tomato-testing/include/SDL3/SDL_render.h
Green Sky 644725478f Squashed 'external/sdl/SDL/' changes from ec0042081..399bc709b
399bc709b build-scripts.pl: Added add-source-to-projects.pl
ac6827187 Visual-WinRT: dos2unix the project files to match other Visual Studio targets.
34719cba9 Fixed crash in hid_init() if the HIDDeviceManager isn't available
2e92e94eb Make sure we update device->sample_frames in SDL_AudioDeviceFormatChangedAlreadyLocked()
9964e5c5b wayland: Don't retrieve the drag offer strings with every pointer motion event
bac7eeaaa Added missing include
a541e2ac1 audio: Change a few SDL_memcpy calls to SDL_copyp.
54125c140 audio: Only update bound audiostreams' formats when necessary.
e0b0f9a36 testaudio: Fix mouseover testing.
2f3deec24 wayland: Don't process drag & drop events from surfaces not owned by SDL
42bdced05 events: Log file drop position events and print the pointer coordinates
c10d93d3a wayland: Replace magic constant with define
500852153 emscripten: Restore compatibility with existing emsdk releases.
953b55dd6 Use EM_ASM_PTR when the return value is a pointer
a4541a255 audio: SDL_GetAudioStreamQueued now returns bytes, not frames.
703aefbce Sync SDL3 wiki -> header
99421b64d linux: Add portal drag and drop
952c5059b Remove stray Â
eebd5d18a linux: Handle upower's UP_DEVICE_STATE_PENDING_CHARGE, PENDING_DISCHARGE
f8fdb20d8 audio: Destroy all existing SDL_AudioStreams on shutdown.
62d445997 audio: Removed declarations of functions that don't exist anymore.
b656720bc loopwave: Use SDL_GetAudioStreamQueued() for more accurate results.
34b931f7e audio: Added SDL_GetAudioStreamQueued
23206b9e3 audio: Added SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED
c7e6d7a1f audio: Changed debug logging output.
87ec6acf2 audio: Added a FIXME
ac88ffb7e audio: don't allocate buffer in SDL_SetAudioPostmixCallback for NULL callback.
2a950f6ae audio: Replace some SDL_memcpy calls with SDL_copyp.
0dc0434a3 audio: Fixed race condition in subsystem shutdown.
23f60203a audio: precalculate if we can use simple copies instead of the full mixer.
36b0f1141 audio: Optimize setting device formats during audio thread iteration.
4c3e84897 testspriteminimal: make standalone by embedding icon.bmp
2a01f9dcb tests: plug leaks when running with --trackmem
f42bbeca2 SDL_test: track stack frames of allocations on Windows
12c0be028 SDL_test: clear text cache on exit event
b4bfb1831 SDL_test: free state before logging allocations
248b1edd3 SDL_test: destroy windows in SDL_CommonQuit
98da2dd30 SDL_test: don't warn about expected allocations when running with --trackmem
6a381567b Support audio rate conversion up to 384KHz
b2b548a1f Don't hang if IAudioRenderClient_GetBuffer() fails indefinitely
a3a5e1728 Fixed build warning '=': conversion from 'Uint32' to 'Uint16', possible loss of data
6d3e21c27 Fixed android build warnings
fca2f5318 Fixed warning: this function declaration is not a prototype
a72dfa6a5 Fixed sensor timestamp units for third-party PS5 controllers
f6756047a Fixed error: array subscript 2 is above array bounds of ‘const Uint8[2]’
7059a55cc Fixed sensor timestamp calculation for third-party PS5 controllers
c0443e5d1 Fixed crash in SDL_IMMDevice_FindByDevID()
fde8499f6 Use around 20ms for the audio buffer size
e5739d7d1 video: Remove SDL_GetFocusWindow()
39c2f9737 Fix NULL dereference in SDL_OpenAudio
9a23d0e3f Added new audio files to the Xcode project
a62e62f97 Refactored SDL_audiocvt.c
31229fd47 include: Added a note about SDL's iOS app delegate functions.
65aaf3a9a x11: Always update clipboard owner
f622f21e6 Fixed build
5774c9638 Prefer hidraw over libusb when libusb whitelisting is not enabled
9301f7ace hidapi/libusb: only enumerate each interface once
859dc14ad Replaced SDL_GetGamepadBindForAxis() and SDL_GetGamepadBindForButton() with SDL_GetGamepadBindings()
9e50048ab Revert "Removed SDL_GamepadBinding from the API"
9f17d1a9d Don't reference the same function in "see also"
86505ea63 fix SDL_AudioStreamCallback documentation
d885d5c31 Sync SDL3 wiki -> header
2f43f7bc5 audio: Allow querying of device buffer size.
cf9572113 audio: Added a hint to let apps force device buffer size.
