From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- contrib/SDL-3.2.8/include/SDL3/SDL_render.h | 2646 --------------------------- 1 file changed, 2646 deletions(-) delete mode 100644 contrib/SDL-3.2.8/include/SDL3/SDL_render.h (limited to 'contrib/SDL-3.2.8/include/SDL3/SDL_render.h') diff --git a/contrib/SDL-3.2.8/include/SDL3/SDL_render.h b/contrib/SDL-3.2.8/include/SDL3/SDL_render.h deleted file mode 100644 index 3352545..0000000 --- a/contrib/SDL-3.2.8/include/SDL3/SDL_render.h +++ /dev/null @@ -1,2646 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -/** - * # CategoryRender - * - * Header file for SDL 2D rendering functions. - * - * This API supports the following features: - * - * - single pixel points - * - single pixel lines - * - filled rectangles - * - texture images - * - 2D polygons - * - * The primitives may be drawn in opaque, blended, or additive modes. - * - * The texture images may be drawn in opaque, blended, or additive modes. They - * can have an additional color tint or alpha modulation applied to them, and - * may also be stretched with linear interpolation. - * - * This API is designed to accelerate simple 2D operations. You may want more - * functionality such as polygons and particle effects and in that case you - * should use SDL's OpenGL/Direct3D support, the SDL3 GPU API, or one of the - * many good 3D engines. - * - * These functions must be called from the main thread. See this bug for - * details: https://github.com/libsdl-org/SDL/issues/986 - */ - -#ifndef SDL_render_h_ -#define SDL_render_h_ - -#include -#include -#include -#include -#include -#include -#include -#include -#include - -#include -/* Set up for C function definitions, even when using C++ */ -#ifdef __cplusplus -extern "C" { -#endif - -/** - * The name of the software renderer. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_SOFTWARE_RENDERER "software" - -/** - * Vertex structure. - * - * \since This struct is available since SDL 3.2.0. - */ -typedef struct SDL_Vertex -{ - SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */ - SDL_FColor color; /**< Vertex color */ - SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */ -} SDL_Vertex; - -/** - * The access pattern allowed for a texture. - * - * \since This enum is available since SDL 3.2.0. - */ -typedef enum SDL_TextureAccess -{ - SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */ - SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */ - SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */ -} SDL_TextureAccess; - -/** - * How the logical size is mapped to the output. - * - * \since This enum is available since SDL 3.2.0. - */ -typedef enum SDL_RendererLogicalPresentation -{ - SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */ - SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */ - SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */ - SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */ - SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */ -} SDL_RendererLogicalPresentation; - -/** - * A structure representing rendering state - * - * \since This struct is available since SDL 3.2.0. - */ -typedef struct SDL_Renderer SDL_Renderer; - -#ifndef SDL_INTERNAL - -/** - * An efficient driver-specific representation of pixel data - * - * \since This struct is available since SDL 3.2.0. - * - * \sa SDL_CreateTexture - * \sa SDL_CreateTextureFromSurface - * \sa SDL_CreateTextureWithProperties - * \sa SDL_DestroyTexture - */ -struct SDL_Texture -{ - SDL_PixelFormat format; /**< The format of the texture, read-only */ - int w; /**< The width of the texture, read-only. */ - int h; /**< The height of the texture, read-only. */ - - int refcount; /**< Application reference count, used when freeing texture */ -}; -#endif /* !SDL_INTERNAL */ - -typedef struct SDL_Texture SDL_Texture; - -/* Function prototypes */ - -/** - * Get the number of 2D rendering drivers available for the current display. - * - * A render driver is a set of code that handles rendering and texture - * management on a particular display. Normally there is only one, but some - * drivers may have several available with different capabilities. - * - * There may be none if SDL was compiled without render support. - * - * \returns the number of built in render drivers. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateRenderer - * \sa SDL_GetRenderDriver - */ -extern SDL_DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void); - -/** - * Use this function to get the name of a built in 2D rendering driver. - * - * The list of rendering drivers is given in the order that they are normally - * initialized by default; the drivers that seem more reasonable to choose - * first (as far as the SDL developers believe) are earlier in the list. - * - * The names of drivers are all simple, low-ASCII identifiers, like "opengl", - * "direct3d12" or "metal". These never have Unicode characters, and are not - * meant to be proper names. - * - * \param index the index of the rendering driver; the value ranges from 0 to - * SDL_GetNumRenderDrivers() - 1. - * \returns the name of the rendering driver at the requested index, or NULL - * if an invalid index was specified. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetNumRenderDrivers - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetRenderDriver(int index); - -/** - * Create a window and default renderer. - * - * \param title the title of the window, in UTF-8 encoding. - * \param width the width of the window. - * \param height the height of the window. - * \param window_flags the flags used to create the window (see - * SDL_CreateWindow()). - * \param window a pointer filled with the window, or NULL on error. - * \param renderer a pointer filled with the renderer, or NULL on error. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateRenderer - * \sa SDL_CreateWindow - */ -extern SDL_DECLSPEC bool SDLCALL SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer); - -/** - * Create a 2D rendering context for a window. - * - * If you want a specific renderer, you can specify its name here. A list of - * available renderers can be obtained by calling SDL_GetRenderDriver() - * multiple times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you - * don't need a specific renderer, specify NULL and SDL will attempt to choose - * the best option for you, based on what is available on the user's system. - * - * If `name` is a comma-separated list, SDL will try each name, in the order - * listed, until one succeeds or all of them fail. - * - * By default the rendering size matches the window size in pixels, but you - * can call SDL_SetRenderLogicalPresentation() to change the content size and - * scaling options. - * - * \param window the window where rendering is displayed. - * \param name the name of the rendering driver to initialize, or NULL to let - * SDL choose one. - * \returns a valid rendering context or NULL if there was an error; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateRendererWithProperties - * \sa SDL_CreateSoftwareRenderer - * \sa SDL_DestroyRenderer - * \sa SDL_GetNumRenderDrivers - * \sa SDL_GetRenderDriver - * \sa SDL_GetRendererName - */ -extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name); - -/** - * Create a 2D rendering context for a window, with the specified properties. - * - * These are the supported properties: - * - * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver - * to use, if a specific one is desired - * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is - * displayed, required if this isn't a software renderer using a surface - * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering - * is displayed, if you want a software renderer without a window - * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace - * value describing the colorspace for output to the display, defaults to - * SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers - * support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and - * supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing - * still uses the sRGB colorspace, but values can go beyond 1.0 and float - * (linear) format textures can be used for HDR content. - * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER`: non-zero if you want - * present synchronized with the refresh rate. This property can take any - * value that is supported by SDL_SetRenderVSync() for the renderer. - * - * With the vulkan renderer: - * - * - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use - * with the renderer, optional. - * - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use - * with the renderer, optional. - * - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the - * VkPhysicalDevice to use with the renderer, optional. - * - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use - * with the renderer, optional. - * - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the - * queue family index used for rendering. - * - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the - * queue family index used for presentation. - * - * \param props the properties to use. - * \returns a valid rendering context or NULL if there was an error; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateProperties - * \sa SDL_CreateRenderer - * \sa SDL_CreateSoftwareRenderer - * \sa SDL_DestroyRenderer - * \sa SDL_GetRendererName - */ -extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props); - -#define SDL_PROP_RENDERER_CREATE_NAME_STRING "SDL.renderer.create.name" -#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "SDL.renderer.create.window" -#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "SDL.renderer.create.surface" -#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.create.output_colorspace" -#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER "SDL.renderer.create.present_vsync" -#define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "SDL.renderer.create.vulkan.instance" -#define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "SDL.renderer.create.vulkan.surface" -#define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.create.vulkan.physical_device" -#define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "SDL.renderer.create.vulkan.device" -#define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.graphics_queue_family_index" -#define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.present_queue_family_index" - -/** - * Create a 2D software rendering context for a surface. - * - * Two other API which can be used to create SDL_Renderer: - * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_ - * create a software renderer, but they are intended to be used with an - * SDL_Window as the final destination and not an SDL_Surface. - * - * \param surface the SDL_Surface structure representing the surface where - * rendering is done. - * \returns a valid rendering context or NULL if there was an error; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_DestroyRenderer - */ -extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface); - -/** - * Get the renderer associated with a window. - * - * \param window the window to query. - * \returns the rendering context on success or NULL on failure; call - * SDL_GetError() for more information. