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authorNikolas <nikolas@boutalas.com>2024-10-27 12:52:55 +0200
committerNikolas <nikolas@boutalas.com>2024-10-27 12:52:55 +0200
commit43394c8a8908442982e3a7e25975c31b3c952923 (patch)
tree2facd563e29f48fe3b0653ac5c113998940b4d5e /3rdparty/include/SDL2/SDL_render.h
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+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * \file SDL_render.h
+ *
+ * Header file for SDL 2D rendering functions.
+ *
+ * This API supports the following features:
+ * * single pixel points
+ * * single pixel lines
+ * * filled rectangles
+ * * texture images
+ *
+ * The primitives may be drawn in opaque, blended, or additive modes.
+ *
+ * The texture images may be drawn in opaque, blended, or additive modes.
+ * They can have an additional color tint or alpha modulation applied to
+ * them, and may also be stretched with linear interpolation.
+ *
+ * This API is designed to accelerate simple 2D operations. You may
+ * want more functionality such as polygons and particle effects and
+ * in that case you should use SDL's OpenGL/Direct3D support or one
+ * of the many good 3D engines.
+ *
+ * These functions must be called from the main thread.
+ * See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
+ */
+
+#ifndef SDL_render_h_
+#define SDL_render_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_rect.h"
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * \brief Flags used when creating a rendering context
+ */
+typedef enum
+{
+ SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */
+ SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware
+ acceleration */
+ SDL_RENDERER_PRESENTVSYNC = 0x00000004, /**< Present is synchronized
+ with the refresh rate */
+ SDL_RENDERER_TARGETTEXTURE = 0x00000008 /**< The renderer supports
+ rendering to texture */
+} SDL_RendererFlags;
+
+/**
+ * \brief 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;
+
+/**
+ * \brief The scaling mode for a texture.
+ */
+typedef enum
+{
+ SDL_ScaleModeNearest, /**< nearest pixel sampling */
+ SDL_ScaleModeLinear, /**< linear filtering */
+ SDL_ScaleModeBest /**< anisotropic filtering */
+} SDL_ScaleMode;
+
+/**
+ * \brief 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;
+
+/**
+ * \brief The texture channel modulation used in SDL_RenderCopy().
+ */
+typedef enum
+{
+ SDL_TEXTUREMODULATE_NONE = 0x00000000, /**< No modulation */
+ SDL_TEXTUREMODULATE_COLOR = 0x00000001, /**< srcC = srcC * color */
+ SDL_TEXTUREMODULATE_ALPHA = 0x00000002 /**< srcA = srcA * alpha */
+} SDL_TextureModulate;
+
+/**
+ * \brief Flip constants for SDL_RenderCopyEx
+ */
+typedef enum
+{
+ SDL_FLIP_NONE = 0x00000000, /**< Do not flip */
+ SDL_FLIP_HORIZONTAL = 0x00000001, /**< flip horizontally */
+ SDL_FLIP_VERTICAL = 0x00000002 /**< flip vertically */
+} SDL_RendererFlip;
+
+/**
+ * \brief A structure representing rendering state
+ */
+struct SDL_Renderer;
+typedef struct SDL_Renderer SDL_Renderer;
+
+/**
+ * \brief An efficient driver-specific representation of pixel data
+ */
+struct SDL_Texture;
+typedef struct SDL_Texture SDL_Texture;
+
+
+/* Function prototypes */
+
+/**
+ * \brief 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.
+ *
+ * \sa SDL_GetRenderDriverInfo()
+ * \sa SDL_CreateRenderer()
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
+
+/**
+ * \brief Get information about a specific 2D rendering driver for the current
+ * display.
+ *
+ * \param index The index of the driver to query information about.
+ * \param info A pointer to an SDL_RendererInfo struct to be filled with
+ * information on the rendering driver.
+ *
+ * \return 0 on success, -1 if the index was out of range.
