Subversion Repositories Games.Rick Dangerous

Rev

Blame | Last modification | View Log | Download | RSS feed

  1. /*
  2.   Simple DirectMedia Layer
  3.   Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
  4.  
  5.   This software is provided 'as-is', without any express or implied
  6.   warranty.  In no event will the authors be held liable for any damages
  7.   arising from the use of this software.
  8.  
  9.   Permission is granted to anyone to use this software for any purpose,
  10.   including commercial applications, and to alter it and redistribute it
  11.   freely, subject to the following restrictions:
  12.  
  13.   1. The origin of this software must not be misrepresented; you must not
  14.      claim that you wrote the original software. If you use this software
  15.      in a product, an acknowledgment in the product documentation would be
  16.      appreciated but is not required.
  17.   2. Altered source versions must be plainly marked as such, and must not be
  18.      misrepresented as being the original software.
  19.   3. This notice may not be removed or altered from any source distribution.
  20. */
  21.  
  22. /**
  23.  *  \file SDL_render.h
  24.  *
  25.  *  Header file for SDL 2D rendering functions.
  26.  *
  27.  *  This API supports the following features:
  28.  *      * single pixel points
  29.  *      * single pixel lines
  30.  *      * filled rectangles
  31.  *      * texture images
  32.  *
  33.  *  The primitives may be drawn in opaque, blended, or additive modes.
  34.  *
  35.  *  The texture images may be drawn in opaque, blended, or additive modes.
  36.  *  They can have an additional color tint or alpha modulation applied to
  37.  *  them, and may also be stretched with linear interpolation.
  38.  *
  39.  *  This API is designed to accelerate simple 2D operations. You may
  40.  *  want more functionality such as polygons and particle effects and
  41.  *  in that case you should use SDL's OpenGL/Direct3D support or one
  42.  *  of the many good 3D engines.
  43.  *
  44.  *  These functions must be called from the main thread.
  45.  *  See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
  46.  */
  47.  
  48. #ifndef SDL_render_h_
  49. #define SDL_render_h_
  50.  
  51. #include "SDL_stdinc.h"
  52. #include "SDL_rect.h"
  53. #include "SDL_video.h"
  54.  
  55. #include "begin_code.h"
  56. /* Set up for C function definitions, even when using C++ */
  57. #ifdef __cplusplus
  58. extern "C" {
  59. #endif
  60.  
  61. /**
  62.  * Flags used when creating a rendering context
  63.  */
  64. typedef enum
  65. {
  66.     SDL_RENDERER_SOFTWARE = 0x00000001,         /**< The renderer is a software fallback */
  67.     SDL_RENDERER_ACCELERATED = 0x00000002,      /**< The renderer uses hardware
  68.                                                      acceleration */
  69.     SDL_RENDERER_PRESENTVSYNC = 0x00000004,     /**< Present is synchronized
  70.                                                      with the refresh rate */
  71.     SDL_RENDERER_TARGETTEXTURE = 0x00000008     /**< The renderer supports
  72.                                                      rendering to texture */
  73. } SDL_RendererFlags;
  74.  
  75. /**
  76.  * Information on the capabilities of a render driver or context.
  77.  */
  78. typedef struct SDL_RendererInfo
  79. {
  80.     const char *name;           /**< The name of the renderer */
  81.     Uint32 flags;               /**< Supported ::SDL_RendererFlags */
  82.     Uint32 num_texture_formats; /**< The number of available texture formats */
  83.     Uint32 texture_formats[16]; /**< The available texture formats */
  84.     int max_texture_width;      /**< The maximum texture width */
  85.     int max_texture_height;     /**< The maximum texture height */
  86. } SDL_RendererInfo;
  87.  
  88. /**
  89.  *  Vertex structure
  90.  */
  91. typedef struct SDL_Vertex
  92. {
  93.     SDL_FPoint position;        /**< Vertex position, in SDL_Renderer coordinates  */
  94.     SDL_Color  color;           /**< Vertex color */
  95.     SDL_FPoint tex_coord;       /**< Normalized texture coordinates, if needed */
  96. } SDL_Vertex;
  97.  
  98. /**
  99.  * The scaling mode for a texture.
  100.  */
  101. typedef enum
  102. {
  103.     SDL_ScaleModeNearest, /**< nearest pixel sampling */
  104.     SDL_ScaleModeLinear,  /**< linear filtering */
  105.     SDL_ScaleModeBest     /**< anisotropic filtering */
  106. } SDL_ScaleMode;
  107.  
  108. /**
  109.  * The access pattern allowed for a texture.
  110.  */
  111. typedef enum
  112. {
  113.     SDL_TEXTUREACCESS_STATIC,    /**< Changes rarely, not lockable */
  114.     SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
  115.     SDL_TEXTUREACCESS_TARGET     /**< Texture can be used as a render target */
  116. } SDL_TextureAccess;
  117.  
  118. /**
  119.  * The texture channel modulation used in SDL_RenderCopy().
  120.  */
  121. typedef enum
  122. {
  123.     SDL_TEXTUREMODULATE_NONE = 0x00000000,     /**< No modulation */
  124.     SDL_TEXTUREMODULATE_COLOR = 0x00000001,    /**< srcC = srcC * color */
  125.     SDL_TEXTUREMODULATE_ALPHA = 0x00000002     /**< srcA = srcA * alpha */
  126. } SDL_TextureModulate;
  127.  
  128. /**
  129.  * Flip constants for SDL_RenderCopyEx
  130.  */
  131. typedef enum
  132. {
  133.     SDL_FLIP_NONE = 0x00000000,     /**< Do not flip */
  134.     SDL_FLIP_HORIZONTAL = 0x00000001,    /**< flip horizontally */
  135.     SDL_FLIP_VERTICAL = 0x00000002     /**< flip vertically */
  136. } SDL_RendererFlip;
  137.  
  138. /**
  139.  * A structure representing rendering state
  140.  */
  141. struct SDL_Renderer;
  142. typedef struct SDL_Renderer SDL_Renderer;
  143.  
  144. /**
  145.  * An efficient driver-specific representation of pixel data
  146.  */
  147. struct SDL_Texture;
  148. typedef struct SDL_Texture SDL_Texture;
  149.  
  150. /* Function prototypes */
  151.  
  152. /**
  153.  * Get the number of 2D rendering drivers available for the current display.
  154.  *
  155.  * A render driver is a set of code that handles rendering and texture
  156.  * management on a particular display. Normally there is only one, but some
  157.  * drivers may have several available with different capabilities.
  158.  *
  159.  * There may be none if SDL was compiled without render support.
  160.  *
  161.  * \returns a number >= 0 on success or a negative error code on failure; call
  162.  *          SDL_GetError() for more information.
  163.  *
  164.  * \since This function is available since SDL 2.0.0.
  165.  *
  166.  * \sa SDL_CreateRenderer
  167.  * \sa SDL_GetRenderDriverInfo
  168.  */
  169. extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
  170.  
  171. /**
  172.  * Get info about a specific 2D rendering driver for the current display.
  173.  *
  174.  * \param index the index of the driver to query information about
  175.  * \param info an SDL_RendererInfo structure to be filled with information on
  176.  *             the rendering driver
  177.  * \returns 0 on success or a negative error code on failure; call
  178.  *          SDL_GetError() for more information.
  179.  *
  180.  * \since This function is available since SDL 2.0.0.
  181.  *
  182.  * \sa SDL_CreateRenderer
  183.  * \sa SDL_GetNumRenderDrivers
  184.  */
  185. extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
  186.                                                     SDL_RendererInfo * info);
  187.  
  188. /**
  189.  * Create a window and default renderer.
  190.  *
  191.  * \param width the width of the window
  192.  * \param height the height of the window
  193.  * \param window_flags the flags used to create the window (see
  194.  *                     SDL_CreateWindow())
  195.  * \param window a pointer filled with the window, or NULL on error
  196.  * \param renderer a pointer filled with the renderer, or NULL on error
  197.  * \returns 0 on success, or -1 on error; call SDL_GetError() for more
  198.  *          information.
  199.  *
  200.  * \since This function is available since SDL 2.0.0.
  201.  *
  202.  * \sa SDL_CreateRenderer
  203.  * \sa SDL_CreateWindow
  204.  */
  205. extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
  206.                                 int width, int height, Uint32 window_flags,
  207.                                 SDL_Window **window, SDL_Renderer **renderer);
  208.  
  209.  
  210. /**
  211.  * Create a 2D rendering context for a window.
  212.  *
  213.  * \param window the window where rendering is displayed
  214.  * \param index the index of the rendering driver to initialize, or -1 to
  215.  *              initialize the first one supporting the requested flags
  216.  * \param flags 0, or one or more SDL_RendererFlags OR'd together
  217.  * \returns a valid rendering context or NULL if there was an error; call
  218.  *          SDL_GetError() for more information.
  219.  *
  220.  * \since This function is available since SDL 2.0.0.
  221.  *
  222.  * \sa SDL_CreateSoftwareRenderer
  223.  * \sa SDL_DestroyRenderer
  224.  * \sa SDL_GetNumRenderDrivers
  225.  * \sa SDL_GetRendererInfo
  226.  */
  227. extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
  228.                                                int index, Uint32 flags);
  229.  
  230. /**
  231.  * Create a 2D software rendering context for a surface.
  232.  *
  233.  * Two other API which can be used to create SDL_Renderer:
  234.  * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
  235.  * create a software renderer, but they are intended to be used with an
  236.  * SDL_Window as the final destination and not an SDL_Surface.
  237.  *
  238.  * \param surface the SDL_Surface structure representing the surface where
  239.  *                rendering is done
  240.  * \returns a valid rendering context or NULL if there was an error; call
  241.  *          SDL_GetError() for more information.
  242.  *
  243.  * \since This function is available since SDL 2.0.0.
  244.  *
  245.  * \sa SDL_CreateRenderer
  246.  * \sa SDL_CreateWindowRenderer
  247.  * \sa SDL_DestroyRenderer
  248.  */
  249. extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
  250.  
