789 lines
28 KiB
C
789 lines
28 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_render.h
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*
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* Header file for SDL 2D rendering functions.
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*
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* This API supports the following features:
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* * single pixel points
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* * single pixel lines
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* * filled rectangles
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* * texture images
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*
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* The primitives may be drawn in opaque, blended, or additive modes.
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*
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* The texture images may be drawn in opaque, blended, or additive modes.
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* They can have an additional color tint or alpha modulation applied to
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* them, and may also be stretched with linear interpolation.
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*
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* This API is designed to accelerate simple 2D operations. You may
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* want more functionality such as rotation and particle effects and
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* in that case you should use SDL's OpenGL/Direct3D support or one
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* of the many good 3D engines.
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*/
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#ifndef _SDL_render_h
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#define _SDL_render_h
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#include "SDL_stdinc.h"
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#include "SDL_rect.h"
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#include "SDL_video.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
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/**
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* \brief Flags used when creating a rendering context
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*/
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typedef enum
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{
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SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */
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SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware
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acceleration */
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SDL_RENDERER_PRESENTVSYNC = 0x00000004, /**< Present is synchronized
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with the refresh rate */
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SDL_RENDERER_TARGETTEXTURE = 0x00000008 /**< The renderer supports
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rendering to texture */
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} SDL_RendererFlags;
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/**
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* \brief Information on the capabilities of a render driver or context.
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*/
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typedef struct SDL_RendererInfo
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{
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const char *name; /**< The name of the renderer */
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Uint32 flags; /**< Supported ::SDL_RendererFlags */
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Uint32 num_texture_formats; /**< The number of available texture formats */
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Uint32 texture_formats[16]; /**< The available texture formats */
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int max_texture_width; /**< The maximimum texture width */
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int max_texture_height; /**< The maximimum texture height */
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} SDL_RendererInfo;
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/**
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* \brief The access pattern allowed for a texture.
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*/
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typedef enum
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{
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SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
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SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
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SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
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} SDL_TextureAccess;
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/**
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* \brief The texture channel modulation used in SDL_RenderCopy().
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*/
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typedef enum
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{
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SDL_TEXTUREMODULATE_NONE = 0x00000000, /**< No modulation */
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SDL_TEXTUREMODULATE_COLOR = 0x00000001, /**< srcC = srcC * color */
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SDL_TEXTUREMODULATE_ALPHA = 0x00000002 /**< srcA = srcA * alpha */
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} SDL_TextureModulate;
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/**
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* \brief Flip constants for SDL_RenderCopyEx
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*/
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typedef enum
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{
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SDL_FLIP_NONE = 0x00000000, /**< Do not flip */
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SDL_FLIP_HORIZONTAL = 0x00000001, /**< flip horizontally */
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SDL_FLIP_VERTICAL = 0x00000002 /**< flip vertically */
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} SDL_RendererFlip;
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/**
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* \brief A structure representing rendering state
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*/
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struct SDL_Renderer;
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typedef struct SDL_Renderer SDL_Renderer;
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/**
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* \brief An efficient driver-specific representation of pixel data
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*/
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struct SDL_Texture;
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typedef struct SDL_Texture SDL_Texture;
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/* Function prototypes */
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/**
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* \brief Get the number of 2D rendering drivers available for the current
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* display.
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*
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* A render driver is a set of code that handles rendering and texture
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* management on a particular display. Normally there is only one, but
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* some drivers may have several available with different capabilities.
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*
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* \sa SDL_GetRenderDriverInfo()
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* \sa SDL_CreateRenderer()
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
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/**
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* \brief Get information about a specific 2D rendering driver for the current
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* display.
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*
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* \param index The index of the driver to query information about.
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* \param info A pointer to an SDL_RendererInfo struct to be filled with
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* information on the rendering driver.
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*
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* \return 0 on success, -1 if the index was out of range.
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*
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* \sa SDL_CreateRenderer()
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*/
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extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
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SDL_RendererInfo * info);
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/**
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* \brief Create a window and default renderer
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*
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* \param width The width of the window
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* \param height The height of the window
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* \param window_flags The flags used to create the window
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* \param window A pointer filled with the window, or NULL on error
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* \param renderer A pointer filled with the renderer, or NULL on error
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
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int width, int height, Uint32 window_flags,
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SDL_Window **window, SDL_Renderer **renderer);
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/**
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* \brief Create a 2D rendering context for a window.
