SDL_render.h 77 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /**
  19. * \file SDL_render.h
  20. *
  21. * Header file for SDL 2D rendering functions.
  22. *
  23. * This API supports the following features:
  24. * * single pixel points
  25. * * single pixel lines
  26. * * filled rectangles
  27. * * texture images
  28. *
  29. * The primitives may be drawn in opaque, blended, or additive modes.
  30. *
  31. * The texture images may be drawn in opaque, blended, or additive modes.
  32. * They can have an additional color tint or alpha modulation applied to
  33. * them, and may also be stretched with linear interpolation.
  34. *
  35. * This API is designed to accelerate simple 2D operations. You may
  36. * want more functionality such as polygons and particle effects and
  37. * in that case you should use SDL's OpenGL/Direct3D support or one
  38. * of the many good 3D engines.
  39. *
  40. * These functions must be called from the main thread.
  41. * See this bug for details: https://github.com/libsdl-org/SDL/issues/986
  42. */
  43. #ifndef SDL_render_h_
  44. #define SDL_render_h_
  45. #include <SDL3/SDL_stdinc.h>
  46. #include <SDL3/SDL_events.h>
  47. #include <SDL3/SDL_properties.h>
  48. #include <SDL3/SDL_rect.h>
  49. #include <SDL3/SDL_video.h>
  50. #include <SDL3/SDL_begin_code.h>
  51. /* Set up for C function definitions, even when using C++ */
  52. #ifdef __cplusplus
  53. extern "C" {
  54. #endif
  55. /**
  56. * Flags used when creating a rendering context
  57. */
  58. typedef enum
  59. {
  60. SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */
  61. SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware
  62. acceleration */
  63. SDL_RENDERER_PRESENTVSYNC = 0x00000004 /**< Present is synchronized
  64. with the refresh rate */
  65. } SDL_RendererFlags;
  66. /**
  67. * Information on the capabilities of a render driver or context.
  68. */
  69. typedef struct SDL_RendererInfo
  70. {
  71. const char *name; /**< The name of the renderer */
  72. Uint32 flags; /**< Supported ::SDL_RendererFlags */
  73. Uint32 num_texture_formats; /**< The number of available texture formats */
  74. Uint32 texture_formats[16]; /**< The available texture formats */
  75. int max_texture_width; /**< The maximum texture width */
  76. int max_texture_height; /**< The maximum texture height */
  77. } SDL_RendererInfo;
  78. /**
  79. * Vertex structure
  80. */
  81. typedef struct SDL_Vertex
  82. {
  83. SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
  84. SDL_FColor color; /**< Vertex color */
  85. SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
  86. } SDL_Vertex;
  87. /**
  88. * The access pattern allowed for a texture.
  89. */
  90. typedef enum
  91. {
  92. SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
  93. SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
  94. SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
  95. } SDL_TextureAccess;
  96. /**
  97. * How the logical size is mapped to the output
  98. */
  99. typedef enum
  100. {
  101. SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */
  102. SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */
  103. SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
  104. SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
  105. SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */
  106. } SDL_RendererLogicalPresentation;
  107. /**
  108. * A structure representing rendering state
  109. */
  110. struct SDL_Renderer;
  111. typedef struct SDL_Renderer SDL_Renderer;
  112. /**
  113. * An efficient driver-specific representation of pixel data
  114. */
  115. struct SDL_Texture;
  116. typedef struct SDL_Texture SDL_Texture;
  117. /* Function prototypes */
  118. /**
  119. * Get the number of 2D rendering drivers available for the current display.
  120. *
  121. * A render driver is a set of code that handles rendering and texture
  122. * management on a particular display. Normally there is only one, but some
  123. * drivers may have several available with different capabilities.
  124. *
  125. * There may be none if SDL was compiled without render support.
  126. *
  127. * \returns a number >= 0 on success or a negative error code on failure; call
  128. * SDL_GetError() for more information.
  129. *
  130. * \since This function is available since SDL 3.0.0.
  131. *
  132. * \sa SDL_CreateRenderer
  133. * \sa SDL_GetRenderDriver
  134. */
  135. extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
  136. /**
  137. * Use this function to get the name of a built in 2D rendering driver.
  138. *
  139. * The list of rendering drivers is given in the order that they are normally
  140. * initialized by default; the drivers that seem more reasonable to choose
  141. * first (as far as the SDL developers believe) are earlier in the list.
  142. *
  143. * The names of drivers are all simple, low-ASCII identifiers, like "opengl",
  144. * "direct3d12" or "metal". These never have Unicode characters, and are not
  145. * meant to be proper names.
  146. *
  147. * The returned value points to a static, read-only string; do not modify or
  148. * free it!
  149. *
  150. * \param index the index of the rendering driver; the value ranges from 0 to
  151. * SDL_GetNumRenderDrivers() - 1
  152. * \returns the name of the rendering driver at the requested index, or NULL
  153. * if an invalid index was specified.
  154. *
  155. * \since This function is available since SDL 3.0.0.
  156. *
  157. * \sa SDL_GetNumRenderDrivers
  158. */
  159. extern DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index);
  160. /**
  161. * Create a window and default renderer.
  162. *
  163. * \param width the width of the window
  164. * \param height the height of the window
  165. * \param window_flags the flags used to create the window (see
  166. * SDL_CreateWindow())
  167. * \param window a pointer filled with the window, or NULL on error
  168. * \param renderer a pointer filled with the renderer, or NULL on error
  169. * \returns 0 on success or a negative error code on failure; call
  170. * SDL_GetError() for more information.
  171. *
  172. * \since This function is available since SDL 3.0.0.
  173. *
  174. * \sa SDL_CreateRenderer
  175. * \sa SDL_CreateWindow
  176. */
  177. extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags, SDL_Window **window, SDL_Renderer **renderer);
  178. /**
  179. * Create a 2D rendering context for a window.
  180. *
  181. * If you want a specific renderer, you can specify its name here. A list of
  182. * available renderers can be obtained by calling SDL_GetRenderDriver multiple
  183. * times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't
  184. * need a specific renderer, specify NULL and SDL will attempt to choose the
  185. * best option for you, based on what is available on the user's system.
  186. *
  187. * If you pass SDL_RENDERER_SOFTWARE in the flags, you will get a software
  188. * renderer, otherwise you will get a hardware accelerated renderer if
  189. * available.
  190. *
  191. * By default the rendering size matches the window size in pixels, but you
  192. * can call SDL_SetRenderLogicalPresentation() to change the content size and
  193. * scaling options.
  194. *
  195. * \param window the window where rendering is displayed
  196. * \param name the name of the rendering driver to initialize, or NULL to
  197. * initialize the first one supporting the requested flags
  198. * \param flags 0, or one or more SDL_RendererFlags OR'd together
  199. * \returns a valid rendering context or NULL if there was an error; call
  200. * SDL_GetError() for more information.
  201. *
  202. * \since This function is available since SDL 3.0.0.
  203. *
  204. * \sa SDL_CreateRendererWithProperties
  205. * \sa SDL_CreateSoftwareRenderer
  206. * \sa SDL_DestroyRenderer
  207. * \sa SDL_GetNumRenderDrivers
  208. * \sa SDL_GetRenderDriver
  209. * \sa SDL_GetRendererInfo
  210. */
  211. extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
  212. /**
  213. * Create a 2D rendering context for a window, with the specified properties.
  214. *
  215. * These are the supported properties:
  216. *
  217. * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
  218. * to use, if a specific one is desired
  219. * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
  220. * displayed, required if this isn't a software renderer using a surface
  221. * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
  222. * is displayed, if you want a software renderer without a window
  223. * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
  224. * value describing the colorspace for output to the display, defaults to
  225. * SDL_COLORSPACE_SRGB. The direct3d11 and direct3d12 renderers support
  226. * SDL_COLORSPACE_SCRGB, which is a linear color space and supports HDR
  227. * output. If you select SDL_COLORSPACE_SCRGB, drawing still uses the sRGB
  228. * colorspace, but values can go beyond 1.0 and float (linear) format
  229. * textures can be used for HDR content.
  230. * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
  231. * present synchronized with the refresh rate
  232. *
  233. * \param props the properties to use
  234. * \returns a valid rendering context or NULL if there was an error; call
  235. * SDL_GetError() for more information.
  236. *
  237. * \since This function is available since SDL 3.0.0.
  238. *
  239. * \sa SDL_CreateRenderer
  240. * \sa SDL_CreateSoftwareRenderer
  241. * \sa SDL_DestroyRenderer
  242. * \sa SDL_GetRendererInfo
  243. */
  244. extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
  245. #define SDL_PROP_RENDERER_CREATE_NAME_STRING "name"
  246. #define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window"
  247. #define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface"
  248. #define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "output_colorspace"
  249. #define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
  250. /**
  251. * Create a 2D software rendering context for a surface.