  251. /**
  252.  * Get the renderer associated with a window.
  253.  *
  254.  * \param window the window to query
  255.  * \returns the rendering context on success or NULL on failure; call
  256.  *          SDL_GetError() for more information.
  257.  *
  258.  * \since This function is available since SDL 2.0.0.
  259.  *
  260.  * \sa SDL_CreateRenderer
  261.  */
  262. extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
  263.  
  264. /**
  265.  * Get the window associated with a renderer.
  266.  *
  267.  * \param renderer the renderer to query
  268.  * \returns the window on success or NULL on failure; call SDL_GetError() for
  269.  *          more information.
  270.  *
  271.  * \since This function is available since SDL 2.0.22.
  272.  */
  273. extern DECLSPEC SDL_Window * SDLCALL SDL_RenderGetWindow(SDL_Renderer *renderer);
  274.  
  275. /**
  276.  * Get information about a rendering context.
  277.  *
  278.  * \param renderer the rendering context
  279.  * \param info an SDL_RendererInfo structure filled with information about the
  280.  *             current renderer
  281.  * \returns 0 on success or a negative error code on failure; call
  282.  *          SDL_GetError() for more information.
  283.  *
  284.  * \since This function is available since SDL 2.0.0.
  285.  *
  286.  * \sa SDL_CreateRenderer
  287.  */
  288. extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
  289.                                                 SDL_RendererInfo * info);
  290.  
  291. /**
  292.  * Get the output size in pixels of a rendering context.
  293.  *
  294.  * Due to high-dpi displays, you might end up with a rendering context that
  295.  * has more pixels than the window that contains it, so use this instead of
  296.  * SDL_GetWindowSize() to decide how much drawing area you have.
  297.  *
  298.  * \param renderer the rendering context
  299.  * \param w an int filled with the width
  300.  * \param h an int filled with the height
  301.  * \returns 0 on success or a negative error code on failure; call
  302.  *          SDL_GetError() for more information.
  303.  *
  304.  * \since This function is available since SDL 2.0.0.
  305.  *
  306.  * \sa SDL_GetRenderer
  307.  */
  308. extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
  309.                                                       int *w, int *h);
  310.  
  311. /**
  312.  * Create a texture for a rendering context.
  313.  *
  314.  * You can set the texture scaling method by setting
  315.  * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
  316.  *
  317.  * \param renderer the rendering context
  318.  * \param format one of the enumerated values in SDL_PixelFormatEnum
  319.  * \param access one of the enumerated values in SDL_TextureAccess
  320.  * \param w the width of the texture in pixels
  321.  * \param h the height of the texture in pixels
  322.  * \returns a pointer to the created texture or NULL if no rendering context
  323.  *          was active, the format was unsupported, or the width or height
  324.  *          were out of range; call SDL_GetError() for more information.
  325.  *
  326.  * \since This function is available since SDL 2.0.0.
  327.  *
  328.  * \sa SDL_CreateTextureFromSurface
  329.  * \sa SDL_DestroyTexture
  330.  * \sa SDL_QueryTexture
  331.  * \sa SDL_UpdateTexture
  332.  */
  333. extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
  334.                                                         Uint32 format,
  335.                                                         int access, int w,
  336.                                                         int h);
  337.  
  338. /**
  339.  * Create a texture from an existing surface.
  340.  *
  341.  * The surface is not modified or freed by this function.
  342.  *
  343.  * The SDL_TextureAccess hint for the created texture is
  344.  * `SDL_TEXTUREACCESS_STATIC`.
  345.  *
  346.  * The pixel format of the created texture may be different from the pixel
  347.  * format of the surface. Use SDL_QueryTexture() to query the pixel format of
  348.  * the texture.
  349.  *
  350.  * \param renderer the rendering context
  351.  * \param surface the SDL_Surface structure containing pixel data used to fill
  352.  *                the texture
  353.  * \returns the created texture or NULL on failure; call SDL_GetError() for
  354.  *          more information.
  355.  *
  356.  * \since This function is available since SDL 2.0.0.
  357.  *
  358.  * \sa SDL_CreateTexture
  359.  * \sa SDL_DestroyTexture
  360.  * \sa SDL_QueryTexture
  361.  */
  362. extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
  363.  
  364. /**
  365.  * Query the attributes of a texture.
  366.  *
  367.  * \param texture the texture to query
  368.  * \param format a pointer filled in with the raw format of the texture; the
  369.  *               actual format may differ, but pixel transfers will use this
  370.  *               format (one of the SDL_PixelFormatEnum values). This argument
  371.  *               can be NULL if you don't need this information.
  372.  * \param access a pointer filled in with the actual access to the texture
  373.  *               (one of the SDL_TextureAccess values). This argument can be
  374.  *               NULL if you don't need this information.
  375.  * \param w a pointer filled in with the width of the texture in pixels. This
  376.  *          argument can be NULL if you don't need this information.
  377.  * \param h a pointer filled in with the height of the texture in pixels. This
  378.  *          argument can be NULL if you don't need this information.
  379.  * \returns 0 on success or a negative error code on failure; call
  380.  *          SDL_GetError() for more information.
  381.  *
  382.  * \since This function is available since SDL 2.0.0.
  383.  *
  384.  * \sa SDL_CreateTexture
  385.  */
  386. extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
  387.                                              Uint32 * format, int *access,
  388.                                              int *w, int *h);
  389.  
  390. /**
  391.  * Set an additional color value multiplied into render copy operations.
  392.  *
  393.  * When this texture is rendered, during the copy operation each source color
  394.  * channel is modulated by the appropriate color value according to the
  395.  * following formula:
  396.  *
  397.  * `srcC = srcC * (color / 255)`
  398.  *
  399.  * Color modulation is not always supported by the renderer; it will return -1
  400.  * if color modulation is not supported.
  401.  *
  402.  * \param texture the texture to update
  403.  * \param r the red color value multiplied into copy operations
  404.  * \param g the green color value multiplied into copy operations
  405.  * \param b the blue color value multiplied into copy operations
  406.  * \returns 0 on success or a negative error code on failure; call
  407.  *          SDL_GetError() for more information.
  408.  *
  409.  * \since This function is available since SDL 2.0.0.
  410.  *
  411.  * \sa SDL_GetTextureColorMod
  412.  * \sa SDL_SetTextureAlphaMod
  413.  */
  414. extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
  415.                                                    Uint8 r, Uint8 g, Uint8 b);
  416.  
  417.  
  418. /**
  419.  * Get the additional color value multiplied into render copy operations.
  420.  *
  421.  * \param texture the texture to query
  422.  * \param r a pointer filled in with the current red color value
  423.  * \param g a pointer filled in with the current green color value
  424.  * \param b a pointer filled in with the current blue color value
  425.  * \returns 0 on success or a negative error code on failure; call
  426.  *          SDL_GetError() for more information.
  427.  *
  428.  * \since This function is available since SDL 2.0.0.
  429.  *
  430.  * \sa SDL_GetTextureAlphaMod
  431.  * \sa SDL_SetTextureColorMod
  432.  */
  433. extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
  434.                                                    Uint8 * r, Uint8 * g,
  435.                                                    Uint8 * b);
  436.  
  437. /**
  438.  * Set an additional alpha value multiplied into render copy operations.
  439.  *
  440.  * When this texture is rendered, during the copy operation the source alpha
  441.  * value is modulated by this alpha value according to the following formula:
  442.  *
  443.  * `srcA = srcA * (alpha / 255)`
  444.  *
  445.  * Alpha modulation is not always supported by the renderer; it will return -1
  446.  * if alpha modulation is not supported.
  447.  *
  448.  * \param texture the texture to update
  449.  * \param alpha the source alpha value multiplied into copy operations
  450.  * \returns 0 on success or a negative error code on failure; call
  451.  *          SDL_GetError() for more information.
  452.  *
  453.  * \since This function is available since SDL 2.0.0.
  454.  *
  455.  * \sa SDL_GetTextureAlphaMod
  456.  * \sa SDL_SetTextureColorMod
  457.  */
  458. extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
  459.                                                    Uint8 alpha);
  460.  
  461. /**
  462.  * Get the additional alpha value multiplied into render copy operations.
  463.  *
  464.  * \param texture the texture to query
  465.  * \param alpha a pointer filled in with the current alpha value
  466.  * \returns 0 on success or a negative error code on failure; call
  467.  *          SDL_GetError() for more information.
  468.  *
  469.  * \since This function is available since SDL 2.0.0.
  470.  *
  471.  * \sa SDL_GetTextureColorMod
  472.  * \sa SDL_SetTextureAlphaMod
  473.  */
  474. extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
  475.                                                    Uint8 * alpha);
  476.  
  477. /**
  478.  * Set the blend mode for a texture, used by SDL_RenderCopy().
  479.  *
  480.  * If the blend mode is not supported, the closest supported mode is chosen
  481.  * and this function returns -1.
  482.  *
  483.  * \param texture the texture to update
  484.  * \param blendMode the SDL_BlendMode to use for texture blending
  485.  * \returns 0 on success or a negative error code on failure; call
  486.  *          SDL_GetError() for more information.
  487.  *
  488.  * \since This function is available since SDL 2.0.0.
  489.  *
  490.  * \sa SDL_GetTextureBlendMode
  491.  * \sa SDL_RenderCopy
  492.  */
  493. extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
  494.                                                     SDL_BlendMode blendMode);
  495.  
  496. /**
  497.  * Get the blend mode used for texture copy operations.
  498.  *
  499.  * \param texture the texture to query
  500.  * \param blendMode a pointer filled in with the current SDL_BlendMode
  501.  * \returns 0 on success or a negative error code on failure; call
  502.  *          SDL_GetError() for more information.
  503.  *
  504.  * \since This function is available since SDL 2.0.0.
