SDL_render.h 87 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, direct3d12, and metal renderers
  226. * support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and
  227. * supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing
  228. * still uses the sRGB colorspace, but values can go beyond 1.0 and float
  229. * (linear) format textures can be used for HDR content.
  230. * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
  231. * present synchronized with the refresh rate
  232. *
  233. * With the vulkan renderer:
  234. *
  235. * - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use with the renderer, optional.
  236. * - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use with the renderer, optional.
  237. * - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice to use with the renderer, optional.
  238. * - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use with the renderer, optional.
  239. * - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue family index used for rendering.
  240. * - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue family index used for presentation.
  241. *
  242. * \param props the properties to use
  243. * \returns a valid rendering context or NULL if there was an error; call
  244. * SDL_GetError() for more information.
  245. *
  246. * \since This function is available since SDL 3.0.0.
  247. *
  248. * \sa SDL_CreateRenderer
  249. * \sa SDL_CreateSoftwareRenderer
  250. * \sa SDL_DestroyRenderer
  251. * \sa SDL_GetRendererInfo
  252. */
  253. extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
  254. #define SDL_PROP_RENDERER_CREATE_NAME_STRING "name"
  255. #define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window"
  256. #define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface"
  257. #define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "output_colorspace"
  258. #define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
  259. #define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "vulkan.instance"
  260. #define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "vulkan.surface"
  261. #define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "vulkan.physical_device"
  262. #define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "vulkan.device"
  263. #define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "vulkan.graphics_queue_family_index"
  264. #define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "vulkan.present_queue_family_index"
  265. /**
  266. * Create a 2D software rendering context for a surface.
  267. *
  268. * Two other API which can be used to create SDL_Renderer:
  269. * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
  270. * create a software renderer, but they are intended to be used with an
  271. * SDL_Window as the final destination and not an SDL_Surface.
  272. *
  273. * \param surface the SDL_Surface structure representing the surface where
  274. * rendering is done
  275. * \returns a valid rendering context or NULL if there was an error; call
  276. * SDL_GetError() for more information.
  277. *
  278. * \since This function is available since SDL 3.0.0.
  279. *
  280. * \sa SDL_CreateRenderer
  281. * \sa SDL_CreateWindowRenderer
  282. * \sa SDL_DestroyRenderer
  283. */
  284. extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
  285. /**
  286. * Get the renderer associated with a window.
  287. *
  288. * \param window the window to query
  289. * \returns the rendering context on success or NULL on failure; call
  290. * SDL_GetError() for more information.
  291. *
  292. * \since This function is available since SDL 3.0.0.
  293. *
  294. * \sa SDL_CreateRenderer
  295. */
  296. extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRenderer(SDL_Window *window);
  297. /**
  298. * Get the window associated with a renderer.
  299. *
  300. * \param renderer the renderer to query
  301. * \returns the window on success or NULL on failure; call SDL_GetError() for
  302. * more information.
  303. *
  304. * \since This function is available since SDL 3.0.0.
  305. */
  306. extern DECLSPEC SDL_Window *SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
  307. /**
  308. * Get information about a rendering context.
  309. *
  310. * \param renderer the rendering context
  311. * \param info an SDL_RendererInfo structure filled with information about the
  312. * current renderer
  313. * \returns 0 on success or a negative error code on failure; call
  314. * SDL_GetError() for more information.
  315. *
  316. * \since This function is available since SDL 3.0.0.
  317. *
  318. * \sa SDL_CreateRenderer
  319. */
  320. extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info);
  321. /**
  322. * Get the properties associated with a renderer.
  323. *
  324. * The following read-only properties are provided by SDL:
  325. *
  326. * - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver
  327. * - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is
  328. * displayed, if any
  329. * - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is
  330. * displayed, if this is a software renderer without a window
  331. * - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value
  332. * describing the colorspace for output to the display, defaults to
  333. * SDL_COLORSPACE_SRGB.
  334. * - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is
  335. * SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with
  336. * HDR enabled. This property can change dynamically when
  337. * SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
  338. * - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the
  339. * SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is
  340. * automatically multiplied into the color scale. This property can change
  341. * dynamically when SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
  342. * - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range
  343. * that can be displayed, in terms of the SDR white point. When HDR is not
  344. * enabled, this will be 1.0. This property can change dynamically when
  345. * SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
  346. *
  347. * With the direct3d renderer:
  348. *
  349. * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
  350. * with the renderer
  351. *
  352. * With the direct3d11 renderer:
  353. *
  354. * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
  355. * with the renderer
  356. *
  357. * With the direct3d12 renderer:
  358. *
  359. * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
  360. * with the renderer
  361. * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
  362. * associated with the renderer
  363. *
  364. * With the vulkan renderer:
  365. *
  366. * - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated with the renderer
  367. * - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated with the renderer
  368. * - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice associated with the renderer
  369. * - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with the renderer
  370. * - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue family index used for rendering
  371. * - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue family index used for presentation
  372. *
  373. * \param renderer the rendering context
  374. * \returns a valid property ID on success or 0 on failure; call
  375. * SDL_GetError() for more information.
  376. *
  377. * \since This function is available since SDL 3.0.0.
  378. *
  379. * \sa SDL_GetProperty
  380. * \sa SDL_SetProperty
  381. */
  382. extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
  383. #define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name"
  384. #define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window"
  385. #define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface"
  386. #define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace"
  387. #define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled"
  388. #define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point"
  389. #define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom"
  390. #define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
  391. #define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
  392. #define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
  393. #define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
  394. #define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER "SDL.renderer.vulkan.instance"
  395. #define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER "SDL.renderer.vulkan.surface"
  396. #define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.vulkan.physical_device"
  397. #define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER "SDL.renderer.vulkan.device"
  398. #define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index"
  399. #define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.present_queue_family_index"
  400. /**
  401. * Get the output size in pixels of a rendering context.
  402. *
  403. * This returns the true output size in pixels, ignoring any render targets or
  404. * logical size and presentation.
  405. *
  406. * \param renderer the rendering context
  407. * \param w a pointer filled in with the width in pixels
  408. * \param h a pointer filled in with the height in pixels
  409. * \returns 0 on success or a negative error code on failure; call
  410. * SDL_GetError() for more information.
  411. *
  412. * \since This function is available since SDL 3.0.0.
  413. *
  414. * \sa SDL_GetRenderer
  415. */
  416. extern DECLSPEC int SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  417. /**
  418. * Get the current output size in pixels of a rendering context.
  419. *
  420. * If a rendering target is active, this will return the size of the rendering
  421. * target in pixels, otherwise if a logical size is set, it will return the
  422. * logical size, otherwise it will return the value of
  423. * SDL_GetRenderOutputSize().
  424. *
  425. * \param renderer the rendering context
  426. * \param w a pointer filled in with the current width
  427. * \param h a pointer filled in with the current height
  428. * \returns 0 on success or a negative error code on failure; call
  429. * SDL_GetError() for more information.
  430. *
  431. * \since This function is available since SDL 3.0.0.
  432. *
  433. * \sa SDL_GetRenderOutputSize
  434. * \sa SDL_GetRenderer
  435. */
  436. extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  437. /**
  438. * Create a texture for a rendering context.
  439. *
  440. * You can set the texture scaling method by setting
  441. * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
  442. *
  443. * \param renderer the rendering context
  444. * \param format one of the enumerated values in SDL_PixelFormatEnum
  445. * \param access one of the enumerated values in SDL_TextureAccess
  446. * \param w the width of the texture in pixels
  447. * \param h the height of the texture in pixels
  448. * \returns a pointer to the created texture or NULL if no rendering context
  449. * was active, the format was unsupported, or the width or height
  450. * were out of range; call SDL_GetError() for more information.
  451. *
  452. * \since This function is available since SDL 3.0.0.
  453. *
  454. * \sa SDL_CreateTextureFromSurface
  455. * \sa SDL_CreateTextureWithProperties
  456. * \sa SDL_DestroyTexture
  457. * \sa SDL_QueryTexture
  458. * \sa SDL_UpdateTexture
  459. */
  460. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h);
  461. /**
  462. * Create a texture from an existing surface.
  463. *
  464. * The surface is not modified or freed by this function.
  465. *
  466. * The SDL_TextureAccess hint for the created texture is
  467. * `SDL_TEXTUREACCESS_STATIC`.
  468. *
  469. * The pixel format of the created texture may be different from the pixel
  470. * format of the surface. Use SDL_QueryTexture() to query the pixel format of
  471. * the texture.