+ *
+ * \sa SDL_CreateRenderer()
+ */
+extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
+ SDL_RendererInfo * info);
+
+/**
+ * \brief 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
+ * \param window A pointer filled with the window, or NULL on error
+ * \param renderer A pointer filled with the renderer, or NULL on error
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
+ int width, int height, Uint32 window_flags,
+ SDL_Window **window, SDL_Renderer **renderer);
+
+
+/**
+ * \brief Create a 2D rendering context for a window.
+ *
+ * \param window The window where rendering is displayed.
+ * \param index The index of the rendering driver to initialize, or -1 to
+ * initialize the first one supporting the requested flags.
+ * \param flags ::SDL_RendererFlags.
+ *
+ * \return A valid rendering context or NULL if there was an error.
+ *
+ * \sa SDL_CreateSoftwareRenderer()
+ * \sa SDL_GetRendererInfo()
+ * \sa SDL_DestroyRenderer()
+ */
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
+ int index, Uint32 flags);
+
+/**
+ * \brief Create a 2D software rendering context for a surface.
+ *
+ * \param surface The surface where rendering is done.
+ *
+ * \return A valid rendering context or NULL if there was an error.
+ *
+ * \sa SDL_CreateRenderer()
+ * \sa SDL_DestroyRenderer()
+ */
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
+
+/**
+ * \brief Get the renderer associated with a window.
+ */
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
+
+/**
+ * \brief Get information about a rendering context.
+ */
+extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
+ SDL_RendererInfo * info);
+
+/**
+ * \brief Get the output size in pixels of a rendering context.
+ */
+extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
+ int *w, int *h);
+
+/**
+ * \brief Create a texture for a rendering context.
+ *
+ * \param renderer The renderer.
+ * \param format The format of the texture.
+ * \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.
+ *
+ * \return The created texture is returned, or NULL if no rendering context was
+ * active, the format was unsupported, or the width or height were out
+ * of range.
+ *
+ * \note The contents of the texture are not defined at creation.
+ *
+ * \sa SDL_QueryTexture()
+ * \sa SDL_UpdateTexture()
+ * \sa SDL_DestroyTexture()
+ */
+extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
+ Uint32 format,
+ int access, int w,
+ int h);
+
+/**
+ * \brief Create a texture from an existing surface.
+ *
+ * \param renderer The renderer.
+ * \param surface The surface containing pixel data used to fill the texture.
+ *
+ * \return The created texture is returned, or NULL on error.
+ *
+ * \note The surface is not modified or freed by this function.
+ *
+ * \sa SDL_QueryTexture()
+ * \sa SDL_DestroyTexture()
+ */
+extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
+
+/**
+ * \brief Query the attributes of a texture
+ *
+ * \param texture A texture to be queried.
+ * \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.
+ * \param access A pointer filled in with the actual access to the texture.
+ * \param w A pointer filled in with the width of the texture in pixels.
+ * \param h A pointer filled in with the height of the texture in pixels.
+ *
+ * \return 0 on success, or -1 if the texture is not valid.
+ */
+extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
+ Uint32 * format, int *access,
+ int *w, int *h);
+
+/**
+ * \brief Set an additional color value used in render copy operations.
+ *
+ * \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.
+ *
+ * \return 0 on success, or -1 if the texture is not valid or color modulation
+ * is not supported.
+ *
+ * \sa SDL_GetTextureColorMod()
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
+ Uint8 r, Uint8 g, Uint8 b);
+
+
+/**
+ * \brief Get the additional color value used in 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.
+ *
+ * \return 0 on success, or -1 if the texture is not valid.
+ *
+ * \sa SDL_SetTextureColorMod()
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
+ Uint8 * r, Uint8 * g,
+ Uint8 * b);
+
+/**
+ * \brief Set an additional alpha value used in render copy operations.
+ *
+ * \param texture The texture to update.
+ * \param alpha The alpha value multiplied into copy operations.