  252. *
  253. * Two other API which can be used to create SDL_Renderer:
  254. * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
  255. * create a software renderer, but they are intended to be used with an
  256. * SDL_Window as the final destination and not an SDL_Surface.
  257. *
  258. * \param surface the SDL_Surface structure representing the surface where
  259. * rendering is done
  260. * \returns a valid rendering context or NULL if there was an error; call
  261. * SDL_GetError() for more information.
  262. *
  263. * \since This function is available since SDL 3.0.0.
  264. *
  265. * \sa SDL_CreateRenderer
  266. * \sa SDL_CreateWindowRenderer
  267. * \sa SDL_DestroyRenderer
  268. */
  269. extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
  270. /**
  271. * Get the renderer associated with a window.
  272. *
  273. * \param window the window to query
  274. * \returns the rendering context on success or NULL on failure; call
  275. * SDL_GetError() for more information.
  276. *
  277. * \since This function is available since SDL 3.0.0.
  278. *
  279. * \sa SDL_CreateRenderer
  280. */
  281. extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRenderer(SDL_Window *window);
  282. /**
  283. * Get the window associated with a renderer.
  284. *
  285. * \param renderer the renderer to query
  286. * \returns the window on success or NULL on failure; call SDL_GetError() for
  287. * more information.
  288. *
  289. * \since This function is available since SDL 3.0.0.
  290. */
  291. extern DECLSPEC SDL_Window *SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
  292. /**
  293. * Get information about a rendering context.
  294. *
  295. * \param renderer the rendering context
  296. * \param info an SDL_RendererInfo structure filled with information about the
  297. * current renderer
  298. * \returns 0 on success or a negative error code on failure; call
  299. * SDL_GetError() for more information.
  300. *
  301. * \since This function is available since SDL 3.0.0.
  302. *
  303. * \sa SDL_CreateRenderer
  304. */
  305. extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info);
  306. /**
  307. * Get the properties associated with a renderer.
  308. *
  309. * The following read-only properties are provided by SDL:
  310. *
  311. * - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver
  312. * - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is displayed, if any
  313. * - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is displayed, if this is a software renderer without a window
  314. * - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing the colorspace for output to the display, defaults to SDL_COLORSPACE_SRGB.
  315. * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
  316. * with the renderer
  317. * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
  318. * with the renderer
  319. * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
  320. * with the renderer
  321. * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
  322. * associated with the renderer
  323. *
  324. * \param renderer the rendering context
  325. * \returns a valid property ID on success or 0 on failure; call
  326. * SDL_GetError() for more information.
  327. *
  328. * \since This function is available since SDL 3.0.0.
  329. *
  330. * \sa SDL_GetProperty
  331. * \sa SDL_SetProperty
  332. */
  333. extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
  334. #define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name"
  335. #define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window"
  336. #define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface"
  337. #define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace"
  338. #define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
  339. #define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
  340. #define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
  341. #define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
  342. /**
  343. * Get the output size in pixels of a rendering context.
  344. *
  345. * This returns the true output size in pixels, ignoring any render targets or
  346. * logical size and presentation.
  347. *
  348. * \param renderer the rendering context
  349. * \param w a pointer filled in with the width in pixels
  350. * \param h a pointer filled in with the height in pixels
  351. * \returns 0 on success or a negative error code on failure; call
  352. * SDL_GetError() for more information.
  353. *
  354. * \since This function is available since SDL 3.0.0.
  355. *
  356. * \sa SDL_GetRenderer
  357. */
  358. extern DECLSPEC int SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  359. /**
  360. * Get the current output size in pixels of a rendering context.
  361. *
  362. * If a rendering target is active, this will return the size of the rendering
  363. * target in pixels, otherwise if a logical size is set, it will return the
  364. * logical size, otherwise it will return the value of
  365. * SDL_GetRenderOutputSize().
  366. *
  367. * \param renderer the rendering context
  368. * \param w a pointer filled in with the current width
  369. * \param h a pointer filled in with the current height
  370. * \returns 0 on success or a negative error code on failure; call
  371. * SDL_GetError() for more information.
  372. *
  373. * \since This function is available since SDL 3.0.0.
  374. *
  375. * \sa SDL_GetRenderOutputSize
  376. * \sa SDL_GetRenderer
  377. */
  378. extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  379. /**
  380. * Create a texture for a rendering context.
  381. *
  382. * You can set the texture scaling method by setting
  383. * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
  384. *
  385. * \param renderer the rendering context
  386. * \param format one of the enumerated values in SDL_PixelFormatEnum
  387. * \param access one of the enumerated values in SDL_TextureAccess
  388. * \param w the width of the texture in pixels
  389. * \param h the height of the texture in pixels
  390. * \returns a pointer to the created texture or NULL if no rendering context
  391. * was active, the format was unsupported, or the width or height
  392. * were out of range; call SDL_GetError() for more information.
  393. *
  394. * \since This function is available since SDL 3.0.0.
  395. *
  396. * \sa SDL_CreateTextureFromSurface
  397. * \sa SDL_CreateTextureWithProperties
  398. * \sa SDL_DestroyTexture
  399. * \sa SDL_QueryTexture
  400. * \sa SDL_UpdateTexture
  401. */
  402. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h);
  403. /**
  404. * Create a texture from an existing surface.
  405. *
  406. * The surface is not modified or freed by this function.
  407. *
  408. * The SDL_TextureAccess hint for the created texture is
  409. * `SDL_TEXTUREACCESS_STATIC`.
  410. *
  411. * The pixel format of the created texture may be different from the pixel
  412. * format of the surface. Use SDL_QueryTexture() to query the pixel format of
  413. * the texture.
  414. *
  415. * \param renderer the rendering context
  416. * \param surface the SDL_Surface structure containing pixel data used to fill
  417. * the texture
  418. * \returns the created texture or NULL on failure; call SDL_GetError() for
  419. * more information.
  420. *
  421. * \since This function is available since SDL 3.0.0.
  422. *
  423. * \sa SDL_CreateTexture
  424. * \sa SDL_CreateTextureWithProperties
  425. * \sa SDL_DestroyTexture
  426. * \sa SDL_QueryTexture
  427. */
  428. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
  429. /**
  430. * Create a texture for a rendering context with the specified properties.
  431. *
  432. * These are the supported properties:
  433. *
  434. * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value
  435. * describing the texture colorspace, defaults to SDL_COLORSPACE_SCRGB for
  436. * floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
  437. * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for
  438. * YUV textures.
  439. * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
  440. * SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
  441. * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
  442. * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
  443. * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
  444. * pixels, required
  445. * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
  446. * pixels, required
  447. *
  448. * With the direct3d11 renderer:
  449. *
  450. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
  451. * associated with the texture, if you want to wrap an existing texture.
  452. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  453. * associated with the U plane of a YUV texture, if you want to wrap an
  454. * existing texture.
  455. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  456. * associated with the V plane of a YUV texture, if you want to wrap an
  457. * existing texture.
  458. *
  459. * With the direct3d12 renderer:
  460. *
  461. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
  462. * associated with the texture, if you want to wrap an existing texture.
  463. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
  464. * associated with the U plane of a YUV texture, if you want to wrap an
  465. * existing texture.
  466. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
  467. * associated with the V plane of a YUV texture, if you want to wrap an
  468. * existing texture.
  469. *
  470. * With the opengl renderer:
  471. *
  472. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
  473. * associated with the texture, if you want to wrap an existing texture.
  474. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  475. * associated with the UV plane of an NV12 texture, if you want to wrap an
  476. * existing texture.
  477. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
  478. * associated with the U plane of a YUV texture, if you want to wrap an
  479. * existing texture.
  480. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
  481. * associated with the V plane of a YUV texture, if you want to wrap an
  482. * existing texture.
  483. *
  484. * With the opengles2 renderer:
  485. *
  486. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  487. * associated with the texture, if you want to wrap an existing texture.
  488. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  489. * associated with the texture, if you want to wrap an existing texture.
  490. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  491. * associated with the UV plane of an NV12 texture, if you want to wrap an
  492. * existing texture.
  493. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  494. * associated with the U plane of a YUV texture, if you want to wrap an
  495. * existing texture.
  496. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  497. * associated with the V plane of a YUV texture, if you want to wrap an
  498. * existing texture.
