- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> 
-   
-   This software is provided 'as-is', without any express or implied 
-   warranty.  In no event will the authors be held liable for any damages 
-   arising from the use of this software. 
-   
-   Permission is granted to anyone to use this software for any purpose, 
-   including commercial applications, and to alter it and redistribute it 
-   freely, subject to the following restrictions: 
-   
-   1. The origin of this software must not be misrepresented; you must not 
-      claim that you wrote the original software. If you use this software 
-      in a product, an acknowledgment in the product documentation would be 
-      appreciated but is not required. 
-   2. Altered source versions must be plainly marked as such, and must not be 
-      misrepresented as being the original software. 
-   3. This notice may not be removed or altered from any source distribution. 
- */ 
-   
- /** 
-  *  \file SDL_render.h 
-  * 
-  *  Header file for SDL 2D rendering functions. 
-  * 
-  *  This API supports the following features: 
-  *      * single pixel points 
-  *      * single pixel lines 
-  *      * filled rectangles 
-  *      * texture images 
-  * 
-  *  The primitives may be drawn in opaque, blended, or additive modes. 
-  * 
-  *  The texture images may be drawn in opaque, blended, or additive modes. 
-  *  They can have an additional color tint or alpha modulation applied to 
-  *  them, and may also be stretched with linear interpolation. 
-  * 
-  *  This API is designed to accelerate simple 2D operations. You may 
-  *  want more functionality such as polygons and particle effects and 
-  *  in that case you should use SDL's OpenGL/Direct3D support or one 
-  *  of the many good 3D engines. 
-  * 
-  *  These functions must be called from the main thread. 
-  *  See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995 
-  */ 
-   
- #ifndef SDL_render_h_ 
- #define SDL_render_h_ 
-   
- #include "SDL_stdinc.h" 
- #include "SDL_rect.h" 
- #include "SDL_video.h" 
-   
- #include "begin_code.h" 
- /* Set up for C function definitions, even when using C++ */ 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- /** 
-  * Flags used when creating a rendering context 
-  */ 
- typedef enum 
- { 
-     SDL_RENDERER_SOFTWARE = 0x00000001,         /**< The renderer is a software fallback */ 
-     SDL_RENDERER_ACCELERATED = 0x00000002,      /**< The renderer uses hardware 
-                                                      acceleration */ 
-     SDL_RENDERER_PRESENTVSYNC = 0x00000004,     /**< Present is synchronized 
-                                                      with the refresh rate */ 
-     SDL_RENDERER_TARGETTEXTURE = 0x00000008     /**< The renderer supports 
-                                                      rendering to texture */ 
- } SDL_RendererFlags; 
-   
- /** 
-  * Information on the capabilities of a render driver or context. 
-  */ 
- typedef struct SDL_RendererInfo 
- { 
-     const char *name;           /**< The name of the renderer */ 
-     Uint32 flags;               /**< Supported ::SDL_RendererFlags */ 
-     Uint32 num_texture_formats; /**< The number of available texture formats */ 
-     Uint32 texture_formats[16]; /**< The available texture formats */ 
-     int max_texture_width;      /**< The maximum texture width */ 
-     int max_texture_height;     /**< The maximum texture height */ 
- } SDL_RendererInfo; 
-   
- /** 
-  *  Vertex structure 
-  */ 
- typedef struct SDL_Vertex 
- { 
-     SDL_FPoint position;        /**< Vertex position, in SDL_Renderer coordinates  */ 
-     SDL_Color  color;           /**< Vertex color */ 
-     SDL_FPoint tex_coord;       /**< Normalized texture coordinates, if needed */ 
- } SDL_Vertex; 
-   
- /** 
-  * The scaling mode for a texture. 
-  */ 
- typedef enum 
- { 
-     SDL_ScaleModeNearest, /**< nearest pixel sampling */ 
-     SDL_ScaleModeLinear,  /**< linear filtering */ 
-     SDL_ScaleModeBest     /**< anisotropic filtering */ 
- } SDL_ScaleMode; 
-   
- /** 
-  * The access pattern allowed for a texture. 
-  */ 
- typedef enum 
- { 
-     SDL_TEXTUREACCESS_STATIC,    /**< Changes rarely, not lockable */ 
-     SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */ 
-     SDL_TEXTUREACCESS_TARGET     /**< Texture can be used as a render target */ 
- } SDL_TextureAccess; 
-   
- /** 
-  * The texture channel modulation used in SDL_RenderCopy(). 
-  */ 
- typedef enum 
- { 
-     SDL_TEXTUREMODULATE_NONE = 0x00000000,     /**< No modulation */ 
-     SDL_TEXTUREMODULATE_COLOR = 0x00000001,    /**< srcC = srcC * color */ 
-     SDL_TEXTUREMODULATE_ALPHA = 0x00000002     /**< srcA = srcA * alpha */ 
- } SDL_TextureModulate; 
-   
- /** 
-  * Flip constants for SDL_RenderCopyEx 
-  */ 
- typedef enum 
- { 
-     SDL_FLIP_NONE = 0x00000000,     /**< Do not flip */ 
-     SDL_FLIP_HORIZONTAL = 0x00000001,    /**< flip horizontally */ 
-     SDL_FLIP_VERTICAL = 0x00000002     /**< flip vertically */ 
- } SDL_RendererFlip; 
-   
- /** 
-  * A structure representing rendering state 
-  */ 
- struct SDL_Renderer; 
- typedef struct SDL_Renderer SDL_Renderer; 
-   
- /** 
-  * An efficient driver-specific representation of pixel data 
-  */ 
- struct SDL_Texture; 
- typedef struct SDL_Texture SDL_Texture; 
-   
- /* Function prototypes */ 
-   
- /** 
-  * Get the number of 2D rendering drivers available for the current display. 
-  * 
-  * A render driver is a set of code that handles rendering and texture 
-  * management on a particular display. Normally there is only one, but some 
-  * drivers may have several available with different capabilities. 
-  * 
-  * There may be none if SDL was compiled without render support. 
-  * 
-  * \returns a number >= 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateRenderer 
-  * \sa SDL_GetRenderDriverInfo 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void); 
-   
- /** 
-  * Get info about a specific 2D rendering driver for the current display. 
-  * 
-  * \param index the index of the driver to query information about 
-  * \param info an SDL_RendererInfo structure to be filled with information on 
-  *             the rendering driver 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateRenderer 
-  * \sa SDL_GetNumRenderDrivers 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index, 
-                                                     SDL_RendererInfo * info); 
-   
- /** 
-  * Create a window and default renderer. 
-  * 
-  * \param width the width of the window 
-  * \param height the height of the window 
-  * \param window_flags the flags used to create the window (see 
-  *                     SDL_CreateWindow()) 
-  * \param window a pointer filled with the window, or NULL on error 
-  * \param renderer a pointer filled with the renderer, or NULL on error 
-  * \returns 0 on success, or -1 on error; call SDL_GetError() for more 
-  *          information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateRenderer 
-  * \sa SDL_CreateWindow 
-  */ 
- extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer( 
-                                 int width, int height, Uint32 window_flags, 
-                                 SDL_Window **window, SDL_Renderer **renderer); 
-   
-   
- /** 
-  * Create a 2D rendering context for a window. 
-  * 
-  * \param window the window where rendering is displayed 
-  * \param index the index of the rendering driver to initialize, or -1 to 
-  *              initialize the first one supporting the requested flags 
-  * \param flags 0, or one or more SDL_RendererFlags OR'd together 
-  * \returns a valid rendering context or NULL if there was an error; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateSoftwareRenderer 
-  * \sa SDL_DestroyRenderer 
-  * \sa SDL_GetNumRenderDrivers 
-  * \sa SDL_GetRendererInfo 
-  */ 
- extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window, 
-                                                int index, Uint32 flags); 
-   
- /** 
-  * Create a 2D software rendering context for a surface. 