  472. *
  473. * \param renderer the rendering context
  474. * \param surface the SDL_Surface structure containing pixel data used to fill
  475. * the texture
  476. * \returns the created texture or NULL on failure; call SDL_GetError() for
  477. * more information.
  478. *
  479. * \since This function is available since SDL 3.0.0.
  480. *
  481. * \sa SDL_CreateTexture
  482. * \sa SDL_CreateTextureWithProperties
  483. * \sa SDL_DestroyTexture
  484. * \sa SDL_QueryTexture
  485. */
  486. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
  487. /**
  488. * Create a texture for a rendering context with the specified properties.
  489. *
  490. * These are the supported properties:
  491. *
  492. * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value
  493. * describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR
  494. * for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
  495. * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for
  496. * YUV textures.
  497. * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
  498. * SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
  499. * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
  500. * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
  501. * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
  502. * pixels, required
  503. * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
  504. * pixels, required
  505. * - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating
  506. * point textures, this defines the value of 100% diffuse white, with higher
  507. * values being displayed in the High Dynamic Range headroom. This defaults
  508. * to 100 for HDR10 textures and 1.0 for floating point textures.
  509. * - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating
  510. * point textures, this defines the maximum dynamic range used by the
  511. * content, in terms of the SDR white point. This would be equivalent to
  512. * maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content.
  513. * If this is defined, any values outside the range supported by the display
  514. * will be scaled into the available HDR headroom, otherwise they are
  515. * clipped.
  516. *
  517. * With the direct3d11 renderer:
  518. *
  519. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
  520. * associated with the texture, if you want to wrap an existing texture.
  521. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  522. * associated with the U plane of a YUV texture, if you want to wrap an
  523. * existing texture.
  524. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  525. * associated with the V plane of a YUV texture, if you want to wrap an
  526. * existing texture.
  527. *
  528. * With the direct3d12 renderer:
  529. *
  530. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
  531. * associated with the texture, if you want to wrap an existing texture.
  532. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
  533. * associated with the U plane of a YUV texture, if you want to wrap an
  534. * existing texture.
  535. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
  536. * associated with the V plane of a YUV texture, if you want to wrap an
  537. * existing texture.
  538. *
  539. * With the metal renderer:
  540. *
  541. * - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef
  542. * associated with the texture, if you want to create a texture from an
  543. * existing pixel buffer.
  544. *
  545. * With the opengl renderer:
  546. *
  547. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
  548. * associated with the texture, if you want to wrap an existing texture.
  549. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  550. * associated with the UV plane of an NV12 texture, if you want to wrap an
  551. * existing texture.
  552. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
  553. * associated with the U plane of a YUV texture, if you want to wrap an
  554. * existing texture.
  555. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
  556. * associated with the V plane of a YUV texture, if you want to wrap an
  557. * existing texture.
  558. *
  559. * With the opengles2 renderer:
  560. *
  561. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  562. * associated with the texture, if you want to wrap an existing texture.
  563. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  564. * associated with the texture, if you want to wrap an existing texture.
  565. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  566. * associated with the UV plane of an NV12 texture, if you want to wrap an
  567. * existing texture.
  568. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  569. * associated with the U plane of a YUV texture, if you want to wrap an
  570. * existing texture.
  571. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  572. * associated with the V plane of a YUV texture, if you want to wrap an
  573. * existing texture.
  574. *
  575. * \param renderer the rendering context
  576. * \param props the properties to use
  577. * \returns a pointer to the created texture or NULL if no rendering context
  578. * was active, the format was unsupported, or the width or height
  579. * were out of range; call SDL_GetError() for more information.
  580. *
  581. * \since This function is available since SDL 3.0.0.
  582. *
  583. * \sa SDL_CreateTextureFromSurface
  584. * \sa SDL_CreateTexture
  585. * \sa SDL_DestroyTexture
  586. * \sa SDL_QueryTexture
  587. * \sa SDL_UpdateTexture
  588. */
  589. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
  590. #define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "colorspace"
  591. #define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format"
  592. #define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access"
  593. #define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width"
  594. #define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height"
  595. #define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDR_white_point"
  596. #define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "HDR_headroom"
  597. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
  598. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
  599. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
  600. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
  601. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
  602. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
  603. #define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "metal.pixelbuffer"
  604. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
  605. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
  606. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
  607. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
  608. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
  609. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
  610. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
  611. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
  612. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
  613. /**
  614. * Get the properties associated with a texture.
  615. *
  616. * The following read-only properties are provided by SDL:
  617. *
  618. * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
  619. * the colorspace used by the texture
  620. * - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point
  621. * textures, this defines the value of 100% diffuse white, with higher
  622. * values being displayed in the High Dynamic Range headroom. This defaults
  623. * to 100 for HDR10 textures and 1.0 for other textures.
  624. * - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point
  625. * textures, this defines the maximum dynamic range used by the content, in
  626. * terms of the SDR white point. If this is defined, any values outside the
  627. * range supported by the display will be scaled into the available HDR
  628. * headroom, otherwise they are clipped. This defaults to 1.0 for SDR
  629. * textures, 4.0 for HDR10 textures, and no default for floating point
  630. * textures.
  631. *
  632. * With the direct3d11 renderer:
  633. *
  634. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
  635. * with the texture
  636. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  637. * associated with the U plane of a YUV texture
  638. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  639. * associated with the V plane of a YUV texture
  640. *
  641. * With the direct3d12 renderer:
  642. *
  643. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
  644. * with the texture
  645. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
  646. * with the U plane of a YUV texture
  647. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
  648. * with the V plane of a YUV texture
  649. *
  650. * With the vulkan renderer:
  651. *
  652. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_POINTER`: the VkImage associated with
  653. * the texture
  654. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_U_POINTER`: the VkImage associated with
  655. * the U plane of a YUV texture
  656. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_V_POINTER`: the VkImage associated with
  657. * the V plane of a YUV texture
  658. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_UV_POINTER`: the VkImage associated with
  659. * the UV plane of a NV12/NV21 texture
  660. *
  661. * With the opengl renderer:
  662. *
  663. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
  664. * with the texture
  665. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  666. * associated with the UV plane of an NV12 texture
  667. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
  668. * with the U plane of a YUV texture
  669. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
  670. * with the V plane of a YUV texture
  671. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the
  672. * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
  673. * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
  674. * the texture (0.0 - 1.0)
  675. * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
  676. * the texture (0.0 - 1.0)
  677. *
  678. * With the opengles2 renderer:
  679. *
  680. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  681. * associated with the texture
  682. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  683. * associated with the UV plane of an NV12 texture
  684. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  685. * associated with the U plane of a YUV texture
  686. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  687. * associated with the V plane of a YUV texture
  688. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the
  689. * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
  690. *
  691. * \param texture the texture to query
  692. * \returns a valid property ID on success or 0 on failure; call
  693. * SDL_GetError() for more information.
  694. *
  695. * \since This function is available since SDL 3.0.0.
  696. *
  697. * \sa SDL_GetProperty
  698. * \sa SDL_SetProperty
  699. */
  700. extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
  701. #define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace"
  702. #define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point"
  703. #define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom"
  704. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
  705. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
  706. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
  707. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
  708. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
  709. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
  710. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
  711. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
  712. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
  713. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
  714. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target"
  715. #define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
  716. #define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
  717. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
  718. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
  719. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
  720. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
  721. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target"
  722. #define SDL_PROP_TEXTURE_VULKAN_TEXTURE_POINTER "SDL.texture.vulkan.texture"
  723. #define SDL_PROP_TEXTURE_VULKAN_TEXTURE_U_POINTER "SDL.texture.vulkan.texture_u"
  724. #define SDL_PROP_TEXTURE_VULKAN_TEXTURE_V_POINTER "SDL.texture.vulkan.texture_v"
  725. #define SDL_PROP_TEXTURE_VULKAN_TEXTURE_UV_POINTER "SDL.texture.vulkan.texture_uv"
  726. /**
  727. * Get the renderer that created an SDL_Texture.
  728. *
  729. * \param texture the texture to query
  730. * \returns a pointer to the SDL_Renderer that created the texture, or NULL on
  731. * failure; call SDL_GetError() for more information.
  732. *
  733. * \threadsafety It is safe to call this function from any thread.
  734. *
  735. * \since This function is available since SDL 3.0.0.
  736. *
  737. * \sa SDL_CreateTexture
  738. * \sa SDL_CreateTextureFromSurface
  739. * \sa SDL_CreateTextureWithProperties
  740. */
  741. extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
  742. /**
  743. * Query the attributes of a texture.