  505.  *
  506.  * \sa SDL_SetTextureBlendMode
  507.  */
  508. extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
  509.                                                     SDL_BlendMode *blendMode);
  510.  
  511. /**
  512.  * Set the scale mode used for texture scale operations.
  513.  *
  514.  * If the scale mode is not supported, the closest supported mode is chosen.
  515.  *
  516.  * \param texture The texture to update.
  517.  * \param scaleMode the SDL_ScaleMode to use for texture scaling.
  518.  * \returns 0 on success, or -1 if the texture is not valid.
  519.  *
  520.  * \since This function is available since SDL 2.0.12.
  521.  *
  522.  * \sa SDL_GetTextureScaleMode
  523.  */
  524. extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
  525.                                                     SDL_ScaleMode scaleMode);
  526.  
  527. /**
  528.  * Get the scale mode used for texture scale operations.
  529.  *
  530.  * \param texture the texture to query.
  531.  * \param scaleMode a pointer filled in with the current scale mode.
  532.  * \return 0 on success, or -1 if the texture is not valid.
  533.  *
  534.  * \since This function is available since SDL 2.0.12.
  535.  *
  536.  * \sa SDL_SetTextureScaleMode
  537.  */
  538. extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
  539.                                                     SDL_ScaleMode *scaleMode);
  540.  
  541. /**
  542.  * Associate a user-specified pointer with a texture.
  543.  *
  544.  * \param texture the texture to update.
  545.  * \param userdata the pointer to associate with the texture.
  546.  * \returns 0 on success, or -1 if the texture is not valid.
  547.  *
  548.  * \since This function is available since SDL 2.0.18.
  549.  *
  550.  * \sa SDL_GetTextureUserData
  551.  */
  552. extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture,
  553.                                                    void *userdata);
  554.  
  555. /**
  556.  * Get the user-specified pointer associated with a texture
  557.  *
  558.  * \param texture the texture to query.
  559.  * \return the pointer associated with the texture, or NULL if the texture is
  560.  *         not valid.
  561.  *
  562.  * \since This function is available since SDL 2.0.18.
  563.  *
  564.  * \sa SDL_SetTextureUserData
  565.  */
  566. extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture);
  567.  
  568. /**
  569.  * Update the given texture rectangle with new pixel data.
  570.  *
  571.  * The pixel data must be in the pixel format of the texture. Use
  572.  * SDL_QueryTexture() to query the pixel format of the texture.
  573.  *
  574.  * This is a fairly slow function, intended for use with static textures that
  575.  * do not change often.
  576.  *
  577.  * If the texture is intended to be updated often, it is preferred to create
  578.  * the texture as streaming and use the locking functions referenced below.
  579.  * While this function will work with streaming textures, for optimization
  580.  * reasons you may not get the pixels back if you lock the texture afterward.
  581.  *
  582.  * \param texture the texture to update
  583.  * \param rect an SDL_Rect structure representing the area to update, or NULL
  584.  *             to update the entire texture
  585.  * \param pixels the raw pixel data in the format of the texture
  586.  * \param pitch the number of bytes in a row of pixel data, including padding
  587.  *              between lines
  588.  * \returns 0 on success or a negative error code on failure; call
  589.  *          SDL_GetError() for more information.
  590.  *
  591.  * \since This function is available since SDL 2.0.0.
  592.  *
  593.  * \sa SDL_CreateTexture
  594.  * \sa SDL_LockTexture
  595.  * \sa SDL_UnlockTexture
  596.  */
  597. extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
  598.                                               const SDL_Rect * rect,
  599.                                               const void *pixels, int pitch);
  600.  
  601. /**
  602.  * Update a rectangle within a planar YV12 or IYUV texture with new pixel
  603.  * data.
  604.  *
  605.  * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  606.  * block of Y and U/V planes in the proper order, but this function is
  607.  * available if your pixel data is not contiguous.
  608.  *
  609.  * \param texture the texture to update
  610.  * \param rect a pointer to the rectangle of pixels to update, or NULL to
  611.  *             update the entire texture
  612.  * \param Yplane the raw pixel data for the Y plane
  613.  * \param Ypitch the number of bytes between rows of pixel data for the Y
  614.  *               plane
  615.  * \param Uplane the raw pixel data for the U plane
  616.  * \param Upitch the number of bytes between rows of pixel data for the U
  617.  *               plane
  618.  * \param Vplane the raw pixel data for the V plane
  619.  * \param Vpitch the number of bytes between rows of pixel data for the V
  620.  *               plane
  621.  * \returns 0 on success or -1 if the texture is not valid; call
  622.  *          SDL_GetError() for more information.
  623.  *
  624.  * \since This function is available since SDL 2.0.1.
  625.  *
  626.  * \sa SDL_UpdateTexture
  627.  */
  628. extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
  629.                                                  const SDL_Rect * rect,
  630.                                                  const Uint8 *Yplane, int Ypitch,
  631.                                                  const Uint8 *Uplane, int Upitch,
  632.                                                  const Uint8 *Vplane, int Vpitch);
  633.  
  634. /**
  635.  * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
  636.  *
  637.  * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  638.  * block of NV12/21 planes in the proper order, but this function is available
  639.  * if your pixel data is not contiguous.
  640.  *
  641.  * \param texture the texture to update
  642.  * \param rect a pointer to the rectangle of pixels to update, or NULL to
  643.  *             update the entire texture.
  644.  * \param Yplane the raw pixel data for the Y plane.
  645.  * \param Ypitch the number of bytes between rows of pixel data for the Y
  646.  *               plane.
  647.  * \param UVplane the raw pixel data for the UV plane.
  648.  * \param UVpitch the number of bytes between rows of pixel data for the UV
  649.  *                plane.
  650.  * \return 0 on success, or -1 if the texture is not valid.
  651.  *
  652.  * \since This function is available since SDL 2.0.16.
  653.  */
  654. extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture,
  655.                                                  const SDL_Rect * rect,
  656.                                                  const Uint8 *Yplane, int Ypitch,
  657.                                                  const Uint8 *UVplane, int UVpitch);
  658.  
  659. /**
  660.  * Lock a portion of the texture for **write-only** pixel access.
  661.  *
  662.  * As an optimization, the pixels made available for editing don't necessarily
  663.  * contain the old texture data. This is a write-only operation, and if you
  664.  * need to keep a copy of the texture data you should do that at the
  665.  * application level.
  666.  *
  667.  * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  668.  * changes.
  669.  *
  670.  * \param texture the texture to lock for access, which was created with
  671.  *                `SDL_TEXTUREACCESS_STREAMING`
  672.  * \param rect an SDL_Rect structure representing the area to lock for access;
  673.  *             NULL to lock the entire texture
  674.  * \param pixels this is filled in with a pointer to the locked pixels,
  675.  *               appropriately offset by the locked area
  676.  * \param pitch this is filled in with the pitch of the locked pixels; the
  677.  *              pitch is the length of one row in bytes
  678.  * \returns 0 on success or a negative error code if the texture is not valid
  679.  *          or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
  680.  *          SDL_GetError() for more information.
  681.  *
  682.  * \since This function is available since SDL 2.0.0.
  683.  *
  684.  * \sa SDL_UnlockTexture
  685.  */
  686. extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
  687.                                             const SDL_Rect * rect,
  688.                                             void **pixels, int *pitch);
  689.  
  690. /**
  691.  * Lock a portion of the texture for **write-only** pixel access, and expose
  692.  * it as a SDL surface.
  693.  *
  694.  * Besides providing an SDL_Surface instead of raw pixel data, this function
  695.  * operates like SDL_LockTexture.
  696.  *
  697.  * As an optimization, the pixels made available for editing don't necessarily
  698.  * contain the old texture data. This is a write-only operation, and if you
  699.  * need to keep a copy of the texture data you should do that at the
  700.  * application level.
  701.  *
  702.  * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  703.  * changes.
  704.  *
  705.  * The returned surface is freed internally after calling SDL_UnlockTexture()
  706.  * or SDL_DestroyTexture(). The caller should not free it.
  707.  *
  708.  * \param texture the texture to lock for access, which was created with
  709.  *                `SDL_TEXTUREACCESS_STREAMING`
  710.  * \param rect a pointer to the rectangle to lock for access. If the rect is
  711.  *             NULL, the entire texture will be locked
  712.  * \param surface this is filled in with an SDL surface representing the
  713.  *                locked area
  714.  * \returns 0 on success, or -1 if the texture is not valid or was not created
  715.  *          with `SDL_TEXTUREACCESS_STREAMING`
  716.  *
  717.  * \since This function is available since SDL 2.0.12.
  718.  *
  719.  * \sa SDL_LockTexture
  720.  * \sa SDL_UnlockTexture
  721.  */
  722. extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
  723.                                             const SDL_Rect *rect,
  724.                                             SDL_Surface **surface);
  725.  
  726. /**
  727.  * Unlock a texture, uploading the changes to video memory, if needed.
  728.  *
  729.  * **Warning**: Please note that SDL_LockTexture() is intended to be
  730.  * write-only; it will not guarantee the previous contents of the texture will
  731.  * be provided. You must fully initialize any area of a texture that you lock
  732.  * before unlocking it, as the pixels might otherwise be uninitialized memory.
  733.  *
  734.  * Which is to say: locking and immediately unlocking a texture can result in
  735.  * corrupted textures, depending on the renderer in use.
  736.  *
  737.  * \param texture a texture locked by SDL_LockTexture()
  738.  *
  739.  * \since This function is available since SDL 2.0.0.
  740.  *
  741.  * \sa SDL_LockTexture
  742.  */
  743. extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
  744.  
  745. /**
  746.  * Determine whether a renderer supports the use of render targets.
  747.  *
  748.  * \param renderer the renderer that will be checked
  749.  * \returns SDL_TRUE if supported or SDL_FALSE if not.
  750.  *
  751.  * \since This function is available since SDL 2.0.0.
  752.  *
  753.  * \sa SDL_SetRenderTarget
  754.  */
  755. extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
  756.  
