tomato/external/sdl/SDL/include/SDL3/SDL_render.h

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_render.h
*
* \brief Header file for SDL 2D rendering functions.
*
* This API supports the following features:
* * single pixel points
* * single pixel lines
* * filled rectangles
* * texture images
*
* The primitives may be drawn in opaque, blended, or additive modes.
*
* The texture images may be drawn in opaque, blended, or additive modes.
* They can have an additional color tint or alpha modulation applied to
* them, and may also be stretched with linear interpolation.
*
* This API is designed to accelerate simple 2D operations. You may
* want more functionality such as polygons and particle effects and
* in that case you should use SDL's OpenGL/Direct3D support or one
* of the many good 3D engines.
*
* These functions must be called from the main thread.
* See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
*/
#ifndef SDL_render_h_
#define SDL_render_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Flags used when creating a rendering context
*/
typedef enum
{
SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */
SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware
acceleration */
SDL_RENDERER_PRESENTVSYNC = 0x00000004 /**< Present is synchronized
with the refresh rate */
} SDL_RendererFlags;
/**
* Information on the capabilities of a render driver or context.
*/
typedef struct SDL_RendererInfo
{
const char *name; /**< The name of the renderer */
Uint32 flags; /**< Supported ::SDL_RendererFlags */
Uint32 num_texture_formats; /**< The number of available texture formats */
Uint32 texture_formats[16]; /**< The available texture formats */
int max_texture_width; /**< The maximum texture width */
int max_texture_height; /**< The maximum texture height */
} SDL_RendererInfo;
/**
* Vertex structure
*/
typedef struct SDL_Vertex
{
SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
SDL_Color color; /**< Vertex color */
SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
} SDL_Vertex;
/**
* The scaling mode for a texture.
*/
typedef enum
{
SDL_SCALEMODE_NEAREST, /**< nearest pixel sampling */
SDL_SCALEMODE_LINEAR, /**< linear filtering */
SDL_SCALEMODE_BEST /**< anisotropic filtering */
} SDL_ScaleMode;
/**
* The access pattern allowed for a texture.
*/
typedef enum
{
SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
} SDL_TextureAccess;
/**
* The texture channel modulation used in SDL_RenderTexture().
*/
typedef enum
{
SDL_TEXTUREMODULATE_NONE = 0x00000000, /**< No modulation */
SDL_TEXTUREMODULATE_COLOR = 0x00000001, /**< srcC = srcC * color */
SDL_TEXTUREMODULATE_ALPHA = 0x00000002 /**< srcA = srcA * alpha */
} SDL_TextureModulate;
/**
* Flip constants for SDL_RenderTextureRotated
*/
typedef enum
{
SDL_FLIP_NONE = 0x00000000, /**< Do not flip */
SDL_FLIP_HORIZONTAL = 0x00000001, /**< flip horizontally */
SDL_FLIP_VERTICAL = 0x00000002 /**< flip vertically */
} SDL_RendererFlip;
/**
* How the logical size is mapped to the output
*/
typedef enum
{
SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */
SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */
SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */
} SDL_RendererLogicalPresentation;
/**
* A structure representing rendering state
*/
struct SDL_Renderer;
typedef struct SDL_Renderer SDL_Renderer;
/**
* An efficient driver-specific representation of pixel data
*/
struct SDL_Texture;
typedef struct SDL_Texture SDL_Texture;
/* Function prototypes */
/**
* Get the number of 2D rendering drivers available for the current display.
*
* A render driver is a set of code that handles rendering and texture
* management on a particular display. Normally there is only one, but some
* drivers may have several available with different capabilities.
*
* There may be none if SDL was compiled without render support.
*
* \returns a number >= 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRenderer
* \sa SDL_GetRenderDriver
*/
extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
/**
* Use this function to get the name of a built in 2D rendering driver.
*
* The list of rendering drivers is given in the order that they are normally
* initialized by default; the drivers that seem more reasonable to choose
* first (as far as the SDL developers believe) are earlier in the list.
*
* The names of drivers are all simple, low-ASCII identifiers, like "opengl",
* "direct3d12" or "metal". These never have Unicode characters, and are not
* meant to be proper names.
*
* The returned value points to a static, read-only string; do not modify or
* free it!
*
* \param index the index of the rendering driver; the value ranges from 0 to
* SDL_GetNumRenderDrivers() - 1
* \returns the name of the rendering driver at the requested index, or NULL
* if an invalid index was specified.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetNumRenderDrivers
*/
extern DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index);
/**
* Create a window and default renderer.
*
* \param width the width of the window
* \param height the height of the window
* \param window_flags the flags used to create the window (see
* SDL_CreateWindow())
* \param window a pointer filled with the window, or NULL on error
* \param renderer a pointer filled with the renderer, or NULL on error
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRenderer
* \sa SDL_CreateWindow
*/
extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags, SDL_Window **window, SDL_Renderer **renderer);
/**
* Create a 2D rendering context for a window.
*
* If you want a specific renderer, you can specify its name here. A list of
* available renderers can be obtained by calling SDL_GetRenderDriver multiple
* times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't
* need a specific renderer, specify NULL and SDL will attempt to chooes the
* best option for you, based on what is available on the user's system.
*
* By default the rendering size matches the window size in pixels, but you
* can call SDL_SetRenderLogicalPresentation() to change the content size and
* scaling options.
*
* \param window the window where rendering is displayed
* \param name the name of the rendering driver to initialize, or NULL to
* initialize the first one supporting the requested flags
* \param flags 0, or one or more SDL_RendererFlags OR'd together
* \returns a valid rendering context or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateSoftwareRenderer
* \sa SDL_DestroyRenderer
* \sa SDL_GetNumRenderDrivers
* \sa SDL_GetRenderDriver
* \sa SDL_GetRendererInfo
*/
extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
/**
* Create a 2D software rendering context for a surface.
*
* Two other API which can be used to create SDL_Renderer:
* SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
* create a software renderer, but they are intended to be used with an
* SDL_Window as the final destination and not an SDL_Surface.
*
* \param surface the SDL_Surface structure representing the surface where
* rendering is done
* \returns a valid rendering context or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRenderer
* \sa SDL_CreateWindowRenderer
* \sa SDL_DestroyRenderer
*/
extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
/**
* Get the renderer associated with a window.
*
* \param window the window to query
* \returns the rendering context on success or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRenderer
*/
extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRenderer(SDL_Window *window);
/**
* Get the window associated with a renderer.
*
* \param renderer the renderer to query
* \returns the window on success or NULL on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_Window *SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
/**
* Get information about a rendering context.
*
* \param renderer the rendering context
* \param info an SDL_RendererInfo structure filled with information about the
* current renderer
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRenderer
*/
extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info);
/**
* Get the output size in pixels of a rendering context.