-  * 
-  * Two other API which can be used to create SDL_Renderer: 
-  * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_ 
-  * create a software renderer, but they are intended to be used with an 
-  * SDL_Window as the final destination and not an SDL_Surface. 
-  * 
-  * \param surface the SDL_Surface structure representing the surface where 
-  *                rendering is done 
-  * \returns a valid rendering context or NULL if there was an error; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateRenderer 
-  * \sa SDL_CreateWindowRenderer 
-  * \sa SDL_DestroyRenderer 
-  */ 
- extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface); 
-   
- /** 
-  * Get the renderer associated with a window. 
-  * 
-  * \param window the window to query 
-  * \returns the rendering context on success or NULL on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateRenderer 
-  */ 
- extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window); 
-   
- /** 
-  * Get the window associated with a renderer. 
-  * 
-  * \param renderer the renderer to query 
-  * \returns the window on success or NULL on failure; call SDL_GetError() for 
-  *          more information. 
-  * 
-  * \since This function is available since SDL 2.0.22. 
-  */ 
- extern DECLSPEC SDL_Window * SDLCALL SDL_RenderGetWindow(SDL_Renderer *renderer); 
-   
- /** 
-  * Get information about a rendering context. 
-  * 
-  * \param renderer the rendering context 
-  * \param info an SDL_RendererInfo structure filled with information about the 
-  *             current renderer 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateRenderer 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer, 
-                                                 SDL_RendererInfo * info); 
-   
- /** 
-  * Get the output size in pixels of a rendering context. 
-  * 
-  * Due to high-dpi displays, you might end up with a rendering context that 
-  * has more pixels than the window that contains it, so use this instead of 
-  * SDL_GetWindowSize() to decide how much drawing area you have. 
-  * 
-  * \param renderer the rendering context 
-  * \param w an int filled with the width 
-  * \param h an int filled with the height 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetRenderer 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer, 
-                                                       int *w, int *h); 
-   
- /** 
-  * Create a texture for a rendering context. 
-  * 
-  * You can set the texture scaling method by setting 
-  * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture. 
-  * 
-  * \param renderer the rendering context 
-  * \param format one of the enumerated values in SDL_PixelFormatEnum 
-  * \param access one of the enumerated values in SDL_TextureAccess 
-  * \param w the width of the texture in pixels 
-  * \param h the height of the texture in pixels 
-  * \returns a pointer to the created texture or NULL if no rendering context 
-  *          was active, the format was unsupported, or the width or height 
-  *          were out of range; call SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateTextureFromSurface 
-  * \sa SDL_DestroyTexture 
-  * \sa SDL_QueryTexture 
-  * \sa SDL_UpdateTexture 
-  */ 
- extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer, 
-                                                         Uint32 format, 
-                                                         int access, int w, 
-                                                         int h); 
-   
- /** 
-  * Create a texture from an existing surface. 
-  * 
-  * The surface is not modified or freed by this function. 
-  * 
-  * The SDL_TextureAccess hint for the created texture is 
-  * `SDL_TEXTUREACCESS_STATIC`. 
-  * 
-  * The pixel format of the created texture may be different from the pixel 
-  * format of the surface. Use SDL_QueryTexture() to query the pixel format of 
-  * the texture. 
-  * 
-  * \param renderer the rendering context 
-  * \param surface the SDL_Surface structure containing pixel data used to fill 
-  *                the texture 
-  * \returns the created texture or NULL on failure; call SDL_GetError() for 
-  *          more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateTexture 
-  * \sa SDL_DestroyTexture 
-  * \sa SDL_QueryTexture 
-  */ 
- extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface); 
-   
- /** 
-  * Query the attributes of a texture. 
-  * 
-  * \param texture the texture to query 
-  * \param format a pointer filled in with the raw format of the texture; the 
-  *               actual format may differ, but pixel transfers will use this 
-  *               format (one of the SDL_PixelFormatEnum values). This argument 
-  *               can be NULL if you don't need this information. 
-  * \param access a pointer filled in with the actual access to the texture 
-  *               (one of the SDL_TextureAccess values). This argument can be 
-  *               NULL if you don't need this information. 
-  * \param w a pointer filled in with the width of the texture in pixels. This 
-  *          argument can be NULL if you don't need this information. 
-  * \param h a pointer filled in with the height of the texture in pixels. This 
-  *          argument can be NULL if you don't need this information. 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateTexture 
-  */ 
- extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture, 
-                                              Uint32 * format, int *access, 
-                                              int *w, int *h); 
-   
- /** 
-  * Set an additional color value multiplied into render copy operations. 
-  * 
-  * When this texture is rendered, during the copy operation each source color 
-  * channel is modulated by the appropriate color value according to the 
-  * following formula: 
-  * 
-  * `srcC = srcC * (color / 255)` 
-  * 
-  * Color modulation is not always supported by the renderer; it will return -1 
-  * if color modulation is not supported. 
-  * 
-  * \param texture the texture to update 
-  * \param r the red color value multiplied into copy operations 
-  * \param g the green color value multiplied into copy operations 
-  * \param b the blue color value multiplied into copy operations 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetTextureColorMod 
-  * \sa SDL_SetTextureAlphaMod 
-  */ 
- extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture, 
-                                                    Uint8 r, Uint8 g, Uint8 b); 
-   
-   
- /** 
-  * Get the additional color value multiplied into render copy operations. 
-  * 
-  * \param texture the texture to query 
-  * \param r a pointer filled in with the current red color value 
-  * \param g a pointer filled in with the current green color value 
-  * \param b a pointer filled in with the current blue color value 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetTextureAlphaMod 
-  * \sa SDL_SetTextureColorMod 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture, 
-                                                    Uint8 * r, Uint8 * g, 
-                                                    Uint8 * b); 
-   
- /** 
-  * Set an additional alpha value multiplied into render copy operations. 
-  * 
-  * When this texture is rendered, during the copy operation the source alpha 
-  * value is modulated by this alpha value according to the following formula: 
-  * 
-  * `srcA = srcA * (alpha / 255)` 
-  * 
-  * Alpha modulation is not always supported by the renderer; it will return -1 
-  * if alpha modulation is not supported. 
-  * 
-  * \param texture the texture to update 
-  * \param alpha the source alpha value multiplied into copy operations 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetTextureAlphaMod 
-  * \sa SDL_SetTextureColorMod 
-  */ 
- extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture, 
-                                                    Uint8 alpha); 
-   
- /** 
-  * Get the additional alpha value multiplied into render copy operations. 
-  * 
-  * \param texture the texture to query 
-  * \param alpha a pointer filled in with the current alpha value 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetTextureColorMod 
-  * \sa SDL_SetTextureAlphaMod 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture, 
-                                                    Uint8 * alpha); 
-   
- /** 
-  * Set the blend mode for a texture, used by SDL_RenderCopy(). 
-  * 
-  * If the blend mode is not supported, the closest supported mode is chosen 
-  * and this function returns -1. 
-  * 
-  * \param texture the texture to update 
-  * \param blendMode the SDL_BlendMode to use for texture blending 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetTextureBlendMode 
-  * \sa SDL_RenderCopy 
-  */ 
- extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture, 
-                                                     SDL_BlendMode blendMode); 
-   
- /** 
-  * Get the blend mode used for texture copy operations. 
-  * 
-  * \param texture the texture to query 
-  * \param blendMode a pointer filled in with the current SDL_BlendMode 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_SetTextureBlendMode 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture, 
-                                                     SDL_BlendMode *blendMode); 
-   
- /** 
-  * Set the scale mode used for texture scale operations. 
-  * 
-  * If the scale mode is not supported, the closest supported mode is chosen. 
-  * 
-  * \param texture The texture to update. 