  744. *
  745. * \param texture the texture to query
  746. * \param format a pointer filled in with the raw format of the texture; the
  747. * actual format may differ, but pixel transfers will use this
  748. * format (one of the SDL_PixelFormatEnum values). This argument
  749. * can be NULL if you don't need this information.
  750. * \param access a pointer filled in with the actual access to the texture
  751. * (one of the SDL_TextureAccess values). This argument can be
  752. * NULL if you don't need this information.
  753. * \param w a pointer filled in with the width of the texture in pixels. This
  754. * argument can be NULL if you don't need this information.
  755. * \param h a pointer filled in with the height of the texture in pixels. This
  756. * argument can be NULL if you don't need this information.
  757. * \returns 0 on success or a negative error code on failure; call
  758. * SDL_GetError() for more information.
  759. *
  760. * \since This function is available since SDL 3.0.0.
  761. *
  762. * \sa SDL_CreateTexture
  763. */
  764. extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h);
  765. /**
  766. * Set an additional color value multiplied into render copy operations.
  767. *
  768. * When this texture is rendered, during the copy operation each source color
  769. * channel is modulated by the appropriate color value according to the
  770. * following formula:
  771. *
  772. * `srcC = srcC * (color / 255)`
  773. *
  774. * Color modulation is not always supported by the renderer; it will return -1
  775. * if color modulation is not supported.
  776. *
  777. * \param texture the texture to update
  778. * \param r the red color value multiplied into copy operations
  779. * \param g the green color value multiplied into copy operations
  780. * \param b the blue color 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_GetTextureColorMod
  787. * \sa SDL_SetTextureAlphaMod
  788. * \sa SDL_SetTextureColorModFloat
  789. */
  790. extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
  791. /**
  792. * Set an additional color value multiplied into render copy operations.
  793. *
  794. * When this texture is rendered, during the copy operation each source color
  795. * channel is modulated by the appropriate color value according to the
  796. * following formula:
  797. *
  798. * `srcC = srcC * color`
  799. *
  800. * Color modulation is not always supported by the renderer; it will return -1
  801. * if color modulation is not supported.
  802. *
  803. * \param texture the texture to update
  804. * \param r the red color value multiplied into copy operations
  805. * \param g the green color value multiplied into copy operations
  806. * \param b the blue color value multiplied into copy operations
  807. * \returns 0 on success or a negative error code on failure; call
  808. * SDL_GetError() for more information.
  809. *
  810. * \since This function is available since SDL 3.0.0.
  811. *
  812. * \sa SDL_GetTextureColorModFloat
  813. * \sa SDL_SetTextureAlphaModFloat
  814. * \sa SDL_SetTextureColorMod
  815. */
  816. extern DECLSPEC int SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b);
  817. /**
  818. * Get the additional color value multiplied into render copy operations.
  819. *
  820. * \param texture the texture to query
  821. * \param r a pointer filled in with the current red color value
  822. * \param g a pointer filled in with the current green color value
  823. * \param b a pointer filled in with the current blue color value
  824. * \returns 0 on success or a negative error code on failure; call
  825. * SDL_GetError() for more information.
  826. *
  827. * \since This function is available since SDL 3.0.0.
  828. *
  829. * \sa SDL_GetTextureAlphaMod
  830. * \sa SDL_GetTextureColorModFloat
  831. * \sa SDL_SetTextureColorMod
  832. */
  833. extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
  834. /**
  835. * Get the additional color value multiplied into render copy operations.
  836. *
  837. * \param texture the texture to query
  838. * \param r a pointer filled in with the current red color value
  839. * \param g a pointer filled in with the current green color value
  840. * \param b a pointer filled in with the current blue color value
  841. * \returns 0 on success or a negative error code on failure; call
  842. * SDL_GetError() for more information.
  843. *
  844. * \since This function is available since SDL 3.0.0.
  845. *
  846. * \sa SDL_GetTextureAlphaModFloat
  847. * \sa SDL_GetTextureColorMod
  848. * \sa SDL_SetTextureColorModFloat
  849. */
  850. extern DECLSPEC int SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b);
  851. /**
  852. * Set an additional alpha value multiplied into render copy operations.
  853. *
  854. * When this texture is rendered, during the copy operation the source alpha
  855. * value is modulated by this alpha value according to the following formula:
  856. *
  857. * `srcA = srcA * (alpha / 255)`
  858. *
  859. * Alpha modulation is not always supported by the renderer; it will return -1
  860. * if alpha modulation is not supported.
  861. *
  862. * \param texture the texture to update
  863. * \param alpha the source alpha value multiplied into copy operations
  864. * \returns 0 on success or a negative error code on failure; call
  865. * SDL_GetError() for more information.
  866. *
  867. * \since This function is available since SDL 3.0.0.
  868. *
  869. * \sa SDL_GetTextureAlphaMod
  870. * \sa SDL_SetTextureAlphaModFloat
  871. * \sa SDL_SetTextureColorMod
  872. */
  873. extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
  874. /**
  875. * Set an additional alpha value multiplied into render copy operations.
  876. *
  877. * When this texture is rendered, during the copy operation the source alpha
  878. * value is modulated by this alpha value according to the following formula:
  879. *
  880. * `srcA = srcA * alpha`
  881. *
  882. * Alpha modulation is not always supported by the renderer; it will return -1
  883. * if alpha modulation is not supported.
  884. *
  885. * \param texture the texture to update
  886. * \param alpha the source alpha value multiplied into copy operations
  887. * \returns 0 on success or a negative error code on failure; call
  888. * SDL_GetError() for more information.
  889. *
  890. * \since This function is available since SDL 3.0.0.
  891. *
  892. * \sa SDL_GetTextureAlphaModFloat
  893. * \sa SDL_SetTextureAlphaMod
  894. * \sa SDL_SetTextureColorModFloat
  895. */
  896. extern DECLSPEC int SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha);
  897. /**
  898. * Get the additional alpha value multiplied into render copy operations.
  899. *
  900. * \param texture the texture to query
  901. * \param alpha a pointer filled in with the current alpha value
  902. * \returns 0 on success or a negative error code on failure; call
  903. * SDL_GetError() for more information.
  904. *
  905. * \since This function is available since SDL 3.0.0.
  906. *
  907. * \sa SDL_GetTextureAlphaModFloat
  908. * \sa SDL_GetTextureColorMod
  909. * \sa SDL_SetTextureAlphaMod
  910. */
  911. extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
  912. /**
  913. * Get the additional alpha value multiplied into render copy operations.
  914. *
  915. * \param texture the texture to query
  916. * \param alpha a pointer filled in with the current alpha value
  917. * \returns 0 on success or a negative error code on failure; call
  918. * SDL_GetError() for more information.
  919. *
  920. * \since This function is available since SDL 3.0.0.
  921. *
  922. * \sa SDL_GetTextureAlphaMod
  923. * \sa SDL_GetTextureColorModFloat
  924. * \sa SDL_SetTextureAlphaModFloat
  925. */
  926. extern DECLSPEC int SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha);
  927. /**
  928. * Set the blend mode for a texture, used by SDL_RenderTexture().
  929. *
  930. * If the blend mode is not supported, the closest supported mode is chosen
  931. * and this function returns -1.
  932. *
  933. * \param texture the texture to update
  934. * \param blendMode the SDL_BlendMode to use for texture blending
  935. * \returns 0 on success or a negative error code on failure; call
  936. * SDL_GetError() for more information.
  937. *
  938. * \since This function is available since SDL 3.0.0.
  939. *
  940. * \sa SDL_GetTextureBlendMode
  941. * \sa SDL_RenderTexture
  942. */
  943. extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
  944. /**
  945. * Get the blend mode used for texture copy operations.
  946. *
  947. * \param texture the texture to query
  948. * \param blendMode a pointer filled in with the current SDL_BlendMode
  949. * \returns 0 on success or a negative error code on failure; call
  950. * SDL_GetError() for more information.
  951. *
  952. * \since This function is available since SDL 3.0.0.
  953. *
  954. * \sa SDL_SetTextureBlendMode
  955. */
  956. extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
  957. /**
  958. * Set the scale mode used for texture scale operations.
  959. *
  960. * The default texture scale mode is SDL_SCALEMODE_LINEAR.
  961. *
  962. * If the scale mode is not supported, the closest supported mode is chosen.
  963. *
  964. * \param texture The texture to update.