*
* This returns the true output size in pixels, ignoring any render targets or
* logical size and presentation.
*
* \param renderer the rendering context
* \param w a pointer filled in with the width in pixels
* \param h a pointer filled in with the height in pixels
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderer
*/
extern DECLSPEC int SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
/**
* Get the current output size in pixels of a rendering context.
*
* If a rendering target is active, this will return the size of the rendering
* target in pixels, otherwise if a logical size is set, it will return the
* logical size, otherwise it will return the value of
* SDL_GetRenderOutputSize().
*
* \param renderer the rendering context
* \param w a pointer filled in with the current width
* \param h a pointer filled in with the current height
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderOutputSize
* \sa SDL_GetRenderer
*/
extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
/**
* Create a texture for a rendering context.
*
* You can set the texture scaling method by setting
* `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
*
* \param renderer the rendering context
* \param format one of the enumerated values in SDL_PixelFormatEnum
* \param access one of the enumerated values in SDL_TextureAccess
* \param w the width of the texture in pixels
* \param h the height of the texture in pixels
* \returns a pointer to the created texture or NULL if no rendering context
* was active, the format was unsupported, or the width or height
* were out of range; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateTextureFromSurface
* \sa SDL_DestroyTexture
* \sa SDL_QueryTexture
* \sa SDL_UpdateTexture
*/
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h);
/**
* Create a texture from an existing surface.
*
* The surface is not modified or freed by this function.
*
* The SDL_TextureAccess hint for the created texture is
* `SDL_TEXTUREACCESS_STATIC`.
*
* The pixel format of the created texture may be different from the pixel
* format of the surface. Use SDL_QueryTexture() to query the pixel format of
* the texture.
*
* \param renderer the rendering context
* \param surface the SDL_Surface structure containing pixel data used to fill
* the texture
* \returns the created texture or NULL on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateTexture
* \sa SDL_DestroyTexture
* \sa SDL_QueryTexture
*/
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
/**
* Query the attributes of a texture.
*
* \param texture the texture to query
* \param format a pointer filled in with the raw format of the texture; the
* actual format may differ, but pixel transfers will use this
* format (one of the SDL_PixelFormatEnum values). This argument
* can be NULL if you don't need this information.
* \param access a pointer filled in with the actual access to the texture
* (one of the SDL_TextureAccess values). This argument can be
* NULL if you don't need this information.
* \param w a pointer filled in with the width of the texture in pixels. This
* argument can be NULL if you don't need this information.
* \param h a pointer filled in with the height of the texture in pixels. This
* argument can be NULL if you don't need this information.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateTexture
*/
extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h);
/**
* Set an additional color value multiplied into render copy operations.
*
* When this texture is rendered, during the copy operation each source color
* channel is modulated by the appropriate color value according to the
* following formula:
*
* `srcC = srcC * (color / 255)`
*
* Color modulation is not always supported by the renderer; it will return -1
* if color modulation is not supported.
*
* \param texture the texture to update
* \param r the red color value multiplied into copy operations
* \param g the green color value multiplied into copy operations
* \param b the blue color value multiplied into copy operations
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureColorMod
* \sa SDL_SetTextureAlphaMod
*/
extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
/**
* Get the additional color value multiplied into render copy operations.
*
* \param texture the texture to query
* \param r a pointer filled in with the current red color value
* \param g a pointer filled in with the current green color value
* \param b a pointer filled in with the current blue color value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureAlphaMod
* \sa SDL_SetTextureColorMod
*/
extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
/**
* Set an additional alpha value multiplied into render copy operations.
*
* When this texture is rendered, during the copy operation the source alpha
* value is modulated by this alpha value according to the following formula:
*
* `srcA = srcA * (alpha / 255)`
*
* Alpha modulation is not always supported by the renderer; it will return -1
* if alpha modulation is not supported.
*
* \param texture the texture to update
* \param alpha the source alpha value multiplied into copy operations
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureAlphaMod
* \sa SDL_SetTextureColorMod
*/
extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
/**
* Get the additional alpha value multiplied into render copy operations.
*
* \param texture the texture to query
* \param alpha a pointer filled in with the current alpha value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureColorMod
* \sa SDL_SetTextureAlphaMod
*/
extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
/**
* Set the blend mode for a texture, used by SDL_RenderTexture().
*
* If the blend mode is not supported, the closest supported mode is chosen
* and this function returns -1.
*
* \param texture the texture to update
* \param blendMode the SDL_BlendMode to use for texture blending
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureBlendMode
* \sa SDL_RenderTexture
*/
extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
/**
* Get the blend mode used for texture copy operations.
*
* \param texture the texture to query
* \param blendMode a pointer filled in with the current SDL_BlendMode
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetTextureBlendMode
*/
extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
/**
* Set the scale mode used for texture scale operations.
*
* If the scale mode is not supported, the closest supported mode is chosen.
*
* \param texture The texture to update.
* \param scaleMode the SDL_ScaleMode to use for texture scaling.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureScaleMode
*/
extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
/**
* Get the scale mode used for texture scale operations.
*
* \param texture the texture to query.
* \param scaleMode a pointer filled in with the current scale mode.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetTextureScaleMode
*/
extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
/**
* Associate a user-specified pointer with a texture.
*
* \param texture the texture to update.
* \param userdata the pointer to associate with the texture.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureUserData
*/
extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture *texture, void *userdata);
/**
* Get the user-specified pointer associated with a texture
*
* \param texture the texture to query.
* \returns the pointer associated with the texture, or NULL if the texture is
* not valid.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetTextureUserData
*/
extern DECLSPEC void *SDLCALL SDL_GetTextureUserData(SDL_Texture *texture);
/**
* Update the given texture rectangle with new pixel data.
*
* The pixel data must be in the pixel format of the texture. Use
* SDL_QueryTexture() to query the pixel format of the texture.
*
* This is a fairly slow function, intended for use with static textures that
* do not change often.
*
* If the texture is intended to be updated often, it is preferred to create
* the texture as streaming and use the locking functions referenced below.
* While this function will work with streaming textures, for optimization
* reasons you may not get the pixels back if you lock the texture afterward.
*
* \param texture the texture to update
* \param rect an SDL_Rect structure representing the area to update, or NULL
* to update the entire texture
* \param pixels the raw pixel data in the format of the texture
* \param pitch the number of bytes in a row of pixel data, including padding
* between lines
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateTexture
* \sa SDL_LockTexture
* \sa SDL_UnlockTexture
*/
extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
/**
* Update a rectangle within a planar YV12 or IYUV texture with new pixel
* data.
*
* You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
* block of Y and U/V planes in the proper order, but this function is
* available if your pixel data is not contiguous.
