information.
  1506. *
  1507. * \since This function is available since SDL 3.0.0.
  1508. *
  1509. * \sa SDL_SetRenderColorScale
  1510. */
  1511. extern DECLSPEC int SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale);
  1512. /**
  1513. * Set the blend mode used for drawing operations (Fill and Line).
  1514. *
  1515. * If the blend mode is not supported, the closest supported mode is chosen.
  1516. *
  1517. * \param renderer the rendering context
  1518. * \param blendMode the SDL_BlendMode to use for blending
  1519. * \returns 0 on success or a negative error code on failure; call
  1520. * SDL_GetError() for more information.
  1521. *
  1522. * \since This function is available since SDL 3.0.0.
  1523. *
  1524. * \sa SDL_GetRenderDrawBlendMode
  1525. * \sa SDL_RenderLine
  1526. * \sa SDL_RenderLines
  1527. * \sa SDL_RenderPoint
  1528. * \sa SDL_RenderPoints
  1529. * \sa SDL_RenderRect
  1530. * \sa SDL_RenderRects
  1531. * \sa SDL_RenderFillRect
  1532. * \sa SDL_RenderFillRects
  1533. */
  1534. extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
  1535. /**
  1536. * Get the blend mode used for drawing operations.
  1537. *
  1538. * \param renderer the rendering context
  1539. * \param blendMode a pointer filled in with the current SDL_BlendMode
  1540. * \returns 0 on success or a negative error code on failure; call
  1541. * SDL_GetError() for more information.
  1542. *
  1543. * \since This function is available since SDL 3.0.0.
  1544. *
  1545. * \sa SDL_SetRenderDrawBlendMode
  1546. */
  1547. extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
  1548. /**
  1549. * Clear the current rendering target with the drawing color.
  1550. *
  1551. * This function clears the entire rendering target, ignoring the viewport and
  1552. * the clip rectangle.
  1553. *
  1554. * \param renderer the rendering context
  1555. * \returns 0 on success or a negative error code on failure; call
  1556. * SDL_GetError() for more information.
  1557. *
  1558. * \since This function is available since SDL 3.0.0.
  1559. *
  1560. * \sa SDL_SetRenderDrawColor
  1561. */
  1562. extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
  1563. /**
  1564. * Draw a point on the current rendering target at subpixel precision.
  1565. *
  1566. * \param renderer The renderer which should draw a point.
  1567. * \param x The x coordinate of the point.
  1568. * \param y The y coordinate of the point.
  1569. * \returns 0 on success, or -1 on error
  1570. *
  1571. * \since This function is available since SDL 3.0.0.
  1572. */
  1573. extern DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
  1574. /**
  1575. * Draw multiple points on the current rendering target at subpixel precision.
  1576. *
  1577. * \param renderer The renderer which should draw multiple points.
  1578. * \param points The points to draw
  1579. * \param count The number of points to draw
  1580. * \returns 0 on success or a negative error code on failure; call
  1581. * SDL_GetError() for more information.
  1582. *
  1583. * \since This function is available since SDL 3.0.0.
  1584. */
  1585. extern DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1586. /**
  1587. * Draw a line on the current rendering target at subpixel precision.
  1588. *
  1589. * \param renderer The renderer which should draw a line.
  1590. * \param x1 The x coordinate of the start point.
  1591. * \param y1 The y coordinate of the start point.
  1592. * \param x2 The x coordinate of the end point.
  1593. * \param y2 The y coordinate of the end point.
  1594. * \returns 0 on success, or -1 on error
  1595. *
  1596. * \since This function is available since SDL 3.0.0.
  1597. */
  1598. extern DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
  1599. /**
  1600. * Draw a series of connected lines on the current rendering target at
  1601. * subpixel precision.
  1602. *
  1603. * \param renderer The renderer which should draw multiple lines.
  1604. * \param points The points along the lines
  1605. * \param count The number of points, drawing count-1 lines
  1606. * \returns 0 on success or a negative error code on failure; call
  1607. * SDL_GetError() for more information.
  1608. *
  1609. * \since This function is available since SDL 3.0.0.
  1610. */
  1611. extern DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1612. /**
  1613. * Draw a rectangle on the current rendering target at subpixel precision.
  1614. *
  1615. * \param renderer The renderer which should draw a rectangle.
  1616. * \param rect A pointer to the destination rectangle, or NULL to outline the
  1617. * entire rendering target.
  1618. * \returns 0 on success, or -1 on error
  1619. *
  1620. * \since This function is available since SDL 3.0.0.
  1621. */
  1622. extern DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1623. /**
  1624. * Draw some number of rectangles on the current rendering target at subpixel
  1625. * precision.
  1626. *
  1627. * \param renderer The renderer which should draw multiple rectangles.