+ *
+ * \return 0 on success, or -1 if the texture is not valid or alpha modulation
+ * is not supported.
+ *
+ * \sa SDL_GetTextureAlphaMod()
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
+ Uint8 alpha);
+
+/**
+ * \brief Get the additional alpha value used in render copy operations.
+ *
+ * \param texture The texture to query.
+ * \param alpha A pointer filled in with the current alpha value.
+ *
+ * \return 0 on success, or -1 if the texture is not valid.
+ *
+ * \sa SDL_SetTextureAlphaMod()
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
+ Uint8 * alpha);
+
+/**
+ * \brief Set the blend mode used for texture copy operations.
+ *
+ * \param texture The texture to update.
+ * \param blendMode ::SDL_BlendMode to use for texture blending.
+ *
+ * \return 0 on success, or -1 if the texture is not valid or the blend mode is
+ * not supported.
+ *
+ * \note If the blend mode is not supported, the closest supported mode is
+ * chosen.
+ *
+ * \sa SDL_GetTextureBlendMode()
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
+ SDL_BlendMode blendMode);
+
+/**
+ * \brief Get the blend mode used for texture copy operations.
+ *
+ * \param texture The texture to query.
+ * \param blendMode A pointer filled in with the current blend mode.
+ *
+ * \return 0 on success, or -1 if the texture is not valid.
+ *
+ * \sa SDL_SetTextureBlendMode()
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
+ SDL_BlendMode *blendMode);
+
+/**
+ * \brief Set the scale mode used for texture scale operations.
+ *
+ * \param texture The texture to update.
+ * \param scaleMode ::SDL_ScaleMode to use for texture scaling.
+ *
+ * \return 0 on success, or -1 if the texture is not valid.
+ *
+ * \note If the scale mode is not supported, the closest supported mode is
+ * chosen.
+ *
+ * \sa SDL_GetTextureScaleMode()
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
+ SDL_ScaleMode scaleMode);
+
+/**
+ * \brief Get the scale mode used for texture scale operations.
+ *
+ * \param texture The texture to query.
+ * \param scaleMode A pointer filled in with the current scale mode.
+ *
+ * \return 0 on success, or -1 if the texture is not valid.
+ *
+ * \sa SDL_SetTextureScaleMode()
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
+ SDL_ScaleMode *scaleMode);
+
+/**
+ * \brief Update the given texture rectangle with new pixel data.
+ *
+ * \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 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.
+ *
+ * The pixel data must be in the format of the texture. The pixel format can be
+ * queried with SDL_QueryTexture.
+ *
+ * \return 0 on success, or -1 if the texture is not valid.
+ *
+ * \note This is a fairly slow function.
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
+ const SDL_Rect * rect,
+ const void *pixels, int pitch);
+
+/**
+ * \brief Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
+ *
+ * \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.
+ *
+ * \return 0 on success, or -1 if the texture is not valid.
+ *
+ * \note 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.
+ */
+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);
+
+/**
+ * \brief Lock a portion of the texture for write-only pixel access.
+ *
+ * \param texture The texture to lock for access, which was created with
+ * ::SDL_TEXTUREACCESS_STREAMING.
+ * \param rect A pointer to the rectangle to lock for access. If the rect
+ * is NULL, the entire texture will be locked.
+ * \param 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.
+ *
+ * \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
+ *
+ * \sa SDL_UnlockTexture()
+ */
+extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
+ const SDL_Rect * rect,
+ void **pixels, int *pitch);
+
+/**
+ * \brief Lock a portion of the texture for write-only pixel access.
+ * Expose it as a SDL surface.
+ *
+ * \param texture The texture to lock for access, which was created with
+ * ::SDL_TEXTUREACCESS_STREAMING.
+ * \param rect A pointer to the rectangle to lock for access. If the rect
+ * is NULL, the entire texture will be locked.