  757. /**
  758.  * Set a texture as the current rendering target.
  759.  *
  760.  * Before using this function, you should check the
  761.  * `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if
  762.  * render targets are supported.
  763.  *
  764.  * The default render target is the window for which the renderer was created.
  765.  * To stop rendering to a texture and render to the window again, call this
  766.  * function with a NULL `texture`.
  767.  *
  768.  * \param renderer the rendering context
  769.  * \param texture the targeted texture, which must be created with the
  770.  *                `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
  771.  *                window instead of a texture.
  772.  * \returns 0 on success or a negative error code on failure; call
  773.  *          SDL_GetError() for more information.
  774.  *
  775.  * \since This function is available since SDL 2.0.0.
  776.  *
  777.  * \sa SDL_GetRenderTarget
  778.  */
  779. extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
  780.                                                 SDL_Texture *texture);
  781.  
  782. /**
  783.  * Get the current render target.
  784.  *
  785.  * The default render target is the window for which the renderer was created,
  786.  * and is reported a NULL here.
  787.  *
  788.  * \param renderer the rendering context
  789.  * \returns the current render target or NULL for the default render target.
  790.  *
  791.  * \since This function is available since SDL 2.0.0.
  792.  *
  793.  * \sa SDL_SetRenderTarget
  794.  */
  795. extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
  796.  
  797. /**
  798.  * Set a device independent resolution for rendering.
  799.  *
  800.  * This function uses the viewport and scaling functionality to allow a fixed
  801.  * logical resolution for rendering, regardless of the actual output
  802.  * resolution. If the actual output resolution doesn't have the same aspect
  803.  * ratio the output rendering will be centered within the output display.
  804.  *
  805.  * If the output display is a window, mouse and touch events in the window
  806.  * will be filtered and scaled so they seem to arrive within the logical
  807.  * resolution. The SDL_HINT_MOUSE_RELATIVE_SCALING hint controls whether
  808.  * relative motion events are also scaled.
  809.  *
  810.  * If this function results in scaling or subpixel drawing by the rendering
  811.  * backend, it will be handled using the appropriate quality hints.
  812.  *
  813.  * \param renderer the renderer for which resolution should be set
  814.  * \param w the width of the logical resolution
  815.  * \param h the height of the logical resolution
  816.  * \returns 0 on success or a negative error code on failure; call
  817.  *          SDL_GetError() for more information.
  818.  *
  819.  * \since This function is available since SDL 2.0.0.
  820.  *
  821.  * \sa SDL_RenderGetLogicalSize
  822.  */
  823. extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h);
  824.  
  825. /**
  826.  * Get device independent resolution for rendering.
  827.  *
  828.  * When using the main rendering target (eg no target texture is set): this
  829.  * may return 0 for `w` and `h` if the SDL_Renderer has never had its logical
  830.  * size set by SDL_RenderSetLogicalSize(). Otherwise it returns the logical
  831.  * width and height.
  832.  *
  833.  * When using a target texture: Never return 0 for `w` and `h` at first. Then
  834.  * it returns the logical width and height that are set.
  835.  *
  836.  * \param renderer a rendering context
  837.  * \param w an int to be filled with the width
  838.  * \param h an int to be filled with the height
  839.  *
  840.  * \since This function is available since SDL 2.0.0.
  841.  *
  842.  * \sa SDL_RenderSetLogicalSize
  843.  */
  844. extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
  845.  
  846. /**
  847.  * Set whether to force integer scales for resolution-independent rendering.
  848.  *
  849.  * This function restricts the logical viewport to integer values - that is,
  850.  * when a resolution is between two multiples of a logical size, the viewport
  851.  * size is rounded down to the lower multiple.
  852.  *
  853.  * \param renderer the renderer for which integer scaling should be set
  854.  * \param enable enable or disable the integer scaling for rendering
  855.  * \returns 0 on success or a negative error code on failure; call
  856.  *          SDL_GetError() for more information.
  857.  *
  858.  * \since This function is available since SDL 2.0.5.
  859.  *
  860.  * \sa SDL_RenderGetIntegerScale
  861.  * \sa SDL_RenderSetLogicalSize
  862.  */
  863. extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer,
  864.                                                       SDL_bool enable);
  865.  
  866. /**
  867.  * Get whether integer scales are forced for resolution-independent rendering.
  868.  *
  869.  * \param renderer the renderer from which integer scaling should be queried
  870.  * \returns SDL_TRUE if integer scales are forced or SDL_FALSE if not and on
  871.  *          failure; call SDL_GetError() for more information.
  872.  *
  873.  * \since This function is available since SDL 2.0.5.
  874.  *
  875.  * \sa SDL_RenderSetIntegerScale
  876.  */
  877. extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
  878.  
  879. /**
  880.  * Set the drawing area for rendering on the current target.
  881.  *
  882.  * When the window is resized, the viewport is reset to fill the entire new
  883.  * window size.
  884.  *
  885.  * \param renderer the rendering context
  886.  * \param rect the SDL_Rect structure representing the drawing area, or NULL
  887.  *             to set the viewport to the entire target
  888.  * \returns 0 on success or a negative error code on failure; call
  889.  *          SDL_GetError() for more information.
  890.  *
  891.  * \since This function is available since SDL 2.0.0.
  892.  *
  893.  * \sa SDL_RenderGetViewport
  894.  */
  895. extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer,
  896.                                                   const SDL_Rect * rect);
  897.  
  898. /**
  899.  * Get the drawing area for the current target.
  900.  *
  901.  * \param renderer the rendering context
  902.  * \param rect an SDL_Rect structure filled in with the current drawing area
  903.  *
  904.  * \since This function is available since SDL 2.0.0.
  905.  *
  906.  * \sa SDL_RenderSetViewport
  907.  */
  908. extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
  909.                                                    SDL_Rect * rect);
  910.  
  911. /**
  912.  * Set the clip rectangle for rendering on the specified target.
  913.  *
  914.  * \param renderer the rendering context for which clip rectangle should be
  915.  *                 set
  916.  * \param rect an SDL_Rect structure representing the clip area, relative to
  917.  *             the viewport, or NULL to disable clipping
  918.  * \returns 0 on success or a negative error code on failure; call
  919.  *          SDL_GetError() for more information.
  920.  *
  921.  * \since This function is available since SDL 2.0.0.
  922.  *
  923.  * \sa SDL_RenderGetClipRect
  924.  * \sa SDL_RenderIsClipEnabled
  925.  */
  926. extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
  927.                                                   const SDL_Rect * rect);
  928.  
  929. /**
  930.  * Get the clip rectangle for the current target.
  931.  *
  932.  * \param renderer the rendering context from which clip rectangle should be
  933.  *                 queried
  934.  * \param rect an SDL_Rect structure filled in with the current clipping area
  935.  *             or an empty rectangle if clipping is disabled
  936.  *
  937.  * \since This function is available since SDL 2.0.0.
  938.  *
  939.  * \sa SDL_RenderIsClipEnabled
  940.  * \sa SDL_RenderSetClipRect
  941.  */
  942. extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer,
  943.                                                    SDL_Rect * rect);
  944.  
  945. /**
  946.  * Get whether clipping is enabled on the given renderer.
  947.  *
  948.  * \param renderer the renderer from which clip state should be queried
  949.  * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
  950.  *          SDL_GetError() for more information.
  951.  *
  952.  * \since This function is available since SDL 2.0.4.
  953.  *
  954.  * \sa SDL_RenderGetClipRect
  955.  * \sa SDL_RenderSetClipRect
  956.  */
  957. extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer);
  958.  
  959.  
  960. /**
  961.  * Set the drawing scale for rendering on the current target.
  962.  *
  963.  * The drawing coordinates are scaled by the x/y scaling factors before they
  964.  * are used by the renderer. This allows resolution independent drawing with a
  965.  * single coordinate system.
  966.  *
  967.  * If this results in scaling or subpixel drawing by the rendering backend, it
  968.  * will be handled using the appropriate quality hints. For best results use
  969.  * integer scaling factors.
  970.  *
  971.  * \param renderer a rendering context
  972.  * \param scaleX the horizontal scaling factor
  973.  * \param scaleY the vertical scaling factor
  974.  * \returns 0 on success or a negative error code on failure; call
  975.  *          SDL_GetError() for more information.
  976.  *
  977.  * \since This function is available since SDL 2.0.0.
  978.  *
  979.  * \sa SDL_RenderGetScale
  980.  * \sa SDL_RenderSetLogicalSize
  981.  */
  982. extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
  983.                                                float scaleX, float scaleY);
  984.  
  985. /**
  986.  * Get the drawing scale for the current target.
  987.  *
  988.  * \param renderer the renderer from which drawing scale should be queried
  989.  * \param scaleX a pointer filled in with the horizontal scaling factor
  990.  * \param scaleY a pointer filled in with the vertical scaling factor
  991.  *
  992.  * \since This function is available since SDL 2.0.0.
  993.  *
  994.  * \sa SDL_RenderSetScale
  995.  */
  996. extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
  997.                                                float *scaleX, float *scaleY);
  998.  
  999. /**
  1000.  * Get logical coordinates of point in renderer when given real coordinates of
  1001.  * point in window.
  1002.  *
  1003.  * Logical coordinates will differ from real coordinates when render is scaled
  1004.  * and logical renderer size set
  1005.  *
  1006.  * \param renderer the renderer from which the logical coordinates should be
  1007.  *                 calculated
  1008.  * \param windowX the real X coordinate in the window
  1009.  * \param windowY the real Y coordinate in the window
  1010.  * \param logicalX the pointer filled with the logical x coordinate
  1011.  * \param logicalY the pointer filled with the logical y coordinate
  1012.  *
  1013.  * \since This function is available since SDL 2.0.18.