  1628. * \param rects A pointer to an array of destination rectangles.
  1629. * \param count The number of rectangles.
  1630. * \returns 0 on success or a negative error code on failure; call
  1631. * SDL_GetError() for more information.
  1632. *
  1633. * \since This function is available since SDL 3.0.0.
  1634. */
  1635. extern DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1636. /**
  1637. * Fill a rectangle on the current rendering target with the drawing color at
  1638. * subpixel precision.
  1639. *
  1640. * \param renderer The renderer which should fill a rectangle.
  1641. * \param rect A pointer to the destination rectangle, or NULL for the entire
  1642. * rendering target.
  1643. * \returns 0 on success, or -1 on error
  1644. *
  1645. * \since This function is available since SDL 3.0.0.
  1646. */
  1647. extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1648. /**
  1649. * Fill some number of rectangles on the current rendering target with the
  1650. * drawing color at subpixel precision.
  1651. *
  1652. * \param renderer The renderer which should fill multiple rectangles.
  1653. * \param rects A pointer to an array of destination rectangles.
  1654. * \param count The number of rectangles.
  1655. * \returns 0 on success or a negative error code on failure; call
  1656. * SDL_GetError() for more information.
  1657. *
  1658. * \since This function is available since SDL 3.0.0.
  1659. */
  1660. extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1661. /**
  1662. * Copy a portion of the texture to the current rendering target at subpixel
  1663. * precision.
  1664. *
  1665. * \param renderer The renderer which should copy parts of a texture.
  1666. * \param texture The source texture.
  1667. * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1668. * texture.
  1669. * \param dstrect A pointer to the destination rectangle, or NULL for the
  1670. * entire rendering target.
  1671. * \returns 0 on success, or -1 on error
  1672. *
  1673. * \since This function is available since SDL 3.0.0.
  1674. */
  1675. extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
  1676. /**
  1677. * Copy a portion of the source texture to the current rendering target, with
  1678. * rotation and flipping, at subpixel precision.
  1679. *
  1680. * \param renderer The renderer which should copy parts of a texture.
  1681. * \param texture The source texture.
  1682. * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1683. * texture.
  1684. * \param dstrect A pointer to the destination rectangle, or NULL for the
  1685. * entire rendering target.
  1686. * \param angle An angle in degrees that indicates the rotation that will be
  1687. * applied to dstrect, rotating it in a clockwise direction
  1688. * \param center A pointer to a point indicating the point around which
  1689. * dstrect will be rotated (if NULL, rotation will be done
  1690. * around dstrect.w/2, dstrect.h/2).
  1691. * \param flip An SDL_FlipMode value stating which flipping actions should be
  1692. * performed on the texture
  1693. * \returns 0 on success or a negative error code on failure; call
  1694. * SDL_GetError() for more information.
  1695. *
  1696. * \since This function is available since SDL 3.0.0.
  1697. */
  1698. extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
  1699. const SDL_FRect *srcrect, const SDL_FRect *dstrect,
  1700. const double angle, const SDL_FPoint *center,
  1701. const SDL_FlipMode flip);
  1702. /**
  1703. * Render a list of triangles, optionally using a texture and indices into the
  1704. * vertex array Color and alpha modulation is done per vertex
  1705. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1706. *
  1707. * \param renderer The rendering context.
  1708. * \param texture (optional) The SDL texture to use.
  1709. * \param vertices Vertices.
  1710. * \param num_vertices Number of vertices.
  1711. * \param indices (optional) An array of integer indices into the 'vertices'
  1712. * array, if NULL all vertices will be rendered in sequential
  1713. * order.
  1714. * \param num_indices Number of indices.
  1715. * \returns 0 on success, or -1 if the operation is not supported
  1716. *
  1717. * \since This function is available since SDL 3.0.0.
  1718. *
  1719. * \sa SDL_RenderGeometryRaw
  1720. * \sa SDL_Vertex
  1721. */
  1722. extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
  1723. SDL_Texture *texture,
  1724. const SDL_Vertex *vertices, int num_vertices,
  1725. const int *indices, int num_indices);
  1726. /**
  1727. * Render a list of triangles, optionally using a texture and indices into the
  1728. * vertex arrays Color and alpha modulation is done per vertex
  1729. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1730. *
  1731. * \param renderer The rendering context.
  1732. * \param texture (optional) The SDL texture to use.
  1733. * \param xy Vertex positions
  1734. * \param xy_stride Byte size to move from one element to the next element
  1735. * \param color Vertex colors (as SDL_Color)
  1736. * \param color_stride Byte size to move from one element to the next element
  1737. * \param uv Vertex normalized texture coordinates
  1738. * \param uv_stride Byte size to move from one element to the next element
  1739. * \param num_vertices Number of vertices.