-  * \param scaleMode the SDL_ScaleMode to use for texture scaling. 
-  * \returns 0 on success, or -1 if the texture is not valid. 
-  * 
-  * \since This function is available since SDL 2.0.12. 
-  * 
-  * \sa SDL_GetTextureScaleMode 
-  */ 
- extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture, 
-                                                     SDL_ScaleMode scaleMode); 
-   
- /** 
-  * Get the scale mode used for texture scale operations. 
-  * 
-  * \param texture the texture to query. 
-  * \param scaleMode a pointer filled in with the current scale mode. 
-  * \return 0 on success, or -1 if the texture is not valid. 
-  * 
-  * \since This function is available since SDL 2.0.12. 
-  * 
-  * \sa SDL_SetTextureScaleMode 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture, 
-                                                     SDL_ScaleMode *scaleMode); 
-   
- /** 
-  * Associate a user-specified pointer with a texture. 
-  * 
-  * \param texture the texture to update. 
-  * \param userdata the pointer to associate with the texture. 
-  * \returns 0 on success, or -1 if the texture is not valid. 
-  * 
-  * \since This function is available since SDL 2.0.18. 
-  * 
-  * \sa SDL_GetTextureUserData 
-  */ 
- extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture, 
-                                                    void *userdata); 
-   
- /** 
-  * Get the user-specified pointer associated with a texture 
-  * 
-  * \param texture the texture to query. 
-  * \return the pointer associated with the texture, or NULL if the texture is 
-  *         not valid. 
-  * 
-  * \since This function is available since SDL 2.0.18. 
-  * 
-  * \sa SDL_SetTextureUserData 
-  */ 
- extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture); 
-   
- /** 
-  * Update the given texture rectangle with new pixel data. 
-  * 
-  * The pixel data must be in the pixel format of the texture. Use 
-  * SDL_QueryTexture() to query the pixel format of the texture. 
-  * 
-  * This is a fairly slow function, intended for use with static textures that 
-  * do not change often. 
-  * 
-  * If the texture is intended to be updated often, it is preferred to create 
-  * the texture as streaming and use the locking functions referenced below. 
-  * While this function will work with streaming textures, for optimization 
-  * reasons you may not get the pixels back if you lock the texture afterward. 
-  * 
-  * \param texture the texture to update 
-  * \param rect an SDL_Rect structure representing the area to update, or NULL 
-  *             to update the entire texture 
-  * \param pixels the raw pixel data in the format of the texture 
-  * \param pitch the number of bytes in a row of pixel data, including padding 
-  *              between lines 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateTexture 
-  * \sa SDL_LockTexture 
-  * \sa SDL_UnlockTexture 
-  */ 
- extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture, 
-                                               const SDL_Rect * rect, 
-                                               const void *pixels, int pitch); 
-   
- /** 
-  * Update a rectangle within a planar YV12 or IYUV texture with new pixel 
-  * data. 
-  * 
-  * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous 
-  * block of Y and U/V planes in the proper order, but this function is 
-  * available if your pixel data is not contiguous. 
-  * 
-  * \param texture the texture to update 
-  * \param rect a pointer to the rectangle of pixels to update, or NULL to 
-  *             update the entire texture 
-  * \param Yplane the raw pixel data for the Y plane 
-  * \param Ypitch the number of bytes between rows of pixel data for the Y 
-  *               plane 
-  * \param Uplane the raw pixel data for the U plane 
-  * \param Upitch the number of bytes between rows of pixel data for the U 
-  *               plane 
-  * \param Vplane the raw pixel data for the V plane 
-  * \param Vpitch the number of bytes between rows of pixel data for the V 
-  *               plane 
-  * \returns 0 on success or -1 if the texture is not valid; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.1. 
-  * 
-  * \sa SDL_UpdateTexture 
-  */ 
- extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture, 
-                                                  const SDL_Rect * rect, 
-                                                  const Uint8 *Yplane, int Ypitch, 
-                                                  const Uint8 *Uplane, int Upitch, 
-                                                  const Uint8 *Vplane, int Vpitch); 
-   
- /** 
-  * Update a rectangle within a planar NV12 or NV21 texture with new pixels. 
-  * 
-  * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous 
-  * block of NV12/21 planes in the proper order, but this function is available 
-  * if your pixel data is not contiguous. 
-  * 
-  * \param texture the texture to update 
-  * \param rect a pointer to the rectangle of pixels to update, or NULL to 
-  *             update the entire texture. 
-  * \param Yplane the raw pixel data for the Y plane. 
-  * \param Ypitch the number of bytes between rows of pixel data for the Y 
-  *               plane. 
-  * \param UVplane the raw pixel data for the UV plane. 
-  * \param UVpitch the number of bytes between rows of pixel data for the UV 
-  *                plane. 
-  * \return 0 on success, or -1 if the texture is not valid. 
-  * 
-  * \since This function is available since SDL 2.0.16. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture, 
-                                                  const SDL_Rect * rect, 
-                                                  const Uint8 *Yplane, int Ypitch, 
-                                                  const Uint8 *UVplane, int UVpitch); 
-   
- /** 
-  * Lock a portion of the texture for **write-only** pixel access. 
-  * 
-  * As an optimization, the pixels made available for editing don't necessarily 
-  * contain the old texture data. This is a write-only operation, and if you 
-  * need to keep a copy of the texture data you should do that at the 
-  * application level. 
-  * 
-  * You must use SDL_UnlockTexture() to unlock the pixels and apply any 
-  * changes. 
-  * 
-  * \param texture the texture to lock for access, which was created with 
-  *                `SDL_TEXTUREACCESS_STREAMING` 
-  * \param rect an SDL_Rect structure representing the area to lock for access; 
-  *             NULL to lock the entire texture 
-  * \param pixels this is filled in with a pointer to the locked pixels, 
-  *               appropriately offset by the locked area 
-  * \param pitch this is filled in with the pitch of the locked pixels; the 
-  *              pitch is the length of one row in bytes 
-  * \returns 0 on success or a negative error code if the texture is not valid 
-  *          or was not created with `SDL_TEXTUREACCESS_STREAMING`; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_UnlockTexture 
-  */ 
- extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture, 
-                                             const SDL_Rect * rect, 
-                                             void **pixels, int *pitch); 
-   
- /** 
-  * Lock a portion of the texture for **write-only** pixel access, and expose 
-  * it as a SDL surface. 
-  * 
-  * Besides providing an SDL_Surface instead of raw pixel data, this function 
-  * operates like SDL_LockTexture. 
-  * 
-  * As an optimization, the pixels made available for editing don't necessarily 
-  * contain the old texture data. This is a write-only operation, and if you 
-  * need to keep a copy of the texture data you should do that at the 
-  * application level. 
-  * 
-  * You must use SDL_UnlockTexture() to unlock the pixels and apply any 
-  * changes. 
-  * 
-  * The returned surface is freed internally after calling SDL_UnlockTexture() 
-  * or SDL_DestroyTexture(). The caller should not free it. 
-  * 
-  * \param texture the texture to lock for access, which was created with 
-  *                `SDL_TEXTUREACCESS_STREAMING` 
-  * \param rect a pointer to the rectangle to lock for access. If the rect is 
-  *             NULL, the entire texture will be locked 
-  * \param surface this is filled in with an SDL surface representing the 
-  *                locked area 
-  * \returns 0 on success, or -1 if the texture is not valid or was not created 
-  *          with `SDL_TEXTUREACCESS_STREAMING` 
-  * 
-  * \since This function is available since SDL 2.0.12. 
-  * 
-  * \sa SDL_LockTexture 
-  * \sa SDL_UnlockTexture 
-  */ 
- extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, 
-                                             const SDL_Rect *rect, 
-                                             SDL_Surface **surface); 
-   
- /** 
-  * Unlock a texture, uploading the changes to video memory, if needed. 