  499. *
  500. * \param renderer the rendering context
  501. * \param props the properties to use
  502. * \returns a pointer to the created texture or NULL if no rendering context
  503. * was active, the format was unsupported, or the width or height
  504. * were out of range; call SDL_GetError() for more information.
  505. *
  506. * \since This function is available since SDL 3.0.0.
  507. *
  508. * \sa SDL_CreateTextureFromSurface
  509. * \sa SDL_CreateTexture
  510. * \sa SDL_DestroyTexture
  511. * \sa SDL_QueryTexture
  512. * \sa SDL_UpdateTexture
  513. */
  514. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
  515. #define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "colorspace"
  516. #define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format"
  517. #define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access"
  518. #define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width"
  519. #define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height"
  520. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
  521. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
  522. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
  523. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
  524. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
  525. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
  526. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
  527. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
  528. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
  529. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
  530. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
  531. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
  532. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
  533. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
  534. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
  535. /**
  536. * Get the properties associated with a texture.
  537. *
  538. * The following read-only properties are provided by SDL:
  539. *
  540. * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
  541. * the colorspace used by the texture
  542. *
  543. * With the direct3d11 renderer:
  544. *
  545. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
  546. * with the texture
  547. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  548. * associated with the U plane of a YUV texture
  549. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  550. * associated with the V plane of a YUV texture
  551. *
  552. * With the direct3d12 renderer:
  553. *
  554. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
  555. * with the texture
  556. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
  557. * with the U plane of a YUV texture
  558. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
  559. * with the V plane of a YUV texture
  560. *
  561. * With the opengl renderer:
  562. *
  563. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
  564. * with the texture
  565. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  566. * associated with the UV plane of an NV12 texture
  567. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
  568. * with the U plane of a YUV texture
  569. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
  570. * with the V plane of a YUV texture
  571. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
  572. * target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
  573. * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
  574. * the texture (0.0 - 1.0)
  575. * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
  576. * the texture (0.0 - 1.0)
  577. *
  578. * With the opengles2 renderer:
  579. *
  580. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  581. * associated with the texture
  582. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  583. * associated with the UV plane of an NV12 texture
  584. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  585. * associated with the U plane of a YUV texture
  586. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  587. * associated with the V plane of a YUV texture
  588. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the texture
  589. * target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
  590. *
  591. * \param texture the texture to query
  592. * \returns a valid property ID on success or 0 on failure; call
  593. * SDL_GetError() for more information.
  594. *
  595. * \since This function is available since SDL 3.0.0.
  596. *
  597. * \sa SDL_GetProperty
  598. * \sa SDL_SetProperty
  599. */
  600. extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
  601. #define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace"
  602. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
  603. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
  604. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
  605. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
  606. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
  607. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
  608. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
  609. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
  610. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
  611. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
  612. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET "SDL.texture.opengl.target"
  613. #define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
  614. #define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
  615. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
  616. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
  617. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
  618. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
  619. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET "SDL.texture.opengles2.target"
  620. /**
  621. * Get the renderer that created an SDL_Texture.
  622. *
  623. * \param texture the texture to query
  624. * \returns a pointer to the SDL_Renderer that created the texture, or NULL on
  625. * failure; call SDL_GetError() for more information.
  626. *
  627. * \threadsafety It is safe to call this function from any thread.
  628. *
  629. * \since This function is available since SDL 3.0.0.
  630. *
  631. * \sa SDL_CreateTexture
  632. * \sa SDL_CreateTextureFromSurface
  633. * \sa SDL_CreateTextureWithProperties
  634. */
  635. extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
  636. /**
  637. * Query the attributes of a texture.
  638. *
  639. * \param texture the texture to query
  640. * \param format a pointer filled in with the raw format of the texture; the
  641. * actual format may differ, but pixel transfers will use this
  642. * format (one of the SDL_PixelFormatEnum values). This argument
  643. * can be NULL if you don't need this information.
  644. * \param access a pointer filled in with the actual access to the texture
  645. * (one of the SDL_TextureAccess values). This argument can be
  646. * NULL if you don't need this information.
  647. * \param w a pointer filled in with the width of the texture in pixels. This
  648. * argument can be NULL if you don't need this information.
  649. * \param h a pointer filled in with the height of the texture in pixels. This
  650. * argument can be NULL if you don't need this information.
  651. * \returns 0 on success or a negative error code on failure; call
  652. * SDL_GetError() for more information.
  653. *
  654. * \since This function is available since SDL 3.0.0.
  655. *
  656. * \sa SDL_CreateTexture
  657. */
  658. extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h);
  659. /**
  660. * Set an additional color value multiplied into render copy operations.
  661. *
  662. * When this texture is rendered, during the copy operation each source color
  663. * channel is modulated by the appropriate color value according to the
  664. * following formula:
  665. *
  666. * `srcC = srcC * (color / 255)`
  667. *
  668. * Color modulation is not always supported by the renderer; it will return -1
  669. * if color modulation is not supported.
  670. *
  671. * \param texture the texture to update
  672. * \param r the red color value multiplied into copy operations
  673. * \param g the green color value multiplied into copy operations
  674. * \param b the blue color value multiplied into copy operations
  675. * \returns 0 on success or a negative error code on failure; call
  676. * SDL_GetError() for more information.
  677. *
  678. * \since This function is available since SDL 3.0.0.
  679. *
  680. * \sa SDL_GetTextureColorMod
  681. * \sa SDL_SetTextureAlphaMod
  682. * \sa SDL_SetTextureColorModFloat
  683. */
  684. extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
  685. /**
  686. * Set an additional color value multiplied into render copy operations.
  687. *
  688. * When this texture is rendered, during the copy operation each source color
  689. * channel is modulated by the appropriate color value according to the
  690. * following formula:
  691. *
  692. * `srcC = srcC * color`
  693. *
  694. * Color modulation is not always supported by the renderer; it will return -1
  695. * if color modulation is not supported.
  696. *
  697. * \param texture the texture to update
  698. * \param r the red color value multiplied into copy operations
  699. * \param g the green color value multiplied into copy operations
  700. * \param b the blue color value multiplied into copy operations
  701. * \returns 0 on success or a negative error code on failure; call
  702. * SDL_GetError() for more information.
  703. *
  704. * \since This function is available since SDL 3.0.0.
  705. *
  706. * \sa SDL_GetTextureColorModFloat
  707. * \sa SDL_SetTextureAlphaModFloat
  708. * \sa SDL_SetTextureColorMod
  709. */
  710. extern DECLSPEC int SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b);
  711. /**
  712. * Get the additional color value multiplied into render copy operations.
  713. *
  714. * \param texture the texture to query
  715. * \param r a pointer filled in with the current red color value
  716. * \param g a pointer filled in with the current green color value
  717. * \param b a pointer filled in with the current blue color value
  718. * \returns 0 on success or a negative error code on failure; call
  719. * SDL_GetError() for more information.
  720. *
  721. * \since This function is available since SDL 3.0.0.
  722. *
  723. * \sa SDL_GetTextureAlphaMod
  724. * \sa SDL_GetTextureColorModFloat
  725. * \sa SDL_SetTextureColorMod
  726. */
  727. extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
  728. /**
  729. * Get the additional color value multiplied into render copy operations.
  730. *
  731. * \param texture the texture to query
  732. * \param r a pointer filled in with the current red color value
  733. * \param g a pointer filled in with the current green color value
  734. * \param b a pointer filled in with the current blue color value
  735. * \returns 0 on success or a negative error code on failure; call
  736. * SDL_GetError() for more information.
  737. *
  738. * \since This function is available since SDL 3.0.0.
  739. *
  740. * \sa SDL_GetTextureAlphaModFloat
  741. * \sa SDL_GetTextureColorMod
  742. * \sa SDL_SetTextureColorModFloat
  743. */
  744. extern DECLSPEC int SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b);
  745. /**
  746. * Set an additional alpha value multiplied into render copy operations.
  747. *
  748. * When this texture is rendered, during the copy operation the source alpha
  749. * value is modulated by this alpha value according to the following formula:
  750. *
  751. * `srcA = srcA * (alpha / 255)`
  752. *
  753. * Alpha modulation is not always supported by the renderer; it will return -1
  754. * if alpha modulation is not supported.
  755. *
  756. * \param texture the texture to update
  757. * \param alpha the source alpha value multiplied into copy operations
  758. * \returns 0 on success or a negative error code on failure; call
  759. * SDL_GetError() for more information.
  760. *
  761. * \since This function is available since SDL 3.0.0.
  762. *
  763. * \sa SDL_GetTextureAlphaMod
  764. * \sa SDL_SetTextureAlphaModFloat
  765. * \sa SDL_SetTextureColorMod
  766. */
  767. extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
  768. /**
  769. * Set an additional alpha value multiplied into render copy operations.