  1014.  *
  1015.  * \sa SDL_RenderGetScale
  1016.  * \sa SDL_RenderSetScale
  1017.  * \sa SDL_RenderGetLogicalSize
  1018.  * \sa SDL_RenderSetLogicalSize
  1019.  */
  1020. extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer,
  1021.                                                             int windowX, int windowY,
  1022.                                                             float *logicalX, float *logicalY);
  1023.                                                  
  1024.  
  1025. /**
  1026.  * Get real coordinates of point in window when given logical coordinates of
  1027.  * point in renderer.
  1028.  *
  1029.  * Logical coordinates will differ from real coordinates when render is scaled
  1030.  * and logical renderer size set
  1031.  *
  1032.  * \param renderer the renderer from which the window coordinates should be
  1033.  *                 calculated
  1034.  * \param logicalX the logical x coordinate
  1035.  * \param logicalY the logical y coordinate
  1036.  * \param windowX the pointer filled with the real X coordinate in the window
  1037.  * \param windowY the pointer filled with the real Y coordinate in the window
  1038.  *
  1039.  * \since This function is available since SDL 2.0.18.
  1040.  *
  1041.  * \sa SDL_RenderGetScale
  1042.  * \sa SDL_RenderSetScale
  1043.  * \sa SDL_RenderGetLogicalSize
  1044.  * \sa SDL_RenderSetLogicalSize
  1045.  */
  1046. extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer,
  1047.                                                             float logicalX, float logicalY,
  1048.                                                             int *windowX, int *windowY);
  1049.  
  1050. /**
  1051.  * Set the color used for drawing operations (Rect, Line and Clear).
  1052.  *
  1053.  * Set the color for drawing or filling rectangles, lines, and points, and for
  1054.  * SDL_RenderClear().
  1055.  *
  1056.  * \param renderer the rendering context
  1057.  * \param r the red value used to draw on the rendering target
  1058.  * \param g the green value used to draw on the rendering target
  1059.  * \param b the blue value used to draw on the rendering target
  1060.  * \param a the alpha value used to draw on the rendering target; usually
  1061.  *          `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
  1062.  *          specify how the alpha channel is used
  1063.  * \returns 0 on success or a negative error code on failure; call
  1064.  *          SDL_GetError() for more information.
  1065.  *
  1066.  * \since This function is available since SDL 2.0.0.
  1067.  *
  1068.  * \sa SDL_GetRenderDrawColor
  1069.  * \sa SDL_RenderClear
  1070.  * \sa SDL_RenderDrawLine
  1071.  * \sa SDL_RenderDrawLines
  1072.  * \sa SDL_RenderDrawPoint
  1073.  * \sa SDL_RenderDrawPoints
  1074.  * \sa SDL_RenderDrawRect
  1075.  * \sa SDL_RenderDrawRects
  1076.  * \sa SDL_RenderFillRect
  1077.  * \sa SDL_RenderFillRects
  1078.  */
  1079. extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
  1080.                                            Uint8 r, Uint8 g, Uint8 b,
  1081.                                            Uint8 a);
  1082.  
  1083. /**
  1084.  * Get the color used for drawing operations (Rect, Line and Clear).
  1085.  *
  1086.  * \param renderer the rendering context
  1087.  * \param r a pointer filled in with the red value used to draw on the
  1088.  *          rendering target
  1089.  * \param g a pointer filled in with the green value used to draw on the
  1090.  *          rendering target
  1091.  * \param b a pointer filled in with the blue value used to draw on the
  1092.  *          rendering target
  1093.  * \param a a pointer filled in with the alpha value used to draw on the
  1094.  *          rendering target; usually `SDL_ALPHA_OPAQUE` (255)
  1095.  * \returns 0 on success or a negative error code on failure; call
  1096.  *          SDL_GetError() for more information.
  1097.  *
  1098.  * \since This function is available since SDL 2.0.0.
  1099.  *
  1100.  * \sa SDL_SetRenderDrawColor
  1101.  */
  1102. extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
  1103.                                            Uint8 * r, Uint8 * g, Uint8 * b,
  1104.                                            Uint8 * a);
  1105.  
  1106. /**
  1107.  * Set the blend mode used for drawing operations (Fill and Line).
  1108.  *
  1109.  * If the blend mode is not supported, the closest supported mode is chosen.
  1110.  *
  1111.  * \param renderer the rendering context
  1112.  * \param blendMode the SDL_BlendMode to use for blending
  1113.  * \returns 0 on success or a negative error code on failure; call
  1114.  *          SDL_GetError() for more information.
  1115.  *
  1116.  * \since This function is available since SDL 2.0.0.
  1117.  *
  1118.  * \sa SDL_GetRenderDrawBlendMode
  1119.  * \sa SDL_RenderDrawLine
  1120.  * \sa SDL_RenderDrawLines
  1121.  * \sa SDL_RenderDrawPoint
  1122.  * \sa SDL_RenderDrawPoints
  1123.  * \sa SDL_RenderDrawRect
  1124.  * \sa SDL_RenderDrawRects
  1125.  * \sa SDL_RenderFillRect
  1126.  * \sa SDL_RenderFillRects
  1127.  */
  1128. extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
  1129.                                                        SDL_BlendMode blendMode);
  1130.  
  1131. /**
  1132.  * Get the blend mode used for drawing operations.
  1133.  *
  1134.  * \param renderer the rendering context
  1135.  * \param blendMode a pointer filled in with the current SDL_BlendMode
  1136.  * \returns 0 on success or a negative error code on failure; call
  1137.  *          SDL_GetError() for more information.
  1138.  *
  1139.  * \since This function is available since SDL 2.0.0.
  1140.  *
  1141.  * \sa SDL_SetRenderDrawBlendMode
  1142.  */
  1143. extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
  1144.                                                        SDL_BlendMode *blendMode);
  1145.  
  1146. /**
  1147.  * Clear the current rendering target with the drawing color.
  1148.  *
  1149.  * This function clears the entire rendering target, ignoring the viewport and
  1150.  * the clip rectangle.
  1151.  *
  1152.  * \param renderer the rendering context
  1153.  * \returns 0 on success or a negative error code on failure; call
  1154.  *          SDL_GetError() for more information.
  1155.  *
  1156.  * \since This function is available since SDL 2.0.0.
  1157.  *
  1158.  * \sa SDL_SetRenderDrawColor
  1159.  */
  1160. extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
  1161.  
  1162. /**
  1163.  * Draw a point on the current rendering target.
  1164.  *
  1165.  * SDL_RenderDrawPoint() draws a single point. If you want to draw multiple,
  1166.  * use SDL_RenderDrawPoints() instead.
  1167.  *
  1168.  * \param renderer the rendering context
  1169.  * \param x the x coordinate of the point
  1170.  * \param y the y coordinate of the point
  1171.  * \returns 0 on success or a negative error code on failure; call
  1172.  *          SDL_GetError() for more information.
  1173.  *
  1174.  * \since This function is available since SDL 2.0.0.
  1175.  *
  1176.  * \sa SDL_RenderDrawLine
  1177.  * \sa SDL_RenderDrawLines
  1178.  * \sa SDL_RenderDrawPoints
  1179.  * \sa SDL_RenderDrawRect
  1180.  * \sa SDL_RenderDrawRects
  1181.  * \sa SDL_RenderFillRect
  1182.  * \sa SDL_RenderFillRects
  1183.  * \sa SDL_RenderPresent
  1184.  * \sa SDL_SetRenderDrawBlendMode
  1185.  * \sa SDL_SetRenderDrawColor
  1186.  */
  1187. extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
  1188.                                                 int x, int y);
  1189.  
  1190. /**
  1191.  * Draw multiple points on the current rendering target.
  1192.  *
  1193.  * \param renderer the rendering context
  1194.  * \param points an array of SDL_Point structures that represent the points to
  1195.  *               draw
  1196.  * \param count the number of points to draw
  1197.  * \returns 0 on success or a negative error code on failure; call
  1198.  *          SDL_GetError() for more information.
  1199.  *
  1200.  * \since This function is available since SDL 2.0.0.
  1201.  *
  1202.  * \sa SDL_RenderDrawLine
  1203.  * \sa SDL_RenderDrawLines
  1204.  * \sa SDL_RenderDrawPoint
  1205.  * \sa SDL_RenderDrawRect
  1206.  * \sa SDL_RenderDrawRects
  1207.  * \sa SDL_RenderFillRect
  1208.  * \sa SDL_RenderFillRects
  1209.  * \sa SDL_RenderPresent
  1210.  * \sa SDL_SetRenderDrawBlendMode
  1211.  * \sa SDL_SetRenderDrawColor
  1212.  */
  1213. extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
  1214.                                                  const SDL_Point * points,
  1215.                                                  int count);
  1216.  
  1217. /**
  1218.  * Draw a line on the current rendering target.
  1219.  *
  1220.  * SDL_RenderDrawLine() draws the line to include both end points. If you want
  1221.  * to draw multiple, connecting lines use SDL_RenderDrawLines() instead.
  1222.  *
  1223.  * \param renderer the rendering context
  1224.  * \param x1 the x coordinate of the start point
  1225.  * \param y1 the y coordinate of the start point
  1226.  * \param x2 the x coordinate of the end point
  1227.  * \param y2 the y coordinate of the end point
  1228.  * \returns 0 on success or a negative error code on failure; call
  1229.  *          SDL_GetError() for more information.
  1230.  *
  1231.  * \since This function is available since SDL 2.0.0.
  1232.  *
  1233.  * \sa SDL_RenderDrawLines
  1234.  * \sa SDL_RenderDrawPoint
  1235.  * \sa SDL_RenderDrawPoints
  1236.  * \sa SDL_RenderDrawRect
  1237.  * \sa SDL_RenderDrawRects
  1238.  * \sa SDL_RenderFillRect
  1239.  * \sa SDL_RenderFillRects
  1240.  * \sa SDL_RenderPresent
  1241.  * \sa SDL_SetRenderDrawBlendMode
  1242.  * \sa SDL_SetRenderDrawColor
  1243.  */
  1244. extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer,
  1245.                                                int x1, int y1, int x2, int y2);
  1246.  