  965. * \param scaleMode the SDL_ScaleMode to use for texture scaling.
  966. * \returns 0 on success or a negative error code on failure; call
  967. * SDL_GetError() for more information.
  968. *
  969. * \since This function is available since SDL 3.0.0.
  970. *
  971. * \sa SDL_GetTextureScaleMode
  972. */
  973. extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
  974. /**
  975. * Get the scale mode used for texture scale operations.
  976. *
  977. * \param texture the texture to query.
  978. * \param scaleMode a pointer filled in with the current scale mode.
  979. * \returns 0 on success or a negative error code on failure; call
  980. * SDL_GetError() for more information.
  981. *
  982. * \since This function is available since SDL 3.0.0.
  983. *
  984. * \sa SDL_SetTextureScaleMode
  985. */
  986. extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
  987. /**
  988. * Update the given texture rectangle with new pixel data.
  989. *
  990. * The pixel data must be in the pixel format of the texture. Use
  991. * SDL_QueryTexture() to query the pixel format of the texture.
  992. *
  993. * This is a fairly slow function, intended for use with static textures that
  994. * do not change often.
  995. *
  996. * If the texture is intended to be updated often, it is preferred to create
  997. * the texture as streaming and use the locking functions referenced below.
  998. * While this function will work with streaming textures, for optimization
  999. * reasons you may not get the pixels back if you lock the texture afterward.
  1000. *
  1001. * \param texture the texture to update
  1002. * \param rect an SDL_Rect structure representing the area to update, or NULL
  1003. * to update the entire texture
  1004. * \param pixels the raw pixel data in the format of the texture
  1005. * \param pitch the number of bytes in a row of pixel data, including padding
  1006. * between lines
  1007. * \returns 0 on success or a negative error code on failure; call
  1008. * SDL_GetError() for more information.
  1009. *
  1010. * \since This function is available since SDL 3.0.0.
  1011. *
  1012. * \sa SDL_CreateTexture
  1013. * \sa SDL_LockTexture
  1014. * \sa SDL_UnlockTexture
  1015. */
  1016. extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
  1017. /**
  1018. * Update a rectangle within a planar YV12 or IYUV texture with new pixel
  1019. * data.
  1020. *
  1021. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  1022. * block of Y and U/V planes in the proper order, but this function is
  1023. * available if your pixel data is not contiguous.
  1024. *
  1025. * \param texture the texture to update
  1026. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  1027. * update the entire texture
  1028. * \param Yplane the raw pixel data for the Y plane
  1029. * \param Ypitch the number of bytes between rows of pixel data for the Y
  1030. * plane
  1031. * \param Uplane the raw pixel data for the U plane
  1032. * \param Upitch the number of bytes between rows of pixel data for the U
  1033. * plane
  1034. * \param Vplane the raw pixel data for the V plane
  1035. * \param Vpitch the number of bytes between rows of pixel data for the V
  1036. * plane
  1037. * \returns 0 on success or a negative error code on failure; call
  1038. * SDL_GetError() for more information.
  1039. *
  1040. * \since This function is available since SDL 3.0.0.
  1041. *
  1042. * \sa SDL_UpdateTexture
  1043. */
  1044. extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
  1045. const SDL_Rect *rect,
  1046. const Uint8 *Yplane, int Ypitch,
  1047. const Uint8 *Uplane, int Upitch,
  1048. const Uint8 *Vplane, int Vpitch);
  1049. /**
  1050. * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
  1051. *
  1052. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  1053. * block of NV12/21 planes in the proper order, but this function is available
  1054. * if your pixel data is not contiguous.
  1055. *
  1056. * \param texture the texture to update
  1057. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  1058. * update the entire texture.
  1059. * \param Yplane the raw pixel data for the Y plane.
  1060. * \param Ypitch the number of bytes between rows of pixel data for the Y
  1061. * plane.
  1062. * \param UVplane the raw pixel data for the UV plane.
  1063. * \param UVpitch the number of bytes between rows of pixel data for the UV
  1064. * plane.
  1065. * \returns 0 on success or a negative error code on failure; call
  1066. * SDL_GetError() for more information.
  1067. *
  1068. * \since This function is available since SDL 3.0.0.
  1069. */
  1070. extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
  1071. const SDL_Rect *rect,
  1072. const Uint8 *Yplane, int Ypitch,
  1073. const Uint8 *UVplane, int UVpitch);
  1074. /**
  1075. * Lock a portion of the texture for **write-only** pixel access.
  1076. *
  1077. * As an optimization, the pixels made available for editing don't necessarily
  1078. * contain the old texture data. This is a write-only operation, and if you
  1079. * need to keep a copy of the texture data you should do that at the
  1080. * application level.
  1081. *
  1082. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  1083. * changes.
  1084. *
  1085. * \param texture the texture to lock for access, which was created with
  1086. * `SDL_TEXTUREACCESS_STREAMING`
  1087. * \param rect an SDL_Rect structure representing the area to lock for access;
  1088. * NULL to lock the entire texture
  1089. * \param pixels this is filled in with a pointer to the locked pixels,
  1090. * appropriately offset by the locked area
  1091. * \param pitch this is filled in with the pitch of the locked pixels; the
  1092. * pitch is the length of one row in bytes
  1093. * \returns 0 on success or a negative error code if the texture is not valid
  1094. * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
  1095. * SDL_GetError() for more information.
  1096. *
  1097. * \since This function is available since SDL 3.0.0.
  1098. *
  1099. * \sa SDL_UnlockTexture
  1100. */
  1101. extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture,
  1102. const SDL_Rect *rect,
  1103. void **pixels, int *pitch);
  1104. /**
  1105. * Lock a portion of the texture for **write-only** pixel access, and expose
  1106. * it as a SDL surface.
  1107. *
  1108. * Besides providing an SDL_Surface instead of raw pixel data, this function
  1109. * operates like SDL_LockTexture.
  1110. *
  1111. * As an optimization, the pixels made available for editing don't necessarily
  1112. * contain the old texture data. This is a write-only operation, and if you
  1113. * need to keep a copy of the texture data you should do that at the
  1114. * application level.
  1115. *
  1116. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  1117. * changes.
  1118. *
  1119. * The returned surface is freed internally after calling SDL_UnlockTexture()
  1120. * or SDL_DestroyTexture(). The caller should not free it.
  1121. *
  1122. * \param texture the texture to lock for access, which must be created with
  1123. * `SDL_TEXTUREACCESS_STREAMING`
  1124. * \param rect a pointer to the rectangle to lock for access. If the rect is
  1125. * NULL, the entire texture will be locked
  1126. * \param surface this is filled in with an SDL surface representing the
  1127. * locked area
  1128. * \returns 0 on success or a negative error code on failure; call
  1129. * SDL_GetError() for more information.
  1130. *
  1131. * \since This function is available since SDL 3.0.0.
  1132. *
  1133. * \sa SDL_LockTexture
  1134. * \sa SDL_UnlockTexture
  1135. */
  1136. extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
  1137. const SDL_Rect *rect,
  1138. SDL_Surface **surface);
  1139. /**
  1140. * Unlock a texture, uploading the changes to video memory, if needed.
  1141. *
  1142. * **Warning**: Please note that SDL_LockTexture() is intended to be
  1143. * write-only; it will not guarantee the previous contents of the texture will
  1144. * be provided. You must fully initialize any area of a texture that you lock
  1145. * before unlocking it, as the pixels might otherwise be uninitialized memory.
  1146. *
  1147. * Which is to say: locking and immediately unlocking a texture can result in
  1148. * corrupted textures, depending on the renderer in use.
  1149. *
  1150. * \param texture a texture locked by SDL_LockTexture()
  1151. *
  1152. * \since This function is available since SDL 3.0.0.
  1153. *
  1154. * \sa SDL_LockTexture
  1155. */
  1156. extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
  1157. /**
  1158. * Set a texture as the current rendering target.
  1159. *
  1160. * The default render target is the window for which the renderer was created.
  1161. * To stop rendering to a texture and render to the window again, call this
  1162. * function with a NULL `texture`.
  1163. *
  1164. * \param renderer the rendering context
  1165. * \param texture the targeted texture, which must be created with the
  1166. * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
  1167. * window instead of a texture.
  1168. * \returns 0 on success or a negative error code on failure; call
  1169. * SDL_GetError() for more information.
  1170. *
  1171. * \since This function is available since SDL 3.0.0.
  1172. *
  1173. * \sa SDL_GetRenderTarget
  1174. */
  1175. extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
  1176. /**
  1177. * Get the current render target.