  770. *
  771. * When this texture is rendered, during the copy operation the source alpha
  772. * value is modulated by this alpha value according to the following formula:
  773. *
  774. * `srcA = srcA * alpha`
  775. *
  776. * Alpha modulation is not always supported by the renderer; it will return -1
  777. * if alpha modulation is not supported.
  778. *
  779. * \param texture the texture to update
  780. * \param alpha the source alpha value multiplied into copy operations
  781. * \returns 0 on success or a negative error code on failure; call
  782. * SDL_GetError() for more information.
  783. *
  784. * \since This function is available since SDL 3.0.0.
  785. *
  786. * \sa SDL_GetTextureAlphaModFloat
  787. * \sa SDL_SetTextureAlphaMod
  788. * \sa SDL_SetTextureColorModFloat
  789. */
  790. extern DECLSPEC int SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha);
  791. /**
  792. * Get the additional alpha value multiplied into render copy operations.
  793. *
  794. * \param texture the texture to query
  795. * \param alpha a pointer filled in with the current alpha value
  796. * \returns 0 on success or a negative error code on failure; call
  797. * SDL_GetError() for more information.
  798. *
  799. * \since This function is available since SDL 3.0.0.
  800. *
  801. * \sa SDL_GetTextureAlphaModFloat
  802. * \sa SDL_GetTextureColorMod
  803. * \sa SDL_SetTextureAlphaMod
  804. */
  805. extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
  806. /**
  807. * Get the additional alpha value multiplied into render copy operations.
  808. *
  809. * \param texture the texture to query
  810. * \param alpha a pointer filled in with the current alpha value
  811. * \returns 0 on success or a negative error code on failure; call
  812. * SDL_GetError() for more information.
  813. *
  814. * \since This function is available since SDL 3.0.0.
  815. *
  816. * \sa SDL_GetTextureAlphaMod
  817. * \sa SDL_GetTextureColorModFloat
  818. * \sa SDL_SetTextureAlphaModFloat
  819. */
  820. extern DECLSPEC int SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha);
  821. /**
  822. * Set the blend mode for a texture, used by SDL_RenderTexture().
  823. *
  824. * If the blend mode is not supported, the closest supported mode is chosen
  825. * and this function returns -1.
  826. *
  827. * \param texture the texture to update
  828. * \param blendMode the SDL_BlendMode to use for texture blending
  829. * \returns 0 on success or a negative error code on failure; call
  830. * SDL_GetError() for more information.
  831. *
  832. * \since This function is available since SDL 3.0.0.
  833. *
  834. * \sa SDL_GetTextureBlendMode
  835. * \sa SDL_RenderTexture
  836. */
  837. extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
  838. /**
  839. * Get the blend mode used for texture copy operations.
  840. *
  841. * \param texture the texture to query
  842. * \param blendMode a pointer filled in with the current SDL_BlendMode
  843. * \returns 0 on success or a negative error code on failure; call
  844. * SDL_GetError() for more information.
  845. *
  846. * \since This function is available since SDL 3.0.0.
  847. *
  848. * \sa SDL_SetTextureBlendMode
  849. */
  850. extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
  851. /**
  852. * Set the scale mode used for texture scale operations.
  853. *
  854. * If the scale mode is not supported, the closest supported mode is chosen.
  855. *
  856. * \param texture The texture to update.
  857. * \param scaleMode the SDL_ScaleMode to use for texture scaling.
  858. * \returns 0 on success or a negative error code on failure; call
  859. * SDL_GetError() for more information.
  860. *
  861. * \since This function is available since SDL 3.0.0.
  862. *
  863. * \sa SDL_GetTextureScaleMode
  864. */
  865. extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
  866. /**
  867. * Get the scale mode used for texture scale operations.
  868. *
  869. * \param texture the texture to query.
  870. * \param scaleMode a pointer filled in with the current scale mode.
  871. * \returns 0 on success or a negative error code on failure; call
  872. * SDL_GetError() for more information.
  873. *
  874. * \since This function is available since SDL 3.0.0.
  875. *
  876. * \sa SDL_SetTextureScaleMode
  877. */
  878. extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
  879. /**
  880. * Update the given texture rectangle with new pixel data.
  881. *
  882. * The pixel data must be in the pixel format of the texture. Use
  883. * SDL_QueryTexture() to query the pixel format of the texture.
  884. *
  885. * This is a fairly slow function, intended for use with static textures that
  886. * do not change often.
  887. *
  888. * If the texture is intended to be updated often, it is preferred to create
  889. * the texture as streaming and use the locking functions referenced below.
  890. * While this function will work with streaming textures, for optimization
  891. * reasons you may not get the pixels back if you lock the texture afterward.
  892. *
  893. * \param texture the texture to update
  894. * \param rect an SDL_Rect structure representing the area to update, or NULL
  895. * to update the entire texture
  896. * \param pixels the raw pixel data in the format of the texture
  897. * \param pitch the number of bytes in a row of pixel data, including padding
  898. * between lines
  899. * \returns 0 on success or a negative error code on failure; call
  900. * SDL_GetError() for more information.
  901. *
  902. * \since This function is available since SDL 3.0.0.
  903. *
  904. * \sa SDL_CreateTexture
  905. * \sa SDL_LockTexture
  906. * \sa SDL_UnlockTexture
  907. */
  908. extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
  909. /**
  910. * Update a rectangle within a planar YV12 or IYUV texture with new pixel
  911. * data.
  912. *
  913. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  914. * block of Y and U/V planes in the proper order, but this function is
  915. * available if your pixel data is not contiguous.
  916. *
  917. * \param texture the texture to update
  918. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  919. * update the entire texture
  920. * \param Yplane the raw pixel data for the Y plane
  921. * \param Ypitch the number of bytes between rows of pixel data for the Y
  922. * plane
  923. * \param Uplane the raw pixel data for the U plane
  924. * \param Upitch the number of bytes between rows of pixel data for the U
  925. * plane
  926. * \param Vplane the raw pixel data for the V plane
  927. * \param Vpitch the number of bytes between rows of pixel data for the V
  928. * plane
  929. * \returns 0 on success or a negative error code on failure; call
  930. * SDL_GetError() for more information.
  931. *
  932. * \since This function is available since SDL 3.0.0.
  933. *
  934. * \sa SDL_UpdateTexture
  935. */
  936. extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
  937. const SDL_Rect *rect,
  938. const Uint8 *Yplane, int Ypitch,
  939. const Uint8 *Uplane, int Upitch,
  940. const Uint8 *Vplane, int Vpitch);
  941. /**
  942. * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
  943. *
  944. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  945. * block of NV12/21 planes in the proper order, but this function is available
  946. * if your pixel data is not contiguous.
  947. *
  948. * \param texture the texture to update
  949. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  950. * update the entire texture.
  951. * \param Yplane the raw pixel data for the Y plane.
  952. * \param Ypitch the number of bytes between rows of pixel data for the Y
  953. * plane.
  954. * \param UVplane the raw pixel data for the UV plane.
  955. * \param UVpitch the number of bytes between rows of pixel data for the UV
  956. * plane.
  957. * \returns 0 on success or a negative error code on failure; call
  958. * SDL_GetError() for more information.
  959. *
  960. * \since This function is available since SDL 3.0.0.
  961. */
  962. extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
  963. const SDL_Rect *rect,
  964. const Uint8 *Yplane, int Ypitch,
  965. const Uint8 *UVplane, int UVpitch);
  966. /**
  967. * Lock a portion of the texture for **write-only** pixel access.
  968. *
  969. * As an optimization, the pixels made available for editing don't necessarily
  970. * contain the old texture data. This is a write-only operation, and if you
  971. * need to keep a copy of the texture data you should do that at the
  972. * application level.
  973. *
  974. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  975. * changes.
  976. *
  977. * \param texture the texture to lock for access, which was created with
  978. * `SDL_TEXTUREACCESS_STREAMING`
  979. * \param rect an SDL_Rect structure representing the area to lock for access;
  980. * NULL to lock the entire texture
  981. * \param pixels this is filled in with a pointer to the locked pixels,
  982. * appropriately offset by the locked area
  983. * \param pitch this is filled in with the pitch of the locked pixels; the
  984. * pitch is the length of one row in bytes
  985. * \returns 0 on success or a negative error code if the texture is not valid
  986. * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
  987. * SDL_GetError() for more information.
  988. *
  989. * \since This function is available since SDL 3.0.0.