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*
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* \param window The window where rendering is displayed.
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* \param index The index of the rendering driver to initialize, or -1 to
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* initialize the first one supporting the requested flags.
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* \param flags ::SDL_RendererFlags.
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*
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* \return A valid rendering context or NULL if there was an error.
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*
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* \sa SDL_CreateSoftwareRenderer()
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* \sa SDL_GetRendererInfo()
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* \sa SDL_DestroyRenderer()
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*/
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extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
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int index, Uint32 flags);
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/**
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* \brief Create a 2D software rendering context for a surface.
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*
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* \param surface The surface where rendering is done.
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*
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* \return A valid rendering context or NULL if there was an error.
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*
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* \sa SDL_CreateRenderer()
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* \sa SDL_DestroyRenderer()
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*/
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extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
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/**
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* \brief Get the renderer associated with a window.
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*/
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extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
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/**
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* \brief Get information about a rendering context.
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*/
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extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
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SDL_RendererInfo * info);
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/**
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* \brief Create a texture for a rendering context.
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*
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* \param format The format of the texture.
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* \param access One of the enumerated values in ::SDL_TextureAccess.
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* \param w The width of the texture in pixels.
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* \param h The height of the texture in pixels.
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*
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* \return The created texture is returned, or 0 if no rendering context was
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* active, the format was unsupported, or the width or height were out
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* of range.
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*
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* \sa SDL_QueryTexture()
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* \sa SDL_UpdateTexture()
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* \sa SDL_DestroyTexture()
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*/
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extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
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Uint32 format,
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int access, int w,
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int h);
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/**
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* \brief Create a texture from an existing surface.
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*
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* \param surface The surface containing pixel data used to fill the texture.
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*
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* \return The created texture is returned, or 0 on error.
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*
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* \note The surface is not modified or freed by this function.
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*
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* \sa SDL_QueryTexture()
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* \sa SDL_DestroyTexture()
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*/
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extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
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/**
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* \brief Query the attributes of a texture
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*
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* \param texture A texture to be queried.
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* \param format A pointer filled in with the raw format of the texture. The
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* actual format may differ, but pixel transfers will use this
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* format.
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* \param access A pointer filled in with the actual access to the texture.
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* \param w A pointer filled in with the width of the texture in pixels.
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* \param h A pointer filled in with the height of the texture in pixels.
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*
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* \return 0 on success, or -1 if the texture is not valid.
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*/
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extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
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Uint32 * format, int *access,
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int *w, int *h);
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/**
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* \brief Set an additional color value used in render copy operations.
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*
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* \param texture The texture to update.
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* \param r The red color value multiplied into copy operations.
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* \param g The green color value multiplied into copy operations.
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* \param b The blue color value multiplied into copy operations.
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*
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* \return 0 on success, or -1 if the texture is not valid or color modulation
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* is not supported.
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*
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* \sa SDL_GetTextureColorMod()
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*/
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extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
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Uint8 r, Uint8 g, Uint8 b);
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/**
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* \brief Get the additional color value used in render copy operations.
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*
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* \param texture The texture to query.
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* \param r A pointer filled in with the current red color value.
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* \param g A pointer filled in with the current green color value.
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* \param b A pointer filled in with the current blue color value.
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*
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* \return 0 on success, or -1 if the texture is not valid.
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*
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* \sa SDL_SetTextureColorMod()
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*/
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extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
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Uint8 * r, Uint8 * g,
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Uint8 * b);
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/**
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* \brief Set an additional alpha value used in render copy operations.
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*
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* \param texture The texture to update.
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* \param alpha The alpha value multiplied into copy operations.
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*
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* \return 0 on success, or -1 if the texture is not valid or alpha modulation
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* is not supported.
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*
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* \sa SDL_GetTextureAlphaMod()
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*/
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extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
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Uint8 alpha);
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/**
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* \brief Get the additional alpha value used in render copy operations.
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*
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* \param texture The texture to query.
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* \param alpha A pointer filled in with the current alpha value.
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*
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* \return 0 on success, or -1 if the texture is not valid.