*
* \param texture the texture to update
* \param rect a pointer to the rectangle of pixels to update, or NULL to
* update the entire texture
* \param Yplane the raw pixel data for the Y plane
* \param Ypitch the number of bytes between rows of pixel data for the Y
* plane
* \param Uplane the raw pixel data for the U plane
* \param Upitch the number of bytes between rows of pixel data for the U
* plane
* \param Vplane the raw pixel data for the V plane
* \param Vpitch the number of bytes between rows of pixel data for the V
* plane
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_UpdateTexture
*/
extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
const SDL_Rect *rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch);
/**
* Update a rectangle within a planar NV12 or NV21 texture with new pixels.
*
* You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
* block of NV12/21 planes in the proper order, but this function is available
* if your pixel data is not contiguous.
*
* \param texture the texture to update
* \param rect a pointer to the rectangle of pixels to update, or NULL to
* update the entire texture.
* \param Yplane the raw pixel data for the Y plane.
* \param Ypitch the number of bytes between rows of pixel data for the Y
* plane.
* \param UVplane the raw pixel data for the UV plane.
* \param UVpitch the number of bytes between rows of pixel data for the UV
* plane.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
const SDL_Rect *rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *UVplane, int UVpitch);
/**
* Lock a portion of the texture for **write-only** pixel access.
*
* As an optimization, the pixels made available for editing don't necessarily
* contain the old texture data. This is a write-only operation, and if you
* need to keep a copy of the texture data you should do that at the
* application level.
*
* You must use SDL_UnlockTexture() to unlock the pixels and apply any
* changes.
*
* \param texture the texture to lock for access, which was created with
* `SDL_TEXTUREACCESS_STREAMING`
* \param rect an SDL_Rect structure representing the area to lock for access;
* NULL to lock the entire texture
* \param pixels this is filled in with a pointer to the locked pixels,
* appropriately offset by the locked area
* \param pitch this is filled in with the pitch of the locked pixels; the
* pitch is the length of one row in bytes
* \returns 0 on success or a negative error code if the texture is not valid
* or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_UnlockTexture
*/
extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture,
const SDL_Rect *rect,
void **pixels, int *pitch);
/**
* Lock a portion of the texture for **write-only** pixel access, and expose
* it as a SDL surface.
*
* Besides providing an SDL_Surface instead of raw pixel data, this function
* operates like SDL_LockTexture.
*
* As an optimization, the pixels made available for editing don't necessarily
* contain the old texture data. This is a write-only operation, and if you
* need to keep a copy of the texture data you should do that at the
* application level.
*
* You must use SDL_UnlockTexture() to unlock the pixels and apply any
* changes.
*
* The returned surface is freed internally after calling SDL_UnlockTexture()
* or SDL_DestroyTexture(). The caller should not free it.
*
* \param texture the texture to lock for access, which must be created with
* `SDL_TEXTUREACCESS_STREAMING`
* \param rect a pointer to the rectangle to lock for access. If the rect is
* NULL, the entire texture will be locked
* \param surface this is filled in with an SDL surface representing the
* locked area
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_LockTexture
* \sa SDL_UnlockTexture
*/
extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
const SDL_Rect *rect,
SDL_Surface **surface);
/**
* Unlock a texture, uploading the changes to video memory, if needed.
*
* **Warning**: Please note that SDL_LockTexture() is intended to be
* write-only; it will not guarantee the previous contents of the texture will
* be provided. You must fully initialize any area of a texture that you lock
* before unlocking it, as the pixels might otherwise be uninitialized memory.
*
* Which is to say: locking and immediately unlocking a texture can result in
* corrupted textures, depending on the renderer in use.
*
* \param texture a texture locked by SDL_LockTexture()
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_LockTexture
*/
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
/**
* Set a texture as the current rendering target.
*
* The default render target is the window for which the renderer was created.
* To stop rendering to a texture and render to the window again, call this
* function with a NULL `texture`.
*
* \param renderer the rendering context
* \param texture the targeted texture, which must be created with the
* `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
* window instead of a texture.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderTarget
*/
extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
/**
* Get the current render target.
*
* The default render target is the window for which the renderer was created,
* and is reported a NULL here.
*
* \param renderer the rendering context
* \returns the current render target or NULL for the default render target.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderTarget
*/
extern DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
/**
* Set a device independent resolution and presentation mode for rendering.
*
* This function sets the width and height of the logical rendering output. A
* render target is created at the specified size and used for rendering and
* then copied to the output during presentation.
*
* You can disable logical coordinates by setting the mode to
* SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
* resolution of the output window.
*
* You can convert coordinates in an event into rendering coordinates using
* SDL_ConvertEventToRenderCoordinates().
*
* \param renderer the rendering context
* \param w the width of the logical resolution
* \param h the height of the logical resolution
* \param mode the presentation mode used
* \param scale_mode the scale mode used
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_ConvertEventToRenderCoordinates
* \sa SDL_GetRenderLogicalPresentation
*/
extern DECLSPEC int SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode);
/**
* Get device independent resolution and presentation mode for rendering.
*
* This function gets the width and height of the logical rendering output, or
* the output size in pixels if a logical resolution is not enabled.
*
* \param renderer the rendering context
* \param w an int to be filled with the width
* \param h an int to be filled with the height
* \param mode a pointer filled in with the presentation mode
* \param scale_mode a pointer filled in with the scale mode
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderLogicalPresentation
*/
extern DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode);
/**
* Get a point in render coordinates when given a point in window coordinates.
*
* \param renderer the rendering context
* \param window_x the x coordinate in window coordinates
* \param window_y the y coordinate in window coordinates
* \param x a pointer filled with the x coordinate in render coordinates
* \param y a pointer filled with the y coordinate in render coordinates
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderLogicalPresentation
* \sa SDL_SetRenderScale
*/
extern DECLSPEC int SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
/**
* Get a point in window coordinates when given a point in render coordinates.
*
* \param renderer the rendering context
* \param x the x coordinate in render coordinates
* \param y the y coordinate in render coordinates
* \param window_x a pointer filled with the x coordinate in window
* coordinates
* \param window_y a pointer filled with the y coordinate in window
* coordinates
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderLogicalPresentation
* \sa SDL_SetRenderScale
*/
extern DECLSPEC int SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
/**
* Convert the coordinates in an event to render coordinates.
*
* Touch coordinates are converted from normalized coordinates in the window
* to non-normalized rendering coordinates.
*
* Once converted, the coordinates may be outside the rendering area.
*
* \param renderer the rendering context
* \param event the event to modify
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderCoordinatesFromWindowCoordinates
*/
extern DECLSPEC int SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
/**
* Set the drawing area for rendering on the current target.