-  * 
-  * **Warning**: Please note that SDL_LockTexture() is intended to be 
-  * write-only; it will not guarantee the previous contents of the texture will 
-  * be provided. You must fully initialize any area of a texture that you lock 
-  * before unlocking it, as the pixels might otherwise be uninitialized memory. 
-  * 
-  * Which is to say: locking and immediately unlocking a texture can result in 
-  * corrupted textures, depending on the renderer in use. 
-  * 
-  * \param texture a texture locked by SDL_LockTexture() 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_LockTexture 
-  */ 
- extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture); 
-   
- /** 
-  * Determine whether a renderer supports the use of render targets. 
-  * 
-  * \param renderer the renderer that will be checked 
-  * \returns SDL_TRUE if supported or SDL_FALSE if not. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_SetRenderTarget 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer); 
-   
- /** 
-  * Set a texture as the current rendering target. 
-  * 
-  * Before using this function, you should check the 
-  * `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if 
-  * render targets are supported. 
-  * 
-  * The default render target is the window for which the renderer was created. 
-  * To stop rendering to a texture and render to the window again, call this 
-  * function with a NULL `texture`. 
-  * 
-  * \param renderer the rendering context 
-  * \param texture the targeted texture, which must be created with the 
-  *                `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the 
-  *                window instead of a texture. 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetRenderTarget 
-  */ 
- extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, 
-                                                 SDL_Texture *texture); 
-   
- /** 
-  * Get the current render target. 
-  * 
-  * The default render target is the window for which the renderer was created, 
-  * and is reported a NULL here. 
-  * 
-  * \param renderer the rendering context 
-  * \returns the current render target or NULL for the default render target. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_SetRenderTarget 
-  */ 
- extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer); 
-   
- /** 
-  * Set a device independent resolution for rendering. 
-  * 
-  * This function uses the viewport and scaling functionality to allow a fixed 
-  * logical resolution for rendering, regardless of the actual output 
-  * resolution. If the actual output resolution doesn't have the same aspect 
-  * ratio the output rendering will be centered within the output display. 
-  * 
-  * If the output display is a window, mouse and touch events in the window 
-  * will be filtered and scaled so they seem to arrive within the logical 
-  * resolution. The SDL_HINT_MOUSE_RELATIVE_SCALING hint controls whether 
-  * relative motion events are also scaled. 
-  * 
-  * If this function results in scaling or subpixel drawing by the rendering 
-  * backend, it will be handled using the appropriate quality hints. 
-  * 
-  * \param renderer the renderer for which resolution should be set 
-  * \param w the width of the logical resolution 
-  * \param h the height of the logical resolution 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderGetLogicalSize 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h); 
-   
- /** 
-  * Get device independent resolution for rendering. 
-  * 
-  * When using the main rendering target (eg no target texture is set): this 
-  * may return 0 for `w` and `h` if the SDL_Renderer has never had its logical 
-  * size set by SDL_RenderSetLogicalSize(). Otherwise it returns the logical 
-  * width and height. 
-  * 
-  * When using a target texture: Never return 0 for `w` and `h` at first. Then 
-  * it returns the logical width and height that are set. 
-  * 
-  * \param renderer a rendering context 
-  * \param w an int to be filled with the width 
-  * \param h an int to be filled with the height 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderSetLogicalSize 
-  */ 
- extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h); 
-   
- /** 
-  * Set whether to force integer scales for resolution-independent rendering. 
-  * 
-  * This function restricts the logical viewport to integer values - that is, 
-  * when a resolution is between two multiples of a logical size, the viewport 
-  * size is rounded down to the lower multiple. 
-  * 
-  * \param renderer the renderer for which integer scaling should be set 
-  * \param enable enable or disable the integer scaling for rendering 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.5. 
-  * 
-  * \sa SDL_RenderGetIntegerScale 
-  * \sa SDL_RenderSetLogicalSize 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer, 
-                                                       SDL_bool enable); 
-   
- /** 
-  * Get whether integer scales are forced for resolution-independent rendering. 
-  * 
-  * \param renderer the renderer from which integer scaling should be queried 
-  * \returns SDL_TRUE if integer scales are forced or SDL_FALSE if not and on 
-  *          failure; call SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.5. 
-  * 
-  * \sa SDL_RenderSetIntegerScale 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer); 
-   
- /** 
-  * Set the drawing area for rendering on the current target. 
-  * 
-  * When the window is resized, the viewport is reset to fill the entire new 
-  * window size. 
-  * 
-  * \param renderer the rendering context 
-  * \param rect the SDL_Rect structure representing the drawing area, or NULL 
-  *             to set the viewport to the entire target 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderGetViewport 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer, 
-                                                   const SDL_Rect * rect); 
-   
- /** 
-  * Get the drawing area for the current target. 
-  * 
-  * \param renderer the rendering context 
-  * \param rect an SDL_Rect structure filled in with the current drawing area 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderSetViewport 
-  */ 
- extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer, 
-                                                    SDL_Rect * rect); 
-   
- /** 
-  * Set the clip rectangle for rendering on the specified target. 
-  * 
-  * \param renderer the rendering context for which clip rectangle should be 
-  *                 set 
-  * \param rect an SDL_Rect structure representing the clip area, relative to 
-  *             the viewport, or NULL to disable clipping 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderGetClipRect 
-  * \sa SDL_RenderIsClipEnabled 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer, 
-                                                   const SDL_Rect * rect); 
-   
- /** 
-  * Get the clip rectangle for the current target. 
-  * 
-  * \param renderer the rendering context from which clip rectangle should be 
-  *                 queried 
-  * \param rect an SDL_Rect structure filled in with the current clipping area 
-  *             or an empty rectangle if clipping is disabled 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderIsClipEnabled 
-  * \sa SDL_RenderSetClipRect 
-  */ 
- extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer, 
-                                                    SDL_Rect * rect); 
-   
- /** 
-  * Get whether clipping is enabled on the given renderer. 
-  * 
-  * \param renderer the renderer from which clip state should be queried 
-  * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.4. 
-  * 
-  * \sa SDL_RenderGetClipRect 
-  * \sa SDL_RenderSetClipRect 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer); 
-   
-   
- /** 
-  * Set the drawing scale for rendering on the current target. 
-  * 
-  * The drawing coordinates are scaled by the x/y scaling factors before they 
-  * are used by the renderer. This allows resolution independent drawing with a 
-  * single coordinate system. 
-  * 
-  * If this results in scaling or subpixel drawing by the rendering backend, it 
-  * will be handled using the appropriate quality hints. For best results use 
-  * integer scaling factors. 
-  * 
-  * \param renderer a rendering context 
-  * \param scaleX the horizontal scaling factor 
-  * \param scaleY the vertical scaling factor 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderGetScale 
-  * \sa SDL_RenderSetLogicalSize 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer, 
-                                                float scaleX, float scaleY); 
-   
- /** 
-  * Get the drawing scale for the current target. 
-  * 
-  * \param renderer the renderer from which drawing scale should be queried 
-  * \param scaleX a pointer filled in with the horizontal scaling factor 
-  * \param scaleY a pointer filled in with the vertical scaling factor 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderSetScale 
-  */ 
- extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer, 
-                                                float *scaleX, float *scaleY); 
-   
- /** 
-  * Get logical coordinates of point in renderer when given real coordinates of 
-  * point in window. 
-  * 
-  * Logical coordinates will differ from real coordinates when render is scaled 
-  * and logical renderer size set 
-  * 
-  * \param renderer the renderer from which the logical coordinates should be 
-  *                 calculated 
-  * \param windowX the real X coordinate in the window 
-  * \param windowY the real Y coordinate in the window 
-  * \param logicalX the pointer filled with the logical x coordinate 
-  * \param logicalY the pointer filled with the logical y coordinate 
-  * 
-  * \since This function is available since SDL 2.0.18. 