  1247. /**
  1248.  * Draw a series of connected lines on the current rendering target.
  1249.  *
  1250.  * \param renderer the rendering context
  1251.  * \param points an array of SDL_Point structures representing points along
  1252.  *               the lines
  1253.  * \param count the number of points, drawing count-1 lines
  1254.  * \returns 0 on success or a negative error code on failure; call
  1255.  *          SDL_GetError() for more information.
  1256.  *
  1257.  * \since This function is available since SDL 2.0.0.
  1258.  *
  1259.  * \sa SDL_RenderDrawLine
  1260.  * \sa SDL_RenderDrawPoint
  1261.  * \sa SDL_RenderDrawPoints
  1262.  * \sa SDL_RenderDrawRect
  1263.  * \sa SDL_RenderDrawRects
  1264.  * \sa SDL_RenderFillRect
  1265.  * \sa SDL_RenderFillRects
  1266.  * \sa SDL_RenderPresent
  1267.  * \sa SDL_SetRenderDrawBlendMode
  1268.  * \sa SDL_SetRenderDrawColor
  1269.  */
  1270. extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
  1271.                                                 const SDL_Point * points,
  1272.                                                 int count);
  1273.  
  1274. /**
  1275.  * Draw a rectangle on the current rendering target.
  1276.  *
  1277.  * \param renderer the rendering context
  1278.  * \param rect an SDL_Rect structure representing the rectangle to draw, or
  1279.  *             NULL to outline the entire rendering target
  1280.  * \returns 0 on success or a negative error code on failure; call
  1281.  *          SDL_GetError() for more information.
  1282.  *
  1283.  * \since This function is available since SDL 2.0.0.
  1284.  *
  1285.  * \sa SDL_RenderDrawLine
  1286.  * \sa SDL_RenderDrawLines
  1287.  * \sa SDL_RenderDrawPoint
  1288.  * \sa SDL_RenderDrawPoints
  1289.  * \sa SDL_RenderDrawRects
  1290.  * \sa SDL_RenderFillRect
  1291.  * \sa SDL_RenderFillRects
  1292.  * \sa SDL_RenderPresent
  1293.  * \sa SDL_SetRenderDrawBlendMode
  1294.  * \sa SDL_SetRenderDrawColor
  1295.  */
  1296. extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
  1297.                                                const SDL_Rect * rect);
  1298.  
  1299. /**
  1300.  * Draw some number of rectangles on the current rendering target.
  1301.  *
  1302.  * \param renderer the rendering context
  1303.  * \param rects an array of SDL_Rect structures representing the rectangles to
  1304.  *              be drawn
  1305.  * \param count the number of rectangles
  1306.  * \returns 0 on success or a negative error code on failure; call
  1307.  *          SDL_GetError() for more information.
  1308.  *
  1309.  * \since This function is available since SDL 2.0.0.
  1310.  *
  1311.  * \sa SDL_RenderDrawLine
  1312.  * \sa SDL_RenderDrawLines
  1313.  * \sa SDL_RenderDrawPoint
  1314.  * \sa SDL_RenderDrawPoints
  1315.  * \sa SDL_RenderDrawRect
  1316.  * \sa SDL_RenderFillRect
  1317.  * \sa SDL_RenderFillRects
  1318.  * \sa SDL_RenderPresent
  1319.  * \sa SDL_SetRenderDrawBlendMode
  1320.  * \sa SDL_SetRenderDrawColor
  1321.  */
  1322. extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
  1323.                                                 const SDL_Rect * rects,
  1324.                                                 int count);
  1325.  
  1326. /**
  1327.  * Fill a rectangle on the current rendering target with the drawing color.
  1328.  *
  1329.  * The current drawing color is set by SDL_SetRenderDrawColor(), and the
  1330.  * color's alpha value is ignored unless blending is enabled with the
  1331.  * appropriate call to SDL_SetRenderDrawBlendMode().
  1332.  *
  1333.  * \param renderer the rendering context
  1334.  * \param rect the SDL_Rect structure representing the rectangle to fill, or
  1335.  *             NULL for the entire rendering target
  1336.  * \returns 0 on success or a negative error code on failure; call
  1337.  *          SDL_GetError() for more information.
  1338.  *
  1339.  * \since This function is available since SDL 2.0.0.
  1340.  *
  1341.  * \sa SDL_RenderDrawLine
  1342.  * \sa SDL_RenderDrawLines
  1343.  * \sa SDL_RenderDrawPoint
  1344.  * \sa SDL_RenderDrawPoints
  1345.  * \sa SDL_RenderDrawRect
  1346.  * \sa SDL_RenderDrawRects
  1347.  * \sa SDL_RenderFillRects
  1348.  * \sa SDL_RenderPresent
  1349.  * \sa SDL_SetRenderDrawBlendMode
  1350.  * \sa SDL_SetRenderDrawColor
  1351.  */
  1352. extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
  1353.                                                const SDL_Rect * rect);
  1354.  
  1355. /**
  1356.  * Fill some number of rectangles on the current rendering target with the
  1357.  * drawing color.
  1358.  *
  1359.  * \param renderer the rendering context
  1360.  * \param rects an array of SDL_Rect structures representing the rectangles to
  1361.  *              be filled
  1362.  * \param count the number of rectangles
  1363.  * \returns 0 on success or a negative error code on failure; call
  1364.  *          SDL_GetError() for more information.
  1365.  *
  1366.  * \since This function is available since SDL 2.0.0.
  1367.  *
  1368.  * \sa SDL_RenderDrawLine
  1369.  * \sa SDL_RenderDrawLines
  1370.  * \sa SDL_RenderDrawPoint
  1371.  * \sa SDL_RenderDrawPoints
  1372.  * \sa SDL_RenderDrawRect
  1373.  * \sa SDL_RenderDrawRects
  1374.  * \sa SDL_RenderFillRect
  1375.  * \sa SDL_RenderPresent
  1376.  */
  1377. extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
  1378.                                                 const SDL_Rect * rects,
  1379.                                                 int count);
  1380.  
  1381. /**
  1382.  * Copy a portion of the texture to the current rendering target.
  1383.  *
  1384.  * The texture is blended with the destination based on its blend mode set
  1385.  * with SDL_SetTextureBlendMode().
  1386.  *
  1387.  * The texture color is affected based on its color modulation set by
  1388.  * SDL_SetTextureColorMod().
  1389.  *
  1390.  * The texture alpha is affected based on its alpha modulation set by
  1391.  * SDL_SetTextureAlphaMod().
  1392.  *
  1393.  * \param renderer the rendering context
  1394.  * \param texture the source texture
  1395.  * \param srcrect the source SDL_Rect structure or NULL for the entire texture
  1396.  * \param dstrect the destination SDL_Rect structure or NULL for the entire
  1397.  *                rendering target; the texture will be stretched to fill the
  1398.  *                given rectangle
  1399.  * \returns 0 on success or a negative error code on failure; call
  1400.  *          SDL_GetError() for more information.
  1401.  *
  1402.  * \since This function is available since SDL 2.0.0.
  1403.  *
  1404.  * \sa SDL_RenderCopyEx
  1405.  * \sa SDL_SetTextureAlphaMod
  1406.  * \sa SDL_SetTextureBlendMode
  1407.  * \sa SDL_SetTextureColorMod
  1408.  */
  1409. extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
  1410.                                            SDL_Texture * texture,
  1411.                                            const SDL_Rect * srcrect,
  1412.                                            const SDL_Rect * dstrect);
  1413.  
  1414. /**
  1415.  * Copy a portion of the texture to the current rendering, with optional
  1416.  * rotation and flipping.
  1417.  *
  1418.  * Copy a portion of the texture to the current rendering target, optionally
  1419.  * rotating it by angle around the given center and also flipping it
  1420.  * top-bottom and/or left-right.
  1421.  *
  1422.  * The texture is blended with the destination based on its blend mode set
  1423.  * with SDL_SetTextureBlendMode().
  1424.  *
  1425.  * The texture color is affected based on its color modulation set by
  1426.  * SDL_SetTextureColorMod().
  1427.  *
  1428.  * The texture alpha is affected based on its alpha modulation set by
  1429.  * SDL_SetTextureAlphaMod().
  1430.  *
  1431.  * \param renderer the rendering context
  1432.  * \param texture the source texture
  1433.  * \param srcrect the source SDL_Rect structure or NULL for the entire texture
  1434.  * \param dstrect the destination SDL_Rect structure or NULL for the entire
  1435.  *                rendering target
  1436.  * \param angle an angle in degrees that indicates the rotation that will be
  1437.  *              applied to dstrect, rotating it in a clockwise direction
  1438.  * \param center a pointer to a point indicating the point around which
  1439.  *               dstrect will be rotated (if NULL, rotation will be done
  1440.  *               around `dstrect.w / 2`, `dstrect.h / 2`)
  1441.  * \param flip a SDL_RendererFlip value stating which flipping actions should
  1442.  *             be performed on the texture
  1443.  * \returns 0 on success or a negative error code on failure; call
  1444.  *          SDL_GetError() for more information.
  1445.  *
  1446.  * \since This function is available since SDL 2.0.0.
  1447.  *
  1448.  * \sa SDL_RenderCopy
  1449.  * \sa SDL_SetTextureAlphaMod
  1450.  * \sa SDL_SetTextureBlendMode
  1451.  * \sa SDL_SetTextureColorMod
  1452.  */
  1453. extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
  1454.                                            SDL_Texture * texture,
  1455.                                            const SDL_Rect * srcrect,
  1456.                                            const SDL_Rect * dstrect,
  1457.                                            const double angle,
  1458.                                            const SDL_Point *center,
  1459.                                            const SDL_RendererFlip flip);
  1460.  
  1461.  
  1462. /**
  1463.  * Draw a point on the current rendering target at subpixel precision.
  1464.  *
  1465.  * \param renderer The renderer which should draw a point.
  1466.  * \param x The x coordinate of the point.