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window *window); - -/** - * Get the window associated with a renderer. - * - * \param renderer the renderer to query. - * \returns the window on success or NULL on failure; call SDL_GetError() for - * more information. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer); - -/** - * Get the name of a renderer. - * - * \param renderer the rendering context. - * \returns the name of the selected renderer, or NULL on failure; call - * SDL_GetError() for more information. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateRenderer - * \sa SDL_CreateRendererWithProperties - */ -extern SDL_DECLSPEC const char * SDLCALL SDL_GetRendererName(SDL_Renderer *renderer); - -/** - * Get the properties associated with a renderer. - * - * The following read-only properties are provided by SDL: - * - * - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver - * - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is - * displayed, if any - * - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is - * displayed, if this is a software renderer without a window - * - `SDL_PROP_RENDERER_VSYNC_NUMBER`: the current vsync setting - * - `SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER`: the maximum texture width - * and height - * - `SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER`: a (const SDL_PixelFormat *) - * array of pixel formats, terminated with SDL_PIXELFORMAT_UNKNOWN, - * representing the available texture formats for this renderer. - * - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace value - * describing the colorspace for output to the display, defaults to - * SDL_COLORSPACE_SRGB. - * - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is - * SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with - * HDR enabled. This property can change dynamically when - * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. - * - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the - * SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is - * automatically multiplied into the color scale. This property can change - * dynamically when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. - * - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range - * that can be displayed, in terms of the SDR white point. When HDR is not - * enabled, this will be 1.0. This property can change dynamically when - * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. - * - * With the direct3d renderer: - * - * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated - * with the renderer - * - * With the direct3d11 renderer: - * - * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated - * with the renderer - * - `SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER`: the IDXGISwapChain1 - * associated with the renderer. This may change when the window is resized. - * - * With the direct3d12 renderer: - * - * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated - * with the renderer - * - `SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER`: the IDXGISwapChain4 - * associated with the renderer. - * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue - * associated with the renderer - * - * With the vulkan renderer: - * - * - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated - * with the renderer - * - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated - * with the renderer - * - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice - * associated with the renderer - * - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with - * the renderer - * - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue - * family index used for rendering - * - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue - * family index used for presentation - * - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of - * swapchain images, or potential frames in flight, used by the Vulkan - * renderer - * - * With the gpu renderer: - * - * - `SDL_PROP_RENDERER_GPU_DEVICE_POINTER`: the SDL_GPUDevice associated with - * the renderer - * - * \param renderer the rendering context. - * \returns a valid property ID on success or 0 on failure; call - * SDL_GetError() for more information. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer); - -#define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name" -#define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window" -#define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface" -#define SDL_PROP_RENDERER_VSYNC_NUMBER "SDL.renderer.vsync" -#define SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER "SDL.renderer.max_texture_size" -#define SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER "SDL.renderer.texture_formats" -#define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace" -#define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled" -#define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point" -#define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom" -#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device" -#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device" -#define SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER "SDL.renderer.d3d11.swap_chain" -#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device" -#define SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER "SDL.renderer.d3d12.swap_chain" -#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue" -#define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER "SDL.renderer.vulkan.instance" -#define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER "SDL.renderer.vulkan.surface" -#define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.vulkan.physical_device" -#define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER "SDL.renderer.vulkan.device" -#define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index" -#define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.present_queue_family_index" -#define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER "SDL.renderer.vulkan.swapchain_image_count" -#define SDL_PROP_RENDERER_GPU_DEVICE_POINTER "SDL.renderer.gpu.device" - -/** - * Get the output size in pixels of a rendering context. - * - * This returns the true output size in pixels, ignoring any render targets or - * logical size and presentation. - * - * For the output size of the current rendering target, with logical size - * adjustments, use SDL_GetCurrentRenderOutputSize() instead. - * - * \param renderer the rendering context. - * \param w a pointer filled in with the width in pixels. - * \param h a pointer filled in with the height in pixels. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetCurrentRenderOutputSize - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h); - -/** - * Get the current output size in pixels of a rendering context. - * - * If a rendering target is active, this will return the size of the rendering - * target in pixels, otherwise return the value of SDL_GetRenderOutputSize(). - * - * Rendering target or not, the output will be adjusted by the current logical - * presentation state, dictated by SDL_SetRenderLogicalPresentation(). - * - * \param renderer the rendering context. - * \param w a pointer filled in with the current width. - * \param h a pointer filled in with the current height. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderOutputSize - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h); - -/** - * Create a texture for a rendering context. - * - * The contents of a texture when first created are not defined. - * - * \param renderer the rendering context. - * \param format one of the enumerated values in SDL_PixelFormat. - * \param access one of the enumerated values in SDL_TextureAccess. - * \param w the width of the texture in pixels. - * \param h the height of the texture in pixels. - * \returns the created texture or NULL on failure; call SDL_GetError() for - * more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateTextureFromSurface - * \sa SDL_CreateTextureWithProperties - * \sa SDL_DestroyTexture - * \sa SDL_GetTextureSize - * \sa SDL_UpdateTexture - */ -extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, SDL_TextureAccess access, int w, int h); - -/** - * Create a texture from an existing surface. - * - * The surface is not modified or freed by this function. - * - * The SDL_TextureAccess hint for the created texture is - * `SDL_TEXTUREACCESS_STATIC`. - * - * The pixel format of the created texture may be different from the pixel - * format of the surface, and can be queried using the - * SDL_PROP_TEXTURE_FORMAT_NUMBER property. - * - * \param renderer the rendering context. - * \param surface the SDL_Surface structure containing pixel data used to fill - * the texture. - * \returns the created texture or NULL on failure; call SDL_GetError() for - * more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateTexture - * \sa SDL_CreateTextureWithProperties - * \sa SDL_DestroyTexture - */ -extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface); - -/** - * Create a texture for a rendering context with the specified properties. - * - * These are the supported properties: - * - * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_Colorspace value - * describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR - * for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures, - * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for - * YUV textures. - * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in - * SDL_PixelFormat, defaults to the best RGBA format for the renderer - * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in - * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC - * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in - * pixels, required - * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in - * pixels, required - * - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating - * point textures, this defines the value of 100% diffuse white, with higher - * values being displayed in the High Dynamic Range headroom. This defaults - * to 100 for HDR10 textures and 1.0 for floating point textures. - * - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating - * point textures, this defines the maximum dynamic range used by the - * content, in terms of the SDR white point. This would be equivalent to - * maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content. - * If