  1740. * \param indices (optional) An array of indices into the 'vertices' arrays,
  1741. * if NULL all vertices will be rendered in sequential order.
  1742. * \param num_indices Number of indices.
  1743. * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
  1744. * \returns 0 on success or a negative error code on failure; call
  1745. * SDL_GetError() for more information.
  1746. *
  1747. * \since This function is available since SDL 3.0.0.
  1748. *
  1749. * \sa SDL_RenderGeometry
  1750. * \sa SDL_Vertex
  1751. */
  1752. extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
  1753. SDL_Texture *texture,
  1754. const float *xy, int xy_stride,
  1755. const SDL_Color *color, int color_stride,
  1756. const float *uv, int uv_stride,
  1757. int num_vertices,
  1758. const void *indices, int num_indices, int size_indices);
  1759. /**
  1760. * Render a list of triangles, optionally using a texture and indices into the
  1761. * vertex arrays Color and alpha modulation is done per vertex
  1762. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1763. *
  1764. * \param renderer The rendering context.
  1765. * \param texture (optional) The SDL texture to use.
  1766. * \param xy Vertex positions
  1767. * \param xy_stride Byte size to move from one element to the next element
  1768. * \param color Vertex colors (as SDL_FColor)
  1769. * \param color_stride Byte size to move from one element to the next element
  1770. * \param uv Vertex normalized texture coordinates
  1771. * \param uv_stride Byte size to move from one element to the next element
  1772. * \param num_vertices Number of vertices.
  1773. * \param indices (optional) An array of indices into the 'vertices' arrays,
  1774. * if NULL all vertices will be rendered in sequential order.
  1775. * \param num_indices Number of indices.
  1776. * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
  1777. * \returns 0 on success or a negative error code on failure; call
  1778. * SDL_GetError() for more information.
  1779. *
  1780. * \since This function is available since SDL 3.0.0.
  1781. *
  1782. * \sa SDL_RenderGeometry
  1783. * \sa SDL_Vertex
  1784. */
  1785. extern DECLSPEC int SDLCALL SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
  1786. SDL_Texture *texture,
  1787. const float *xy, int xy_stride,
  1788. const SDL_FColor *color, int color_stride,
  1789. const float *uv, int uv_stride,
  1790. int num_vertices,
  1791. const void *indices, int num_indices, int size_indices);
  1792. /**
  1793. * Read pixels from the current rendering target.
  1794. *
  1795. * The returned surface should be freed with SDL_DestroySurface()
  1796. *
  1797. * **WARNING**: This is a very slow operation, and should not be used
  1798. * frequently. If you're using this on the main rendering target, it should be
  1799. * called after rendering and before SDL_RenderPresent().
  1800. *
  1801. * \param renderer the rendering context
  1802. * \param rect an SDL_Rect structure representing the area in pixels relative
  1803. * to the to current viewport, or NULL for the entire viewport
  1804. * \returns a new SDL_Surface on success or NULL on failure; call
  1805. * SDL_GetError() for more information.
  1806. *
  1807. * \since This function is available since SDL 3.0.0.
  1808. */
  1809. extern DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect);
  1810. /**
  1811. * Update the screen with any rendering performed since the previous call.
  1812. *
  1813. * SDL's rendering functions operate on a backbuffer; that is, calling a
  1814. * rendering function such as SDL_RenderLine() does not directly put a line on
  1815. * the screen, but rather updates the backbuffer. As such, you compose your
  1816. * entire scene and *present* the composed backbuffer to the screen as a
  1817. * complete picture.
  1818. *
  1819. * Therefore, when using SDL's rendering API, one does all drawing intended
  1820. * for the frame, and then calls this function once per frame to present the
  1821. * final drawing to the user.
  1822. *
  1823. * The backbuffer should be considered invalidated after each present; do not
  1824. * assume that previous contents will exist between frames. You are strongly
  1825. * encouraged to call SDL_RenderClear() to initialize the backbuffer before
  1826. * starting each new frame's drawing, even if you plan to overwrite every
  1827. * pixel.
  1828. *
  1829. * \param renderer the rendering context
  1830. * \returns 0 on success or a negative error code on failure; call
  1831. * SDL_GetError() for more information.
  1832. *
  1833. * \threadsafety You may only call this function on the main thread.
  1834. *
  1835. * \since This function is available since SDL 3.0.0.
  1836. *
  1837. * \sa SDL_RenderClear
  1838. * \sa SDL_RenderLine
  1839. * \sa SDL_RenderLines
  1840. * \sa SDL_RenderPoint
  1841. * \sa SDL_RenderPoints
  1842. * \sa SDL_RenderRect
  1843. * \sa SDL_RenderRects
  1844. * \sa SDL_RenderFillRect
  1845. * \sa SDL_RenderFillRects
  1846. * \sa SDL_SetRenderDrawBlendMode
  1847. * \sa SDL_SetRenderDrawColor
  1848. */
  1849. extern DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
  1850. /**
  1851. * Destroy the specified texture.