*
* \param renderer the rendering context
* \param rect the SDL_Rect structure representing the drawing area, or NULL
* to set the viewport to the entire target
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderViewport
*/
extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
/**
* Get the drawing area for the current target.
*
* \param renderer the rendering context
* \param rect an SDL_Rect structure filled in with the current drawing area
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderViewport
*/
extern DECLSPEC int SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
/**
* Set the clip rectangle for rendering on the specified target.
*
* \param renderer the rendering context
* \param rect an SDL_Rect structure representing the clip area, relative to
* the viewport, or NULL to disable clipping
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderClipRect
* \sa SDL_RenderClipEnabled
*/
extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
/**
* Get the clip rectangle for the current target.
*
* \param renderer the rendering context
* \param rect an SDL_Rect structure filled in with the current clipping area
* or an empty rectangle if clipping is disabled
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderClipEnabled
* \sa SDL_SetRenderClipRect
*/
extern DECLSPEC int SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
/**
* Get whether clipping is enabled on the given renderer.
*
* \param renderer the rendering context
* \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderClipRect
* \sa SDL_SetRenderClipRect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
/**
* Set the drawing scale for rendering on the current target.
*
* The drawing coordinates are scaled by the x/y scaling factors before they
* are used by the renderer. This allows resolution independent drawing with a
* single coordinate system.
*
* If this results in scaling or subpixel drawing by the rendering backend, it
* will be handled using the appropriate quality hints. For best results use
* integer scaling factors.
*
* \param renderer the rendering context
* \param scaleX the horizontal scaling factor
* \param scaleY the vertical scaling factor
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderScale
*/
extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
/**
* Get the drawing scale for the current target.
*
* \param renderer the rendering context
* \param scaleX a pointer filled in with the horizontal scaling factor
* \param scaleY a pointer filled in with the vertical scaling factor
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderScale
*/
extern DECLSPEC int SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
/**
* Set the color used for drawing operations (Rect, Line and Clear).
*
* Set the color for drawing or filling rectangles, lines, and points, and for
* SDL_RenderClear().
*
* \param renderer the rendering context
* \param r the red value used to draw on the rendering target
* \param g the green value used to draw on the rendering target
* \param b the blue value used to draw on the rendering target
* \param a the alpha value used to draw on the rendering target; usually
* `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
* specify how the alpha channel is used
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderDrawColor
* \sa SDL_RenderClear
* \sa SDL_RenderLine
* \sa SDL_RenderLines
* \sa SDL_RenderPoint
* \sa SDL_RenderPoints
* \sa SDL_RenderRect
* \sa SDL_RenderRects
* \sa SDL_RenderFillRect
* \sa SDL_RenderFillRects
*/
extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
/**
* Get the color used for drawing operations (Rect, Line and Clear).
*
* \param renderer the rendering context
* \param r a pointer filled in with the red value used to draw on the
* rendering target
* \param g a pointer filled in with the green value used to draw on the
* rendering target
* \param b a pointer filled in with the blue value used to draw on the
* rendering target
* \param a a pointer filled in with the alpha value used to draw on the
* rendering target; usually `SDL_ALPHA_OPAQUE` (255)
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderDrawColor
*/
extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
/**
* Set the blend mode used for drawing operations (Fill and Line).
*
* If the blend mode is not supported, the closest supported mode is chosen.
*
* \param renderer the rendering context
* \param blendMode the SDL_BlendMode to use for blending
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderDrawBlendMode
* \sa SDL_RenderLine
* \sa SDL_RenderLines
* \sa SDL_RenderPoint
* \sa SDL_RenderPoints
* \sa SDL_RenderRect
* \sa SDL_RenderRects
* \sa SDL_RenderFillRect
* \sa SDL_RenderFillRects
*/
extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
/**
* Get the blend mode used for drawing operations.
*
* \param renderer the rendering context
* \param blendMode a pointer filled in with the current SDL_BlendMode
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderDrawBlendMode
*/
extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
/**
* Clear the current rendering target with the drawing color.
*
* This function clears the entire rendering target, ignoring the viewport and
* the clip rectangle.
*
* \param renderer the rendering context
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderDrawColor
*/
extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
/**
* Draw a point on the current rendering target at subpixel precision.
*
* \param renderer The renderer which should draw a point.
* \param x The x coordinate of the point.
* \param y The y coordinate of the point.
* \returns 0 on success, or -1 on error
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
/**
* Draw multiple points on the current rendering target at subpixel precision.
*
* \param renderer The renderer which should draw multiple points.
* \param points The points to draw
* \param count The number of points to draw
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
/**
* Draw a line on the current rendering target at subpixel precision.
*
* \param renderer The renderer which should draw a line.
* \param x1 The x coordinate of the start point.
* \param y1 The y coordinate of the start point.
* \param x2 The x coordinate of the end point.
* \param y2 The y coordinate of the end point.
* \returns 0 on success, or -1 on error
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
/**
* Draw a series of connected lines on the current rendering target at
* subpixel precision.
*
* \param renderer The renderer which should draw multiple lines.
* \param points The points along the lines
* \param count The number of points, drawing count-1 lines
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
/**
* Draw a rectangle on the current rendering target at subpixel precision.
*
* \param renderer The renderer which should draw a rectangle.
* \param rect A pointer to the destination rectangle, or NULL to outline the
* entire rendering target.
* \returns 0 on success, or -1 on error
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
/**
* Draw some number of rectangles on the current rendering target at subpixel
* precision.
*
* \param renderer The renderer which should draw multiple rectangles.
* \param rects A pointer to an array of destination rectangles.
* \param count The number of rectangles.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
/**
* Fill a rectangle on the current rendering target with the drawing color at
* subpixel precision.
*
* \param renderer The renderer which should fill a rectangle.
* \param rect A pointer to the destination rectangle, or NULL for the entire
* rendering target.
* \returns 0 on success, or -1 on error
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
/**
* Fill some number of rectangles on the current rendering target with the
* drawing color at subpixel precision.
*
* \param renderer The renderer which should fill multiple rectangles.
* \param rects A pointer to an array of destination rectangles.
* \param count The number of rectangles.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
/**
* Copy a portion of the texture to the current rendering target at subpixel
* precision.
*
* \param renderer The renderer which should copy parts of a texture.
* \param texture The source texture.
* \param srcrect A pointer to the source rectangle, or NULL for the entire
* texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the
* entire rendering target.
* \returns 0 on success, or -1 on error
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
/**
* Copy a portion of the source texture to the current rendering target, with
* rotation and flipping, at subpixel precision.
*
* \param renderer The renderer which should copy parts of a texture.
* \param texture The source texture.
* \param srcrect A pointer to the source rectangle, or NULL for the entire
* texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the
* entire rendering target.