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*
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* \sa SDL_SetTextureAlphaMod()
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*/
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extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
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Uint8 * alpha);
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/**
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* \brief Set the blend mode used for texture copy operations.
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*
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* \param texture The texture to update.
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* \param blendMode ::SDL_BlendMode to use for texture blending.
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*
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* \return 0 on success, or -1 if the texture is not valid or the blend mode is
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* not supported.
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*
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* \note If the blend mode is not supported, the closest supported mode is
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* chosen.
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*
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* \sa SDL_GetTextureBlendMode()
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*/
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extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
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SDL_BlendMode blendMode);
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/**
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* \brief Get the blend mode used for texture copy operations.
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*
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* \param texture The texture to query.
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* \param blendMode A pointer filled in with the current blend mode.
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*
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* \return 0 on success, or -1 if the texture is not valid.
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*
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* \sa SDL_SetTextureBlendMode()
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*/
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extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
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SDL_BlendMode *blendMode);
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/**
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* \brief Update the given texture rectangle with new pixel data.
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*
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* \param texture The texture to update
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* \param rect A pointer to the rectangle of pixels to update, or NULL to
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* update the entire texture.
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* \param pixels The raw pixel data.
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* \param pitch The number of bytes between rows of pixel data.
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*
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* \return 0 on success, or -1 if the texture is not valid.
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*
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* \note This is a fairly slow function.
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*/
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extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
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const SDL_Rect * rect,
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const void *pixels, int pitch);
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/**
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* \brief Lock a portion of the texture for write-only pixel access.
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*
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* \param texture The texture to lock for access, which was created with
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* ::SDL_TEXTUREACCESS_STREAMING.
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* \param rect A pointer to the rectangle to lock for access. If the rect
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* is NULL, the entire texture will be locked.
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* \param pixels This is filled in with a pointer to the locked pixels,
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* appropriately offset by the locked area.
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* \param pitch This is filled in with the pitch of the locked pixels.
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*
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* \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
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*
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* \sa SDL_UnlockTexture()
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*/
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extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
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const SDL_Rect * rect,
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void **pixels, int *pitch);
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/**
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* \brief Unlock a texture, uploading the changes to video memory, if needed.
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*
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* \sa SDL_LockTexture()
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*/
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extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
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/**
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* \brief Determines whether a window supports the use of render targets
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*
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* \param renderer The renderer that will be checked
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*
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* \return SDL_TRUE if supported, SDL_FALSE if not.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
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/**
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* \brief Set a texture as the current rendering target.
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*
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* \param texture The targeted texture, which must be created with the SDL_TEXTUREACCESS_TARGET flag, or NULL for the default render target
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*
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* \return 0 on success, or -1 on error
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*
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* \sa SDL_GetRenderTarget()
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*/
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extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
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SDL_Texture *texture);
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/**
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* \brief Get the current render target or NULL for the default render target.
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*
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* \return The current render target
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*
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* \sa SDL_SetRenderTarget()
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*/
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extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
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/**
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* \brief Set device independent resolution for rendering
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*
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* \param w The width of the logical resolution
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* \param h The height of the logical resolution
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*
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* This function uses the viewport and scaling functionality to allow a fixed logical
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* resolution for rendering, regardless of the actual output resolution. If the actual
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* output resolution doesn't have the same aspect ratio the output rendering will be
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* centered within the output display.
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*
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* If the output display is a window, mouse events in the window will be filtered
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* and scaled so they seem to arrive within the logical resolution.
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*
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* \note If this function results in scaling or subpixel drawing by the
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* rendering backend, it will be handled using the appropriate
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* quality hints.
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*
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* \sa SDL_RenderGetLogicalSize()
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* \sa SDL_RenderSetScale()
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* \sa SDL_RenderSetViewport()
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*/
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extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h);
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/**
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* \brief Get device independent resolution for rendering
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*
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* \param w A pointer filled with the width of the logical resolution
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* \param h A pointer filled with the height of the logical resolution
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*
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* \sa SDL_RenderSetLogicalSize()
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*/
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extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *y);
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/**
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* \brief Set the drawing area for rendering on the current target.
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*
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* \param rect The rectangle representing the drawing area, or NULL to set the viewport to the entire target.
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*
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* The x,y of the viewport rect represents the origin for rendering.
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*
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* \note When the window is resized, the current viewport is automatically
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* centered within the new window size.