+ * \param surface This is filled in with a SDL surface representing the locked area
+ * Surface is freed internally after calling SDL_UnlockTexture or SDL_DestroyTexture.
+ *
+ * \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
+ *
+ * \sa SDL_UnlockTexture()
+ */
+extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
+ const SDL_Rect *rect,
+ SDL_Surface **surface);
+
+/**
+ * \brief Unlock a texture, uploading the changes to video memory, if needed.
+ * If SDL_LockTextureToSurface() was called for locking, the SDL surface is freed.
+ *
+ * \sa SDL_LockTexture()
+ * \sa SDL_LockTextureToSurface()
+ */
+extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
+
+/**
+ * \brief Determines whether a window supports the use of render targets
+ *
+ * \param renderer The renderer that will be checked
+ *
+ * \return SDL_TRUE if supported, SDL_FALSE if not.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
+
+/**
+ * \brief Set a texture as the current rendering target.
+ *
+ * \param renderer The renderer.
+ * \param texture The targeted texture, which must be created with the SDL_TEXTUREACCESS_TARGET flag, or NULL for the default render target
+ *
+ * \return 0 on success, or -1 on error
+ *
+ * \sa SDL_GetRenderTarget()
+ */
+extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
+ SDL_Texture *texture);
+
+/**
+ * \brief Get the current render target or NULL for the default render target.
+ *
+ * \return The current render target
+ *
+ * \sa SDL_SetRenderTarget()
+ */
+extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
+
+/**
+ * \brief Set device independent resolution for rendering
+ *
+ * \param renderer The renderer for which resolution should be set.
+ * \param w The width of the logical resolution
+ * \param h The height of the logical resolution
+ *
+ * This function uses the viewport and scaling functionality to allow a fixed logical
+ * resolution for rendering, regardless of the actual output resolution. If the actual
+ * output resolution doesn't have the same aspect ratio the output rendering will be
+ * centered within the output display.
+ *
+ * If the output display is a window, mouse events in the window will be filtered
+ * and scaled so they seem to arrive within the logical resolution.
+ *
+ * \note If this function results in scaling or subpixel drawing by the
+ * rendering backend, it will be handled using the appropriate
+ * quality hints.
+ *
+ * \sa SDL_RenderGetLogicalSize()
+ * \sa SDL_RenderSetScale()
+ * \sa SDL_RenderSetViewport()
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h);
+
+/**
+ * \brief Get device independent resolution for rendering
+ *
+ * \param renderer The renderer from which resolution should be queried.
+ * \param w A pointer filled with the width of the logical resolution
+ * \param h A pointer filled with the height of the logical resolution
+ *
+ * \sa SDL_RenderSetLogicalSize()
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
+
+/**
+ * \brief Set whether to force integer scales for resolution-independent rendering
+ *
+ * \param renderer The renderer for which integer scaling should be set.
+ * \param enable Enable or disable integer scaling
+ *
+ * This function restricts the logical viewport to integer values - that is, when
+ * a resolution is between two multiples of a logical size, the viewport size is
+ * rounded down to the lower multiple.
+ *
+ * \sa SDL_RenderSetLogicalSize()
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer,
+ SDL_bool enable);
+
+/**
+ * \brief Get whether integer scales are forced for resolution-independent rendering
+ *
+ * \param renderer The renderer from which integer scaling should be queried.
+ *
+ * \sa SDL_RenderSetIntegerScale()
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
+
+/**
+ * \brief Set the drawing area for rendering on the current target.
+ *
+ * \param renderer The renderer for which the drawing area should be set.
+ * \param rect The rectangle representing the drawing area, or NULL to set the viewport to the entire target.
+ *
+ * The x,y of the viewport rect represents the origin for rendering.
+ *
+ * \return 0 on success, or -1 on error
+ *
+ * \note If the window associated with the renderer is resized, the viewport is automatically reset.