this is defined, any values outside the range supported by the display - * will be scaled into the available HDR headroom, otherwise they are - * clipped. - * - * With the direct3d11 renderer: - * - * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D - * associated with the texture, if you want to wrap an existing texture. - * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D - * associated with the U plane of a YUV texture, if you want to wrap an - * existing texture. - * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D - * associated with the V plane of a YUV texture, if you want to wrap an - * existing texture. - * - * With the direct3d12 renderer: - * - * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource - * associated with the texture, if you want to wrap an existing texture. - * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource - * associated with the U plane of a YUV texture, if you want to wrap an - * existing texture. - * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource - * associated with the V plane of a YUV texture, if you want to wrap an - * existing texture. - * - * With the metal renderer: - * - * - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef - * associated with the texture, if you want to create a texture from an - * existing pixel buffer. - * - * With the opengl renderer: - * - * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture - * associated with the texture, if you want to wrap an existing texture. - * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture - * associated with the UV plane of an NV12 texture, if you want to wrap an - * existing texture. - * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture - * associated with the U plane of a YUV texture, if you want to wrap an - * existing texture. - * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture - * associated with the V plane of a YUV texture, if you want to wrap an - * existing texture. - * - * With the opengles2 renderer: - * - * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture - * associated with the texture, if you want to wrap an existing texture. - * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture - * associated with the texture, if you want to wrap an existing texture. - * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture - * associated with the UV plane of an NV12 texture, if you want to wrap an - * existing texture. - * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture - * associated with the U plane of a YUV texture, if you want to wrap an - * existing texture. - * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture - * associated with the V plane of a YUV texture, if you want to wrap an - * existing texture. - * - * With the vulkan renderer: - * - * - `SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER`: the VkImage with layout - * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if - * you want to wrap an existing texture. - * - * \param renderer the rendering context. - * \param props the properties to use. - * \returns the created texture or NULL on failure; call SDL_GetError() for - * more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateProperties - * \sa SDL_CreateTexture - * \sa SDL_CreateTextureFromSurface - * \sa SDL_DestroyTexture - * \sa SDL_GetTextureSize - * \sa SDL_UpdateTexture - */ -extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props); - -#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "SDL.texture.create.colorspace" -#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "SDL.texture.create.format" -#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "SDL.texture.create.access" -#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "SDL.texture.create.width" -#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "SDL.texture.create.height" -#define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDL.texture.create.SDR_white_point" -#define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "SDL.texture.create.HDR_headroom" -#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "SDL.texture.create.d3d11.texture" -#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "SDL.texture.create.d3d11.texture_u" -#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "SDL.texture.create.d3d11.texture_v" -#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "SDL.texture.create.d3d12.texture" -#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "SDL.texture.create.d3d12.texture_u" -#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "SDL.texture.create.d3d12.texture_v" -#define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "SDL.texture.create.metal.pixelbuffer" -#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "SDL.texture.create.opengl.texture" -#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.create.opengl.texture_uv" -#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.create.opengl.texture_u" -#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.create.opengl.texture_v" -#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.create.opengles2.texture" -#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.create.opengles2.texture_uv" -#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.create.opengles2.texture_u" -#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.create.opengles2.texture_v" -#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "SDL.texture.create.vulkan.texture" - -/** - * Get the properties associated with a texture. - * - * The following read-only properties are provided by SDL: - * - * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_Colorspace value describing - * the texture colorspace. - * - `SDL_PROP_TEXTURE_FORMAT_NUMBER`: one of the enumerated values in - * SDL_PixelFormat. - * - `SDL_PROP_TEXTURE_ACCESS_NUMBER`: one of the enumerated values in - * SDL_TextureAccess. - * - `SDL_PROP_TEXTURE_WIDTH_NUMBER`: the width of the texture in pixels. - * - `SDL_PROP_TEXTURE_HEIGHT_NUMBER`: the height of the texture in pixels. - * - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point - * textures, this defines the value of 100% diffuse white, with higher - * values being displayed in the High Dynamic Range headroom. This defaults - * to 100 for HDR10 textures and 1.0 for other textures. - * - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point - * textures, this defines the maximum dynamic range used by the content, in - * terms of the SDR white point. If this is defined, any values outside the - * range supported by the display will be scaled into the available HDR - * headroom, otherwise they are clipped. This defaults to 1.0 for SDR - * textures, 4.0 for HDR10 textures, and no default for floating point - * textures. - * - * With the direct3d11 renderer: - * - * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated - * with the texture - * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D - * associated with the U plane of a YUV texture - * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D - * associated with the V plane of a YUV texture - * - * With the direct3d12 renderer: - * - * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated - * with the texture - * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated - * with the U plane of a YUV texture - * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated - * with the V plane of a YUV texture - * - * With the vulkan renderer: - * - * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the - * texture - * - * With the opengl renderer: - * - * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated - * with the texture - * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture - * associated with the UV plane of an NV12 texture - * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated - * with the U plane of a YUV texture - * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated - * with the V plane of a YUV texture - * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the - * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc) - * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of - * the texture (0.0 - 1.0) - * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of - * the texture (0.0 - 1.0) - * - * With the opengles2 renderer: - * - * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture - * associated with the texture - * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture - * associated with the UV plane of an NV12 texture - * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture - * associated with the U plane of a YUV texture - * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture - * associated with the V plane of a YUV texture - * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the - * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc) - * - * \param texture the texture to query. - * \returns a valid property ID on success or 0 on failure; call - * SDL_GetError() for more information. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture); - -#define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace" -#define SDL_PROP_TEXTURE_FORMAT_NUMBER "SDL.texture.format" -#define SDL_PROP_TEXTURE_ACCESS_NUMBER "SDL.texture.access" -#define SDL_PROP_TEXTURE_WIDTH_NUMBER "SDL.texture.width" -#define SDL_PROP_TEXTURE_HEIGHT_NUMBER "SDL.texture.height" -#define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point" -#define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom" -#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture" -#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u" -#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v" -#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture" -#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u" -#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v" -#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture" -#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv" -#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u" -#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v" -#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target" -#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w" -#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h" -#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture" -#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv" -#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u" -#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v" -#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target" -#define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER "SDL.texture.vulkan.texture" - -/** - * Get the renderer that created an SDL_Texture. - * - * \param texture the texture to query. - * \returns a pointer to the SDL_Renderer that created the texture, or NULL on - * failure; call SDL_GetError() for more information. - * - * \threadsafety It is safe to call this function from any thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture); - -/** - * Get the size of a texture, as floating point values. - * - * \param texture the texture to query. - * \param w a pointer filled in with the width of the texture in pixels. This - * argument can be NULL if you don't need this information. - * \param h a pointer filled in with the height of the texture in pixels. This - * argument can be NULL if you don't need this information. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h); - -/** - * Set an additional color value multiplied into render copy operations. - * - * When this texture is rendered, during the copy operation each source color - * channel is modulated by the appropriate color value according to the - * following formula: - * - * `srcC = srcC * (color / 255)` - * - * Color modulation is not always supported by the renderer; it will return - * false if color modulation is not supported. - * - * \param texture the texture to update. - * \param r the red color value multiplied into copy operations. - * \param g the green color value multiplied into copy operations. - * \param b the blue color value multiplied into copy operations. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetTextureColorMod - * \sa SDL_SetTextureAlphaMod - * \sa SDL_SetTextureColorModFloat - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b); - - -/** - * Set an additional color value multiplied into render copy operations. - * - * When this texture is rendered, during the copy operation each source color - * channel is modulated by the appropriate color value according to the - * following formula: - * - * `srcC = srcC * color` - * - * Color modulation is not always supported by the renderer; it will return - * false if color modulation is not supported. - * - * \param texture the texture to update. - * \param r the red color value multiplied into copy operations. - * \param g the green color value multiplied into copy operations. - * \param b the blue color value multiplied into copy operations. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetTextureColorModFloat - * \sa SDL_SetTextureAlphaModFloat - * \sa SDL_SetTextureColorMod - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b); - - -/** - * Get the additional color value multiplied into render copy operations. - * - * \param texture the texture to query. - * \param r a pointer filled in with the current red color value. - * \param g a pointer filled in with the current green color value. - * \param b a pointer filled in with the current blue color value. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetTextureAlphaMod - * \sa SDL_GetTextureColorModFloat - * \sa SDL_SetTextureColorMod - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b); - -/** - * Get the additional color value multiplied into render copy operations. - * - * \param texture the texture to query. - * \param r a pointer filled in with the current red color value. - * \param g a pointer filled in with the current green color value. - * \param b a pointer filled in with the current blue color value. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetTextureAlphaModFloat - * \sa SDL_GetTextureColorMod - * \sa SDL_SetTextureColorModFloat - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b); - -/** - * Set an additional alpha value multiplied into render copy operations. - * - * When this texture is rendered, during the copy operation the source alpha - * value is modulated by this alpha value according to the following formula: - * - * `srcA = srcA * (alpha / 255)` - * - * Alpha modulation is not always supported by the renderer; it will return - * false if alpha modulation is not supported. - * - * \param texture the texture to update. - * \param alpha the source alpha value multiplied into copy operations. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetTextureAlphaMod - * \sa SDL_SetTextureAlphaModFloat - * \sa SDL_SetTextureColorMod - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha); - -/** - * Set an additional alpha value multiplied into render copy operations. - * - * When this texture is rendered, during the copy operation the source alpha - * value is modulated by this alpha value according to the following formula: - * - * `srcA = srcA * alpha` - * - * Alpha modulation is not always supported by the renderer; it will return - * false if alpha modulation is not supported. - * - * \param texture the texture to update. - * \param alpha the source alpha value multiplied into copy operations. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetTextureAlphaModFloat - * \sa SDL_SetTextureAlphaMod - * \sa SDL_SetTextureColorModFloat - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha); - -/** - * Get the additional alpha value multiplied into render copy operations. - * - * \param texture the texture to query. - * \param alpha a pointer filled in with the current alpha value. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetTextureAlphaModFloat - * \sa SDL_GetTextureColorMod - * \sa SDL_SetTextureAlphaMod - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha); - -/** - * Get the additional alpha value multiplied into render copy operations. - * - * \param texture the texture to query. - * \param alpha a pointer filled in with the current alpha value. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetTextureAlphaMod - * \sa SDL_GetTextureColorModFloat - * \sa SDL_SetTextureAlphaModFloat - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha); - -/** - * Set the blend mode for a texture, used by SDL_RenderTexture(). - * - * If the blend mode is not supported, the closest supported mode is chosen - * and this function returns false. - * - * \param texture the texture to update. - * \param blendMode the SDL_BlendMode to use for texture blending. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetTextureBlendMode - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode); - -/** - * Get the blend mode used for texture copy operations. - * - * \param texture the texture to query. - * \param blendMode a pointer filled in with the current SDL_BlendMode. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetTextureBlendMode - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode); - -/** - * Set the scale mode used for texture scale operations. - * - * The default texture scale mode is SDL_SCALEMODE_LINEAR. - * - * If the scale mode is not supported, the closest supported mode is chosen. - * - * \param texture the texture to update. - * \param scaleMode the SDL_ScaleMode to use for texture scaling. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetTextureScaleMode - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode); - -/** - * Get the scale mode used for texture scale operations. - * - * \param texture the texture to query. - * \param scaleMode a pointer filled in with the current scale mode. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetTextureScaleMode - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode); - -/** - * Update the given texture rectangle with new pixel data. - * - * The pixel data must be in the pixel format of the texture, which can be - * queried using the SDL_PROP_TEXTURE_FORMAT_NUMBER property. - * - * This is a fairly slow function, intended for use with static textures that - * do not change often. - * - * If the texture is intended to be updated often, it is preferred to create - * the texture as streaming and use the locking functions referenced below. - * While this function will work with streaming textures, for optimization - * reasons you may not get the pixels back if you lock the texture afterward. - * - * \param texture the texture to update. - * \param rect an SDL_Rect structure representing the area to update, or NULL - * to update the entire texture. - * \param pixels the raw pixel data in the format of the texture. - * \param pitch the number of bytes in a row of pixel data, including padding - * between lines. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_LockTexture - * \sa SDL_UnlockTexture - * \sa SDL_UpdateNVTexture - * \sa SDL_UpdateYUVTexture - */ -extern SDL_DECLSPEC bool SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch); - -/** - * Update a rectangle within a planar YV12 or IYUV texture with new pixel - * data. - * - * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous - * block of Y and U/V planes in the proper order, but this function is - * available if your pixel data is not contiguous. - * - * \param texture the texture to update. - * \param rect a pointer to the rectangle of pixels to update, or NULL to - * update the entire texture. - * \param Yplane the raw pixel data for the Y plane. - * \param Ypitch the number of bytes between rows of pixel data for the Y - * plane. - * \param Uplane the raw pixel data for the U plane. - * \param Upitch the number of bytes between rows of pixel data for the U - * plane. - * \param Vplane the raw pixel data for the V plane. - * \param Vpitch the number of bytes between rows of pixel data for the V - * plane. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_UpdateNVTexture - * \sa SDL_UpdateTexture - */ -extern SDL_DECLSPEC bool SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture, - const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *Uplane, int Upitch, - const Uint8 *Vplane, int Vpitch); - -/** - * Update a rectangle within a planar NV12 or NV21 texture with new pixels. - * - * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous - * block of NV12/21 planes in the proper order, but this function is available - * if your pixel data is not contiguous. - * - * \param texture the texture to update. - * \param rect a pointer to the rectangle of pixels to update, or NULL to - * update the entire texture. - * \param Yplane the raw pixel data for the Y plane. - * \param Ypitch the number of bytes between rows of pixel data for the Y - * plane. - * \param UVplane the raw pixel data for the UV plane. - * \param UVpitch the number of bytes between rows of pixel data for the UV - * plane. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_UpdateTexture - * \sa SDL_UpdateYUVTexture - */ -extern SDL_DECLSPEC bool SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture, - const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *UVplane, int UVpitch); - -/** - * Lock a portion of the texture for **write-only** pixel access. - * - * As an optimization, the pixels made available for editing don't necessarily - * contain the old texture data. This is a write-only operation, and if you - * need to keep a copy of the texture data you should do that at the - * application level. - * - * You must use SDL_UnlockTexture() to unlock the pixels and apply any - * changes. - * - * \param texture the texture to lock for access, which was created with - * `SDL_TEXTUREACCESS_STREAMING`. - * \param rect an SDL_Rect structure representing the area to lock for access; - * NULL to lock the entire texture. - * \param pixels this is filled in with a pointer to the locked pixels, - * appropriately offset by the locked area. - * \param pitch this is filled in with the pitch of the locked pixels; the - * pitch is the length of one row in bytes. - * \returns true on success or false if the texture is not valid or was not - * created with `SDL_TEXTUREACCESS_STREAMING`; call SDL_GetError() - * for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_LockTextureToSurface - * \sa SDL_UnlockTexture - */ -extern SDL_DECLSPEC bool SDLCALL SDL_LockTexture(SDL_Texture *texture, - const SDL_Rect *rect, - void **pixels, int *pitch); - -/** - * Lock a portion of the texture for **write-only** pixel access, and expose - * it as a SDL surface. - * - * Besides providing an SDL_Surface instead of raw pixel data, this function - * operates like SDL_LockTexture. - * - * As an optimization, the pixels made available for editing don't necessarily - * contain the old texture data. This is a write-only operation, and if you - * need to keep a copy of the texture data you should do that at the - * application level. - * - * You must use SDL_UnlockTexture() to unlock the pixels and apply any - * changes. - * - * The returned surface is freed internally after calling SDL_UnlockTexture() - * or SDL_DestroyTexture(). The caller should not free it. - * - * \param texture the texture to lock for access, which must be created with - * `SDL_TEXTUREACCESS_STREAMING`. - * \param rect a pointer to the rectangle to lock for access. If the rect is - * NULL, the entire texture will be locked. - * \param surface a pointer to an SDL surface of size **rect**. Don't assume - * any specific pixel content. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_LockTexture - * \sa SDL_UnlockTexture - */ -extern SDL_DECLSPEC bool SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface); - -/** - * Unlock a texture, uploading the changes to video memory, if needed. - * - * **Warning**: Please note that SDL_LockTexture() is intended to be - * write-only; it will not guarantee the previous contents of the texture will - * be provided. You must fully initialize any area of a texture that you lock - * before unlocking it, as the pixels might otherwise be uninitialized memory. - * - * Which is to say: locking and immediately unlocking a texture can result in - * corrupted textures, depending on the renderer in use. - * - * \param texture a texture locked by SDL_LockTexture(). - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_LockTexture - */ -extern SDL_DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture); - -/** - * Set a texture as the current rendering target. - * - * The default render target is the window for which the renderer was created. - * To stop rendering to a texture and render to the window again, call this - * function with a NULL `texture`. - * - * Viewport, cliprect, scale, and logical presentation are unique to each - * render target. Get and set functions for these states apply to the current - * render target set by this function, and those states persist on each target - * when the current render target changes. - * - * \param renderer the rendering context. - * \param texture the targeted texture, which must be created with the - * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the - * window instead of a texture. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderTarget - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture); - -/** - * Get the current render target. - * - * The default render target is the window for which the renderer was created, - * and is reported a NULL here. - * - * \param renderer the rendering context. - * \returns the current render target or NULL for the default render target. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetRenderTarget - */ -extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer); - -/** - * Set a device-independent resolution and presentation mode for rendering. - * - * This function sets the width and height of the logical rendering output. - * The renderer will act as if the current render target is always the - * requested dimensions, scaling to the actual resolution as necessary. - * - * This can be useful for games that expect a fixed size, but would like to - * scale the output to whatever is available, regardless of how a user resizes - * a window, or if the display is high DPI. - * - * Logical presentation can be used with both render target textures and the - * renderer's window; the state is unique to each render target, and this - * function sets the state for the current render target. It might be useful - * to draw to a texture that matches the window dimensions with logical - * presentation enabled, and then draw that texture across the entire window - * with logical presentation disabled. Be careful not to render both with - * logical presentation enabled, however, as this could produce - * double-letterboxing, etc. - * - * You can disable logical coordinates by setting the mode to - * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel - * resolution of the render target; it is safe to toggle logical presentation - * during the rendering of a frame: perhaps most of the rendering is done to - * specific dimensions but to make fonts look sharp, the app turns off logical - * presentation while drawing text, for example. - * - * For the renderer's window, letterboxing is drawn into the framebuffer if - * logical presentation is enabled during SDL_RenderPresent; be sure to - * reenable it before presenting if you were toggling it, otherwise the - * letterbox areas might have artifacts from previous frames (or artifacts - * from external overlays, etc). Letterboxing is never drawn into texture - * render targets; be sure to call SDL_RenderClear() before drawing into the - * texture so the letterboxing areas are cleared, if appropriate. - * - * You can convert coordinates in an event into rendering coordinates using - * SDL_ConvertEventToRenderCoordinates(). - * - * \param renderer the rendering context. - * \param w the width of the logical resolution. - * \param h the height of the logical resolution. - * \param mode the presentation mode used. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_ConvertEventToRenderCoordinates - * \sa SDL_GetRenderLogicalPresentation - * \sa SDL_GetRenderLogicalPresentationRect - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode); - -/** - * Get device independent resolution and presentation mode for rendering. - * - * This function gets the width and height of the logical rendering output, or - * the output size in pixels if a logical resolution is not enabled. - * - * Each render target has its own logical presentation state. This function - * gets the state for the current render target. - * - * \param renderer the rendering context. - * \param w an int to be filled with the width. - * \param h an int to be filled with the height. - * \param mode the presentation mode used. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetRenderLogicalPresentation - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode); - -/** - * Get the final presentation rectangle for rendering. - * - * This function returns the calculated rectangle used for logical - * presentation, based on the presentation mode and output size. If logical - * presentation is disabled, it will fill the rectangle with the output size, - * in pixels. - * - * Each render target has its own logical presentation state. This function - * gets the rectangle for the current render target. - * - * \param renderer the rendering context. - * \param rect a pointer filled in with the final presentation rectangle, may - * be NULL. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetRenderLogicalPresentation - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rect); - -/** - * Get a point in render coordinates when given a point in window coordinates. - * - * This takes into account several states: - * - * - The window dimensions. - * - The logical presentation settings (SDL_SetRenderLogicalPresentation) - * - The scale (SDL_SetRenderScale) - * - The viewport (SDL_SetRenderViewport) - * - * \param renderer the rendering context. - * \param window_x the x coordinate in window coordinates. - * \param window_y the y coordinate in window coordinates. - * \param x a pointer filled with the x coordinate in render coordinates. - * \param y a pointer filled with the y coordinate in render coordinates. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetRenderLogicalPresentation - * \sa SDL_SetRenderScale - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y); - -/** - * Get a point in window coordinates when given a point in render coordinates. - * - * This takes into account several states: - * - * - The window dimensions. - * - The logical presentation settings (SDL_SetRenderLogicalPresentation) - * - The scale (SDL_SetRenderScale) - * - The viewport (SDL_SetRenderViewport) - * - * \param renderer the rendering context. - * \param x the x coordinate in render coordinates. - * \param y the y coordinate in render coordinates. - * \param window_x a pointer filled with the x coordinate in window - * coordinates. - * \param window_y a pointer filled with the y coordinate in window - * coordinates. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetRenderLogicalPresentation - * \sa SDL_SetRenderScale - * \sa SDL_SetRenderViewport - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y); - -/** - * Convert the coordinates in an event to render coordinates. - * - * This takes into account several states: - * - * - The window dimensions. - * - The logical presentation settings (SDL_SetRenderLogicalPresentation) - * - The scale (SDL_SetRenderScale) - * - The viewport (SDL_SetRenderViewport) - * - * Various event types are converted with this function: mouse, touch, pen, - * etc. - * - * Touch coordinates are converted from normalized coordinates in the window - * to non-normalized rendering coordinates. - * - * Relative mouse coordinates (xrel and yrel event fields) are _also_ - * converted. Applications that do not want these fields converted should use - * SDL_RenderCoordinatesFromWindow() on the specific event fields instead of - * converting the entire event structure. - * - * Once converted, coordinates may be outside the rendering area. - * - * \param renderer the rendering context. - * \param event the event to modify. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderCoordinatesFromWindow - */ -extern SDL_DECLSPEC bool SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event); - -/** - * Set the drawing area for rendering on the current target. - * - * Drawing will clip to this area (separately from any clipping done with - * SDL_SetRenderClipRect), and the top left of the area will become coordinate - * (0, 0) for future drawing commands. - * - * The area's width and height must be >= 0. - * - * Each render target has its own viewport. This function sets the viewport - * for the current render target. - * - * \param renderer the rendering context. - * \param rect the SDL_Rect structure representing the drawing area, or NULL - * to set the viewport to the entire target. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderViewport - * \sa SDL_RenderViewportSet - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect); - -/** - * Get the drawing area for the current target. - * - * Each render target has its own viewport. This function gets the viewport - * for the current render target. - * - * \param renderer the rendering context. - * \param rect an SDL_Rect structure filled in with the current drawing area. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderViewportSet - * \sa SDL_SetRenderViewport - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect); - -/** - * Return whether an explicit rectangle was set as the viewport. - * - * This is useful if you're saving and restoring the viewport and want to know - * whether you should restore a specific rectangle or NULL. Note that the - * viewport is always reset when changing rendering targets. - * - * Each render target has its own viewport. This function checks the viewport - * for the current render target. - * - * \param renderer the rendering context. - * \returns true if the viewport was set to a specific rectangle, or false if - * it was set to NULL (the entire target). - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderViewport - * \sa SDL_SetRenderViewport - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer); - -/** - * Get the safe area for rendering within the current viewport. - * - * Some devices have portions of the screen which are partially obscured or - * not interactive, possibly due to on-screen controls, curved edges, camera - * notches, TV overscan, etc. This function provides the area of the current - * viewport which is safe to have interactible content. You should continue - * rendering into the rest of the render target, but it should not contain - * visually important or interactible content. - * - * \param renderer the rendering context. - * \param rect a pointer filled in with the area that is safe for interactive - * content. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderSafeArea(SDL_Renderer *renderer, SDL_Rect *rect); - -/** - * Set the clip rectangle for rendering on the specified target. - * - * Each render target has its own clip rectangle. This function sets the - * cliprect for the current render target. - * - * \param renderer the rendering context. - * \param rect an SDL_Rect structure representing the clip area, relative to - * the viewport, or NULL to disable clipping. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderClipRect - * \sa SDL_RenderClipEnabled - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect); - -/** - * Get the clip rectangle for the current target. - * - * Each render target has its own clip rectangle. This function gets the - * cliprect for the current render target. - * - * \param renderer the rendering context. - * \param rect an SDL_Rect structure filled in with the current clipping area - * or an empty rectangle if clipping is disabled. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderClipEnabled - * \sa SDL_SetRenderClipRect - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect); - -/** - * Get whether clipping is enabled on the given render target. - * - * Each render target has its own clip rectangle. This function checks the - * cliprect for the current render target. - * - * \param renderer the rendering context. - * \returns true if clipping is enabled or false if not; call SDL_GetError() - * for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderClipRect - * \sa SDL_SetRenderClipRect - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer); - -/** - * Set the drawing scale for rendering on the current target. - * - * The drawing coordinates are scaled by the x/y scaling factors before they - * are used by the renderer. This allows resolution independent drawing with a - * single coordinate system. - * - * If this results in scaling or subpixel drawing by the rendering backend, it - * will be handled using the appropriate quality hints. For best results use - * integer scaling factors. - * - * Each render target has its own scale. This function sets the scale for the - * current render target. - * - * \param renderer the rendering context. - * \param scaleX the horizontal scaling factor. - * \param scaleY the vertical scaling factor. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderScale - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY); - -/** - * Get the drawing scale for the current target. - * - * Each render target has its own scale. This function gets the scale for the - * current render target. - * - * \param renderer the rendering context. - * \param scaleX a pointer filled in with the horizontal scaling factor. - * \param scaleY a pointer filled in with the vertical scaling factor. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetRenderScale - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY); - -/** - * Set the color used for drawing operations. - * - * Set the color for drawing or filling rectangles, lines, and points, and for - * SDL_RenderClear(). - * - * \param renderer the rendering context. - * \param r the red value used to draw on the rendering target. - * \param g the green value used to draw on the rendering target. - * \param b the blue value used to draw on the rendering target. - * \param a the alpha value used to draw on the rendering target; usually - * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to - * specify how the alpha channel is used. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderDrawColor - * \sa SDL_SetRenderDrawColorFloat - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a); - -/** - * Set the color used for drawing operations (Rect, Line and Clear). - * - * Set the color for drawing or filling rectangles, lines, and points, and for - * SDL_RenderClear(). - * - * \param renderer the rendering context. - * \param r the red value used to draw on the rendering target. - * \param g the green value used to draw on the rendering target. - * \param b the blue value used to draw on the rendering target. - * \param a the alpha value used to draw on the rendering target. Use - * SDL_SetRenderDrawBlendMode to specify how the alpha channel is - * used. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderDrawColorFloat - * \sa SDL_SetRenderDrawColor - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a); - -/** - * Get the color used for drawing operations (Rect, Line and Clear). - * - * \param renderer the rendering context. - * \param r a pointer filled in with the red value used to draw on the - * rendering target. - * \param g a pointer filled in with the green value used to draw on the - * rendering target. - * \param b a pointer filled in with the blue value used to draw on the - * rendering target. - * \param a a pointer filled in with the alpha value used to draw on the - * rendering target; usually `SDL_ALPHA_OPAQUE` (255). - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderDrawColorFloat - * \sa SDL_SetRenderDrawColor - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a); - -/** - * Get the color used for drawing operations (Rect, Line and Clear). - * - * \param renderer the rendering context. - * \param r a pointer filled in with the red value used to draw on the - * rendering target. - * \param g a pointer filled in with the green value used to draw on the - * rendering target. - * \param b a pointer filled in with the blue value used to draw on the - * rendering target. - * \param a a pointer filled in with the alpha value used to draw on the - * rendering target. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetRenderDrawColorFloat - * \sa SDL_GetRenderDrawColor - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a); - -/** - * Set the color scale used for render operations. - * - * The color scale is an additional scale multiplied into the pixel color - * value while rendering. This can be used to adjust the brightness of colors - * during HDR rendering, or changing HDR video brightness when playing on an - * SDR display. - * - * The color scale does not affect the alpha channel, only the color - * brightness. - * - * \param renderer the rendering context. - * \param scale the color scale value. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderColorScale - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale); - -/** - * Get the color scale used for render operations. - * - * \param renderer the rendering context. - * \param scale a pointer filled in with the current color scale value. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetRenderColorScale - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale); - -/** - * Set the blend mode used for drawing operations (Fill and Line). - * - * If the blend mode is not supported, the closest supported mode is chosen. - * - * \param renderer the rendering context. - * \param blendMode the SDL_BlendMode to use for blending. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderDrawBlendMode - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode); - -/** - * Get the blend mode used for drawing operations. - * - * \param renderer the rendering context. - * \param blendMode a pointer filled in with the current SDL_BlendMode. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetRenderDrawBlendMode - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode); - -/** - * Clear the current rendering target with the drawing color. - * - * This function clears the entire rendering target, ignoring the viewport and - * the clip rectangle. Note, that clearing will also set/fill all pixels of - * the rendering target to current renderer draw color, so make sure to invoke - * SDL_SetRenderDrawColor() when needed. - * - * \param renderer the rendering context. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetRenderDrawColor - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderClear(SDL_Renderer *renderer); - -/** - * Draw a point on the current rendering target at subpixel precision. - * - * \param renderer the renderer which should draw a point. - * \param x the x coordinate of the point. - * \param y the y coordinate of the point. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderPoints - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y); - -/** - * Draw multiple points on the current rendering target at subpixel precision. - * - * \param renderer the renderer which should draw multiple points. - * \param points the points to draw. - * \param count the number of points to draw. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderPoint - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count); - -/** - * Draw a line on the current rendering target at subpixel precision. - * - * \param renderer the renderer which should draw a line. - * \param x1 the x coordinate of the start point. - * \param y1 the y coordinate of the start point. - * \param x2 the x coordinate of the end point. - * \param y2 the y coordinate of the end point. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderLines - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2); - -/** - * Draw a series of connected lines on the current rendering target at - * subpixel precision. - * - * \param renderer the renderer which should draw multiple lines. - * \param points the points along the lines. - * \param count the number of points, drawing count-1 lines. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderLine - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count); - -/** - * Draw a rectangle on the current rendering target at subpixel precision. - * - * \param renderer the renderer which should draw a rectangle. - * \param rect a pointer to the destination rectangle, or NULL to outline the - * entire rendering target. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderRects - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect); - -/** - * Draw some number of rectangles on the current rendering target at subpixel - * precision. - * - * \param renderer the renderer which should draw multiple rectangles. - * \param rects a pointer to an array of destination rectangles. - * \param count the number of rectangles. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderRect - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count); - -/** - * Fill a rectangle on the current rendering target with the drawing color at - * subpixel precision. - * - * \param renderer the renderer which should fill a rectangle. - * \param rect a pointer to the destination rectangle, or NULL for the entire - * rendering target. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderFillRects - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect); - -/** - * Fill some number of rectangles on the current rendering target with the - * drawing color at subpixel precision. - * - * \param renderer the renderer which should fill multiple rectangles. - * \param rects a pointer to an array of destination rectangles. - * \param count the number of rectangles. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderFillRect - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count); - -/** - * Copy a portion of the texture to the current rendering target at subpixel - * precision. - * - * \param renderer the renderer which should copy parts of a texture. - * \param texture the source texture. - * \param srcrect a pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect a pointer to the destination rectangle, or NULL for the - * entire rendering target. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderTextureRotated - * \sa SDL_RenderTextureTiled - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect); - -/** - * Copy a portion of the source texture to the current rendering target, with - * rotation and flipping, at subpixel precision. - * - * \param renderer the renderer which should copy parts of a texture. - * \param texture the source texture. - * \param srcrect a pointer to the source rectangle, or NULL for the entire - * texture. - * \param dstrect a pointer to the destination rectangle, or NULL for the - * entire rendering target. - * \param angle an angle in degrees that indicates the rotation that will be - * applied to dstrect, rotating it in a clockwise direction. - * \param center a pointer to a point indicating the point around which - * dstrect will be rotated (if NULL, rotation will be done - * around dstrect.w/2, dstrect.h/2). - * \param flip an SDL_FlipMode value stating which flipping actions should be - * performed on the texture. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderTexture - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_FRect *srcrect, const SDL_FRect *dstrect, - double angle, const SDL_FPoint *center, - SDL_FlipMode flip); - -/** - * Copy a portion of the source texture to the current rendering target, with - * affine transform, at subpixel precision. - * - * \param renderer the renderer which should copy parts of a texture. - * \param texture the source texture. - * \param srcrect a pointer to the source rectangle, or NULL for the entire - * texture. - * \param origin a pointer to a point indicating where the top-left corner of - * srcrect should be mapped to, or NULL for the rendering - * target's origin. - * \param right a pointer to a point indicating where the top-right corner of - * srcrect should be mapped to, or NULL for the rendering - * target's top-right corner. - * \param down a pointer to a point indicating where the bottom-left corner of - * srcrect should be mapped to, or NULL for the rendering target's - * bottom-left corner. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety You may only call this function from the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderTexture - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_FRect *srcrect, const SDL_FPoint *origin, - const SDL_FPoint *right, const SDL_FPoint *down); - -/** - * Tile a portion of the texture to the current rendering target at subpixel - * precision. - * - * The pixels in `srcrect` will be repeated as many times as needed to - * completely fill `dstrect`. - * - * \param renderer the renderer which should copy parts of a texture. - * \param texture the source texture. - * \param srcrect a pointer to the source rectangle, or NULL for the entire - * texture. - * \param scale the scale used to transform srcrect into the destination - * rectangle, e.g. a 32x32 texture with a scale of 2 would fill - * 64x64 tiles. - * \param dstrect a pointer to the destination rectangle, or NULL for the - * entire rendering target. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderTexture - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect); - -/** - * Perform a scaled copy using the 9-grid algorithm to the current rendering - * target at subpixel precision. - * - * The pixels in the texture are split into a 3x3 grid, using the different - * corner sizes for each corner, and the sides and center making up the - * remaining pixels. The corners are then scaled using `scale` and fit into - * the corners of the destination rectangle. The sides and center are then - * stretched into place to cover the remaining destination rectangle. - * - * \param renderer the renderer which should copy parts of a texture. - * \param texture the source texture. - * \param srcrect the SDL_Rect structure representing the rectangle to be used - * for the 9-grid, or NULL to use the entire texture. - * \param left_width the width, in pixels, of the left corners in `srcrect`. - * \param right_width the width, in pixels, of the right corners in `srcrect`. - * \param top_height the height, in pixels, of the top corners in `srcrect`. - * \param bottom_height the height, in pixels, of the bottom corners in - * `srcrect`. - * \param scale the scale used to transform the corner of `srcrect` into the - * corner of `dstrect`, or 0.0f for an unscaled copy. - * \param dstrect a pointer to the destination rectangle, or NULL for the - * entire rendering target. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderTexture - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect); - -/** - * Render a list of triangles, optionally using a texture and indices into the - * vertex array Color and alpha modulation is done per vertex - * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). - * - * \param renderer the rendering context. - * \param texture (optional) The SDL texture to use. - * \param vertices vertices. - * \param num_vertices number of vertices. - * \param indices (optional) An array of integer indices into the 'vertices' - * array, if NULL all vertices will be rendered in sequential - * order. - * \param num_indices number of indices. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderGeometryRaw - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer, - SDL_Texture *texture, - const SDL_Vertex *vertices, int num_vertices, - const int *indices, int num_indices); - -/** - * Render a list of triangles, optionally using a texture and indices into the - * vertex arrays Color and alpha modulation is done per vertex - * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). - * - * \param renderer the rendering context. - * \param texture (optional) The SDL texture to use. - * \param xy vertex positions. - * \param xy_stride byte size to move from one element to the next element. - * \param color vertex colors (as SDL_FColor). - * \param color_stride byte size to move from one element to the next element. - * \param uv vertex normalized texture coordinates. - * \param uv_stride byte size to move from one element to the next element. - * \param num_vertices number of vertices. - * \param indices (optional) An array of indices into the 'vertices' arrays, - * if NULL all vertices will be rendered in sequential order. - * \param num_indices number of indices. - * \param size_indices index size: 1 (byte), 2 (short), 4 (int). - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderGeometry - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, - SDL_Texture *texture, - const float *xy, int xy_stride, - const SDL_FColor *color, int color_stride, - const float *uv, int uv_stride, - int num_vertices, - const void *indices, int num_indices, int size_indices); - -/** - * Read pixels from the current rendering target. - * - * The returned surface contains pixels inside the desired area clipped to the - * current viewport, and should be freed with SDL_DestroySurface(). - * - * Note that this returns the actual pixels on the screen, so if you are using - * logical presentation you should use SDL_GetRenderLogicalPresentationRect() - * to get the area containing your content. - * - * **WARNING**: This is a very slow operation, and should not be used - * frequently. If you're using this on the main rendering target, it should be - * called after rendering and before SDL_RenderPresent(). - * - * \param renderer the rendering context. - * \param rect an SDL_Rect structure representing the area to read, which will - * be clipped to the current viewport, or NULL for the entire - * viewport. - * \returns a new SDL_Surface on success or NULL on failure; call - * SDL_GetError() for more information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect); - -/** - * Update the screen with any rendering performed since the previous call. - * - * SDL's rendering functions operate on a backbuffer; that is, calling a - * rendering function such as SDL_RenderLine() does not directly put a line on - * the screen, but rather updates the backbuffer. As such, you compose your - * entire scene and *present* the composed backbuffer to the screen as a - * complete picture. - * - * Therefore, when using SDL's rendering API, one does all drawing intended - * for the frame, and then calls this function once per frame to present the - * final drawing to the user. - * - * The backbuffer should be considered invalidated after each present; do not - * assume that previous contents will exist between frames. You are strongly - * encouraged to call SDL_RenderClear() to initialize the backbuffer before - * starting each new frame's drawing, even if you plan to overwrite every - * pixel. - * - * Please note, that in case of rendering to a texture - there is **no need** - * to call `SDL_RenderPresent` after drawing needed objects to a texture, and - * should not be done; you are only required to change back the rendering - * target to default via `SDL_SetRenderTarget(renderer, NULL)` afterwards, as - * textures by themselves do not have a concept of backbuffers. Calling - * SDL_RenderPresent while rendering to a texture will still update the screen - * with any current drawing that has been done _to the window itself_. - * - * \param renderer the rendering context. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateRenderer - * \sa SDL_RenderClear - * \sa SDL_RenderFillRect - * \sa SDL_RenderFillRects - * \sa SDL_RenderLine - * \sa SDL_RenderLines - * \sa SDL_RenderPoint - * \sa SDL_RenderPoints - * \sa SDL_RenderRect - * \sa SDL_RenderRects - * \sa SDL_SetRenderDrawBlendMode - * \sa SDL_SetRenderDrawColor - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderPresent(SDL_Renderer *renderer); - -/** - * Destroy the specified texture. - * - * Passing NULL or an otherwise invalid texture will set the SDL error message - * to "Invalid texture". - * - * \param texture the texture to destroy. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateTexture - * \sa SDL_CreateTextureFromSurface - */ -extern SDL_DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture); - -/** - * Destroy the rendering context for a window and free all associated - * textures. - * - * This should be called before destroying the associated window. - * - * \param renderer the rendering context. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_CreateRenderer - */ -extern SDL_DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer); - -/** - * Force the rendering context to flush any pending commands and state. - * - * You do not need to (and in fact, shouldn't) call this function unless you - * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in - * addition to using an SDL_Renderer. - * - * This is for a very-specific case: if you are using SDL's render API, and - * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API - * calls. If this applies, you should call this function between calls to - * SDL's render API and the low-level API you're using in cooperation. - * - * In all other cases, you can ignore this function. - * - * This call makes SDL flush any pending rendering work it was queueing up to - * do later in a single batch, and marks any internal cached state as invalid, - * so it'll prepare all its state again later, from scratch. - * - * This means you do not need to save state in your rendering code to protect - * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and - * OpenGL state that can confuse things; you should use your best judgment and - * be prepared to make changes if specific state needs to be protected. - * - * \param renderer the rendering context. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer); - -/** - * Get the CAMetalLayer associated with the given Metal renderer. - * - * This function returns `void *`, so SDL doesn't have to include Metal's - * headers, but it can be safely cast to a `CAMetalLayer *`. - * - * \param renderer the renderer to query. - * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a - * Metal renderer. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderMetalCommandEncoder - */ -extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer); - -/** - * Get the Metal command encoder for the current frame. - * - * This function returns `void *`, so SDL doesn't have to include Metal's - * headers, but it can be safely cast to an `id`. - * - * This will return NULL if Metal refuses to give SDL a drawable to render to, - * which might happen if the window is hidden/minimized/offscreen. This - * doesn't apply to command encoders for render targets, just the window's - * backbuffer. Check your return values! - * - * \param renderer the renderer to query. - * \returns an `id` on success, or NULL if the - * renderer isn't a Metal renderer or there was an error. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderMetalLayer - */ -extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer); - - -/** - * Add a set of synchronization semaphores for the current frame. - * - * The Vulkan renderer will wait for `wait_semaphore` before submitting - * rendering commands and signal `signal_semaphore` after rendering commands - * are complete for this frame. - * - * This should be called each frame that you want semaphore synchronization. - * The Vulkan renderer may have multiple frames in flight on the GPU, so you - * should have multiple semaphores that are used for synchronization. Querying - * SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the - * maximum number of semaphores you'll need. - * - * \param renderer the rendering context. - * \param wait_stage_mask the VkPipelineStageFlags for the wait. - * \param wait_semaphore a VkSempahore to wait on before rendering the current - * frame, or 0 if not needed. - * \param signal_semaphore a VkSempahore that SDL will signal when rendering - * for the current frame is complete, or 0 if not - * needed. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety It is **NOT** safe to call this function from two threads at - * once. - * - * \since This function is available since SDL 3.2.0. - */ -extern SDL_DECLSPEC bool SDLCALL SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore); - -/** - * Toggle VSync of the given renderer. - * - * When a renderer is created, vsync defaults to SDL_RENDERER_VSYNC_DISABLED. - * - * The `vsync` parameter can be 1 to synchronize present with every vertical - * refresh, 2 to synchronize present with every second vertical refresh, etc., - * SDL_RENDERER_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), or - * SDL_RENDERER_VSYNC_DISABLED to disable. Not every value is supported by - * every driver, so you should check the return value to see whether the - * requested setting is supported. - * - * \param renderer the renderer to toggle. - * \param vsync the vertical refresh sync interval. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_GetRenderVSync - */ -extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync); - -#define SDL_RENDERER_VSYNC_DISABLED 0 -#define SDL_RENDERER_VSYNC_ADAPTIVE (-1) - -/** - * Get VSync of the given renderer. - * - * \param renderer the renderer to toggle. - * \param vsync an int filled with the current vertical refresh sync interval. - * See SDL_SetRenderVSync() for the meaning of the value. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_SetRenderVSync - */ -extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync); - -/** - * The size, in pixels, of a single SDL_RenderDebugText() character. - * - * The font is monospaced and square, so this applies to all characters. - * - * \since This macro is available since SDL 3.2.0. - * - * \sa SDL_RenderDebugText - */ -#define SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE 8 - -/** - * Draw debug text to an SDL_Renderer. - * - * This function will render a string of text to an SDL_Renderer. Note that - * this is a convenience function for debugging, with severe limitations, and - * not intended to be used for production apps and games. - * - * Among these limitations: - * - * - It accepts UTF-8 strings, but will only renders ASCII characters. - * - It has a single, tiny size (8x8 pixels). One can use logical presentation - * or scaling to adjust it, but it will be blurry. - * - It uses a simple, hardcoded bitmap font. It does not allow different font - * selections and it does not support truetype, for proper scaling. - * - It does no word-wrapping and does not treat newline characters as a line - * break. If the text goes out of the window, it's gone. - * - * For serious text rendering, there are several good options, such as - * SDL_ttf, stb_truetype, or other external libraries. - * - * On first use, this will create an internal texture for rendering glyphs. - * This texture will live until the renderer is destroyed. - * - * The text is drawn in the color specified by SDL_SetRenderDrawColor(). - * - * \param renderer the renderer which should draw a line of text. - * \param x the x coordinate where the top-left corner of the text will draw. - * \param y the y coordinate where the top-left corner of the text will draw. - * \param str the string to render. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderDebugTextFormat - * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *str); - -/** - * Draw debug text to an SDL_Renderer. - * - * This function will render a printf()-style format string to a renderer. - * Note that this is a convinence function for debugging, with severe - * limitations, and is not intended to be used for production apps and games. - * - * For the full list of limitations and other useful information, see - * SDL_RenderDebugText. - * - * \param renderer the renderer which should draw the text. - * \param x the x coordinate where the top-left corner of the text will draw. - * \param y the y coordinate where the top-left corner of the text will draw. - * \param fmt the format string to draw. - * \param ... additional parameters matching % tokens in the `fmt` string, if - * any. - * \returns true on success or false on failure; call SDL_GetError() for more - * information. - * - * \threadsafety This function should only be called on the main thread. - * - * \since This function is available since SDL 3.2.0. - * - * \sa SDL_RenderDebugText - * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE - */ -extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugTextFormat(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(4); - -/* Ends C function definitions when using C++ */ -#ifdef __cplusplus -} -#endif -#include - -#endif /* SDL_render_h_ */ -- cgit v1.2.3