* \param angle An angle in degrees that indicates the rotation that will be
* applied to dstrect, rotating it in a clockwise direction
* \param center A pointer to a point indicating the point around which
* dstrect will be rotated (if NULL, rotation will be done
* around dstrect.w/2, dstrect.h/2).
* \param flip An SDL_RendererFlip value stating which flipping actions should
* be performed on the texture
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_FRect *srcrect, const SDL_FRect *dstrect,
const double angle, const SDL_FPoint *center,
const SDL_RendererFlip flip);
/**
* Render a list of triangles, optionally using a texture and indices into the
* vertex array Color and alpha modulation is done per vertex
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
* \param renderer The rendering context.
* \param texture (optional) The SDL texture to use.
* \param vertices Vertices.
* \param num_vertices Number of vertices.
* \param indices (optional) An array of integer indices into the 'vertices'
* array, if NULL all vertices will be rendered in sequential
* order.
* \param num_indices Number of indices.
* \returns 0 on success, or -1 if the operation is not supported
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderGeometryRaw
* \sa SDL_Vertex
*/
extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
SDL_Texture *texture,
const SDL_Vertex *vertices, int num_vertices,
const int *indices, int num_indices);
/**
* Render a list of triangles, optionally using a texture and indices into the
* vertex arrays Color and alpha modulation is done per vertex
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
* \param renderer The rendering context.
* \param texture (optional) The SDL texture to use.
* \param xy Vertex positions
* \param xy_stride Byte size to move from one element to the next element
* \param color Vertex colors (as SDL_Color)
* \param color_stride Byte size to move from one element to the next element
* \param uv Vertex normalized texture coordinates
* \param uv_stride Byte size to move from one element to the next element
* \param num_vertices Number of vertices.
* \param indices (optional) An array of indices into the 'vertices' arrays,
* if NULL all vertices will be rendered in sequential order.
* \param num_indices Number of indices.
* \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderGeometry
* \sa SDL_Vertex
*/
extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
SDL_Texture *texture,
const float *xy, int xy_stride,
const SDL_Color *color, int color_stride,
const float *uv, int uv_stride,
int num_vertices,
const void *indices, int num_indices, int size_indices);
/**
* Read pixels from the current rendering target to an array of pixels.
*
* **WARNING**: This is a very slow operation, and should not be used
* frequently. If you're using this on the main rendering target, it should be
* called after rendering and before SDL_RenderPresent().
*
* `pitch` specifies the number of bytes between rows in the destination
* `pixels` data. This allows you to write to a subrectangle or have padded
* rows in the destination. Generally, `pitch` should equal the number of
* pixels per row in the `pixels` data times the number of bytes per pixel,
* but it might contain additional padding (for example, 24bit RGB Windows
* Bitmap data pads all rows to multiples of 4 bytes).
*
* \param renderer the rendering context
* \param rect an SDL_Rect structure representing the area in pixels relative
* to the to current viewport, or NULL for the entire viewport
* \param format an SDL_PixelFormatEnum value of the desired format of the
* pixel data, or 0 to use the format of the rendering target
* \param pixels a pointer to the pixel data to copy into
* \param pitch the pitch of the `pixels` parameter
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer,
const SDL_Rect *rect,
Uint32 format,
void *pixels, int pitch);
/**
* Update the screen with any rendering performed since the previous call.
*
* SDL's rendering functions operate on a backbuffer; that is, calling a
* rendering function such as SDL_RenderLine() does not directly put a line on
* the screen, but rather updates the backbuffer. As such, you compose your
* entire scene and *present* the composed backbuffer to the screen as a
* complete picture.
*
* Therefore, when using SDL's rendering API, one does all drawing intended
* for the frame, and then calls this function once per frame to present the
* final drawing to the user.
*
* The backbuffer should be considered invalidated after each present; do not
* assume that previous contents will exist between frames. You are strongly
* encouraged to call SDL_RenderClear() to initialize the backbuffer before
* starting each new frame's drawing, even if you plan to overwrite every
* pixel.
*
* \param renderer the rendering context
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \threadsafety You may only call this function on the main thread.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderClear
* \sa SDL_RenderLine
* \sa SDL_RenderLines
* \sa SDL_RenderPoint
* \sa SDL_RenderPoints
* \sa SDL_RenderRect
* \sa SDL_RenderRects
* \sa SDL_RenderFillRect
* \sa SDL_RenderFillRects
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_SetRenderDrawColor
*/
extern DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
/**
* Destroy the specified texture.
*
* Passing NULL or an otherwise invalid texture will set the SDL error message
* to "Invalid texture".
*
* \param texture the texture to destroy
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateTexture
* \sa SDL_CreateTextureFromSurface
*/
extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
/**
* Destroy the rendering context for a window and free associated textures.
*
* If `renderer` is NULL, this function will return immediately after setting
* the SDL error message to "Invalid renderer". See SDL_GetError().
*
* \param renderer the rendering context
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRenderer
*/
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
/**
* Force the rendering context to flush any pending commands to the underlying
* rendering API.
*
* You do not need to (and in fact, shouldn't) call this function unless you
* are planning to call into OpenGL/Direct3D/Metal/whatever directly in
* addition to using an SDL_Renderer.
*
* This is for a very-specific case: if you are using SDL's render API, you
* asked for a specific renderer backend (OpenGL, Direct3D, etc), you set
* SDL_HINT_RENDER_BATCHING to "1", and you plan to make OpenGL/D3D/whatever
* calls in addition to SDL render API calls. If all of this applies, you
* should call SDL_RenderFlush() between calls to SDL's render API and the
* low-level API you're using in cooperation.
*
* In all other cases, you can ignore this function. This is only here to get
* maximum performance out of a specific situation. In all other cases, SDL
* will do the right thing, perhaps at a performance loss.
*
* This function is first available in SDL 2.0.10, and is not needed in 2.0.9
* and earlier, as earlier versions did not queue rendering commands at all,
* instead flushing them to the OS immediately.
*
* \param renderer the rendering context
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer *renderer);
/**
* Bind an OpenGL/ES/ES2 texture to the current context.
*
* This is for use with OpenGL instructions when rendering OpenGL primitives
* directly.
*
* If not NULL, `texw` and `texh` will be filled with the width and height
* values suitable for the provided texture. In most cases, both will be 1.0,
* however, on systems that support the GL_ARB_texture_rectangle extension,
* these values will actually be the pixel width and height used to create the
* texture, so this factor needs to be taken into account when providing
* texture coordinates to OpenGL.
*
* You need a renderer to create an SDL_Texture, therefore you can only use
* this function with an implicit OpenGL context from SDL_CreateRenderer(),
* not with your own OpenGL context. If you need control over your OpenGL
* context, you need to write your own texture-loading methods.
*
* Also note that SDL may upload RGB textures as BGR (or vice-versa), and
* re-order the color channels in the shaders phase, so the uploaded texture
* may have swapped color channels.