  1178. *
  1179. * The default render target is the window for which the renderer was created,
  1180. * and is reported a NULL here.
  1181. *
  1182. * \param renderer the rendering context
  1183. * \returns the current render target or NULL for the default render target.
  1184. *
  1185. * \since This function is available since SDL 3.0.0.
  1186. *
  1187. * \sa SDL_SetRenderTarget
  1188. */
  1189. extern DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
  1190. /**
  1191. * Set a device independent resolution and presentation mode for rendering.
  1192. *
  1193. * This function sets the width and height of the logical rendering output. A
  1194. * render target is created at the specified size and used for rendering and
  1195. * then copied to the output during presentation.
  1196. *
  1197. * You can disable logical coordinates by setting the mode to
  1198. * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
  1199. * resolution of the output window.
  1200. *
  1201. * You can convert coordinates in an event into rendering coordinates using
  1202. * SDL_ConvertEventToRenderCoordinates().
  1203. *
  1204. * \param renderer the rendering context
  1205. * \param w the width of the logical resolution
  1206. * \param h the height of the logical resolution
  1207. * \param mode the presentation mode used
  1208. * \param scale_mode the scale mode used
  1209. * \returns 0 on success or a negative error code on failure; call
  1210. * SDL_GetError() for more information.
  1211. *
  1212. * \since This function is available since SDL 3.0.0.
  1213. *
  1214. * \sa SDL_ConvertEventToRenderCoordinates
  1215. * \sa SDL_GetRenderLogicalPresentation
  1216. */
  1217. extern DECLSPEC int SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode);
  1218. /**
  1219. * Get device independent resolution and presentation mode for rendering.
  1220. *
  1221. * This function gets the width and height of the logical rendering output, or
  1222. * the output size in pixels if a logical resolution is not enabled.
  1223. *
  1224. * \param renderer the rendering context
  1225. * \param w an int to be filled with the width
  1226. * \param h an int to be filled with the height
  1227. * \param mode a pointer filled in with the presentation mode
  1228. * \param scale_mode a pointer filled in with the scale mode
  1229. * \returns 0 on success or a negative error code on failure; call
  1230. * SDL_GetError() for more information.
  1231. *
  1232. * \since This function is available since SDL 3.0.0.
  1233. *
  1234. * \sa SDL_SetRenderLogicalPresentation
  1235. */
  1236. extern DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode);
  1237. /**
  1238. * Get a point in render coordinates when given a point in window coordinates.
  1239. *
  1240. * \param renderer the rendering context
  1241. * \param window_x the x coordinate in window coordinates
  1242. * \param window_y the y coordinate in window coordinates
  1243. * \param x a pointer filled with the x coordinate in render coordinates
  1244. * \param y a pointer filled with the y coordinate in render coordinates
  1245. * \returns 0 on success or a negative error code on failure; call
  1246. * SDL_GetError() for more information.
  1247. *
  1248. * \since This function is available since SDL 3.0.0.
  1249. *
  1250. * \sa SDL_SetRenderLogicalPresentation
  1251. * \sa SDL_SetRenderScale
  1252. */
  1253. extern DECLSPEC int SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
  1254. /**
  1255. * Get a point in window coordinates when given a point in render coordinates.
  1256. *
  1257. * \param renderer the rendering context
  1258. * \param x the x coordinate in render coordinates
  1259. * \param y the y coordinate in render coordinates
  1260. * \param window_x a pointer filled with the x coordinate in window
  1261. * coordinates
  1262. * \param window_y a pointer filled with the y coordinate in window
  1263. * coordinates
  1264. * \returns 0 on success or a negative error code on failure; call
  1265. * SDL_GetError() for more information.
  1266. *
  1267. * \since This function is available since SDL 3.0.0.
  1268. *
  1269. * \sa SDL_SetRenderLogicalPresentation
  1270. * \sa SDL_SetRenderScale
  1271. */
  1272. extern DECLSPEC int SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
  1273. /**
  1274. * Convert the coordinates in an event to render coordinates.
  1275. *
  1276. * Touch coordinates are converted from normalized coordinates in the window
  1277. * to non-normalized rendering coordinates.
  1278. *
  1279. * Once converted, the coordinates may be outside the rendering area.
  1280. *
  1281. * \param renderer the rendering context
  1282. * \param event the event to modify
  1283. * \returns 0 on success or a negative error code on failure; call
  1284. * SDL_GetError() for more information.
  1285. *
  1286. * \since This function is available since SDL 3.0.0.
  1287. *
  1288. * \sa SDL_GetRenderCoordinatesFromWindowCoordinates
  1289. */
  1290. extern DECLSPEC int SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
  1291. /**
  1292. * Set the drawing area for rendering on the current target.
  1293. *
  1294. * \param renderer the rendering context
  1295. * \param rect the SDL_Rect structure representing the drawing area, or NULL
  1296. * to set the viewport to the entire target
  1297. * \returns 0 on success or a negative error code on failure; call
  1298. * SDL_GetError() for more information.
  1299. *
  1300. * \since This function is available since SDL 3.0.0.
  1301. *
  1302. * \sa SDL_GetRenderViewport
  1303. * \sa SDL_RenderViewportSet
  1304. */
  1305. extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
  1306. /**
  1307. * Get the drawing area for the current target.
  1308. *
  1309. * \param renderer the rendering context
  1310. * \param rect an SDL_Rect structure filled in with the current drawing area
  1311. * \returns 0 on success or a negative error code on failure; call
  1312. * SDL_GetError() for more information.
  1313. *
  1314. * \since This function is available since SDL 3.0.0.
  1315. *
  1316. * \sa SDL_RenderViewportSet
  1317. * \sa SDL_SetRenderViewport
  1318. */
  1319. extern DECLSPEC int SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
  1320. /**
  1321. * Return whether an explicit rectangle was set as the viewport.
  1322. *
  1323. * This is useful if you're saving and restoring the viewport and want to know
  1324. * whether you should restore a specific rectangle or NULL. Note that the
  1325. * viewport is always reset when changing rendering targets.
  1326. *
  1327. * \param renderer the rendering context
  1328. * \returns SDL_TRUE if the viewport was set to a specific rectangle, or
  1329. * SDL_FALSE if it was set to NULL (the entire target)
  1330. *
  1331. * \since This function is available since SDL 3.0.0.
  1332. *
  1333. * \sa SDL_GetRenderViewport
  1334. * \sa SDL_SetRenderViewport
  1335. */
  1336. extern DECLSPEC SDL_bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer);
  1337. /**
  1338. * Set the clip rectangle for rendering on the specified target.
  1339. *
  1340. * \param renderer the rendering context
  1341. * \param rect an SDL_Rect structure representing the clip area, relative to
  1342. * the viewport, or NULL to disable clipping
  1343. * \returns 0 on success or a negative error code on failure; call
  1344. * SDL_GetError() for more information.
  1345. *
  1346. * \since This function is available since SDL 3.0.0.
  1347. *
  1348. * \sa SDL_GetRenderClipRect
  1349. * \sa SDL_RenderClipEnabled
  1350. */
  1351. extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
  1352. /**
  1353. * Get the clip rectangle for the current target.
  1354. *
  1355. * \param renderer the rendering context
  1356. * \param rect an SDL_Rect structure filled in with the current clipping area
  1357. * or an empty rectangle if clipping is disabled
  1358. * \returns 0 on success or a negative error code on failure; call
  1359. * SDL_GetError() for more information.
  1360. *
  1361. * \since This function is available since SDL 3.0.0.
  1362. *
  1363. * \sa SDL_RenderClipEnabled
  1364. * \sa SDL_SetRenderClipRect
  1365. */
  1366. extern DECLSPEC int SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
  1367. /**
  1368. * Get whether clipping is enabled on the given renderer.
  1369. *
  1370. * \param renderer the rendering context
  1371. * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
  1372. * SDL_GetError() for more information.
  1373. *
  1374. * \since This function is available since SDL 3.0.0.
  1375. *
  1376. * \sa SDL_GetRenderClipRect
  1377. * \sa SDL_SetRenderClipRect
  1378. */
  1379. extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
  1380. /**
  1381. * Set the drawing scale for rendering on the current target.
  1382. *
  1383. * The drawing coordinates are scaled by the x/y scaling factors before they
  1384. * are used by the renderer. This allows resolution independent drawing with a
  1385. * single coordinate system.
  1386. *
  1387. * If this results in scaling or subpixel drawing by the rendering backend, it
  1388. * will be handled using the appropriate quality hints. For best results use
  1389. * integer scaling factors.