-  * 
-  * \sa SDL_RenderGetScale 
-  * \sa SDL_RenderSetScale 
-  * \sa SDL_RenderGetLogicalSize 
-  * \sa SDL_RenderSetLogicalSize 
-  */ 
- extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer,  
-                                                             int windowX, int windowY,  
-                                                             float *logicalX, float *logicalY); 
-                                                    
-   
- /** 
-  * Get real coordinates of point in window when given logical coordinates of 
-  * point in renderer. 
-  * 
-  * Logical coordinates will differ from real coordinates when render is scaled 
-  * and logical renderer size set 
-  * 
-  * \param renderer the renderer from which the window coordinates should be 
-  *                 calculated 
-  * \param logicalX the logical x coordinate 
-  * \param logicalY the logical y coordinate 
-  * \param windowX the pointer filled with the real X coordinate in the window 
-  * \param windowY the pointer filled with the real Y coordinate in the window 
-  * 
-  * \since This function is available since SDL 2.0.18. 
-  * 
-  * \sa SDL_RenderGetScale 
-  * \sa SDL_RenderSetScale 
-  * \sa SDL_RenderGetLogicalSize 
-  * \sa SDL_RenderSetLogicalSize 
-  */ 
- extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer,  
-                                                             float logicalX, float logicalY, 
-                                                             int *windowX, int *windowY); 
-   
- /** 
-  * Set the color used for drawing operations (Rect, Line and Clear). 
-  * 
-  * Set the color for drawing or filling rectangles, lines, and points, and for 
-  * SDL_RenderClear(). 
-  * 
-  * \param renderer the rendering context 
-  * \param r the red value used to draw on the rendering target 
-  * \param g the green value used to draw on the rendering target 
-  * \param b the blue value used to draw on the rendering target 
-  * \param a the alpha value used to draw on the rendering target; usually 
-  *          `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to 
-  *          specify how the alpha channel is used 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetRenderDrawColor 
-  * \sa SDL_RenderClear 
-  * \sa SDL_RenderDrawLine 
-  * \sa SDL_RenderDrawLines 
-  * \sa SDL_RenderDrawPoint 
-  * \sa SDL_RenderDrawPoints 
-  * \sa SDL_RenderDrawRect 
-  * \sa SDL_RenderDrawRects 
-  * \sa SDL_RenderFillRect 
-  * \sa SDL_RenderFillRects 
-  */ 
- extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer, 
-                                            Uint8 r, Uint8 g, Uint8 b, 
-                                            Uint8 a); 
-   
- /** 
-  * Get the color used for drawing operations (Rect, Line and Clear). 
-  * 
-  * \param renderer the rendering context 
-  * \param r a pointer filled in with the red value used to draw on the 
-  *          rendering target 
-  * \param g a pointer filled in with the green value used to draw on the 
-  *          rendering target 
-  * \param b a pointer filled in with the blue value used to draw on the 
-  *          rendering target 
-  * \param a a pointer filled in with the alpha value used to draw on the 
-  *          rendering target; usually `SDL_ALPHA_OPAQUE` (255) 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_SetRenderDrawColor 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer, 
-                                            Uint8 * r, Uint8 * g, Uint8 * b, 
-                                            Uint8 * a); 
-   
- /** 
-  * Set the blend mode used for drawing operations (Fill and Line). 
-  * 
-  * If the blend mode is not supported, the closest supported mode is chosen. 
-  * 
-  * \param renderer the rendering context 
-  * \param blendMode the SDL_BlendMode to use for blending 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetRenderDrawBlendMode 
-  * \sa SDL_RenderDrawLine 
-  * \sa SDL_RenderDrawLines 
-  * \sa SDL_RenderDrawPoint 
-  * \sa SDL_RenderDrawPoints 
-  * \sa SDL_RenderDrawRect 
-  * \sa SDL_RenderDrawRects 
-  * \sa SDL_RenderFillRect 
-  * \sa SDL_RenderFillRects 
-  */ 
- extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, 
-                                                        SDL_BlendMode blendMode); 
-   
- /** 
-  * Get the blend mode used for drawing operations. 
-  * 
-  * \param renderer the rendering context 
-  * \param blendMode a pointer filled in with the current SDL_BlendMode 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_SetRenderDrawBlendMode 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, 
-                                                        SDL_BlendMode *blendMode); 
-   
- /** 
-  * Clear the current rendering target with the drawing color. 
-  * 
-  * This function clears the entire rendering target, ignoring the viewport and 
-  * the clip rectangle. 
-  * 
-  * \param renderer the rendering context 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_SetRenderDrawColor 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer); 
-   
- /** 
-  * Draw a point on the current rendering target. 
-  * 
-  * SDL_RenderDrawPoint() draws a single point. If you want to draw multiple, 
-  * use SDL_RenderDrawPoints() instead. 
-  * 
-  * \param renderer the rendering context 
-  * \param x the x coordinate of the point 
-  * \param y the y coordinate of the point 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderDrawLine 
-  * \sa SDL_RenderDrawLines 
-  * \sa SDL_RenderDrawPoints 
-  * \sa SDL_RenderDrawRect 
-  * \sa SDL_RenderDrawRects 
-  * \sa SDL_RenderFillRect 
-  * \sa SDL_RenderFillRects 
-  * \sa SDL_RenderPresent 
-  * \sa SDL_SetRenderDrawBlendMode 
-  * \sa SDL_SetRenderDrawColor 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer, 
-                                                 int x, int y); 
-   
- /** 
-  * Draw multiple points on the current rendering target. 
-  * 
-  * \param renderer the rendering context 
-  * \param points an array of SDL_Point structures that represent the points to 
-  *               draw 
-  * \param count the number of points to draw 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderDrawLine 
-  * \sa SDL_RenderDrawLines 
-  * \sa SDL_RenderDrawPoint 
-  * \sa SDL_RenderDrawRect 
-  * \sa SDL_RenderDrawRects 
-  * \sa SDL_RenderFillRect 
-  * \sa SDL_RenderFillRects 
-  * \sa SDL_RenderPresent 
-  * \sa SDL_SetRenderDrawBlendMode 
-  * \sa SDL_SetRenderDrawColor 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer, 
-                                                  const SDL_Point * points, 
-                                                  int count); 
-   
- /** 
-  * Draw a line on the current rendering target. 
-  * 
-  * SDL_RenderDrawLine() draws the line to include both end points. If you want 
-  * to draw multiple, connecting lines use SDL_RenderDrawLines() instead. 
-  * 
-  * \param renderer the rendering context 
-  * \param x1 the x coordinate of the start point 
-  * \param y1 the y coordinate of the start point 
-  * \param x2 the x coordinate of the end point 
-  * \param y2 the y coordinate of the end point 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderDrawLines 
-  * \sa SDL_RenderDrawPoint 
-  * \sa SDL_RenderDrawPoints 
-  * \sa SDL_RenderDrawRect 
-  * \sa SDL_RenderDrawRects 
-  * \sa SDL_RenderFillRect 
-  * \sa SDL_RenderFillRects 
-  * \sa SDL_RenderPresent 
-  * \sa SDL_SetRenderDrawBlendMode 
-  * \sa SDL_SetRenderDrawColor 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer, 
-                                                int x1, int y1, int x2, int y2); 
-   
- /** 
-  * Draw a series of connected lines on the current rendering target. 