+ *
+ * \sa SDL_RenderGetViewport()
+ * \sa SDL_RenderSetLogicalSize()
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer,
+ const SDL_Rect * rect);
+
+/**
+ * \brief Get the drawing area for the current target.
+ *
+ * \sa SDL_RenderSetViewport()
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
+ SDL_Rect * rect);
+
+/**
+ * \brief Set the clip rectangle for the current target.
+ *
+ * \param renderer The renderer for which clip rectangle should be set.
+ * \param rect A pointer to the rectangle to set as the clip rectangle,
+ * relative to the viewport, or NULL to disable clipping.
+ *
+ * \return 0 on success, or -1 on error
+ *
+ * \sa SDL_RenderGetClipRect()
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
+ const SDL_Rect * rect);
+
+/**
+ * \brief Get the clip rectangle for the current target.
+ *
+ * \param renderer The renderer from which clip rectangle should be queried.
+ * \param rect A pointer filled in with the current clip rectangle, or
+ * an empty rectangle if clipping is disabled.
+ *
+ * \sa SDL_RenderSetClipRect()
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer,
+ SDL_Rect * rect);
+
+/**
+ * \brief Get whether clipping is enabled on the given renderer.
+ *
+ * \param renderer The renderer from which clip state should be queried.
+ *
+ * \sa SDL_RenderGetClipRect()
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer);
+
+
+/**
+ * \brief Set the drawing scale for rendering on the current target.
+ *
+ * \param renderer The renderer for which the drawing scale should be set.
+ * \param scaleX The horizontal scaling factor
+ * \param scaleY The vertical scaling factor
+ *
+ * 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.
+ *
+ * \note 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.
+ *
+ * \sa SDL_RenderGetScale()
+ * \sa SDL_RenderSetLogicalSize()
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
+ float scaleX, float scaleY);
+
+/**
+ * \brief Get the drawing scale for the current target.
+ *
+ * \param renderer The renderer from which drawing scale should be queried.
+ * \param scaleX A pointer filled in with the horizontal scaling factor
+ * \param scaleY A pointer filled in with the vertical scaling factor
+ *
+ * \sa SDL_RenderSetScale()
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
+ float *scaleX, float *scaleY);
+
+/**
+ * \brief Set the color used for drawing operations (Rect, Line and Clear).
+ *
+ * \param renderer The renderer for which drawing color should be set.
+ * \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).
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
+ Uint8 r, Uint8 g, Uint8 b,
+ Uint8 a);
+
+/**
+ * \brief Get the color used for drawing operations (Rect, Line and Clear).
+ *
+ * \param renderer The renderer from which drawing color should be queried.
+ * \param r A pointer to the red value used to draw on the rendering target.
+ * \param g A pointer to the green value used to draw on the rendering target.
+ * \param b A pointer to the blue value used to draw on the rendering target.
+ * \param a A pointer to the alpha value used to draw on the rendering target,
+ * usually ::SDL_ALPHA_OPAQUE (255).
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
+ Uint8 * r, Uint8 * g, Uint8 * b,
+ Uint8 * a);
+
+/**
+ * \brief Set the blend mode used for drawing operations (Fill and Line).
+ *
+ * \param renderer The renderer for which blend mode should be set.
+ * \param blendMode ::SDL_BlendMode to use for blending.
+ *
+ * \return 0 on success, or -1 on error
+ *
+ * \note If the blend mode is not supported, the closest supported mode is
+ * chosen.
+ *
+ * \sa SDL_GetRenderDrawBlendMode()
+ */
+extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
+ SDL_BlendMode blendMode);
+
+/**
+ * \brief Get the blend mode used for drawing operations.
+ *
+ * \param renderer The renderer from which blend mode should be queried.
+ * \param blendMode A pointer filled in with the current blend mode.