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*
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* \sa SDL_RenderGetViewport()
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* \sa SDL_RenderSetLogicalSize()
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*/
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extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer,
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const SDL_Rect * rect);
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|
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/**
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* \brief Get the drawing area for the current target.
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*
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* \sa SDL_RenderSetViewport()
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*/
|
|
extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
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SDL_Rect * rect);
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/**
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|
* \brief Set the drawing scale for rendering on the current target.
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*
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* \param scaleX The horizontal scaling factor
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* \param scaleY The vertical scaling factor
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*
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* The drawing coordinates are scaled by the x/y scaling factors
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* before they are used by the renderer. This allows resolution
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* independent drawing with a single coordinate system.
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*
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* \note If this results in scaling or subpixel drawing by the
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* rendering backend, it will be handled using the appropriate
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* quality hints. For best results use integer scaling factors.
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*
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* \sa SDL_RenderGetScale()
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* \sa SDL_RenderSetLogicalSize()
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*/
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extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
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float scaleX, float scaleY);
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|
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/**
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|
* \brief Get the drawing scale for the current target.
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|
*
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|
* \param scaleX A pointer filled in with the horizontal scaling factor
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|
* \param scaleY A pointer filled in with the vertical scaling factor
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*
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* \sa SDL_RenderSetScale()
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|
*/
|
|
extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
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|
float *scaleX, float *scaleY);
|
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|
|
/**
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|
* \brief Set the color used for drawing operations (Rect, Line and Clear).
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|
*
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|
* \param r The red value used to draw on the rendering target.
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|
* \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).
|
|
*
|
|
* \return 0 on success, or -1 on error
|
|
*/
|
|
extern DECLSPEC int SDL_SetRenderDrawColor(SDL_Renderer * renderer,
|
|
Uint8 r, Uint8 g, Uint8 b,
|
|
Uint8 a);
|
|
|
|
/**
|
|
* \brief Get the color used for drawing operations (Rect, Line and Clear).
|
|
*
|
|
* \param r A pointer to the red value used to draw on the rendering target.
|
|
* \param g A pointer to the green value used to draw on the rendering target.
|
|
* \param b A pointer to the blue value used to draw on the rendering target.
|
|
* \param a A pointer to the alpha value used to draw on the rendering target,
|
|
* usually ::SDL_ALPHA_OPAQUE (255).
|
|
*
|
|
* \return 0 on success, or -1 on error
|
|
*/
|
|
extern DECLSPEC int SDL_GetRenderDrawColor(SDL_Renderer * renderer,
|
|
Uint8 * r, Uint8 * g, Uint8 * b,
|
|
Uint8 * a);
|
|
|
|
/**
|
|
* \brief Set the blend mode used for drawing operations (Fill and Line).
|
|
*
|
|
* \param blendMode ::SDL_BlendMode to use for blending.
|
|
*
|
|
* \return 0 on success, or -1 on error
|
|
*
|
|
* \note If the blend mode is not supported, the closest supported mode is
|
|
* chosen.
|
|
*
|
|
* \sa SDL_GetRenderDrawBlendMode()
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
|
|
SDL_BlendMode blendMode);
|
|
|
|
/**
|
|
* \brief Get the blend mode used for drawing operations.
|
|
*
|
|
* \param blendMode A pointer filled in with the current blend mode.
|
|
*
|
|
* \return 0 on success, or -1 on error
|
|
*
|
|
* \sa SDL_SetRenderDrawBlendMode()
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
|
|
SDL_BlendMode *blendMode);
|
|
|
|
/**
|
|
* \brief Clear the current rendering target with the drawing color
|
|
*
|
|
* This function clears the entire rendering target, ignoring the viewport.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
|
|
|
|
/**
|
|
* \brief Draw a point on the current rendering target.
|
|
*
|
|
* \param x The x coordinate of the point.
|
|
* \param y The y coordinate of the point.
|
|
*
|
|
* \return 0 on success, or -1 on error
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
|
|
int x, int y);
|
|
|
|
/**
|
|
* \brief Draw multiple points on the current rendering target.
|
|
*
|
|
* \param points The points to draw
|
|
* \param count The number of points to draw
|
|
*
|
|
* \return 0 on success, or -1 on error
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
|
|
const SDL_Point * points,
|
|
int count);
|
|
|
|
/**
|
|
* \brief Draw a line on the current rendering target.