  1467.  * \param y The y coordinate of the point.
  1468.  * \return 0 on success, or -1 on error
  1469.  *
  1470.  * \since This function is available since SDL 2.0.10.
  1471.  */
  1472. extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer,
  1473.                                                  float x, float y);
  1474.  
  1475. /**
  1476.  * Draw multiple points on the current rendering target at subpixel precision.
  1477.  *
  1478.  * \param renderer The renderer which should draw multiple points.
  1479.  * \param points The points to draw
  1480.  * \param count The number of points to draw
  1481.  * \return 0 on success, or -1 on error
  1482.  *
  1483.  * \since This function is available since SDL 2.0.10.
  1484.  */
  1485. extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer,
  1486.                                                   const SDL_FPoint * points,
  1487.                                                   int count);
  1488.  
  1489. /**
  1490.  * Draw a line on the current rendering target at subpixel precision.
  1491.  *
  1492.  * \param renderer The renderer which should draw a line.
  1493.  * \param x1 The x coordinate of the start point.
  1494.  * \param y1 The y coordinate of the start point.
  1495.  * \param x2 The x coordinate of the end point.
  1496.  * \param y2 The y coordinate of the end point.
  1497.  * \return 0 on success, or -1 on error
  1498.  *
  1499.  * \since This function is available since SDL 2.0.10.
  1500.  */
  1501. extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer,
  1502.                                                 float x1, float y1, float x2, float y2);
  1503.  
  1504. /**
  1505.  * Draw a series of connected lines on the current rendering target at
  1506.  * subpixel precision.
  1507.  *
  1508.  * \param renderer The renderer which should draw multiple lines.
  1509.  * \param points The points along the lines
  1510.  * \param count The number of points, drawing count-1 lines
  1511.  * \return 0 on success, or -1 on error
  1512.  *
  1513.  * \since This function is available since SDL 2.0.10.
  1514.  */
  1515. extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer,
  1516.                                                  const SDL_FPoint * points,
  1517.                                                  int count);
  1518.  
  1519. /**
  1520.  * Draw a rectangle on the current rendering target at subpixel precision.
  1521.  *
  1522.  * \param renderer The renderer which should draw a rectangle.
  1523.  * \param rect A pointer to the destination rectangle, or NULL to outline the
  1524.  *             entire rendering target.
  1525.  * \return 0 on success, or -1 on error
  1526.  *
  1527.  * \since This function is available since SDL 2.0.10.
  1528.  */
  1529. extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer,
  1530.                                                 const SDL_FRect * rect);
  1531.  
  1532. /**
  1533.  * Draw some number of rectangles on the current rendering target at subpixel
  1534.  * precision.
  1535.  *
  1536.  * \param renderer The renderer which should draw multiple rectangles.
  1537.  * \param rects A pointer to an array of destination rectangles.
  1538.  * \param count The number of rectangles.
  1539.  * \return 0 on success, or -1 on error
  1540.  *
  1541.  * \since This function is available since SDL 2.0.10.
  1542.  */
  1543. extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer,
  1544.                                                  const SDL_FRect * rects,
  1545.                                                  int count);
  1546.  
  1547. /**
  1548.  * Fill a rectangle on the current rendering target with the drawing color at
  1549.  * subpixel precision.
  1550.  *
  1551.  * \param renderer The renderer which should fill a rectangle.
  1552.  * \param rect A pointer to the destination rectangle, or NULL for the entire
  1553.  *             rendering target.
  1554.  * \return 0 on success, or -1 on error
  1555.  *
  1556.  * \since This function is available since SDL 2.0.10.
  1557.  */
  1558. extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer,
  1559.                                                 const SDL_FRect * rect);
  1560.  
  1561. /**
  1562.  * Fill some number of rectangles on the current rendering target with the
  1563.  * drawing color at subpixel precision.
  1564.  *
  1565.  * \param renderer The renderer which should fill multiple rectangles.
  1566.  * \param rects A pointer to an array of destination rectangles.
  1567.  * \param count The number of rectangles.
  1568.  * \return 0 on success, or -1 on error
  1569.  *
  1570.  * \since This function is available since SDL 2.0.10.
  1571.  */
  1572. extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
  1573.                                                  const SDL_FRect * rects,
  1574.                                                  int count);
  1575.  
  1576. /**
  1577.  * Copy a portion of the texture to the current rendering target at subpixel
  1578.  * precision.
  1579.  *
  1580.  * \param renderer The renderer which should copy parts of a texture.
  1581.  * \param texture The source texture.
  1582.  * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1583.  *                texture.
  1584.  * \param dstrect A pointer to the destination rectangle, or NULL for the
  1585.  *                entire rendering target.
  1586.  * \return 0 on success, or -1 on error
  1587.  *
  1588.  * \since This function is available since SDL 2.0.10.
  1589.  */
  1590. extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
  1591.                                             SDL_Texture * texture,
  1592.                                             const SDL_Rect * srcrect,
  1593.                                             const SDL_FRect * dstrect);
  1594.  
  1595. /**
  1596.  * Copy a portion of the source texture to the current rendering target, with
  1597.  * rotation and flipping, at subpixel precision.
  1598.  *
  1599.  * \param renderer The renderer which should copy parts of a texture.
  1600.  * \param texture The source texture.
  1601.  * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1602.  *                texture.
  1603.  * \param dstrect A pointer to the destination rectangle, or NULL for the
  1604.  *                entire rendering target.
  1605.  * \param angle An angle in degrees that indicates the rotation that will be
  1606.  *              applied to dstrect, rotating it in a clockwise direction
  1607.  * \param center A pointer to a point indicating the point around which
  1608.  *               dstrect will be rotated (if NULL, rotation will be done
  1609.  *               around dstrect.w/2, dstrect.h/2).
  1610.  * \param flip An SDL_RendererFlip value stating which flipping actions should
  1611.  *             be performed on the texture
  1612.  * \return 0 on success, or -1 on error
  1613.  *
  1614.  * \since This function is available since SDL 2.0.10.
  1615.  */
  1616. extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
  1617.                                             SDL_Texture * texture,
  1618.                                             const SDL_Rect * srcrect,
  1619.                                             const SDL_FRect * dstrect,
  1620.                                             const double angle,
  1621.                                             const SDL_FPoint *center,
  1622.                                             const SDL_RendererFlip flip);
  1623.  
  1624. /**
  1625.  * Render a list of triangles, optionally using a texture and indices into the
  1626.  * vertex array Color and alpha modulation is done per vertex
  1627.  * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1628.  *
  1629.  * \param renderer The rendering context.
  1630.  * \param texture (optional) The SDL texture to use.
  1631.  * \param vertices Vertices.
  1632.  * \param num_vertices Number of vertices.
  1633.  * \param indices (optional) An array of integer indices into the 'vertices'
  1634.  *                array, if NULL all vertices will be rendered in sequential
  1635.  *                order.
  1636.  * \param num_indices Number of indices.
  1637.  * \return 0 on success, or -1 if the operation is not supported
  1638.  *
  1639.  * \since This function is available since SDL 2.0.18.
  1640.  *
  1641.  * \sa SDL_RenderGeometryRaw
  1642.  * \sa SDL_Vertex
  1643.  */
  1644. extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
  1645.                                                SDL_Texture *texture,
  1646.                                                const SDL_Vertex *vertices, int num_vertices,
  1647.                                                const int *indices, int num_indices);
  1648.  
  1649. /**
  1650.  * Render a list of triangles, optionally using a texture and indices into the
  1651.  * vertex arrays Color and alpha modulation is done per vertex
  1652.  * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1653.  *
  1654.  * \param renderer The rendering context.
  1655.  * \param texture (optional) The SDL texture to use.
  1656.  * \param xy Vertex positions
  1657.  * \param xy_stride Byte size to move from one element to the next element
  1658.  * \param color Vertex colors (as SDL_Color)
  1659.  * \param color_stride Byte size to move from one element to the next element
  1660.  * \param uv Vertex normalized texture coordinates
  1661.  * \param uv_stride Byte size to move from one element to the next element
  1662.  * \param num_vertices Number of vertices.
  1663.  * \param indices (optional) An array of indices into the 'vertices' arrays,
  1664.  *                if NULL all vertices will be rendered in sequential order.
  1665.  * \param num_indices Number of indices.
  1666.  * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
  1667.  * \return 0 on success, or -1 if the operation is not supported
  1668.  *
  1669.  * \since This function is available since SDL 2.0.18.
  1670.  *
  1671.  * \sa SDL_RenderGeometry
  1672.  * \sa SDL_Vertex
  1673.  */
  1674. extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
  1675.                                                SDL_Texture *texture,
  1676.                                                const float *xy, int xy_stride,
  1677.                                                const SDL_Color *color, int color_stride,
  1678.                                                const float *uv, int uv_stride,
  1679.                                                int num_vertices,
  1680.                                                const void *indices, int num_indices, int size_indices);
  1681.  
  1682. /**
  1683.  * Read pixels from the current rendering target to an array of pixels.
  1684.  *
  1685.  * **WARNING**: This is a very slow operation, and should not be used
  1686.  * frequently. If you're using this on the main rendering target, it should be
  1687.  * called after rendering and before SDL_RenderPresent().
  1688.  *
  1689.  * `pitch` specifies the number of bytes between rows in the destination
  1690.  * `pixels` data. This allows you to write to a subrectangle or have padded
  1691.  * rows in the destination. Generally, `pitch` should equal the number of
  1692.  * pixels per row in the `pixels` data times the number of bytes per pixel,
  1693.  * but it might contain additional padding (for example, 24bit RGB Windows
  1694.  * Bitmap data pads all rows to multiples of 4 bytes).