*
* \param texture the texture to bind to the current OpenGL/ES/ES2 context
* \param texw a pointer to a float value which will be filled with the
* texture width or NULL if you don't need that value
* \param texh a pointer to a float value which will be filled with the
* texture height or NULL if you don't need that value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_MakeCurrent
* \sa SDL_GL_UnbindTexture
*/
extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
/**
* Unbind an OpenGL/ES/ES2 texture from the current context.
*
* See SDL_GL_BindTexture() for examples on how to use these functions
*
* \param texture the texture to unbind from the current OpenGL/ES/ES2 context
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GL_BindTexture
* \sa SDL_GL_MakeCurrent
*/
extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
/**
* Get the CAMetalLayer associated with the given Metal renderer.
*
* This function returns `void *`, so SDL doesn't have to include Metal's
* headers, but it can be safely cast to a `CAMetalLayer *`.
*
* \param renderer The renderer to query
* \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
* Metal renderer
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderMetalCommandEncoder
*/
extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
/**
* Get the Metal command encoder for the current frame
*
* This function returns `void *`, so SDL doesn't have to include Metal's
* headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
*
* Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
* SDL a drawable to render to, which might happen if the window is
* hidden/minimized/offscreen. This doesn't apply to command encoders for
Squashed 'external/sdl/SDL/' changes from b8d91252c6..ec0042081e ec0042081e Add .gitattributes file a5d9db0cd0 cmake: build tests for UWP b7889a7389 winrt: use windowsio in non-libc mode ea8757a748 Make testaudiostreamdynamicresample compatible with emscripten 1a7a74fb2e cmake: build emscripten tests as html page 64d570f027 Add minimal http server for emscripten test apps 8e898c4a21 SDL_test does not parse --samples argument 91cd5478be audio: Fix resampler overflowing input buffer. f290c85b22 testaudiocapture: Make sure we convert captured audio to output format. b75c751dfc rwlock: Make generic implmentations work on single-threaded platforms. 80850af7ce The controller update complete events are no longer disabled by default 3f486224a9 Fixed refresh rate calculation for KMSDRM 342ec51131 Fix overflow when doing SDL_sscanf("%hd", ...) 9129e1d557 Fixed crash when setting the default cursor twice 8e99a4f4f5 Undo variable rename be67f0de10 Fixed crashes related to the default cursor on WinRT and KMSDRM 94b3f78c44 Fix out of bound read of 'has_hat' array 94f48f19b0 Use more specific build destinations when creating an xcframework dabd45997e Back out change supporting multiple names for binding elements efe15588d5 Relabel back paddles as left or right be884f0c95 ci: disable visionos.yml by renaming the file ac094d00f5 ci: add workflow_dispatch event to visionos workflow 9be9e2292b build: Consistently use pathlib APIs in cmake/xxd.py a9f6950657 Fixed deadlock shutting down Android sensors d9f09e77f2 Actually make the sensors magical! 690eae7d22 Implement visionOS support e385d6da0a Fixed build warning 6b93e788fa Improved sensor thread-safety 4ee0e5a984 Fixed thread-safety warnings 12deed91f8 Added information on how to enable thread-safety analysis 5735d2b03b coreaudio: Fixed assertion when device fails/quits mid-iteration. 1022fd6e04 testaudio: the test framework opens an audio device at startup; close it. 0714da37a4 audio: Fix audio stream callback calculations when future buffer has space. 917e036f6f MSVC has __declspec(deprecated) 279ff8909f Changed example code to avoid potential divide by zero 8a1afc9b10 Fixed Android not sending controller event timestamps 463c456b98 Fill the correct member with the joystick ID in SDL_EVENT_JOYSTICK_UPDATE_COMPLETE 55cf1abaa6 test: Don't flag testsurround as suitable for non-interactive use a2d594269c Fixed pixel format compatibility with SDL2 79a190aa23 Fixed setting invalid bpp for FOURCC formats in SDL_GetMasksForPixelFormatEnum() 8fdebdd3e0 Sync SDL3 wiki -> header b903ccf945 SDL_rwops read/write functions return size_t again c03f5b4b69 Fixed rounding up in SDL_PrintFloat 75a020aa6b Only query serial number and firmware versions from Sony PS5 controllers fa189d302e Added the Victrix Pro FS for PS4/PS5 to the controller list 26205b659d Fixed PS4/PS5 touchpad for third party controllers 6af0448af9 include: fixed a typo in SDL_RenderGetMetalCommandEncoder docs. f3cb46b083 SDL_thread.h: do not conflict with sdl2-compat::sdl3_include_wrapper.h 080b1dfbdb Revert "Improved fallback for SDL_COMPILE_TIME_ASSERT() (thanks @icculus!)" 9d453daa23 Improved fallback for SDL_COMPILE_TIME_ASSERT() (thanks @icculus!) 1fb2419882 Removed reference to renamed function e7d56dd0b2 audio: Renamed new API SDL_UnpauseAudioDevice to SDL_ResumeAudioDevice. 2b0c0f5b6b Don't pass NULL to strncmp 778e8185cd Fix size of memcpy in SDL_AudioDeviceFormatChangedAlreadyLocked And add diagnostic that allows to find this kind of issue in clang-tidy 4bb426abad Sync SDL3 wiki -> header 3a752ce650 Reapply "Changed 'freesrc' parameter from int to SDL_bool" to SDL_wave.c 2ba03b4db0 fix build after previous commit. 0026adffd4 apply force_align_arg_pointer attribute to correct version of SDL_RunApp 77446e2029 Unaligned stacks on i686-w64-mingw32 may lead to crashes d3bcc3f057 Fixed build errors when OpenGL isn't enabled 35ad68e126 Sync SDL3 wiki -> header 70323a8350 Add a function to display the system menu for a window be5f66c84e testaudio: Fixed soundboard icon, which had a colorkey issue. c0a88930bf Sync SDL3 wiki -> header 18c59cc969 Merge the SDL3 audio subsystem redesign! 99b0e31788 The Steam Controller D-Pad is only pressed when the button is pressed down 103073d694 Set NSBluetoothAlwaysUsageDescription for testcontroller ca02bb6c8c We don't need testdropfile-Info.plist e063f662e9 Enable the controller update complete events 06bea1eb55 Added a gamepad mapping for the G-Shark GS-GP702 5ca3c50bf0 testaudio: Fix compiler warning. 