|
|
*
|
|
* \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
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer,
|
|
int x1, int y1, int x2, int y2);
|
|
|
|
/**
|
|
* \brief Draw a series of connected lines on the current rendering target.
|
|
*
|
|
* \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
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
|
|
const SDL_Point * points,
|
|
int count);
|
|
|
|
/**
|
|
* \brief Draw a rectangle on the current rendering target.
|
|
*
|
|
* \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target.
|
|
*
|
|
* \return 0 on success, or -1 on error
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
|
|
const SDL_Rect * rect);
|
|
|
|
/**
|
|
* \brief Draw some number of rectangles on the current rendering target.
|
|
*
|
|
* \param rects A pointer to an array of destination rectangles.
|
|
* \param count The number of rectangles.
|
|
*
|
|
* \return 0 on success, or -1 on error
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
|
|
const SDL_Rect * rects,
|
|
int count);
|
|
|
|
/**
|
|
* \brief Fill a rectangle on the current rendering target with the drawing color.
|
|
*
|
|
* \param rect A pointer to the destination rectangle, or NULL for the entire
|
|
* rendering target.
|
|
*
|
|
* \return 0 on success, or -1 on error
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
|
|
const SDL_Rect * rect);
|
|
|
|
/**
|
|
* \brief Fill some number of rectangles on the current rendering target with the drawing color.
|
|
*
|
|
* \param rects A pointer to an array of destination rectangles.
|
|
* \param count The number of rectangles.
|
|
*
|
|
* \return 0 on success, or -1 on error
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
|
|
const SDL_Rect * rects,
|
|
int count);
|
|
|
|
/**
|
|
* \brief Copy a portion of the texture to the current rendering target.
|
|
*
|
|
* \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
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
|
|
SDL_Texture * texture,
|
|
const SDL_Rect * srcrect,
|
|
const SDL_Rect * dstrect);
|
|
|
|
/**
|
|
* \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center
|
|
*
|
|
* \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
|
|
* \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done aroud 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
|
|
*/
|
|
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);
|
|
|
|
/**
|
|
* \brief Read pixels from the current rendering target.
|
|
*
|
|
* \param rect A pointer to the rectangle to read, or NULL for the entire
|
|
* render target.
|
|
* \param format The desired format of the pixel data, or 0 to use the format
|
|
* of the rendering target
|
|
* \param pixels A pointer to be filled in with the pixel data
|
|
* \param pitch The pitch of the pixels parameter.
|
|
*
|
|
* \return 0 on success, or -1 if pixel reading is not supported.
|
|
*
|
|
* \warning This is a very slow operation, and should not be used frequently.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
|
|
const SDL_Rect * rect,
|
|
Uint32 format,
|
|
void *pixels, int pitch);
|
|
|
|
/**
|
|
* \brief Update the screen with rendering performed.
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
|
|
|
|
/**
|
|
* \brief Destroy the specified texture.
|
|
*
|
|
* \sa SDL_CreateTexture()
|
|
* \sa SDL_CreateTextureFromSurface()
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
|
|
|
|
/**
|
|
* \brief Destroy the rendering context for a window and free associated
|
|
* textures.
|
|
*
|
|
* \sa SDL_CreateRenderer()
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
|
|
|
|
|
|
/**
|
|
* \brief Bind the texture to the current OpenGL/ES/ES2 context for use with
|
|
* OpenGL instructions.
|
|
*
|
|
* \param texture The SDL texture to bind
|
|
* \param texw A pointer to a float that will be filled with the texture width
|
|
* \param texh A pointer to a float that will be filled with the texture height
|
|
*
|
|
* \return 0 on success, or -1 if the operation is not supported
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
|
|
|
|
/**
|
|
* \brief Unbind a texture from the current OpenGL/ES/ES2 context.
|
|
*
|
|
* \param texture The SDL texture to unbind
|
|
*
|
|
* \return 0 on success, or -1 if the operation is not supported
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
|
|
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
/* *INDENT-OFF* */
|
|
}
|
|
/* *INDENT-ON* */
|
|
#endif
|
|
#include "close_code.h"
|
|
|
|
#endif /* _SDL_render_h */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|