-  * 
-  * \param renderer the rendering context 
-  * \param points an array of SDL_Point structures representing points along 
-  *               the lines 
-  * \param count the number of points, drawing count-1 lines 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderDrawLine 
-  * \sa SDL_RenderDrawPoint 
-  * \sa SDL_RenderDrawPoints 
-  * \sa SDL_RenderDrawRect 
-  * \sa SDL_RenderDrawRects 
-  * \sa SDL_RenderFillRect 
-  * \sa SDL_RenderFillRects 
-  * \sa SDL_RenderPresent 
-  * \sa SDL_SetRenderDrawBlendMode 
-  * \sa SDL_SetRenderDrawColor 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer, 
-                                                 const SDL_Point * points, 
-                                                 int count); 
-   
- /** 
-  * Draw a rectangle on the current rendering target. 
-  * 
-  * \param renderer the rendering context 
-  * \param rect an SDL_Rect structure representing the rectangle to draw, or 
-  *             NULL to outline the entire rendering target 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderDrawLine 
-  * \sa SDL_RenderDrawLines 
-  * \sa SDL_RenderDrawPoint 
-  * \sa SDL_RenderDrawPoints 
-  * \sa SDL_RenderDrawRects 
-  * \sa SDL_RenderFillRect 
-  * \sa SDL_RenderFillRects 
-  * \sa SDL_RenderPresent 
-  * \sa SDL_SetRenderDrawBlendMode 
-  * \sa SDL_SetRenderDrawColor 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer, 
-                                                const SDL_Rect * rect); 
-   
- /** 
-  * Draw some number of rectangles on the current rendering target. 
-  * 
-  * \param renderer the rendering context 
-  * \param rects an array of SDL_Rect structures representing the rectangles to 
-  *              be drawn 
-  * \param count the number of rectangles 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderDrawLine 
-  * \sa SDL_RenderDrawLines 
-  * \sa SDL_RenderDrawPoint 
-  * \sa SDL_RenderDrawPoints 
-  * \sa SDL_RenderDrawRect 
-  * \sa SDL_RenderFillRect 
-  * \sa SDL_RenderFillRects 
-  * \sa SDL_RenderPresent 
-  * \sa SDL_SetRenderDrawBlendMode 
-  * \sa SDL_SetRenderDrawColor 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer, 
-                                                 const SDL_Rect * rects, 
-                                                 int count); 
-   
- /** 
-  * Fill a rectangle on the current rendering target with the drawing color. 
-  * 
-  * The current drawing color is set by SDL_SetRenderDrawColor(), and the 
-  * color's alpha value is ignored unless blending is enabled with the 
-  * appropriate call to SDL_SetRenderDrawBlendMode(). 
-  * 
-  * \param renderer the rendering context 
-  * \param rect the SDL_Rect structure representing the rectangle to fill, or 
-  *             NULL for the entire rendering target 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderDrawLine 
-  * \sa SDL_RenderDrawLines 
-  * \sa SDL_RenderDrawPoint 
-  * \sa SDL_RenderDrawPoints 
-  * \sa SDL_RenderDrawRect 
-  * \sa SDL_RenderDrawRects 
-  * \sa SDL_RenderFillRects 
-  * \sa SDL_RenderPresent 
-  * \sa SDL_SetRenderDrawBlendMode 
-  * \sa SDL_SetRenderDrawColor 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer, 
-                                                const SDL_Rect * rect); 
-   
- /** 
-  * Fill some number of rectangles on the current rendering target with the 
-  * drawing color. 
-  * 
-  * \param renderer the rendering context 
-  * \param rects an array of SDL_Rect structures representing the rectangles to 
-  *              be filled 
-  * \param count the number of rectangles 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderDrawLine 
-  * \sa SDL_RenderDrawLines 
-  * \sa SDL_RenderDrawPoint 
-  * \sa SDL_RenderDrawPoints 
-  * \sa SDL_RenderDrawRect 
-  * \sa SDL_RenderDrawRects 
-  * \sa SDL_RenderFillRect 
-  * \sa SDL_RenderPresent 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer, 
-                                                 const SDL_Rect * rects, 
-                                                 int count); 
-   
- /** 
-  * Copy a portion of the texture to the current rendering target. 
-  * 
-  * The texture is blended with the destination based on its blend mode set 
-  * with SDL_SetTextureBlendMode(). 
-  * 
-  * The texture color is affected based on its color modulation set by 
-  * SDL_SetTextureColorMod(). 
-  * 
-  * The texture alpha is affected based on its alpha modulation set by 
-  * SDL_SetTextureAlphaMod(). 
-  * 
-  * \param renderer the rendering context 
-  * \param texture the source texture 
-  * \param srcrect the source SDL_Rect structure or NULL for the entire texture 
-  * \param dstrect the destination SDL_Rect structure or NULL for the entire 
-  *                rendering target; the texture will be stretched to fill the 
-  *                given rectangle 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderCopyEx 
-  * \sa SDL_SetTextureAlphaMod 
-  * \sa SDL_SetTextureBlendMode 
-  * \sa SDL_SetTextureColorMod 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer, 
-                                            SDL_Texture * texture, 
-                                            const SDL_Rect * srcrect, 
-                                            const SDL_Rect * dstrect); 
-   
- /** 
-  * Copy a portion of the texture to the current rendering, with optional 
-  * rotation and flipping. 
-  * 
-  * Copy a portion of the texture to the current rendering target, optionally 
-  * rotating it by angle around the given center and also flipping it 
-  * top-bottom and/or left-right. 
-  * 
-  * The texture is blended with the destination based on its blend mode set 
-  * with SDL_SetTextureBlendMode(). 
-  * 
-  * The texture color is affected based on its color modulation set by 
-  * SDL_SetTextureColorMod(). 
-  * 
-  * The texture alpha is affected based on its alpha modulation set by 
-  * SDL_SetTextureAlphaMod(). 
-  * 
-  * \param renderer the rendering context 
-  * \param texture the source texture 
-  * \param srcrect the source SDL_Rect structure or NULL for the entire texture 
-  * \param dstrect the destination SDL_Rect structure or NULL for the entire 
-  *                rendering target 
-  * \param angle an angle in degrees that indicates the rotation that will be 
-  *              applied to dstrect, rotating it in a clockwise direction 
-  * \param center a pointer to a point indicating the point around which 
-  *               dstrect will be rotated (if NULL, rotation will be done 
-  *               around `dstrect.w / 2`, `dstrect.h / 2`) 
-  * \param flip a SDL_RendererFlip value stating which flipping actions should 
-  *             be performed on the texture 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderCopy 
-  * \sa SDL_SetTextureAlphaMod 
-  * \sa SDL_SetTextureBlendMode 
-  * \sa SDL_SetTextureColorMod 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer, 
-                                            SDL_Texture * texture, 
-                                            const SDL_Rect * srcrect, 
-                                            const SDL_Rect * dstrect, 
-                                            const double angle, 
-                                            const SDL_Point *center, 
-                                            const SDL_RendererFlip flip); 
-   
-   
- /** 
-  * Draw a point on the current rendering target at subpixel precision. 
-  * 
-  * \param renderer The renderer which should draw a point. 
-  * \param x The x coordinate of the point. 
-  * \param y The y coordinate of the point. 
-  * \return 0 on success, or -1 on error 
-  * 
-  * \since This function is available since SDL 2.0.10. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer, 
-                                                  float x, float y); 
-   
- /** 
-  * Draw multiple points on the current rendering target at subpixel precision. 
-  * 
-  * \param renderer The renderer which should draw multiple points. 
-  * \param points The points to draw 
-  * \param count The number of points to draw 
-  * \return 0 on success, or -1 on error 
-  * 
-  * \since This function is available since SDL 2.0.10. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer, 
-                                                   const SDL_FPoint * points, 
-                                                   int count); 
-   
- /** 
-  * Draw a line on the current rendering target at subpixel precision. 
-  * 
-  * \param renderer The renderer which should draw a line. 
-  * \param x1 The x coordinate of the start point. 
-  * \param y1 The y coordinate of the start point. 
-  * \param x2 The x coordinate of the end point. 
-  * \param y2 The y coordinate of the end point. 