1b1f02c5aa testaudio: Apparently compilers don't like this possibly being NULL now...? 2de9253b6c test: Added testaudio fb3ab3f113 SDL_video.c: move ngage video before offscreen. 843572d993 Don't mark autorelease keys as virtual 648de4f9b8 Fixed duplicate key press/release events on iOS a8abe612ed Only pass keypresses up the responder chain when text input is active c3288d113e Synchronize on-screen keyboard state with text input active state 5fb92ef2f7 Fixed whitespace f5ea6ae18d Revert "Stop beep when running iOS apps on ARM-based Macs" 546508b9b4 Allow test programs to run at full resolution on iPads 68a4bb01e0 Allocate displays as an array of pointers instead of an array of objects 07578fde3d Fixed crash if a display is enumerated twice a509771a87 fix ios CI workflow after commit e4460e897f 72ce76905a The scheme isn't always the same as the framework name (e.g. xmp_lite vs xmp-lite) e4460e897f By default Xcode expects the framework target name to be the name of the project. ac683773dc Added missing tests to the "All" target 7dd56eaafe Removed unnecessary reference to testoverlay-Info.plist e1c7f524ef Reduce the number of times SDL3 is duplicated in the xcframework script 65538011ca Make Xcode targets more specific efe114c300 Revert "Renamed the xcframework target from "SDL.xcframework" to "xcframework"" 73ed1d21a9 Renamed the xcframework target from "SDL.xcframework" to "xcframework" 76b4d8a0d8 Build the Framework instead of a static library for iOS and tvOS d1bf979160 Removed unnecessary setting from the "Create DMG" target c94cb3a5d8 Simplified the Xcode project to a single Framework target ea60474c65 cmake: don't build SDL3-static Apple framework 8f00d7856d Sync SDL3 wiki -> header d4a867a256 Rename SDL_GetPath to SDL_GetUserFolder 71099149b8 Fall back to Xlib if XRandR isn't available b7f32f74ce Note the removal of the SDL_RENDERER_TARGETTEXTURE flag 0eda582160 testaudiostreamdynamicresample: Load sample.wav correctly. 87eae9a0a1 aaudio: We need a mixbuf on capture devices, too. fb68e84646 wayland: Fix memory leaks b0edd23c00 testsurround: Log available audio output devices at the start. ae3090c387 androidaudio: Move Init/bootstrap code to bottom of source code. 18fc0db9e5 aaudio: Rearranged source code to match other backends. 2507c1d68b aaudio: Disconnect playing devices if error callback fires. 32a3fc3783 aaudio: Use the callback interface. b49ce86765 audio: Fixed compiler warning on Android NDK. 1c074e8d97 android: Fixed audio device detection. 82ce05ad01 pulseaudio: Be more aggressive with hotplug thread synchronization. 5cbdf1168e androidaudio: Fixed incorrect JNI call (thanks, @madebr!) 660054f3dc include: Correct comment about audio device hotplug events. ab68428a64 aaudio: Fixed for older SDKs and Android releases. 5ff87c6d4a android: Reworked audio backends for SDL3 audio API. 54af687210 testautomation_audio.c: Patched to compile. :/ 5e82090662 testautomation_audio.c: Apparently we aren't updating test code for C99 atm. 7f4488f625 wasapi: More fixes for Clang warnings. 29a0c689c9 wasapi: Patched to compile with Clang. 4aa95c21bc pspaudio: Patched to compile. 9a2a0a1463 ps2audio: Delete errant character that got inserted before previous commit. 2c578bd0d5 qnxaudio: Rewrite for SDL3 audio APIs. 455eef4cd9 audio: Use AtomicAdd for device counts, don't treat as a refcount. 095ea57f94 pspaudio: Patched to compile. d7cf63db67 ps2audio: Patched to compile. 027b9e8787 coreaudio: (maybe) patched to compile on iOS. 4836c2db07 pspaudio: Patched to compile. 86ca412436 n3dsaudio: Patched to compile. 66bcee2ca9 testaudiostreamdynamicresample.c: Fixed MSVC compiler warning. dbf993d358 vitaaudio: patched to compile. 5707e14716 audio: Fix up some things that broke when rebasing the branch against main. 6567285eae SDL_migration.cocci: Fix up SDL_(Pause|Unpause)Audio. 0b6255551e test: Fixed incorrect SDL_OpenAudioDevice call in testautomation. 107fd941cd vitaaudio: Clean up correctly in CloseDevice. 9fa4a6ef87 netbsdaudio: Minor fix. b0d89868c6 n3dsaudio: Updated (but untested!) for SDL3 audio API. ba27176106 vitaaudio: Untested attempt to move Vita audio to SDL3's audio API. 0b58e96d9e wasapi: Patched WinRT to compile. d6b4f48488 visualc: Turn on multiprocessor compilation. c58d95c343 wasapi: Reworked for new SDL3 audio API, other win32 fixes. dc04f85646 audio: whoops, that should be an int. be0dc630b7 audio: Fixed incorrect assertion 77b3fb06ee directsound: First shot at updating for SDL3 audio API. 4399b71715 audio: Generalize how backends can lookup an SDL_AudioDevice. 2fb122fe46 audio: backends now "find" instead of "obtain" devices by handle. c3f5a5fc72 dummyaudio: SDL3ify style 7d65ff86e2 diskaudio: Adjusted for later SDL3 audio API redesign changes. 4ba9c2eade dummyaudio: Configurable delay, other SDL3 API fixes. fb395d3ad7 sndio: Updated to the SDL3 audio API. 1a55282051 dsp: Some minor logic fixes 6bc85577d7 netbsdaudio: Updated for SDL3 audio API. 0f6e59312b netbsdaudio: Removed email address from source code. 51ae78c0af haikuaudio: Updated for SDL3 audio API. fc7ed18ca1 emscriptenaudio: don't forget to finalize the audio thread 4233c41ce2 pulseaudio: Removed unnecessary variable. a0528cd5ed emscriptenaudio: Updated for SDL3 audio API. 79cc29ba35 wave: Don't check if format->channels > INT_MAX, it's a Uint16. 1bfe97c235 pspaudio: Updated for SDL3 audio API. 121a2dce15 audio: Make sure `device->hidden` is NULL after CloseDevice 3d6ba0cafd ps2audio: Removed free of buffer that hasn't been allocated yet. 00ed6f8827 test: Fixed compiler warnings for unused vars. 6f12f68ec9 ps2audio: SDL3ified the style 4993743a02 ps2audio: Renamed `_this` to `device` 74568cdb2b ps2audio: Updated (but untested) for SDL3 audio API. c83b68ef26 jack: renamed `_this` to `device`. 3f4f004794 audio: Remove an assertion that no longer makes sense. 86243b2589 jack: Use ProvidesOwnCallbackThread. 18906a32b8 jack: First shot at updating for SDL3 audio API. a2b488359e dsp: Removed debug logging 6fd71185cd dsp: Updated for new SDL3 audio API. 3482d1215a alsa: Don't ever block in CaptureFromDevice. 