47d8c77c6 audio: Choose better default sample frame counts.
8b26e95f9 audio: Change SDL_AudioStreamCallback
9da34e8fb docs: Updated README-emscripten.md.
fd1c54a00 detect fanatec steering wheels
cb4414608 docs: Whoops, this got added by the wiki bridge by accident!
cd633b9a8 Renamed SDL_IsAudioDevicePaused() to SDL_AudioDevicePaused()
c6cad07fa Sync SDL3 wiki -> header
a6e52f9e4 Sync SDL3 wiki -> header
2de2e9d03 Fix flickering of window when using desktop-fullscreen and borderless window on multiple monitors on Linux.  Closes #8186.
723835d16 Windows: fix for client rect resizing larger each time we came from exclusive fullscreen -> windowed on a monitor with HiDPI set.  The problem was we were using the monitor DPI rather than the window DPI so AdjustWindowRectExForDpi was giving us an incorrect size which would be too large for the client rect.  Closes #8237.
ce27363df wikiheaders: Sort undocumented functions.
e22282b09 Added README about transparent windows in Win32
1d1c6e630 Turn off COREAUDIO debug logging by default
52efefca0 wayland: Fix drag offer leak
3a992af44 audio: Added a postmix callback to logical devices.
7207bdce5 render: Enable clipping for zero-sized rectangles
22d81fb3e cmake: use MSVC_RUNTIME_LIBRARY to force MT
a2e17852d cmake: make sure SDL_GetPrefPath is run before testfilesystem
2fb266e0a ci: run tests in parallel
ad1313e75 testaudio: Patched to compile.
5747ddc01 testaudio: Clean up some messy memory management.
fafbea1ce audio: Move internal float32 mixing to a simplified function
116b0ec97 include: minor tweak to audio API documentation
fb1377035 include: Replaced old Bugzilla URL.
38c8fc05c audio: Remove ChooseMixStrategy.
b00cbd76a wikiheaders.pl: create Unsupported.md file with list of functions undocumented in either the headers or the wiki
37e1fc3b5 wayland: Ensure that the toplevel window is recreated when switching decoration modes
f2ca9a615 Added SDL_AUDIO_FRAMESIZE
53122593f Added SDL_AUDIO_BYTESIZE
544351c98 Sync SDL3 wiki -> header
2e7d2b94e Clarify that SDL_BlitSurface() ignores the width and height in dstrect
a2c1984d3 Detect Simagic wheel bases as wheels (#8198)
1d8dfbb22 avoid type redefinition errors after PR/8181
266b91d2f Detect Logitech G923 Playstation as wheel G923 have two different versions - Xbox version is already present in the wheel list, but not the PS version.
cde67ea49 Detect Logitech PRO Racing Wheel for Xbox (PC mode) as wheel Logitech PRO Racing Wheel have two different versions - for Playstation and Xbox. Vendor + Product ID for Playstation version already present in SDL sources, but not an Xbox version
3a932141e Restore audio format binary compatibility with SDL 2.0
e85206ffd wikiheaders.pl: add --rev= option to pass revision string
233789b0d Audio types have the same naming convention as other SDL endian types, e.g. [S|U][BITS][LE|BE]
36b5f3e35 Sync SDL3 wiki -> header
0e552761b Renamed AudioStreamSpeed to AudioStreamFrequencyRatio
47bcb078f Fixed some incorrect SDL_AUDIO_F32 uses
2833f2e7b Fixed OOB access in audio_convertAccuracy test
8387fae69 Sync SDL3 wiki -> header
832181345 docs: Add note about Wayland application icons
825d34475 Make sure that the same timestamp is used for all PS5 events from the same packet
9c1430324 Removed SDL_dataqueue
28b28bd8f Added audio_formatChange test
a59152688 Try and avoid overflow when handling very large audio streams
5394a805f Improved testaudiostreamdynamicresample
e55844274 Added SDL_(Get|Set)AudioStreamSpeed
43c3c5736 Track the formats of data in an SDL_AudioStream
337fed3df Tweaked ResampleFrame_SSE Use _mm_unpack(lo|hi)_ps instead of _mm_shuffle_ps
fd7cd91dc audio: Mix multiple streams in float32 to prevent clipping.