  990. *
  991. * \sa SDL_UnlockTexture
  992. */
  993. extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture,
  994. const SDL_Rect *rect,
  995. void **pixels, int *pitch);
  996. /**
  997. * Lock a portion of the texture for **write-only** pixel access, and expose
  998. * it as a SDL surface.
  999. *
  1000. * Besides providing an SDL_Surface instead of raw pixel data, this function
  1001. * operates like SDL_LockTexture.
  1002. *
  1003. * As an optimization, the pixels made available for editing don't necessarily
  1004. * contain the old texture data. This is a write-only operation, and if you
  1005. * need to keep a copy of the texture data you should do that at the
  1006. * application level.
  1007. *
  1008. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  1009. * changes.
  1010. *
  1011. * The returned surface is freed internally after calling SDL_UnlockTexture()
  1012. * or SDL_DestroyTexture(). The caller should not free it.
  1013. *
  1014. * \param texture the texture to lock for access, which must be created with
  1015. * `SDL_TEXTUREACCESS_STREAMING`
  1016. * \param rect a pointer to the rectangle to lock for access. If the rect is
  1017. * NULL, the entire texture will be locked
  1018. * \param surface this is filled in with an SDL surface representing the
  1019. * locked area
  1020. * \returns 0 on success or a negative error code on failure; call
  1021. * SDL_GetError() for more information.
  1022. *
  1023. * \since This function is available since SDL 3.0.0.
  1024. *
  1025. * \sa SDL_LockTexture
  1026. * \sa SDL_UnlockTexture
  1027. */
  1028. extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
  1029. const SDL_Rect *rect,
  1030. SDL_Surface **surface);
  1031. /**
  1032. * Unlock a texture, uploading the changes to video memory, if needed.
  1033. *
  1034. * **Warning**: Please note that SDL_LockTexture() is intended to be
  1035. * write-only; it will not guarantee the previous contents of the texture will
  1036. * be provided. You must fully initialize any area of a texture that you lock
  1037. * before unlocking it, as the pixels might otherwise be uninitialized memory.
  1038. *
  1039. * Which is to say: locking and immediately unlocking a texture can result in
  1040. * corrupted textures, depending on the renderer in use.
  1041. *
  1042. * \param texture a texture locked by SDL_LockTexture()
  1043. *
  1044. * \since This function is available since SDL 3.0.0.
  1045. *
  1046. * \sa SDL_LockTexture
  1047. */
  1048. extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
  1049. /**
  1050. * Set a texture as the current rendering target.
  1051. *
  1052. * The default render target is the window for which the renderer was created.
  1053. * To stop rendering to a texture and render to the window again, call this
  1054. * function with a NULL `texture`.
  1055. *
  1056. * \param renderer the rendering context
  1057. * \param texture the targeted texture, which must be created with the
  1058. * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
  1059. * window instead of a texture.
  1060. * \returns 0 on success or a negative error code on failure; call
  1061. * SDL_GetError() for more information.
  1062. *
  1063. * \since This function is available since SDL 3.0.0.
  1064. *
  1065. * \sa SDL_GetRenderTarget
  1066. */
  1067. extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
  1068. /**
  1069. * Get the current render target.
  1070. *
  1071. * The default render target is the window for which the renderer was created,
  1072. * and is reported a NULL here.
  1073. *
  1074. * \param renderer the rendering context
  1075. * \returns the current render target or NULL for the default render target.
  1076. *
  1077. * \since This function is available since SDL 3.0.0.
  1078. *
  1079. * \sa SDL_SetRenderTarget
  1080. */
  1081. extern DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
  1082. /**
  1083. * Set a device independent resolution and presentation mode for rendering.
  1084. *
  1085. * This function sets the width and height of the logical rendering output. A
  1086. * render target is created at the specified size and used for rendering and
  1087. * then copied to the output during presentation.
  1088. *
  1089. * You can disable logical coordinates by setting the mode to
  1090. * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
  1091. * resolution of the output window.
  1092. *
  1093. * You can convert coordinates in an event into rendering coordinates using
  1094. * SDL_ConvertEventToRenderCoordinates().
  1095. *
  1096. * \param renderer the rendering context
  1097. * \param w the width of the logical resolution
  1098. * \param h the height of the logical resolution
  1099. * \param mode the presentation mode used
  1100. * \param scale_mode the scale mode used
  1101. * \returns 0 on success or a negative error code on failure; call
  1102. * SDL_GetError() for more information.
  1103. *
  1104. * \since This function is available since SDL 3.0.0.
  1105. *
  1106. * \sa SDL_ConvertEventToRenderCoordinates
  1107. * \sa SDL_GetRenderLogicalPresentation
  1108. */
  1109. extern DECLSPEC int SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode);
  1110. /**
  1111. * Get device independent resolution and presentation mode for rendering.
  1112. *
  1113. * This function gets the width and height of the logical rendering output, or
  1114. * the output size in pixels if a logical resolution is not enabled.
  1115. *
  1116. * \param renderer the rendering context
  1117. * \param w an int to be filled with the width
  1118. * \param h an int to be filled with the height
  1119. * \param mode a pointer filled in with the presentation mode
  1120. * \param scale_mode a pointer filled in with the scale mode
  1121. * \returns 0 on success or a negative error code on failure; call
  1122. * SDL_GetError() for more information.
  1123. *
  1124. * \since This function is available since SDL 3.0.0.
  1125. *
  1126. * \sa SDL_SetRenderLogicalPresentation
  1127. */
  1128. extern DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode);
  1129. /**
  1130. * Get a point in render coordinates when given a point in window coordinates.
  1131. *
  1132. * \param renderer the rendering context
  1133. * \param window_x the x coordinate in window coordinates
  1134. * \param window_y the y coordinate in window coordinates
  1135. * \param x a pointer filled with the x coordinate in render coordinates
  1136. * \param y a pointer filled with the y coordinate in render coordinates
  1137. * \returns 0 on success or a negative error code on failure; call
  1138. * SDL_GetError() for more information.
  1139. *
  1140. * \since This function is available since SDL 3.0.0.
  1141. *
  1142. * \sa SDL_SetRenderLogicalPresentation
  1143. * \sa SDL_SetRenderScale
  1144. */
  1145. extern DECLSPEC int SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
  1146. /**
  1147. * Get a point in window coordinates when given a point in render coordinates.
  1148. *
  1149. * \param renderer the rendering context
  1150. * \param x the x coordinate in render coordinates
  1151. * \param y the y coordinate in render coordinates
  1152. * \param window_x a pointer filled with the x coordinate in window
  1153. * coordinates
  1154. * \param window_y a pointer filled with the y coordinate in window
  1155. * coordinates
  1156. * \returns 0 on success or a negative error code on failure; call
  1157. * SDL_GetError() for more information.
  1158. *
  1159. * \since This function is available since SDL 3.0.0.
  1160. *
  1161. * \sa SDL_SetRenderLogicalPresentation
  1162. * \sa SDL_SetRenderScale
  1163. */
  1164. extern DECLSPEC int SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
  1165. /**
  1166. * Convert the coordinates in an event to render coordinates.
  1167. *
  1168. * Touch coordinates are converted from normalized coordinates in the window
  1169. * to non-normalized rendering coordinates.
  1170. *
  1171. * Once converted, the coordinates may be outside the rendering area.
  1172. *
  1173. * \param renderer the rendering context
  1174. * \param event the event to modify
  1175. * \returns 0 on success or a negative error code on failure; call
  1176. * SDL_GetError() for more information.
  1177. *
  1178. * \since This function is available since SDL 3.0.0.
  1179. *
  1180. * \sa SDL_GetRenderCoordinatesFromWindowCoordinates
  1181. */
  1182. extern DECLSPEC int SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
  1183. /**
  1184. * Set the drawing area for rendering on the current target.
  1185. *
  1186. * \param renderer the rendering context
  1187. * \param rect the SDL_Rect structure representing the drawing area, or NULL
  1188. * to set the viewport to the entire target
  1189. * \returns 0 on success or a negative error code on failure; call
  1190. * SDL_GetError() for more information.
  1191. *
  1192. * \since This function is available since SDL 3.0.0.
  1193. *
  1194. * \sa SDL_GetRenderViewport
  1195. */
  1196. extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
  1197. /**
  1198. * Get the drawing area for the current target.
  1199. *
  1200. * \param renderer the rendering context
  1201. * \param rect an SDL_Rect structure filled in with the current drawing area
  1202. * \returns 0 on success or a negative error code on failure; call
  1203. * SDL_GetError() for more information.
  1204. *
  1205. * \since This function is available since SDL 3.0.0.