  1390. *
  1391. * \param renderer the rendering context
  1392. * \param scaleX the horizontal scaling factor
  1393. * \param scaleY the vertical scaling factor
  1394. * \returns 0 on success or a negative error code on failure; call
  1395. * SDL_GetError() for more information.
  1396. *
  1397. * \since This function is available since SDL 3.0.0.
  1398. *
  1399. * \sa SDL_GetRenderScale
  1400. */
  1401. extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
  1402. /**
  1403. * Get the drawing scale for the current target.
  1404. *
  1405. * \param renderer the rendering context
  1406. * \param scaleX a pointer filled in with the horizontal scaling factor
  1407. * \param scaleY a pointer filled in with the vertical scaling factor
  1408. * \returns 0 on success or a negative error code on failure; call
  1409. * SDL_GetError() for more information.
  1410. *
  1411. * \since This function is available since SDL 3.0.0.
  1412. *
  1413. * \sa SDL_SetRenderScale
  1414. */
  1415. extern DECLSPEC int SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
  1416. /**
  1417. * Set the color used for drawing operations.
  1418. *
  1419. * Set the color for drawing or filling rectangles, lines, and points, and for
  1420. * SDL_RenderClear().
  1421. *
  1422. * \param renderer the rendering context
  1423. * \param r the red value used to draw on the rendering target
  1424. * \param g the green value used to draw on the rendering target
  1425. * \param b the blue value used to draw on the rendering target
  1426. * \param a the alpha value used to draw on the rendering target; usually
  1427. * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
  1428. * specify how the alpha channel is used
  1429. * \returns 0 on success or a negative error code on failure; call
  1430. * SDL_GetError() for more information.
  1431. *
  1432. * \since This function is available since SDL 3.0.0.
  1433. *
  1434. * \sa SDL_GetRenderDrawColor
  1435. * \sa SDL_RenderClear
  1436. * \sa SDL_RenderFillRect
  1437. * \sa SDL_RenderFillRects
  1438. * \sa SDL_RenderLine
  1439. * \sa SDL_RenderLines
  1440. * \sa SDL_RenderPoint
  1441. * \sa SDL_RenderPoints
  1442. * \sa SDL_RenderRect
  1443. * \sa SDL_RenderRects
  1444. * \sa SDL_SetRenderDrawColorFloat
  1445. */
  1446. extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
  1447. /**
  1448. * Set the color used for drawing operations (Rect, Line and Clear).
  1449. *
  1450. * Set the color for drawing or filling rectangles, lines, and points, and for
  1451. * SDL_RenderClear().
  1452. *
  1453. * \param renderer the rendering context
  1454. * \param r the red value used to draw on the rendering target
  1455. * \param g the green value used to draw on the rendering target
  1456. * \param b the blue value used to draw on the rendering target
  1457. * \param a the alpha value used to draw on the rendering target. Use
  1458. * SDL_SetRenderDrawBlendMode to specify how the alpha channel is
  1459. * used
  1460. * \returns 0 on success or a negative error code on failure; call
  1461. * SDL_GetError() for more information.
  1462. *
  1463. * \since This function is available since SDL 3.0.0.
  1464. *
  1465. * \sa SDL_GetRenderDrawColorFloat
  1466. * \sa SDL_RenderClear
  1467. * \sa SDL_RenderFillRect
  1468. * \sa SDL_RenderFillRects
  1469. * \sa SDL_RenderLine
  1470. * \sa SDL_RenderLines
  1471. * \sa SDL_RenderPoint
  1472. * \sa SDL_RenderPoints
  1473. * \sa SDL_RenderRect
  1474. * \sa SDL_RenderRects
  1475. * \sa SDL_SetRenderDrawColor
  1476. */
  1477. extern DECLSPEC int SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a);
  1478. /**
  1479. * Get the color used for drawing operations (Rect, Line and Clear).
  1480. *
  1481. * \param renderer the rendering context
  1482. * \param r a pointer filled in with the red value used to draw on the
  1483. * rendering target
  1484. * \param g a pointer filled in with the green value used to draw on the
  1485. * rendering target
  1486. * \param b a pointer filled in with the blue value used to draw on the
  1487. * rendering target
  1488. * \param a a pointer filled in with the alpha value used to draw on the
  1489. * rendering target; usually `SDL_ALPHA_OPAQUE` (255)
  1490. * \returns 0 on success or a negative error code on failure; call
  1491. * SDL_GetError() for more information.
  1492. *
  1493. * \since This function is available since SDL 3.0.0.
  1494. *
  1495. * \sa SDL_GetRenderDrawColorFloat
  1496. * \sa SDL_SetRenderDrawColor
  1497. */
  1498. extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
  1499. /**
  1500. * Get the color used for drawing operations (Rect, Line and Clear).
  1501. *
  1502. * \param renderer the rendering context
  1503. * \param r a pointer filled in with the red value used to draw on the
  1504. * rendering target
  1505. * \param g a pointer filled in with the green value used to draw on the
  1506. * rendering target
  1507. * \param b a pointer filled in with the blue value used to draw on the
  1508. * rendering target
  1509. * \param a a pointer filled in with the alpha value used to draw on the
  1510. * rendering target
  1511. * \returns 0 on success or a negative error code on failure; call
  1512. * SDL_GetError() for more information.
  1513. *
  1514. * \since This function is available since SDL 3.0.0.
  1515. *
  1516. * \sa SDL_SetRenderDrawColorFloat
  1517. * \sa SDL_GetRenderDrawColor
  1518. */
  1519. extern DECLSPEC int SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a);
  1520. /**
  1521. * Set the color scale used for render operations.
  1522. *
  1523. * The color scale is an additional scale multiplied into the pixel color
  1524. * value while rendering. This can be used to adjust the brightness of colors
  1525. * during HDR rendering, or changing HDR video brightness when playing on an
  1526. * SDR display.
  1527. *
  1528. * The color scale does not affect the alpha channel, only the color
  1529. * brightness.
  1530. *
  1531. * \param renderer the rendering context
  1532. * \param scale the color scale value
  1533. * \returns 0 on success or a negative error code on failure; call
  1534. * SDL_GetError() for more information.
  1535. *
  1536. * \since This function is available since SDL 3.0.0.
  1537. *
  1538. * \sa SDL_GetRenderColorScale
  1539. */
  1540. extern DECLSPEC int SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale);
  1541. /**
  1542. * Get the color scale used for render operations.
  1543. *
  1544. * \param renderer the rendering context
  1545. * \param scale a pointer filled in with the current color scale value
  1546. * \returns 0 on success or a negative error code on failure; call
  1547. * SDL_GetError() for more information.
  1548. *
  1549. * \since This function is available since SDL 3.0.0.
  1550. *
  1551. * \sa SDL_SetRenderColorScale
  1552. */
  1553. extern DECLSPEC int SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale);
  1554. /**
  1555. * Set the blend mode used for drawing operations (Fill and Line).
  1556. *
  1557. * If the blend mode is not supported, the closest supported mode is chosen.
  1558. *
  1559. * \param renderer the rendering context
  1560. * \param blendMode the SDL_BlendMode to use for blending
  1561. * \returns 0 on success or a negative error code on failure; call
  1562. * SDL_GetError() for more information.
  1563. *
  1564. * \since This function is available since SDL 3.0.0.
  1565. *
  1566. * \sa SDL_GetRenderDrawBlendMode
  1567. * \sa SDL_RenderLine
  1568. * \sa SDL_RenderLines
  1569. * \sa SDL_RenderPoint
  1570. * \sa SDL_RenderPoints
  1571. * \sa SDL_RenderRect
  1572. * \sa SDL_RenderRects
  1573. * \sa SDL_RenderFillRect
  1574. * \sa SDL_RenderFillRects
  1575. */
  1576. extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
  1577. /**
  1578. * Get the blend mode used for drawing operations.
  1579. *
  1580. * \param renderer the rendering context
  1581. * \param blendMode a pointer filled in with the current SDL_BlendMode
  1582. * \returns 0 on success or a negative error code on failure; call
  1583. * SDL_GetError() for more information.
  1584. *
  1585. * \since This function is available since SDL 3.0.0.
  1586. *
  1587. * \sa SDL_SetRenderDrawBlendMode
  1588. */
  1589. extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
  1590. /**
  1591. * Clear the current rendering target with the drawing color.
  1592. *
  1593. * This function clears the entire rendering target, ignoring the viewport and
  1594. * the clip rectangle.