9097573e3 audio: Choose a mixing strategy on each iteration.
bbe2e012a Don't provide the SDL3 header path
c17a35f09 Fixed typo
4f72255eb Fixed README.md link
e0ab59754 Simplified SDL_main.h migration notes
d44bde61e Added SDL migration information to the top level README.md
6ff31e10c metal: Add hint to select low power device instead of the default one (#8182)
8a8aed477 Make sure that we process touch events that position the mouse
f84c87f20 Sync SDL3 wiki -> header
a7eea9997 macOS: Don't raise the parent top-level window when raising a child window, only raise the child window to the top of the parent
a5e721479 Add SDL_WINDOW_NOT_FOCUSABLE flag to set that the window should not be able to gain key focus
b385dc3b6 n3dsaudio: Patched to compile.
4e0c7c91f audio: PlayDevice() should return an error code.
a94d724f1 wayland: add SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_EGL
da5d93d3d wayland: don't define SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_* macro's
f002f7d12 ci: build emscripten with Debug buid type
3699b12ed audio: Fixed some "is_*" variables to be cleaner and/or more specific.
2471d8cc2 audio: Fixed logic error in SDL_OpenAudioDeviceStream.
1b03a2430 testsurround: fix order of arguments of callback
82db2b58f Renamed audio stream callback and moved the userdata parameter first
5bdad5210 Sync SDL3 wiki -> header
58c859f64 audio: Rename SDL_GetAudioStreamBinding to SDL_GetAudioStreamDevice.
efd2023a7 audio: Fixed documentation.
1e775e0ee audio: Replace SDL_CreateAndBindAudioStream with SDL_OpenAudioDeviceStream.
bd088c2f9 Revert "Clarify whether an audio function expects a physical or logical device ID"
82e481b52 Added --randmem test parameter
ea68bb802 Add some additional checks to audio_convertAudio
f8286df16 Fixed ResampleFrame_SSE doing unnecessary work
b1d63be53 Fixed audio_resampleLoss test
c191d6c30 Better Win32 transparent window support
923d612ca hidapi: sync macOS code with mainstream.
363f4fa9c avoid type redefinition errors after commit ee806597b9.
615824a80 Updated documentation now that SDL_GetAudioDevices() has been split into separate functions for output and capture devices
506a133d8 Clarify whether an audio function expects a physical or logical device ID
3b1d1e4e3 hidapi: sync the hidraw changes with mainstream
f617918e0 cmake: check linkage to libusb too, instead of libusb.h presence only.
041dbd6b5 Fixed GetResamplerAvailableOutputFrames Non-euclidean division is a pain
b49d0a607 x11: Avoid including full Vulkan headers.
4d2f9f3a3 yuv_rgb: Comment out unused code.
3c3486e2a wayland: Don't include full Vulkan headers when not necessary.
f066bbe98 x11: Don't include system headers twice.
d86d02bbb updated dynapi after SDL_GDKGetDefaultUser addition
4355f9cec Fixed warning C4389: '!=': signed/unsigned mismatch
5755de07a Fixed build warnings
0f80d47bb Fixed thread-safety warning
ee806597b Removed SDL_vulkan_internal.h from SDL_sysvideo.h
34860b932 Fixed testautomation --filter pixels_allocFreeFormat
6f8a6a31c gdk: GetBasePath should be a UTF8 version of Win32 GetBasePath
e30e5c77e Sync SDL3 wiki -> header
c0cd8c814 gdk: Add SDL_GDKGetDefaultUser, SDL_GetPrefPath implementation
106abce69 Refactored GetAudioStreamDataInternal buffer handling The final conversion step should now always go straight into the output buffer.
e44f54ec5 Avoid using hex-floats
5b696996c Added ResampleFrame_SSE
958b3cfae Tweaked and enabled audio_convertAudio test
7dbb9b65b audio_convertAccuracy: Shuffle the data in case of a bad SIMD implementation
f6a4080ff audio_resampleLoss: Add support for multiple channels
4f894e748 audio_resampleLoss: SDL_GetAudioStreamData now returns the correct length
ab83f75bb Make sure GetAudioStreamDataInternal is called with a valid length
6a73f74b6 Rebuild full ResamplerFilter (left wing + right wing) at runtime
0c15ce006 Add a missing int cast
b74ee86b1 Optimized ResampleAudio, with special cases for 1 and 2 channels This would also benefit from some SIMD, since it's just a bunch of multiply-adds
fba6e1e3d Removed ResamplerFilterDifference It takes 1 extra multiply to calculate the correct interpolation, but I think the improvement in cache locality (and binary size) outweighs that.