  1206. *
  1207. * \sa SDL_SetRenderViewport
  1208. */
  1209. extern DECLSPEC int SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
  1210. /**
  1211. * Set the clip rectangle for rendering on the specified target.
  1212. *
  1213. * \param renderer the rendering context
  1214. * \param rect an SDL_Rect structure representing the clip area, relative to
  1215. * the viewport, or NULL to disable clipping
  1216. * \returns 0 on success or a negative error code on failure; call
  1217. * SDL_GetError() for more information.
  1218. *
  1219. * \since This function is available since SDL 3.0.0.
  1220. *
  1221. * \sa SDL_GetRenderClipRect
  1222. * \sa SDL_RenderClipEnabled
  1223. */
  1224. extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
  1225. /**
  1226. * Get the clip rectangle for the current target.
  1227. *
  1228. * \param renderer the rendering context
  1229. * \param rect an SDL_Rect structure filled in with the current clipping area
  1230. * or an empty rectangle if clipping is disabled
  1231. * \returns 0 on success or a negative error code on failure; call
  1232. * SDL_GetError() for more information.
  1233. *
  1234. * \since This function is available since SDL 3.0.0.
  1235. *
  1236. * \sa SDL_RenderClipEnabled
  1237. * \sa SDL_SetRenderClipRect
  1238. */
  1239. extern DECLSPEC int SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
  1240. /**
  1241. * Get whether clipping is enabled on the given renderer.
  1242. *
  1243. * \param renderer the rendering context
  1244. * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
  1245. * SDL_GetError() for more information.
  1246. *
  1247. * \since This function is available since SDL 3.0.0.
  1248. *
  1249. * \sa SDL_GetRenderClipRect
  1250. * \sa SDL_SetRenderClipRect
  1251. */
  1252. extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
  1253. /**
  1254. * Set the drawing scale for rendering on the current target.
  1255. *
  1256. * The drawing coordinates are scaled by the x/y scaling factors before they
  1257. * are used by the renderer. This allows resolution independent drawing with a
  1258. * single coordinate system.
  1259. *
  1260. * If this results in scaling or subpixel drawing by the rendering backend, it
  1261. * will be handled using the appropriate quality hints. For best results use
  1262. * integer scaling factors.
  1263. *
  1264. * \param renderer the rendering context
  1265. * \param scaleX the horizontal scaling factor
  1266. * \param scaleY the vertical scaling factor
  1267. * \returns 0 on success or a negative error code on failure; call
  1268. * SDL_GetError() for more information.
  1269. *
  1270. * \since This function is available since SDL 3.0.0.
  1271. *
  1272. * \sa SDL_GetRenderScale
  1273. */
  1274. extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
  1275. /**
  1276. * Get the drawing scale for the current target.
  1277. *
  1278. * \param renderer the rendering context
  1279. * \param scaleX a pointer filled in with the horizontal scaling factor
  1280. * \param scaleY a pointer filled in with the vertical scaling factor
  1281. * \returns 0 on success or a negative error code on failure; call
  1282. * SDL_GetError() for more information.
  1283. *
  1284. * \since This function is available since SDL 3.0.0.
  1285. *
  1286. * \sa SDL_SetRenderScale
  1287. */
  1288. extern DECLSPEC int SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
  1289. /**
  1290. * Set the color used for drawing operations.
  1291. *
  1292. * Set the color for drawing or filling rectangles, lines, and points, and for
  1293. * SDL_RenderClear().
  1294. *
  1295. * \param renderer the rendering context
  1296. * \param r the red value used to draw on the rendering target
  1297. * \param g the green value used to draw on the rendering target
  1298. * \param b the blue value used to draw on the rendering target
  1299. * \param a the alpha value used to draw on the rendering target; usually
  1300. * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
  1301. * specify how the alpha channel is used
  1302. * \returns 0 on success or a negative error code on failure; call
  1303. * SDL_GetError() for more information.
  1304. *
  1305. * \since This function is available since SDL 3.0.0.
  1306. *
  1307. * \sa SDL_GetRenderDrawColor
  1308. * \sa SDL_RenderClear
  1309. * \sa SDL_RenderFillRect
  1310. * \sa SDL_RenderFillRects
  1311. * \sa SDL_RenderLine
  1312. * \sa SDL_RenderLines
  1313. * \sa SDL_RenderPoint
  1314. * \sa SDL_RenderPoints
  1315. * \sa SDL_RenderRect
  1316. * \sa SDL_RenderRects
  1317. * \sa SDL_SetRenderDrawColorFloat
  1318. */
  1319. extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
  1320. /**
  1321. * Set the color used for drawing operations (Rect, Line and Clear).
  1322. *
  1323. * Set the color for drawing or filling rectangles, lines, and points, and for
  1324. * SDL_RenderClear().
  1325. *
  1326. * \param renderer the rendering context
  1327. * \param r the red value used to draw on the rendering target
  1328. * \param g the green value used to draw on the rendering target
  1329. * \param b the blue value used to draw on the rendering target
  1330. * \param a the alpha value used to draw on the rendering target. Use
  1331. * SDL_SetRenderDrawBlendMode to specify how the alpha channel is
  1332. * used
  1333. * \returns 0 on success or a negative error code on failure; call
  1334. * SDL_GetError() for more information.
  1335. *
  1336. * \since This function is available since SDL 3.0.0.
  1337. *
  1338. * \sa SDL_GetRenderDrawColorFloat
  1339. * \sa SDL_RenderClear
  1340. * \sa SDL_RenderFillRect
  1341. * \sa SDL_RenderFillRects
  1342. * \sa SDL_RenderLine
  1343. * \sa SDL_RenderLines
  1344. * \sa SDL_RenderPoint
  1345. * \sa SDL_RenderPoints
  1346. * \sa SDL_RenderRect
  1347. * \sa SDL_RenderRects
  1348. * \sa SDL_SetRenderDrawColor
  1349. */
  1350. extern DECLSPEC int SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a);
  1351. /**
  1352. * Get the color used for drawing operations (Rect, Line and Clear).
  1353. *
  1354. * \param renderer the rendering context
  1355. * \param r a pointer filled in with the red value used to draw on the
  1356. * rendering target
  1357. * \param g a pointer filled in with the green value used to draw on the
  1358. * rendering target
  1359. * \param b a pointer filled in with the blue value used to draw on the
  1360. * rendering target
  1361. * \param a a pointer filled in with the alpha value used to draw on the
  1362. * rendering target; usually `SDL_ALPHA_OPAQUE` (255)
  1363. * \returns 0 on success or a negative error code on failure; call
  1364. * SDL_GetError() for more information.
  1365. *
  1366. * \since This function is available since SDL 3.0.0.
  1367. *
  1368. * \sa SDL_GetRenderDrawColorFloat
  1369. * \sa SDL_SetRenderDrawColor
  1370. */
  1371. extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
  1372. /**
  1373. * Get the color used for drawing operations (Rect, Line and Clear).
  1374. *
  1375. * \param renderer the rendering context
  1376. * \param r a pointer filled in with the red value used to draw on the
  1377. * rendering target
  1378. * \param g a pointer filled in with the green value used to draw on the
  1379. * rendering target
  1380. * \param b a pointer filled in with the blue value used to draw on the
  1381. * rendering target
  1382. * \param a a pointer filled in with the alpha value used to draw on the
  1383. * rendering target
  1384. * \returns 0 on success or a negative error code on failure; call
  1385. * SDL_GetError() for more information.
  1386. *
  1387. * \since This function is available since SDL 3.0.0.
  1388. *
  1389. * \sa SDL_SetRenderDrawColorFloat
  1390. * \sa SDL_GetRenderDrawColor
  1391. */
  1392. extern DECLSPEC int SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a);
  1393. /**
  1394. * Set the color scale used for render operations.
  1395. *
  1396. * 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.
  1397. *
  1398. * The color scale does not affect the alpha channel, only the color brightness.
  1399. *
  1400. * \param renderer the rendering context
  1401. * \param scale the color scale value
  1402. * \returns 0 on success or a negative error code on failure; call
  1403. * SDL_GetError() for more information.
  1404. *
  1405. * \since This function is available since SDL 3.0.0.
  1406. *
  1407. * \sa SDL_GetRenderColorScale
  1408. */
  1409. extern DECLSPEC int SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale);
  1410. /**
  1411. * Get the color scale used for render operations.
  1412. *
  1413. * \param renderer the rendering context
  1414. * \param scale a pointer filled in with the current color scale value
  1415. * \returns 0 on success or a negative error code on failure; call
  1416. * SDL_GetError() for more information.
  1417. *
  1418. * \since This function is available since SDL 3.0.0.