  1595. *
  1596. * \param renderer the rendering context
  1597. * \returns 0 on success or a negative error code on failure; call
  1598. * SDL_GetError() for more information.
  1599. *
  1600. * \since This function is available since SDL 3.0.0.
  1601. *
  1602. * \sa SDL_SetRenderDrawColor
  1603. */
  1604. extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
  1605. /**
  1606. * Draw a point on the current rendering target at subpixel precision.
  1607. *
  1608. * \param renderer The renderer which should draw a point.
  1609. * \param x The x coordinate of the point.
  1610. * \param y The y coordinate of the point.
  1611. * \returns 0 on success, or -1 on error
  1612. *
  1613. * \since This function is available since SDL 3.0.0.
  1614. */
  1615. extern DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
  1616. /**
  1617. * Draw multiple points on the current rendering target at subpixel precision.
  1618. *
  1619. * \param renderer The renderer which should draw multiple points.
  1620. * \param points The points to draw
  1621. * \param count The number of points to draw
  1622. * \returns 0 on success or a negative error code on failure; call
  1623. * SDL_GetError() for more information.
  1624. *
  1625. * \since This function is available since SDL 3.0.0.
  1626. */
  1627. extern DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1628. /**
  1629. * Draw a line on the current rendering target at subpixel precision.
  1630. *
  1631. * \param renderer The renderer which should draw a line.
  1632. * \param x1 The x coordinate of the start point.
  1633. * \param y1 The y coordinate of the start point.
  1634. * \param x2 The x coordinate of the end point.
  1635. * \param y2 The y coordinate of the end point.
  1636. * \returns 0 on success, or -1 on error
  1637. *
  1638. * \since This function is available since SDL 3.0.0.
  1639. */
  1640. extern DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
  1641. /**
  1642. * Draw a series of connected lines on the current rendering target at
  1643. * subpixel precision.
  1644. *
  1645. * \param renderer The renderer which should draw multiple lines.
  1646. * \param points The points along the lines
  1647. * \param count The number of points, drawing count-1 lines
  1648. * \returns 0 on success or a negative error code on failure; call
  1649. * SDL_GetError() for more information.
  1650. *
  1651. * \since This function is available since SDL 3.0.0.
  1652. */
  1653. extern DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1654. /**
  1655. * Draw a rectangle on the current rendering target at subpixel precision.
  1656. *
  1657. * \param renderer The renderer which should draw a rectangle.
  1658. * \param rect A pointer to the destination rectangle, or NULL to outline the
  1659. * entire rendering target.
  1660. * \returns 0 on success, or -1 on error
  1661. *
  1662. * \since This function is available since SDL 3.0.0.
  1663. */
  1664. extern DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1665. /**
  1666. * Draw some number of rectangles on the current rendering target at subpixel
  1667. * precision.
  1668. *
  1669. * \param renderer The renderer which should draw multiple rectangles.
  1670. * \param rects A pointer to an array of destination rectangles.
  1671. * \param count The number of rectangles.
  1672. * \returns 0 on success or a negative error code on failure; call
  1673. * SDL_GetError() for more information.
  1674. *
  1675. * \since This function is available since SDL 3.0.0.
  1676. */
  1677. extern DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1678. /**
  1679. * Fill a rectangle on the current rendering target with the drawing color at
  1680. * subpixel precision.
  1681. *
  1682. * \param renderer The renderer which should fill a rectangle.
  1683. * \param rect A pointer to the destination rectangle, or NULL for the entire
  1684. * rendering target.
  1685. * \returns 0 on success, or -1 on error
  1686. *
  1687. * \since This function is available since SDL 3.0.0.
  1688. */
  1689. extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1690. /**
  1691. * Fill some number of rectangles on the current rendering target with the
  1692. * drawing color at subpixel precision.
  1693. *
  1694. * \param renderer The renderer which should fill multiple rectangles.
  1695. * \param rects A pointer to an array of destination rectangles.
  1696. * \param count The number of rectangles.
  1697. * \returns 0 on success or a negative error code on failure; call
  1698. * SDL_GetError() for more information.
  1699. *
  1700. * \since This function is available since SDL 3.0.0.
  1701. */
  1702. extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1703. /**
  1704. * Copy a portion of the texture to the current rendering target at subpixel
  1705. * precision.
  1706. *
  1707. * \param renderer The renderer which should copy parts of a texture.
  1708. * \param texture The source texture.
  1709. * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1710. * texture.
  1711. * \param dstrect A pointer to the destination rectangle, or NULL for the
  1712. * entire rendering target.
  1713. * \returns 0 on success, or -1 on error
  1714. *
  1715. * \since This function is available since SDL 3.0.0.
  1716. */
  1717. extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
  1718. /**
  1719. * Copy a portion of the source texture to the current rendering target, with
  1720. * rotation and flipping, at subpixel precision.
  1721. *
  1722. * \param renderer The renderer which should copy parts of a texture.
  1723. * \param texture The source texture.
  1724. * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1725. * texture.
  1726. * \param dstrect A pointer to the destination rectangle, or NULL for the
  1727. * entire rendering target.
  1728. * \param angle An angle in degrees that indicates the rotation that will be
  1729. * applied to dstrect, rotating it in a clockwise direction
  1730. * \param center A pointer to a point indicating the point around which
  1731. * dstrect will be rotated (if NULL, rotation will be done
  1732. * around dstrect.w/2, dstrect.h/2).
  1733. * \param flip An SDL_FlipMode value stating which flipping actions should be
  1734. * performed on the texture
  1735. * \returns 0 on success or a negative error code on failure; call
  1736. * SDL_GetError() for more information.
  1737. *
  1738. * \since This function is available since SDL 3.0.0.
  1739. */
  1740. extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
  1741. const SDL_FRect *srcrect, const SDL_FRect *dstrect,
  1742. const double angle, const SDL_FPoint *center,
  1743. const SDL_FlipMode flip);
  1744. /**
  1745. * Render a list of triangles, optionally using a texture and indices into the
  1746. * vertex array Color and alpha modulation is done per vertex
  1747. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1748. *
  1749. * \param renderer The rendering context.
  1750. * \param texture (optional) The SDL texture to use.
  1751. * \param vertices Vertices.
  1752. * \param num_vertices Number of vertices.
  1753. * \param indices (optional) An array of integer indices into the 'vertices'
  1754. * array, if NULL all vertices will be rendered in sequential
  1755. * order.
  1756. * \param num_indices Number of indices.
  1757. * \returns 0 on success, or -1 if the operation is not supported
  1758. *
  1759. * \since This function is available since SDL 3.0.0.
  1760. *
  1761. * \sa SDL_RenderGeometryRaw
  1762. * \sa SDL_Vertex
  1763. */
  1764. extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
  1765. SDL_Texture *texture,
  1766. const SDL_Vertex *vertices, int num_vertices,
  1767. const int *indices, int num_indices);
  1768. /**
  1769. * Render a list of triangles, optionally using a texture and indices into the
  1770. * vertex arrays Color and alpha modulation is done per vertex
  1771. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1772. *
  1773. * \param renderer The rendering context.
  1774. * \param texture (optional) The SDL texture to use.
  1775. * \param xy Vertex positions
  1776. * \param xy_stride Byte size to move from one element to the next element
  1777. * \param color Vertex colors (as SDL_Color)
  1778. * \param color_stride Byte size to move from one element to the next element
  1779. * \param uv Vertex normalized texture coordinates
  1780. * \param uv_stride Byte size to move from one element to the next element
  1781. * \param num_vertices Number of vertices.
  1782. * \param indices (optional) An array of indices into the 'vertices' arrays,
  1783. * if NULL all vertices will be rendered in sequential order.
  1784. * \param num_indices Number of indices.
  1785. * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
  1786. * \returns 0 on success or a negative error code on failure; call
  1787. * SDL_GetError() for more information.
  1788. *
  1789. * \since This function is available since SDL 3.0.0.
  1790. *
  1791. * \sa SDL_RenderGeometry
  1792. * \sa SDL_Vertex
  1793. */
  1794. extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
  1795. SDL_Texture *texture,
  1796. const float *xy, int xy_stride,
  1797. const SDL_Color *color, int color_stride,
  1798. const float *uv, int uv_stride,
  1799. int num_vertices,
  1800. const void *indices, int num_indices, int size_indices);
  1801. /**
  1802. * Render a list of triangles, optionally using a texture and indices into the
  1803. * vertex arrays Color and alpha modulation is done per vertex
  1804. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1805. *
  1806. * \param renderer The rendering context.