9f7a22fa4 Removed 64-bit handling from AudioConvertByteswap
1f5327a9f Removed future_buffer, left_padding, and right_padding from SDL_AudioStream
71ad52d6d Lowered SDL_GetAudioStreamData to 32 KB No particular reason for this number, but 1 MB was a bit silly
69aec8c91 Fixed the report format for the Razer Wolverine V2 Pro
7c2669c9d Accept key events from any source
1e9d31448 Updated to Android minSdkVersion 19 and targetSdkVersion 34
8924d0d92 Added missing function prototype for SDL_WriteS64BE()
845f3c745 Fixed mismatch between stdlib calloc() and SDL free()
fb7921173 emscriptenaudio: Fire the capture silence_callback at an interval.
5191b2054 emscriptenaudio: Don't bother undefining things about to be unreachable.
fd75a4ca0 emscriptenaudio: Deal with blocked audio devices better.
981b8a337 emscriptenaudio: Remove unnecessary functions.
c7588e426 Transparent window for Win32 + OpenGL (#8143)
f9581178d cmake: fixed a typo.
e6c878824 Fixed ResampleAudio interpolation factor calculation
498363863 Misc audio tweaks/cleanup
72d9d53de Invert the inner ResampleAudio loops to avoid doing unnecessary work
88123a510 The history buffer should always have the maximum possible padding frames
96e47f165 Clamp results of GetResampler(AvailableOutput|NeededInput)Frames
d2b9c8b80 Fixed maths in testaudiostreamdynamicresample (and just show the actual scale)
14e38b17d Removed assertions from inner ResampleAudio loop
9d413dfdc The history buffer doesn't need to be so large
2788e848f Allow resampling less than 1 frame of input
383084e0a Pre-calculate resampling rate, and use it instead of .freq in most places
40a6a445c Update resample_offset inside ResampleAudio
47fea7f06 Used fixed-point arithmetic in ResampleAudio
7bb4e806e Clear resample_offset in SDL_ClearAudioStream, not SetAudioStreamFormat Not entirely sure if ClearAudioStream is the right place, but SetAudioStreamFormat was the wrong place
b9541b9ea Improved ResampleAudio * filterindex2 was off-by-one * Generate ResamplerFilter using doubles * Transpose ResamplerFilter to improve access patterns
cdaa19869 Track offset within the current sample when resampling
d60ebb06d mouse: Ensure that the dummy default cursor is removed from the cursor list
e58c2731f mouse: Free the default cursor when destroyed
789ce17e1 audio: Don't resample in chunks for now.
cbab33482 audio: Don't call SDL_AudioStream callbacks for empty data sets.
3e1ae0c86 Clearified the libusb whitelist default logic
f4520821e Removed some unnecessary integer casts
0989b7e86 Avoid using designated initializers
c6c1e673c Optimized SDL_Convert_*_to_*_Scalar
f97b920b3 Optimized SDL_Convert_*_to_*_SSE2 Some of the SDL_Convert_F32_to_*_SSE2 do not explicitly clamp the input, but instead rely on saturating casts. Inputs very far outside the valid [-1.0, 1.0] range may produce an incorrect result, but I believe that is an acceptable trade-off.
300d1ec3e Added audio_convertAccuracy test
32cecc2ea Fixed assertion in audio_convertAudio
33f11e21e Removed assertions in AudioConvert(To|From)Float
c2f388fd8 cmake: add SDL_HIDAPI_LIBUSB_SHARED option + test on ci
371cc2d17 wayland: Remove unnecessary flag and state settings
fe85e6e75 cocoa: Send a maximized event instead of restored if a deminiaturized window is zoomed
ddddcb78c cocoa: Use the close method to hide a miniaturized window
be8c42cfd Clarify that a window being 'hidden' means that it is unmapped/ordered out
a44338cbc Fix typo in SDL_audiocvt.c
f464eb2c5 SDL_hidapi.c: change 'use_libusb_whitelist_default' into a macro.
6607a3cfa Disable cache in python http server
181d5d285 hidapi: Enable libusb support by default.
f0f15e365 hidapi: Use a whitelist for libusb when other backends are available
c3f7a7dc4 Convert audio using SDL_AUDIO_F32SYS format instead of SDL_AUDIO_F32
796713b9d xxd.py: always write \n line endings
723bcd0a8 SDL_TriggerBreakppoint for riscv arch (both 32/64) version.

git-subtree-dir: external/sdl/SDL
git-subtree-split: 399bc709b7485bab57880f8261f826f29dc0d7b2
2023-09-23 18:45:49 +02:00

1601 lines
61 KiB
C

/*
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: https://github.com/libsdl-org/SDL/issues/986
*/
#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
* 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_ */