  1695.  *
  1696.  * \param renderer the rendering context
  1697.  * \param rect an SDL_Rect structure representing the area to read, or NULL
  1698.  *             for the entire render target
  1699.  * \param format an SDL_PixelFormatEnum value of the desired format of the
  1700.  *               pixel data, or 0 to use the format of the rendering target
  1701.  * \param pixels a pointer to the pixel data to copy into
  1702.  * \param pitch the pitch of the `pixels` parameter
  1703.  * \returns 0 on success or a negative error code on failure; call
  1704.  *          SDL_GetError() for more information.
  1705.  *
  1706.  * \since This function is available since SDL 2.0.0.
  1707.  */
  1708. extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
  1709.                                                  const SDL_Rect * rect,
  1710.                                                  Uint32 format,
  1711.                                                  void *pixels, int pitch);
  1712.  
  1713. /**
  1714.  * Update the screen with any rendering performed since the previous call.
  1715.  *
  1716.  * SDL's rendering functions operate on a backbuffer; that is, calling a
  1717.  * rendering function such as SDL_RenderDrawLine() does not directly put a
  1718.  * line on the screen, but rather updates the backbuffer. As such, you compose
  1719.  * your entire scene and *present* the composed backbuffer to the screen as a
  1720.  * complete picture.
  1721.  *
  1722.  * Therefore, when using SDL's rendering API, one does all drawing intended
  1723.  * for the frame, and then calls this function once per frame to present the
  1724.  * final drawing to the user.
  1725.  *
  1726.  * The backbuffer should be considered invalidated after each present; do not
  1727.  * assume that previous contents will exist between frames. You are strongly
  1728.  * encouraged to call SDL_RenderClear() to initialize the backbuffer before
  1729.  * starting each new frame's drawing, even if you plan to overwrite every
  1730.  * pixel.
  1731.  *
  1732.  * \param renderer the rendering context
  1733.  *
  1734.  * \threadsafety You may only call this function on the main thread. If this
  1735.  *               happens to work on a background thread on any given platform
  1736.  *               or backend, it's purely by luck and you should not rely on it
  1737.  *               to work next time.
  1738.  *
  1739.  * \since This function is available since SDL 2.0.0.
  1740.  *
  1741.  * \sa SDL_RenderClear
  1742.  * \sa SDL_RenderDrawLine
  1743.  * \sa SDL_RenderDrawLines
  1744.  * \sa SDL_RenderDrawPoint
  1745.  * \sa SDL_RenderDrawPoints
  1746.  * \sa SDL_RenderDrawRect
  1747.  * \sa SDL_RenderDrawRects
  1748.  * \sa SDL_RenderFillRect
  1749.  * \sa SDL_RenderFillRects
  1750.  * \sa SDL_SetRenderDrawBlendMode
  1751.  * \sa SDL_SetRenderDrawColor
  1752.  */
  1753. extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
  1754.  
  1755. /**
  1756.  * Destroy the specified texture.
  1757.  *
  1758.  * Passing NULL or an otherwise invalid texture will set the SDL error message
  1759.  * to "Invalid texture".
  1760.  *
  1761.  * \param texture the texture to destroy
  1762.  *
  1763.  * \since This function is available since SDL 2.0.0.
  1764.  *
  1765.  * \sa SDL_CreateTexture
  1766.  * \sa SDL_CreateTextureFromSurface
  1767.  */
  1768. extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
  1769.  
  1770. /**
  1771.  * Destroy the rendering context for a window and free associated textures.
  1772.  *
  1773.  * If `renderer` is NULL, this function will return immediately after setting
  1774.  * the SDL error message to "Invalid renderer". See SDL_GetError().
  1775.  *
  1776.  * \param renderer the rendering context
  1777.  *
  1778.  * \since This function is available since SDL 2.0.0.
  1779.  *
  1780.  * \sa SDL_CreateRenderer
  1781.  */
  1782. extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
  1783.  
  1784. /**
  1785.  * Force the rendering context to flush any pending commands to the underlying
  1786.  * rendering API.
  1787.  *
  1788.  * You do not need to (and in fact, shouldn't) call this function unless you
  1789.  * are planning to call into OpenGL/Direct3D/Metal/whatever directly in
  1790.  * addition to using an SDL_Renderer.
  1791.  *
  1792.  * This is for a very-specific case: if you are using SDL's render API, you
  1793.  * asked for a specific renderer backend (OpenGL, Direct3D, etc), you set
  1794.  * SDL_HINT_RENDER_BATCHING to "1", and you plan to make OpenGL/D3D/whatever
  1795.  * calls in addition to SDL render API calls. If all of this applies, you
  1796.  * should call SDL_RenderFlush() between calls to SDL's render API and the
  1797.  * low-level API you're using in cooperation.
  1798.  *
  1799.  * In all other cases, you can ignore this function. This is only here to get
  1800.  * maximum performance out of a specific situation. In all other cases, SDL
  1801.  * will do the right thing, perhaps at a performance loss.
  1802.  *
  1803.  * This function is first available in SDL 2.0.10, and is not needed in 2.0.9
  1804.  * and earlier, as earlier versions did not queue rendering commands at all,
  1805.  * instead flushing them to the OS immediately.
  1806.  *
  1807.  * \param renderer the rendering context
  1808.  * \returns 0 on success or a negative error code on failure; call
  1809.  *          SDL_GetError() for more information.
  1810.  *
  1811.  * \since This function is available since SDL 2.0.10.
  1812.  */
  1813. extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
  1814.  
  1815.  
  1816. /**
  1817.  * Bind an OpenGL/ES/ES2 texture to the current context.
  1818.  *
  1819.  * This is for use with OpenGL instructions when rendering OpenGL primitives
  1820.  * directly.
  1821.  *
  1822.  * If not NULL, `texw` and `texh` will be filled with the width and height
  1823.  * values suitable for the provided texture. In most cases, both will be 1.0,
  1824.  * however, on systems that support the GL_ARB_texture_rectangle extension,
  1825.  * these values will actually be the pixel width and height used to create the
  1826.  * texture, so this factor needs to be taken into account when providing
  1827.  * texture coordinates to OpenGL.
  1828.  *
  1829.  * You need a renderer to create an SDL_Texture, therefore you can only use
  1830.  * this function with an implicit OpenGL context from SDL_CreateRenderer(),
  1831.  * not with your own OpenGL context. If you need control over your OpenGL
  1832.  * context, you need to write your own texture-loading methods.
  1833.  *
  1834.  * Also note that SDL may upload RGB textures as BGR (or vice-versa), and
  1835.  * re-order the color channels in the shaders phase, so the uploaded texture
  1836.  * may have swapped color channels.
  1837.  *
  1838.  * \param texture the texture to bind to the current OpenGL/ES/ES2 context
  1839.  * \param texw a pointer to a float value which will be filled with the
  1840.  *             texture width or NULL if you don't need that value
  1841.  * \param texh a pointer to a float value which will be filled with the
  1842.  *             texture height or NULL if you don't need that value
  1843.  * \returns 0 on success, or -1 if the operation is not supported; call
  1844.  *          SDL_GetError() for more information.
  1845.  *
  1846.  * \since This function is available since SDL 2.0.0.
  1847.  *
  1848.  * \sa SDL_GL_MakeCurrent
  1849.  * \sa SDL_GL_UnbindTexture
  1850.  */
  1851. extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
  1852.  
  1853. /**
  1854.  * Unbind an OpenGL/ES/ES2 texture from the current context.
  1855.  *
  1856.  * See SDL_GL_BindTexture() for examples on how to use these functions
  1857.  *
  1858.  * \param texture the texture to unbind from the current OpenGL/ES/ES2 context
  1859.  * \returns 0 on success, or -1 if the operation is not supported
  1860.  *
  1861.  * \since This function is available since SDL 2.0.0.
  1862.  *
  1863.  * \sa SDL_GL_BindTexture
  1864.  * \sa SDL_GL_MakeCurrent
  1865.  */
  1866. extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
  1867.  
  1868. /**
  1869.  * Get the CAMetalLayer associated with the given Metal renderer.
  1870.  *
  1871.  * This function returns `void *`, so SDL doesn't have to include Metal's
  1872.  * headers, but it can be safely cast to a `CAMetalLayer *`.
  1873.  *
  1874.  * \param renderer The renderer to query
  1875.  * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
  1876.  *          Metal renderer
  1877.  *
  1878.  * \since This function is available since SDL 2.0.8.
  1879.  *
  1880.  * \sa SDL_RenderGetMetalCommandEncoder
  1881.  */
  1882. extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
  1883.  
  1884. /**
  1885.  * Get the Metal command encoder for the current frame
  1886.  *
  1887.  * This function returns `void *`, so SDL doesn't have to include Metal's
  1888.  * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
  1889.  *
  1890.  * Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
  1891.  * SDL a drawable to render to, which might happen if the window is
  1892.  * hidden/minimized/offscreen. This doesn't apply to command encoders for
  1893.  * render targets, just the window's backbuffer. Check your return values!
  1894.  *
  1895.  * \param renderer The renderer to query
  1896.  * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
  1897.  *          renderer isn't a Metal renderer or there was an error.
  1898.  *
  1899.  * \since This function is available since SDL 2.0.8.
  1900.  *
  1901.  * \sa SDL_RenderGetMetalLayer
  1902.  */
  1903. extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
  1904.  
  1905. /**
  1906.  * Toggle VSync of the given renderer.
  1907.  *
  1908.  * \param renderer The renderer to toggle
  1909.  * \param vsync 1 for on, 0 for off. All other values are reserved
  1910.  * \returns a 0 int on success, or non-zero on failure
  1911.  *
  1912.  * \since This function is available since SDL 2.0.18.
  1913.  */
  1914. extern DECLSPEC int SDLCALL SDL_RenderSetVSync(SDL_Renderer* renderer, int vsync);
  1915.  
  1916. /* Ends C function definitions when using C++ */
  1917. #ifdef __cplusplus
  1918. }
  1919. #endif
  1920. #include "close_code.h"
  1921.  
  1922. #endif /* SDL_render_h_ */
  1923.  
  1924. /* vi: set ts=4 sw=4 expandtab: */
  1925.