+ *
+ * \return 0 on success, or -1 on error
+ *
+ * \sa SDL_SetRenderDrawBlendMode()
+ */
+extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
+ SDL_BlendMode *blendMode);
+
+/**
+ * \brief Clear the current rendering target with the drawing color
+ *
+ * This function clears the entire rendering target, ignoring the viewport and
+ * the clip rectangle.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
+
+/**
+ * \brief Draw a point on the current rendering target.
+ *
+ * \param renderer The renderer which should draw a point.
+ * \param x The x coordinate of the point.
+ * \param y The y coordinate of the point.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
+ int x, int y);
+
+/**
+ * \brief Draw multiple points on the current rendering target.
+ *
+ * \param renderer The renderer which should draw multiple points.
+ * \param points The points to draw
+ * \param count The number of points to draw
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
+ const SDL_Point * points,
+ int count);
+
+/**
+ * \brief Draw a line on the current rendering target.
+ *
+ * \param renderer The renderer which should draw a line.
+ * \param x1 The x coordinate of the start point.
+ * \param y1 The y coordinate of the start point.
+ * \param x2 The x coordinate of the end point.
+ * \param y2 The y coordinate of the end point.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer,
+ int x1, int y1, int x2, int y2);
+
+/**
+ * \brief Draw a series of connected lines on the current rendering target.
+ *
+ * \param renderer The renderer which should draw multiple lines.
+ * \param points The points along the lines
+ * \param count The number of points, drawing count-1 lines
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
+ const SDL_Point * points,
+ int count);
+
+/**
+ * \brief Draw a rectangle on the current rendering target.
+ *
+ * \param renderer The renderer which should draw a rectangle.
+ * \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
+ const SDL_Rect * rect);
+
+/**
+ * \brief Draw some number of rectangles on the current rendering target.
+ *
+ * \param renderer The renderer which should draw multiple rectangles.
+ * \param rects A pointer to an array of destination rectangles.
+ * \param count The number of rectangles.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
+ const SDL_Rect * rects,
+ int count);
+
+/**
+ * \brief Fill a rectangle on the current rendering target with the drawing color.
+ *
+ * \param renderer The renderer which should fill a rectangle.
+ * \param rect A pointer to the destination rectangle, or NULL for the entire
+ * rendering target.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
+ const SDL_Rect * rect);
+
+/**
+ * \brief Fill some number of rectangles on the current rendering target with the drawing color.
+ *
+ * \param renderer The renderer which should fill multiple rectangles.
+ * \param rects A pointer to an array of destination rectangles.
+ * \param count The number of rectangles.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
+ const SDL_Rect * rects,
+ int count);
+
+/**
+ * \brief Copy a portion of the texture to the current rendering target.
+ *
+ * \param renderer The renderer which should copy parts of a texture.
+ * \param texture The source texture.
+ * \param srcrect A pointer to the source rectangle, or NULL for the entire
+ * texture.
+ * \param dstrect A pointer to the destination rectangle, or NULL for the
+ * entire rendering target.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Rect * srcrect,
+ const SDL_Rect * dstrect);
+
+/**
+ * \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center
+ *
+ * \param renderer The renderer which should copy parts of a texture.
+ * \param texture The source texture.
+ * \param srcrect A pointer to the source rectangle, or NULL for the entire
+ * texture.
+ * \param dstrect A pointer to the destination rectangle, or NULL for the
+ * entire rendering target.
+ * \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
+ * \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2).
+ * \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Rect * srcrect,
+ const SDL_Rect * dstrect,
+ const double angle,
+ const SDL_Point *center,
+ const SDL_RendererFlip flip);
+
+
+/**
+ * \brief Draw a point on the current rendering target.
+ *
+ * \param renderer The renderer which should draw a point.
+ * \param x The x coordinate of the point.
+ * \param y The y coordinate of the point.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer,
+ float x, float y);
+
+/**
+ * \brief Draw multiple points on the current rendering target.
+ *
+ * \param renderer The renderer which should draw multiple points.
+ * \param points The points to draw
+ * \param count The number of points to draw
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer,
+ const SDL_FPoint * points,
+ int count);
+
+/**
+ * \brief Draw a line on the current rendering target.