-  * \return 0 on success, or -1 on error 
-  * 
-  * \since This function is available since SDL 2.0.10. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer, 
-                                                 float x1, float y1, float x2, float y2); 
-   
- /** 
-  * Draw a series of connected lines on the current rendering target at 
-  * subpixel precision. 
-  * 
-  * \param renderer The renderer which should draw multiple lines. 
-  * \param points The points along the lines 
-  * \param count The number of points, drawing count-1 lines 
-  * \return 0 on success, or -1 on error 
-  * 
-  * \since This function is available since SDL 2.0.10. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer, 
-                                                  const SDL_FPoint * points, 
-                                                  int count); 
-   
- /** 
-  * Draw a rectangle on the current rendering target at subpixel precision. 
-  * 
-  * \param renderer The renderer which should draw a rectangle. 
-  * \param rect A pointer to the destination rectangle, or NULL to outline the 
-  *             entire rendering target. 
-  * \return 0 on success, or -1 on error 
-  * 
-  * \since This function is available since SDL 2.0.10. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer, 
-                                                 const SDL_FRect * rect); 
-   
- /** 
-  * Draw some number of rectangles on the current rendering target at subpixel 
-  * precision. 
-  * 
-  * \param renderer The renderer which should draw multiple rectangles. 
-  * \param rects A pointer to an array of destination rectangles. 
-  * \param count The number of rectangles. 
-  * \return 0 on success, or -1 on error 
-  * 
-  * \since This function is available since SDL 2.0.10. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer, 
-                                                  const SDL_FRect * rects, 
-                                                  int count); 
-   
- /** 
-  * Fill a rectangle on the current rendering target with the drawing color at 
-  * subpixel precision. 
-  * 
-  * \param renderer The renderer which should fill a rectangle. 
-  * \param rect A pointer to the destination rectangle, or NULL for the entire 
-  *             rendering target. 
-  * \return 0 on success, or -1 on error 
-  * 
-  * \since This function is available since SDL 2.0.10. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer, 
-                                                 const SDL_FRect * rect); 
-   
- /** 
-  * Fill some number of rectangles on the current rendering target with the 
-  * drawing color at subpixel precision. 
-  * 
-  * \param renderer The renderer which should fill multiple rectangles. 
-  * \param rects A pointer to an array of destination rectangles. 
-  * \param count The number of rectangles. 
-  * \return 0 on success, or -1 on error 
-  * 
-  * \since This function is available since SDL 2.0.10. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer, 
-                                                  const SDL_FRect * rects, 
-                                                  int count); 
-   
- /** 
-  * Copy a portion of the texture to the current rendering target at subpixel 
-  * precision. 
-  * 
-  * \param renderer The renderer which should copy parts of a texture. 
-  * \param texture The source texture. 
-  * \param srcrect A pointer to the source rectangle, or NULL for the entire 
-  *                texture. 
-  * \param dstrect A pointer to the destination rectangle, or NULL for the 
-  *                entire rendering target. 
-  * \return 0 on success, or -1 on error 
-  * 
-  * \since This function is available since SDL 2.0.10. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer, 
-                                             SDL_Texture * texture, 
-                                             const SDL_Rect * srcrect, 
-                                             const SDL_FRect * dstrect); 
-   
- /** 
-  * Copy a portion of the source texture to the current rendering target, with 
-  * rotation and flipping, at subpixel precision. 
-  * 
-  * \param renderer The renderer which should copy parts of a texture. 
-  * \param texture The source texture. 
-  * \param srcrect A pointer to the source rectangle, or NULL for the entire 
-  *                texture. 
-  * \param dstrect A pointer to the destination rectangle, or NULL for the 
-  *                entire rendering target. 
-  * \param angle An angle in degrees that indicates the rotation that will be 
-  *              applied to dstrect, rotating it in a clockwise direction 
-  * \param center A pointer to a point indicating the point around which 
-  *               dstrect will be rotated (if NULL, rotation will be done 
-  *               around dstrect.w/2, dstrect.h/2). 
-  * \param flip An SDL_RendererFlip value stating which flipping actions should 
-  *             be performed on the texture 
-  * \return 0 on success, or -1 on error 
-  * 
-  * \since This function is available since SDL 2.0.10. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer, 
-                                             SDL_Texture * texture, 
-                                             const SDL_Rect * srcrect, 
-                                             const SDL_FRect * dstrect, 
-                                             const double angle, 
-                                             const SDL_FPoint *center, 
-                                             const SDL_RendererFlip flip); 
-   
- /** 
-  * Render a list of triangles, optionally using a texture and indices into the 
-  * vertex array Color and alpha modulation is done per vertex 
-  * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). 
-  * 
-  * \param renderer The rendering context. 
-  * \param texture (optional) The SDL texture to use. 
-  * \param vertices Vertices. 
-  * \param num_vertices Number of vertices. 
-  * \param indices (optional) An array of integer indices into the 'vertices' 
-  *                array, if NULL all vertices will be rendered in sequential 
-  *                order. 
-  * \param num_indices Number of indices. 
-  * \return 0 on success, or -1 if the operation is not supported 
-  * 
-  * \since This function is available since SDL 2.0.18. 
-  * 
-  * \sa SDL_RenderGeometryRaw 
-  * \sa SDL_Vertex 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer, 
-                                                SDL_Texture *texture, 
-                                                const SDL_Vertex *vertices, int num_vertices, 
-                                                const int *indices, int num_indices); 
-   
- /** 
-  * Render a list of triangles, optionally using a texture and indices into the 
-  * vertex arrays Color and alpha modulation is done per vertex 
-  * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). 
-  * 
-  * \param renderer The rendering context. 
-  * \param texture (optional) The SDL texture to use. 
-  * \param xy Vertex positions 
-  * \param xy_stride Byte size to move from one element to the next element 
-  * \param color Vertex colors (as SDL_Color) 
-  * \param color_stride Byte size to move from one element to the next element 
-  * \param uv Vertex normalized texture coordinates 
-  * \param uv_stride Byte size to move from one element to the next element 
-  * \param num_vertices Number of vertices. 
-  * \param indices (optional) An array of indices into the 'vertices' arrays, 
-  *                if NULL all vertices will be rendered in sequential order. 
-  * \param num_indices Number of indices. 
-  * \param size_indices Index size: 1 (byte), 2 (short), 4 (int) 
-  * \return 0 on success, or -1 if the operation is not supported 
-  * 
-  * \since This function is available since SDL 2.0.18. 
-  * 
-  * \sa SDL_RenderGeometry 
-  * \sa SDL_Vertex 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, 
-                                                SDL_Texture *texture, 
-                                                const float *xy, int xy_stride, 
-                                                const SDL_Color *color, int color_stride, 
-                                                const float *uv, int uv_stride, 
-                                                int num_vertices, 
-                                                const void *indices, int num_indices, int size_indices); 
-   
- /** 
-  * Read pixels from the current rendering target to an array of pixels. 
-  * 
-  * **WARNING**: This is a very slow operation, and should not be used 
-  * frequently. If you're using this on the main rendering target, it should be 
-  * called after rendering and before SDL_RenderPresent(). 
-  * 
-  * `pitch` specifies the number of bytes between rows in the destination 
-  * `pixels` data. This allows you to write to a subrectangle or have padded 
-  * rows in the destination. Generally, `pitch` should equal the number of 
-  * pixels per row in the `pixels` data times the number of bytes per pixel, 
-  * but it might contain additional padding (for example, 24bit RGB Windows 
-  * Bitmap data pads all rows to multiples of 4 bytes). 