  1419. *
  1420. * \sa SDL_SetRenderColorScale
  1421. */
  1422. extern DECLSPEC int SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale);
  1423. /**
  1424. * Set the blend mode used for drawing operations (Fill and Line).
  1425. *
  1426. * If the blend mode is not supported, the closest supported mode is chosen.
  1427. *
  1428. * \param renderer the rendering context
  1429. * \param blendMode the SDL_BlendMode to use for blending
  1430. * \returns 0 on success or a negative error code on failure; call
  1431. * SDL_GetError() for more information.
  1432. *
  1433. * \since This function is available since SDL 3.0.0.
  1434. *
  1435. * \sa SDL_GetRenderDrawBlendMode
  1436. * \sa SDL_RenderLine
  1437. * \sa SDL_RenderLines
  1438. * \sa SDL_RenderPoint
  1439. * \sa SDL_RenderPoints
  1440. * \sa SDL_RenderRect
  1441. * \sa SDL_RenderRects
  1442. * \sa SDL_RenderFillRect
  1443. * \sa SDL_RenderFillRects
  1444. */
  1445. extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
  1446. /**
  1447. * Get the blend mode used for drawing operations.
  1448. *
  1449. * \param renderer the rendering context
  1450. * \param blendMode a pointer filled in with the current SDL_BlendMode
  1451. * \returns 0 on success or a negative error code on failure; call
  1452. * SDL_GetError() for more information.
  1453. *
  1454. * \since This function is available since SDL 3.0.0.
  1455. *
  1456. * \sa SDL_SetRenderDrawBlendMode
  1457. */
  1458. extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
  1459. /**
  1460. * Clear the current rendering target with the drawing color.
  1461. *
  1462. * This function clears the entire rendering target, ignoring the viewport and
  1463. * the clip rectangle.
  1464. *
  1465. * \param renderer the rendering context
  1466. * \returns 0 on success or a negative error code on failure; call
  1467. * SDL_GetError() for more information.
  1468. *
  1469. * \since This function is available since SDL 3.0.0.
  1470. *
  1471. * \sa SDL_SetRenderDrawColor
  1472. */
  1473. extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
  1474. /**
  1475. * Draw a point on the current rendering target at subpixel precision.
  1476. *
  1477. * \param renderer The renderer which should draw a point.
  1478. * \param x The x coordinate of the point.
  1479. * \param y The y coordinate of the point.
  1480. * \returns 0 on success, or -1 on error
  1481. *
  1482. * \since This function is available since SDL 3.0.0.
  1483. */
  1484. extern DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
  1485. /**
  1486. * Draw multiple points on the current rendering target at subpixel precision.
  1487. *
  1488. * \param renderer The renderer which should draw multiple points.
  1489. * \param points The points to draw
  1490. * \param count The number of points to draw
  1491. * \returns 0 on success or a negative error code on failure; call
  1492. * SDL_GetError() for more information.
  1493. *
  1494. * \since This function is available since SDL 3.0.0.
  1495. */
  1496. extern DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1497. /**
  1498. * Draw a line on the current rendering target at subpixel precision.
  1499. *
  1500. * \param renderer The renderer which should draw a line.
  1501. * \param x1 The x coordinate of the start point.
  1502. * \param y1 The y coordinate of the start point.
  1503. * \param x2 The x coordinate of the end point.
  1504. * \param y2 The y coordinate of the end point.
  1505. * \returns 0 on success, or -1 on error
  1506. *
  1507. * \since This function is available since SDL 3.0.0.
  1508. */
  1509. extern DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
  1510. /**
  1511. * Draw a series of connected lines on the current rendering target at
  1512. * subpixel precision.
  1513. *
  1514. * \param renderer The renderer which should draw multiple lines.
  1515. * \param points The points along the lines
  1516. * \param count The number of points, drawing count-1 lines
  1517. * \returns 0 on success or a negative error code on failure; call
  1518. * SDL_GetError() for more information.
  1519. *
  1520. * \since This function is available since SDL 3.0.0.
  1521. */
  1522. extern DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1523. /**
  1524. * Draw a rectangle on the current rendering target at subpixel precision.
  1525. *
  1526. * \param renderer The renderer which should draw a rectangle.
  1527. * \param rect A pointer to the destination rectangle, or NULL to outline the
  1528. * entire rendering target.
  1529. * \returns 0 on success, or -1 on error
  1530. *
  1531. * \since This function is available since SDL 3.0.0.
  1532. */
  1533. extern DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1534. /**
  1535. * Draw some number of rectangles on the current rendering target at subpixel
  1536. * precision.
  1537. *
  1538. * \param renderer The renderer which should draw multiple rectangles.
  1539. * \param rects A pointer to an array of destination rectangles.
  1540. * \param count The number of rectangles.
  1541. * \returns 0 on success or a negative error code on failure; call
  1542. * SDL_GetError() for more information.
  1543. *
  1544. * \since This function is available since SDL 3.0.0.
  1545. */
  1546. extern DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1547. /**
  1548. * Fill a rectangle on the current rendering target with the drawing color at
  1549. * subpixel precision.
  1550. *
  1551. * \param renderer The renderer which should fill a rectangle.
  1552. * \param rect A pointer to the destination rectangle, or NULL for the entire
  1553. * rendering target.
  1554. * \returns 0 on success, or -1 on error
  1555. *
  1556. * \since This function is available since SDL 3.0.0.
  1557. */
  1558. extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1559. /**
  1560. * Fill some number of rectangles on the current rendering target with the
  1561. * drawing color at subpixel precision.
  1562. *
  1563. * \param renderer The renderer which should fill multiple rectangles.
  1564. * \param rects A pointer to an array of destination rectangles.
  1565. * \param count The number of rectangles.
  1566. * \returns 0 on success or a negative error code on failure; call
  1567. * SDL_GetError() for more information.
  1568. *
  1569. * \since This function is available since SDL 3.0.0.
  1570. */
  1571. extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1572. /**
  1573. * Copy a portion of the texture to the current rendering target at subpixel
  1574. * precision.
  1575. *
  1576. * \param renderer The renderer which should copy parts of a texture.
  1577. * \param texture The source texture.
  1578. * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1579. * texture.
  1580. * \param dstrect A pointer to the destination rectangle, or NULL for the
  1581. * entire rendering target.
  1582. * \returns 0 on success, or -1 on error
  1583. *
  1584. * \since This function is available since SDL 3.0.0.
  1585. */
  1586. extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
  1587. /**
  1588. * Copy a portion of the source texture to the current rendering target, with
  1589. * rotation and flipping, at subpixel precision.
  1590. *
  1591. * \param renderer The renderer which should copy parts of a texture.
  1592. * \param texture The source texture.
  1593. * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1594. * texture.
  1595. * \param dstrect A pointer to the destination rectangle, or NULL for the
  1596. * entire rendering target.
  1597. * \param angle An angle in degrees that indicates the rotation that will be
  1598. * applied to dstrect, rotating it in a clockwise direction
  1599. * \param center A pointer to a point indicating the point around which
  1600. * dstrect will be rotated (if NULL, rotation will be done
  1601. * around dstrect.w/2, dstrect.h/2).
  1602. * \param flip An SDL_FlipMode value stating which flipping actions should be
  1603. * performed on the texture
  1604. * \returns 0 on success or a negative error code on failure; call
  1605. * SDL_GetError() for more information.
  1606. *
  1607. * \since This function is available since SDL 3.0.0.
  1608. */
  1609. extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
  1610. const SDL_FRect *srcrect, const SDL_FRect *dstrect,
  1611. const double angle, const SDL_FPoint *center,
  1612. const SDL_FlipMode flip);
  1613. /**
  1614. * Render a list of triangles, optionally using a texture and indices into the
  1615. * vertex array Color and alpha modulation is done per vertex
  1616. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1617. *
  1618. * \param renderer The rendering context.
  1619. * \param texture (optional) The SDL texture to use.
  1620. * \param vertices Vertices.
  1621. * \param num_vertices Number of vertices.
  1622. * \param indices (optional) An array of integer indices into the 'vertices'
  1623. * array, if NULL all vertices will be rendered in sequential
  1624. * order.
  1625. * \param num_indices Number of indices.
  1626. * \returns 0 on success, or -1 if the operation is not supported
  1627. *
  1628. * \since This function is available since SDL 3.0.0.
  1629. *
  1630. * \sa SDL_RenderGeometryRaw
  1631. * \sa SDL_Vertex
  1632. */
  1633. extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
  1634. SDL_Texture *texture,
  1635. const SDL_Vertex *vertices, int num_vertices,
  1636. const int *indices, int num_indices);
  1637. /**
  1638. * Render a list of triangles, optionally using a texture and indices into the
  1639. * vertex arrays Color and alpha modulation is done per vertex
  1640. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1641. *
  1642. * \param renderer The rendering context.