  1852. *
  1853. * Passing NULL or an otherwise invalid texture will set the SDL error message
  1854. * to "Invalid texture".
  1855. *
  1856. * \param texture the texture to destroy
  1857. *
  1858. * \since This function is available since SDL 3.0.0.
  1859. *
  1860. * \sa SDL_CreateTexture
  1861. * \sa SDL_CreateTextureFromSurface
  1862. */
  1863. extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
  1864. /**
  1865. * Destroy the rendering context for a window and free associated textures.
  1866. *
  1867. * If `renderer` is NULL, this function will return immediately after setting
  1868. * the SDL error message to "Invalid renderer". See SDL_GetError().
  1869. *
  1870. * \param renderer the rendering context
  1871. *
  1872. * \since This function is available since SDL 3.0.0.
  1873. *
  1874. * \sa SDL_CreateRenderer
  1875. */
  1876. extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
  1877. /**
  1878. * Force the rendering context to flush any pending commands and state.
  1879. *
  1880. * You do not need to (and in fact, shouldn't) call this function unless you
  1881. * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
  1882. * addition to using an SDL_Renderer.
  1883. *
  1884. * This is for a very-specific case: if you are using SDL's render API, and
  1885. * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
  1886. * calls. If this applies, you should call this function between calls to
  1887. * SDL's render API and the low-level API you're using in cooperation.
  1888. *
  1889. * In all other cases, you can ignore this function.
  1890. *
  1891. * This call makes SDL flush any pending rendering work it was queueing up to
  1892. * do later in a single batch, and marks any internal cached state as invalid,
  1893. * so it'll prepare all its state again later, from scratch.
  1894. *
  1895. * This means you do not need to save state in your rendering code to protect
  1896. * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
  1897. * OpenGL state that can confuse things; you should use your best judgement
  1898. * and be prepared to make changes if specific state needs to be protected.
  1899. *
  1900. * \param renderer the rendering context
  1901. * \returns 0 on success or a negative error code on failure; call
  1902. * SDL_GetError() for more information.
  1903. *
  1904. * \since This function is available since SDL 3.0.0.
  1905. */
  1906. extern DECLSPEC int SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
  1907. /**
  1908. * Get the CAMetalLayer associated with the given Metal renderer.
  1909. *
  1910. * This function returns `void *`, so SDL doesn't have to include Metal's
  1911. * headers, but it can be safely cast to a `CAMetalLayer *`.
  1912. *
  1913. * \param renderer The renderer to query
  1914. * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
  1915. * Metal renderer
  1916. *
  1917. * \since This function is available since SDL 3.0.0.
  1918. *
  1919. * \sa SDL_GetRenderMetalCommandEncoder
  1920. */
  1921. extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
  1922. /**
  1923. * Get the Metal command encoder for the current frame
  1924. *
  1925. * This function returns `void *`, so SDL doesn't have to include Metal's
  1926. * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
  1927. *
  1928. * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
  1929. * SDL a drawable to render to, which might happen if the window is
  1930. * hidden/minimized/offscreen. This doesn't apply to command encoders for
  1931. * render targets, just the window's backbuffer. Check your return values!
  1932. *
  1933. * \param renderer The renderer to query
  1934. * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
  1935. * renderer isn't a Metal renderer or there was an error.
  1936. *
  1937. * \since This function is available since SDL 3.0.0.
  1938. *
  1939. * \sa SDL_GetRenderMetalLayer
  1940. */
  1941. extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
  1942. /**
  1943. * Toggle VSync of the given renderer.
  1944. *
  1945. * \param renderer The renderer to toggle
  1946. * \param vsync 1 for on, 0 for off. All other values are reserved
  1947. * \returns 0 on success or a negative error code on failure; call
  1948. * SDL_GetError() for more information.
  1949. *
  1950. * \since This function is available since SDL 3.0.0.
  1951. */
  1952. extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
  1953. /**
  1954. * Get VSync of the given renderer.
  1955. *
  1956. * \param renderer The renderer to toggle
  1957. * \param vsync an int filled with 1 for on, 0 for off. All other values are
  1958. * reserved
  1959. * \returns 0 on success or a negative error code on failure; call
  1960. * SDL_GetError() for more information.
  1961. *
  1962. * \since This function is available since SDL 3.0.0.
  1963. */
  1964. extern DECLSPEC int SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
  1965. /* Ends C function definitions when using C++ */
  1966. #ifdef __cplusplus
  1967. }
  1968. #endif
  1969. #include <SDL3/SDL_close_code.h>
  1970. #endif /* SDL_render_h_ */