  1807. * \param texture (optional) The SDL texture to use.
  1808. * \param xy Vertex positions
  1809. * \param xy_stride Byte size to move from one element to the next element
  1810. * \param color Vertex colors (as SDL_FColor)
  1811. * \param color_stride Byte size to move from one element to the next element
  1812. * \param uv Vertex normalized texture coordinates
  1813. * \param uv_stride Byte size to move from one element to the next element
  1814. * \param num_vertices Number of vertices.
  1815. * \param indices (optional) An array of indices into the 'vertices' arrays,
  1816. * if NULL all vertices will be rendered in sequential order.
  1817. * \param num_indices Number of indices.
  1818. * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
  1819. * \returns 0 on success or a negative error code on failure; call
  1820. * SDL_GetError() for more information.
  1821. *
  1822. * \since This function is available since SDL 3.0.0.
  1823. *
  1824. * \sa SDL_RenderGeometry
  1825. * \sa SDL_Vertex
  1826. */
  1827. extern DECLSPEC int SDLCALL SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
  1828. SDL_Texture *texture,
  1829. const float *xy, int xy_stride,
  1830. const SDL_FColor *color, int color_stride,
  1831. const float *uv, int uv_stride,
  1832. int num_vertices,
  1833. const void *indices, int num_indices, int size_indices);
  1834. /**
  1835. * Read pixels from the current rendering target.
  1836. *
  1837. * The returned surface should be freed with SDL_DestroySurface()
  1838. *
  1839. * **WARNING**: This is a very slow operation, and should not be used
  1840. * frequently. If you're using this on the main rendering target, it should be
  1841. * called after rendering and before SDL_RenderPresent().
  1842. *
  1843. * \param renderer the rendering context
  1844. * \param rect an SDL_Rect structure representing the area in pixels relative
  1845. * to the to current viewport, or NULL for the entire viewport
  1846. * \returns a new SDL_Surface on success or NULL on failure; call
  1847. * SDL_GetError() for more information.
  1848. *
  1849. * \since This function is available since SDL 3.0.0.
  1850. */
  1851. extern DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect);
  1852. /**
  1853. * Update the screen with any rendering performed since the previous call.
  1854. *
  1855. * SDL's rendering functions operate on a backbuffer; that is, calling a
  1856. * rendering function such as SDL_RenderLine() does not directly put a line on
  1857. * the screen, but rather updates the backbuffer. As such, you compose your
  1858. * entire scene and *present* the composed backbuffer to the screen as a
  1859. * complete picture.
  1860. *
  1861. * Therefore, when using SDL's rendering API, one does all drawing intended
  1862. * for the frame, and then calls this function once per frame to present the
  1863. * final drawing to the user.
  1864. *
  1865. * The backbuffer should be considered invalidated after each present; do not
  1866. * assume that previous contents will exist between frames. You are strongly
  1867. * encouraged to call SDL_RenderClear() to initialize the backbuffer before
  1868. * starting each new frame's drawing, even if you plan to overwrite every
  1869. * pixel.
  1870. *
  1871. * \param renderer the rendering context
  1872. * \returns 0 on success or a negative error code on failure; call
  1873. * SDL_GetError() for more information.
  1874. *
  1875. * \threadsafety You may only call this function on the main thread.
  1876. *
  1877. * \since This function is available since SDL 3.0.0.
  1878. *
  1879. * \sa SDL_RenderClear
  1880. * \sa SDL_RenderLine
  1881. * \sa SDL_RenderLines
  1882. * \sa SDL_RenderPoint
  1883. * \sa SDL_RenderPoints
  1884. * \sa SDL_RenderRect
  1885. * \sa SDL_RenderRects
  1886. * \sa SDL_RenderFillRect
  1887. * \sa SDL_RenderFillRects
  1888. * \sa SDL_SetRenderDrawBlendMode
  1889. * \sa SDL_SetRenderDrawColor
  1890. */
  1891. extern DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
  1892. /**
  1893. * Destroy the specified texture.
  1894. *
  1895. * Passing NULL or an otherwise invalid texture will set the SDL error message
  1896. * to "Invalid texture".
  1897. *
  1898. * \param texture the texture to destroy
  1899. *
  1900. * \since This function is available since SDL 3.0.0.
  1901. *
  1902. * \sa SDL_CreateTexture
  1903. * \sa SDL_CreateTextureFromSurface
  1904. */
  1905. extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
  1906. /**
  1907. * Destroy the rendering context for a window and free associated textures.
  1908. *
  1909. * If `renderer` is NULL, this function will return immediately after setting
  1910. * the SDL error message to "Invalid renderer". See SDL_GetError().
  1911. *
  1912. * \param renderer the rendering context
  1913. *
  1914. * \since This function is available since SDL 3.0.0.
  1915. *
  1916. * \sa SDL_CreateRenderer
  1917. */
  1918. extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
  1919. /**
  1920. * Force the rendering context to flush any pending commands and state.
  1921. *
  1922. * You do not need to (and in fact, shouldn't) call this function unless you
  1923. * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
  1924. * addition to using an SDL_Renderer.
  1925. *
  1926. * This is for a very-specific case: if you are using SDL's render API, and
  1927. * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
  1928. * calls. If this applies, you should call this function between calls to
  1929. * SDL's render API and the low-level API you're using in cooperation.
  1930. *
  1931. * In all other cases, you can ignore this function.
  1932. *
  1933. * This call makes SDL flush any pending rendering work it was queueing up to
  1934. * do later in a single batch, and marks any internal cached state as invalid,
  1935. * so it'll prepare all its state again later, from scratch.
  1936. *
  1937. * This means you do not need to save state in your rendering code to protect
  1938. * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
  1939. * OpenGL state that can confuse things; you should use your best judgement
  1940. * and be prepared to make changes if specific state needs to be protected.
  1941. *
  1942. * \param renderer the rendering context
  1943. * \returns 0 on success or a negative error code on failure; call
  1944. * SDL_GetError() for more information.
  1945. *
  1946. * \since This function is available since SDL 3.0.0.
  1947. */
  1948. extern DECLSPEC int SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
  1949. /**
  1950. * Get the CAMetalLayer associated with the given Metal renderer.
  1951. *
  1952. * This function returns `void *`, so SDL doesn't have to include Metal's
  1953. * headers, but it can be safely cast to a `CAMetalLayer *`.
  1954. *
  1955. * \param renderer The renderer to query
  1956. * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
  1957. * Metal renderer
  1958. *
  1959. * \since This function is available since SDL 3.0.0.
  1960. *
  1961. * \sa SDL_GetRenderMetalCommandEncoder
  1962. */
  1963. extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
  1964. /**
  1965. * Get the Metal command encoder for the current frame
  1966. *
  1967. * This function returns `void *`, so SDL doesn't have to include Metal's
  1968. * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
  1969. *
  1970. * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
  1971. * SDL a drawable to render to, which might happen if the window is
  1972. * hidden/minimized/offscreen. This doesn't apply to command encoders for
  1973. * render targets, just the window's backbuffer. Check your return values!
  1974. *
  1975. * \param renderer The renderer to query
  1976. * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
  1977. * renderer isn't a Metal renderer or there was an error.
  1978. *
  1979. * \since This function is available since SDL 3.0.0.
  1980. *
  1981. * \sa SDL_GetRenderMetalLayer
  1982. */
  1983. extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
  1984. /**
  1985. * Toggle VSync of the given renderer.
  1986. *
  1987. * \param renderer The renderer to toggle
  1988. * \param vsync 1 for on, 0 for off. All other values are reserved
  1989. * \returns 0 on success or a negative error code on failure; call
  1990. * SDL_GetError() for more information.
  1991. *
  1992. * \since This function is available since SDL 3.0.0.
  1993. */
  1994. extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
  1995. /**
  1996. * Get VSync of the given renderer.
  1997. *
  1998. * \param renderer The renderer to toggle
  1999. * \param vsync an int filled with 1 for on, 0 for off. All other values are
  2000. * reserved
  2001. * \returns 0 on success or a negative error code on failure; call
  2002. * SDL_GetError() for more information.
  2003. *
  2004. * \since This function is available since SDL 3.0.0.
  2005. */
  2006. extern DECLSPEC int SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
  2007. /* Ends C function definitions when using C++ */
  2008. #ifdef __cplusplus
  2009. }
  2010. #endif
  2011. #include <SDL3/SDL_close_code.h>
  2012. #endif /* SDL_render_h_ */