65d296ef1a audio: Use SDL_powerof2 instead of reinventing it. 409b544505 alsa: Updated for new SDL3 audio API 0999a090a7 audio: More tweaking of `device->thread_alive` f94ffd6092 audio: Fixed logic error 4deb2970c9 alsa: Renamed `_this` to `device` 0fb9e4baae audio: Remove no-longer-used SupportsNonPow2Samples c653e57768 coreaudio: rewritten for SDL3 audio redesign! 533777eff5 audio: SDL_sysaudio.h comment conversion. 8473e522e0 audio: unify device thread naming. 258bc9efed audio: PlayDevice now passes the buffer, too, for convenience. e518149d14 audio: Fixed locking in SDL_AudioDeviceDisconnected 22afa5735f audio: FreeDeviceHandle should pass the whole device, for convenience. 9e3c5f93e0 coreaudio: Change `_this` to `device` e969160de0 audio: unset a freed variable to NULL 1fc01b0300 audio: Try to definitely have a default device set up. b60a56d368 audio: take first reported device if no default was specified. a8323ebe68 audio: Better handling of ProvidesOwnCallbackThread backends. 1dffb72c1d pipewire: Hooked up default device change notifications. a93fcf2444 audio: fixed flushed stream reporting bytes but not being able to get them. ad6c1781fc pulseaudio: Minor cleanups. cfc8a0d17d pipewire: First shot at moving to the new SDL3 audio interfaces. 13202642a3 aaudio: Fixed capitialization, plus some minor cleanups. 3e9991b535 audio: Make sure we don't write to a NULL pointer. 943351affb pulseaudio: GetDefaultAudioInfo isn't a thing anymore. 11dfc4d737 test: Update testautomation_audio for SDL3 audio API. 29afc2e42b test: Update testresample for SDL3 audio API. 3a02eecced test: Update testsurround for SDL3 audio API. e1c78718d4 test: testaudiocapture is updated for the SDL3 audio API. f48cb716c2 pulseaudio: a couple minor tweaks. dac25fe9eb audio: Seperate audio capture into Wait/Read operations. 3e10c0005d audio: Capture devices should respect logical device pausing. 7e700531c5 audio: Allow SDL_OpenAudioDevice to accept a NULL spec. bb1cbbd33a test: Update testaudioinfo for SDL3 audio API. 883aee32c5 audio: Let default formats differ for output and capture devices. 62cf24eeb9 pulseaudio: Listen for server events in addition to sources and sinks. 924f370bd7 pulseaudio: Fix deadlock in HotplugThread. 5d4e9e5f80 test: Updated testaudiostreamdynamicresample to SDL3 audio API. f883b9fc64 test: Updated testaudiohotplug to SDL3 audio API. 2be5f726d4 audio: Removed debug logging. 323ecce123 docs: Added migration note about SDL_AUDIODEVICEREMOVED. 47b0321ebf test: Removed loopwavequeue.c; obsolete in SDL3. 0e5a1d4f29 pulseaudio: Removed debug logging. f598626e46 test: loopwave shouldn't use an audiostream callback. eee407caf8 docs: migration guide note that SDL_LoadWAV has a different return type. b03c493fc4 test: Updated testmultiaudio to new SDL3 audio API fe1daf6fb5 audio: Mark disconnected default devices as "zombies". cdd2ba81de audio: Fixed adding new physical devices to a double-linked list. db39cbf208 audio: Allow SDL_GetAudioDeviceFormat() to query the default devices. ee10bab3cd audio: An enormous amount of work on managing default devices. c7a44eea83 audio: Fixed logic error. 089cd87cb5 audio: Make sure device count stays correct as hardware disconnects. e50cb72eb6 docs: Note that audio opening doesn't implicitly init SDL now. 97b2f747d0 docs: Corrections to audio section of README-migration.md 464640440f audio: Added SDL_GetAudioStreamBinding. 01f7b53865 audio: Readded (logical) device pausing. fd4c9f4e11 audio: documentation improvements. 4b78b789a7 audio: Switch SDL_audio.c and SDL_audiocvt.c to C99-ish syntax. d96a1db7d7 audio: Opening via a logical device ID should also track default device. b2e020958f audio: Wrap device access in opening of logical devices. 7ee2459927 audio: Check for unlikely failure case in WAV loaded. 3d65a2cefe audio: Made SDL_LoadWAV a real function, not just a macro. 26525f5fd3 audio: Readd SDL_AudioSpec, but just with format/channels/freq fields. e6aaed7d79 include: Audio is not, and has not been, a raw mixing buffer for a long time. 56b1bc2198 audio: SDL_AudioStream now has callbacks for Get and Put operations. 905c4fff5b audio: First shot at the SDL3 audio subsystem redesign! b221b59995 cmake: add SDL_REVISION option 0500fca00c Add missing break d3f2de7f29 fixed typo in prev. patch. 12b35c6a46 test/testnativecocoa.m: fixed deprecation warnings. e24b3e2fa4 cmake: rename SDL_TEST -> SDL_TEST_LIBRARY da5016d336 cmake: use pkg-config + test compile instead of Find module for detecting rpi deec574ff6 cmake: fix SDL_HIDAPI_LIBUSB f2ae00c1ad Sync SDL3 wiki -> header 41a96c8133 doc: document building of SDL tests with CMake 3174d0b970 Sorted controller list 27b8abb056 Add Steam Deck controller mapping to database. 41d436f0fe Use SetWindowPos to show windows when SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN is set to avoid activating the parent window when showing a child window 0dc85f3078 Improved the documentation for the gamepad paddle buttons 2fff999a41 Try to create the dummy mouse cursor after video backend initialization d086d9874d Sync SDL3 wiki -> header bce598addd SDL_pixels.c: Fixed compiler warning on Android NDK. ad0c0d3cde Sync SDL3 wiki -> header f8e8dff7ee tests: Fix automated window grab and positioning tests under Wayland/XWayland 4cffbc3644 Add VS code directory to gitignore 666f81bace Add more endian-specific aliases for 32 bit pixelformats 4749df0a63 Just disable the 4214 warning instead of trying to change the structure definition git-subtree-dir: external/sdl/SDL git-subtree-split: ec0042081ea104d5dd0ee291105210e00a4fe3d9
2023-08-12 20:17:29 +02:00
* render targets, just the window's backbuffer. Check your return values!
*
* \param renderer The renderer to query
* \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
* renderer isn't a Metal renderer or there was an error.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderMetalLayer
*/
extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
/**
* Toggle VSync of the given renderer.
*
* \param renderer The renderer to toggle
* \param vsync 1 for on, 0 for off. All other values are reserved
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
/**
* Get VSync of the given renderer.
*
* \param renderer The renderer to toggle
* \param vsync an int filled with 1 for on, 0 for off. All other values are
* reserved
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_render_h_ */