  1643. * \param texture (optional) The SDL texture to use.
  1644. * \param xy Vertex positions
  1645. * \param xy_stride Byte size to move from one element to the next element
  1646. * \param color Vertex colors (as SDL_FColor)
  1647. * \param color_stride Byte size to move from one element to the next element
  1648. * \param uv Vertex normalized texture coordinates
  1649. * \param uv_stride Byte size to move from one element to the next element
  1650. * \param num_vertices Number of vertices.
  1651. * \param indices (optional) An array of indices into the 'vertices' arrays,
  1652. * if NULL all vertices will be rendered in sequential order.
  1653. * \param num_indices Number of indices.
  1654. * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
  1655. * \returns 0 on success or a negative error code on failure; call
  1656. * SDL_GetError() for more information.
  1657. *
  1658. * \since This function is available since SDL 3.0.0.
  1659. *
  1660. * \sa SDL_RenderGeometry
  1661. * \sa SDL_Vertex
  1662. */
  1663. extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
  1664. SDL_Texture *texture,
  1665. const float *xy, int xy_stride,
  1666. const SDL_FColor *color, int color_stride,
  1667. const float *uv, int uv_stride,
  1668. int num_vertices,
  1669. const void *indices, int num_indices, int size_indices);
  1670. /**
  1671. * Read pixels from the current rendering target.
  1672. *
  1673. * The returned surface should be freed with SDL_DestroySurface()
  1674. *
  1675. * **WARNING**: This is a very slow operation, and should not be used
  1676. * frequently. If you're using this on the main rendering target, it should be
  1677. * called after rendering and before SDL_RenderPresent().
  1678. *
  1679. * \param renderer the rendering context
  1680. * \param rect an SDL_Rect structure representing the area in pixels relative
  1681. * to the to current viewport, or NULL for the entire viewport
  1682. * \returns a new SDL_Surface on success or NULL on failure; call
  1683. * SDL_GetError() for more information.
  1684. *
  1685. * \since This function is available since SDL 3.0.0.
  1686. */
  1687. extern DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect);
  1688. /**
  1689. * Update the screen with any rendering performed since the previous call.
  1690. *
  1691. * SDL's rendering functions operate on a backbuffer; that is, calling a
  1692. * rendering function such as SDL_RenderLine() does not directly put a line on
  1693. * the screen, but rather updates the backbuffer. As such, you compose your
  1694. * entire scene and *present* the composed backbuffer to the screen as a
  1695. * complete picture.
  1696. *
  1697. * Therefore, when using SDL's rendering API, one does all drawing intended
  1698. * for the frame, and then calls this function once per frame to present the
  1699. * final drawing to the user.
  1700. *
  1701. * The backbuffer should be considered invalidated after each present; do not
  1702. * assume that previous contents will exist between frames. You are strongly
  1703. * encouraged to call SDL_RenderClear() to initialize the backbuffer before
  1704. * starting each new frame's drawing, even if you plan to overwrite every
  1705. * pixel.
  1706. *
  1707. * \param renderer the rendering context
  1708. * \returns 0 on success or a negative error code on failure; call
  1709. * SDL_GetError() for more information.
  1710. *
  1711. * \threadsafety You may only call this function on the main thread.
  1712. *
  1713. * \since This function is available since SDL 3.0.0.
  1714. *
  1715. * \sa SDL_RenderClear
  1716. * \sa SDL_RenderLine
  1717. * \sa SDL_RenderLines
  1718. * \sa SDL_RenderPoint
  1719. * \sa SDL_RenderPoints
  1720. * \sa SDL_RenderRect
  1721. * \sa SDL_RenderRects
  1722. * \sa SDL_RenderFillRect
  1723. * \sa SDL_RenderFillRects
  1724. * \sa SDL_SetRenderDrawBlendMode
  1725. * \sa SDL_SetRenderDrawColor
  1726. */
  1727. extern DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
  1728. /**
  1729. * Destroy the specified texture.
  1730. *
  1731. * Passing NULL or an otherwise invalid texture will set the SDL error message
  1732. * to "Invalid texture".
  1733. *
  1734. * \param texture the texture to destroy
  1735. *
  1736. * \since This function is available since SDL 3.0.0.
  1737. *
  1738. * \sa SDL_CreateTexture
  1739. * \sa SDL_CreateTextureFromSurface
  1740. */
  1741. extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
  1742. /**
  1743. * Destroy the rendering context for a window and free associated textures.
  1744. *
  1745. * If `renderer` is NULL, this function will return immediately after setting
  1746. * the SDL error message to "Invalid renderer". See SDL_GetError().
  1747. *
  1748. * \param renderer the rendering context
  1749. *
  1750. * \since This function is available since SDL 3.0.0.
  1751. *
  1752. * \sa SDL_CreateRenderer
  1753. */
  1754. extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
  1755. /**
  1756. * Force the rendering context to flush any pending commands and state.
  1757. *
  1758. * You do not need to (and in fact, shouldn't) call this function unless you
  1759. * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
  1760. * addition to using an SDL_Renderer.
  1761. *
  1762. * This is for a very-specific case: if you are using SDL's render API, and
  1763. * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
  1764. * calls. If this applies, you should call this function between calls to
  1765. * SDL's render API and the low-level API you're using in cooperation.
  1766. *
  1767. * In all other cases, you can ignore this function.
  1768. *
  1769. * This call makes SDL flush any pending rendering work it was queueing up to
  1770. * do later in a single batch, and marks any internal cached state as invalid,
  1771. * so it'll prepare all its state again later, from scratch.
  1772. *
  1773. * This means you do not need to save state in your rendering code to protect
  1774. * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
  1775. * OpenGL state that can confuse things; you should use your best judgement
  1776. * and be prepared to make changes if specific state needs to be protected.
  1777. *
  1778. * \param renderer the rendering context
  1779. * \returns 0 on success or a negative error code on failure; call
  1780. * SDL_GetError() for more information.
  1781. *
  1782. * \since This function is available since SDL 3.0.0.
  1783. */
  1784. extern DECLSPEC int SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
  1785. /**
  1786. * Get the CAMetalLayer associated with the given Metal renderer.
  1787. *
  1788. * This function returns `void *`, so SDL doesn't have to include Metal's
  1789. * headers, but it can be safely cast to a `CAMetalLayer *`.
  1790. *
  1791. * \param renderer The renderer to query
  1792. * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
  1793. * Metal renderer
  1794. *
  1795. * \since This function is available since SDL 3.0.0.
  1796. *
  1797. * \sa SDL_GetRenderMetalCommandEncoder
  1798. */
  1799. extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
  1800. /**
  1801. * Get the Metal command encoder for the current frame
  1802. *
  1803. * This function returns `void *`, so SDL doesn't have to include Metal's
  1804. * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
  1805. *
  1806. * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
  1807. * SDL a drawable to render to, which might happen if the window is
  1808. * hidden/minimized/offscreen. This doesn't apply to command encoders for
  1809. * render targets, just the window's backbuffer. Check your return values!
  1810. *
  1811. * \param renderer The renderer to query
  1812. * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
  1813. * renderer isn't a Metal renderer or there was an error.
  1814. *
  1815. * \since This function is available since SDL 3.0.0.
  1816. *
  1817. * \sa SDL_GetRenderMetalLayer
  1818. */
  1819. extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
  1820. /**
  1821. * Toggle VSync of the given renderer.
  1822. *
  1823. * \param renderer The renderer to toggle
  1824. * \param vsync 1 for on, 0 for off. All other values are reserved
  1825. * \returns 0 on success or a negative error code on failure; call
  1826. * SDL_GetError() for more information.
  1827. *
  1828. * \since This function is available since SDL 3.0.0.
  1829. */
  1830. extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
  1831. /**
  1832. * Get VSync of the given renderer.
  1833. *
  1834. * \param renderer The renderer to toggle
  1835. * \param vsync an int filled with 1 for on, 0 for off. All other values are
  1836. * reserved
  1837. * \returns 0 on success or a negative error code on failure; call
  1838. * SDL_GetError() for more information.
  1839. *
  1840. * \since This function is available since SDL 3.0.0.
  1841. */
  1842. extern DECLSPEC int SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
  1843. /* Ends C function definitions when using C++ */
  1844. #ifdef __cplusplus
  1845. }
  1846. #endif
  1847. #include <SDL3/SDL_close_code.h>
  1848. #endif /* SDL_render_h_ */