-  * 
-  * \param renderer the rendering context 
-  * \param rect an SDL_Rect structure representing the area to read, or NULL 
-  *             for the entire render target 
-  * \param format an SDL_PixelFormatEnum value of the desired format of the 
-  *               pixel data, or 0 to use the format of the rendering target 
-  * \param pixels a pointer to the pixel data to copy into 
-  * \param pitch the pitch of the `pixels` parameter 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer, 
-                                                  const SDL_Rect * rect, 
-                                                  Uint32 format, 
-                                                  void *pixels, int pitch); 
-   
- /** 
-  * Update the screen with any rendering performed since the previous call. 
-  * 
-  * SDL's rendering functions operate on a backbuffer; that is, calling a 
-  * rendering function such as SDL_RenderDrawLine() does not directly put a 
-  * line on the screen, but rather updates the backbuffer. As such, you compose 
-  * your entire scene and *present* the composed backbuffer to the screen as a 
-  * complete picture. 
-  * 
-  * Therefore, when using SDL's rendering API, one does all drawing intended 
-  * for the frame, and then calls this function once per frame to present the 
-  * final drawing to the user. 
-  * 
-  * The backbuffer should be considered invalidated after each present; do not 
-  * assume that previous contents will exist between frames. You are strongly 
-  * encouraged to call SDL_RenderClear() to initialize the backbuffer before 
-  * starting each new frame's drawing, even if you plan to overwrite every 
-  * pixel. 
-  * 
-  * \param renderer the rendering context 
-  * 
-  * \threadsafety You may only call this function on the main thread. If this 
-  *               happens to work on a background thread on any given platform 
-  *               or backend, it's purely by luck and you should not rely on it 
-  *               to work next time. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_RenderClear 
-  * \sa SDL_RenderDrawLine 
-  * \sa SDL_RenderDrawLines 
-  * \sa SDL_RenderDrawPoint 
-  * \sa SDL_RenderDrawPoints 
-  * \sa SDL_RenderDrawRect 
-  * \sa SDL_RenderDrawRects 
-  * \sa SDL_RenderFillRect 
-  * \sa SDL_RenderFillRects 
-  * \sa SDL_SetRenderDrawBlendMode 
-  * \sa SDL_SetRenderDrawColor 
-  */ 
- extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer); 
-   
- /** 
-  * Destroy the specified texture. 
-  * 
-  * Passing NULL or an otherwise invalid texture will set the SDL error message 
-  * to "Invalid texture". 
-  * 
-  * \param texture the texture to destroy 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateTexture 
-  * \sa SDL_CreateTextureFromSurface 
-  */ 
- extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture); 
-   
- /** 
-  * Destroy the rendering context for a window and free associated textures. 
-  * 
-  * If `renderer` is NULL, this function will return immediately after setting 
-  * the SDL error message to "Invalid renderer". See SDL_GetError(). 
-  * 
-  * \param renderer the rendering context 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateRenderer 
-  */ 
- extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer); 
-   
- /** 
-  * Force the rendering context to flush any pending commands to the underlying 
-  * rendering API. 
-  * 
-  * You do not need to (and in fact, shouldn't) call this function unless you 
-  * are planning to call into OpenGL/Direct3D/Metal/whatever directly in 
-  * addition to using an SDL_Renderer. 
-  * 
-  * This is for a very-specific case: if you are using SDL's render API, you 
-  * asked for a specific renderer backend (OpenGL, Direct3D, etc), you set 
-  * SDL_HINT_RENDER_BATCHING to "1", and you plan to make OpenGL/D3D/whatever 
-  * calls in addition to SDL render API calls. If all of this applies, you 
-  * should call SDL_RenderFlush() between calls to SDL's render API and the 
-  * low-level API you're using in cooperation. 
-  * 
-  * In all other cases, you can ignore this function. This is only here to get 
-  * maximum performance out of a specific situation. In all other cases, SDL 
-  * will do the right thing, perhaps at a performance loss. 
-  * 
-  * This function is first available in SDL 2.0.10, and is not needed in 2.0.9 
-  * and earlier, as earlier versions did not queue rendering commands at all, 
-  * instead flushing them to the OS immediately. 
-  * 
-  * \param renderer the rendering context 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.10. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer); 
-   
-   
- /** 
-  * Bind an OpenGL/ES/ES2 texture to the current context. 
-  * 
-  * This is for use with OpenGL instructions when rendering OpenGL primitives 
-  * directly. 
-  * 
-  * If not NULL, `texw` and `texh` will be filled with the width and height 
-  * values suitable for the provided texture. In most cases, both will be 1.0, 
-  * however, on systems that support the GL_ARB_texture_rectangle extension, 
-  * these values will actually be the pixel width and height used to create the 
-  * texture, so this factor needs to be taken into account when providing 
-  * texture coordinates to OpenGL. 
-  * 
-  * You need a renderer to create an SDL_Texture, therefore you can only use 
-  * this function with an implicit OpenGL context from SDL_CreateRenderer(), 
-  * not with your own OpenGL context. If you need control over your OpenGL 
-  * context, you need to write your own texture-loading methods. 
-  * 
-  * Also note that SDL may upload RGB textures as BGR (or vice-versa), and 
-  * re-order the color channels in the shaders phase, so the uploaded texture 
-  * may have swapped color channels. 
-  * 
-  * \param texture the texture to bind to the current OpenGL/ES/ES2 context 
-  * \param texw a pointer to a float value which will be filled with the 
-  *             texture width or NULL if you don't need that value 
-  * \param texh a pointer to a float value which will be filled with the 
-  *             texture height or NULL if you don't need that value 
-  * \returns 0 on success, or -1 if the operation is not supported; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GL_MakeCurrent 
-  * \sa SDL_GL_UnbindTexture 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh); 
-   
- /** 
-  * Unbind an OpenGL/ES/ES2 texture from the current context. 
-  * 
-  * See SDL_GL_BindTexture() for examples on how to use these functions 
-  * 
-  * \param texture the texture to unbind from the current OpenGL/ES/ES2 context 
-  * \returns 0 on success, or -1 if the operation is not supported 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GL_BindTexture 
-  * \sa SDL_GL_MakeCurrent 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture); 
-   
- /** 
-  * Get the CAMetalLayer associated with the given Metal renderer. 
-  * 
-  * This function returns `void *`, so SDL doesn't have to include Metal's 
-  * headers, but it can be safely cast to a `CAMetalLayer *`. 
-  * 
-  * \param renderer The renderer to query 
-  * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a 
-  *          Metal renderer 
-  * 
-  * \since This function is available since SDL 2.0.8. 
-  * 
-  * \sa SDL_RenderGetMetalCommandEncoder 
-  */ 
- extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer); 
-   
- /** 
-  * Get the Metal command encoder for the current frame 
-  * 
-  * This function returns `void *`, so SDL doesn't have to include Metal's 
-  * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`. 
-  * 
-  * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give 
-  * SDL a drawable to render to, which might happen if the window is 
-  * hidden/minimized/offscreen. This doesn't apply to command encoders for 
-  * render targets, just the window's backbuffer. Check your return values! 
-  * 
-  * \param renderer The renderer to query 
-  * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the 
-  *          renderer isn't a Metal renderer or there was an error. 
-  * 
-  * \since This function is available since SDL 2.0.8. 
-  * 
-  * \sa SDL_RenderGetMetalLayer 
-  */ 
- extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer); 
-   
- /** 
-  * Toggle VSync of the given renderer. 
-  * 
-  * \param renderer The renderer to toggle 
-  * \param vsync 1 for on, 0 for off. All other values are reserved 
-  * \returns a 0 int on success, or non-zero on failure 
-  * 
-  * \since This function is available since SDL 2.0.18. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_RenderSetVSync(SDL_Renderer* renderer, int vsync); 
-   
- /* Ends C function definitions when using C++ */ 
- #ifdef __cplusplus 
- } 
- #endif 
- #include "close_code.h" 
-   
- #endif /* SDL_render_h_ */ 
-   
- /* vi: set ts=4 sw=4 expandtab: */ 
-