+ *
+ * \param renderer The renderer which should draw a line.
+ * \param x1 The x coordinate of the start point.
+ * \param y1 The y coordinate of the start point.
+ * \param x2 The x coordinate of the end point.
+ * \param y2 The y coordinate of the end point.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer,
+ float x1, float y1, float x2, float y2);
+
+/**
+ * \brief Draw a series of connected lines on the current rendering target.
+ *
+ * \param renderer The renderer which should draw multiple lines.
+ * \param points The points along the lines
+ * \param count The number of points, drawing count-1 lines
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer,
+ const SDL_FPoint * points,
+ int count);
+
+/**
+ * \brief Draw a rectangle on the current rendering target.
+ *
+ * \param renderer The renderer which should draw a rectangle.
+ * \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer,
+ const SDL_FRect * rect);
+
+/**
+ * \brief Draw some number of rectangles on the current rendering target.
+ *
+ * \param renderer The renderer which should draw multiple rectangles.
+ * \param rects A pointer to an array of destination rectangles.
+ * \param count The number of rectangles.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer,
+ const SDL_FRect * rects,
+ int count);
+
+/**
+ * \brief Fill a rectangle on the current rendering target with the drawing color.
+ *
+ * \param renderer The renderer which should fill a rectangle.
+ * \param rect A pointer to the destination rectangle, or NULL for the entire
+ * rendering target.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer,
+ const SDL_FRect * rect);
+
+/**
+ * \brief Fill some number of rectangles on the current rendering target with the drawing color.
+ *
+ * \param renderer The renderer which should fill multiple rectangles.
+ * \param rects A pointer to an array of destination rectangles.
+ * \param count The number of rectangles.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
+ const SDL_FRect * rects,
+ int count);
+
+/**
+ * \brief Copy a portion of the texture to the current rendering target.
+ *
+ * \param renderer The renderer which should copy parts of a texture.
+ * \param texture The source texture.
+ * \param srcrect A pointer to the source rectangle, or NULL for the entire
+ * texture.
+ * \param dstrect A pointer to the destination rectangle, or NULL for the
+ * entire rendering target.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Rect * srcrect,
+ const SDL_FRect * dstrect);
+
+/**
+ * \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center
+ *
+ * \param renderer The renderer which should copy parts of a texture.
+ * \param texture The source texture.
+ * \param srcrect A pointer to the source rectangle, or NULL for the entire
+ * texture.
+ * \param dstrect A pointer to the destination rectangle, or NULL for the
+ * entire rendering target.
+ * \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
+ * \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2).
+ * \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Rect * srcrect,
+ const SDL_FRect * dstrect,
+ const double angle,
+ const SDL_FPoint *center,
+ const SDL_RendererFlip flip);
+
+/**
+ * \brief Read pixels from the current rendering target.
+ *
+ * \param renderer The renderer from which pixels should be read.
+ * \param rect A pointer to the rectangle to read, or NULL for the entire
+ * render target.
+ * \param format The desired format of the pixel data, or 0 to use the format
+ * of the rendering target
+ * \param pixels A pointer to be filled in with the pixel data
+ * \param pitch The pitch of the pixels parameter.
+ *
+ * \return 0 on success, or -1 if pixel reading is not supported.
+ *
+ * \warning This is a very slow operation, and should not be used frequently.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
+ const SDL_Rect * rect,
+ Uint32 format,
+ void *pixels, int pitch);
+
+/**
+ * \brief Update the screen with rendering performed.
+ */
+extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
+
+/**
+ * \brief Destroy the specified texture.
+ *
+ * \sa SDL_CreateTexture()
+ * \sa SDL_CreateTextureFromSurface()
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
+
+/**
+ * \brief Destroy the rendering context for a window and free associated
+ * textures.
+ *
+ * \sa SDL_CreateRenderer()
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
+
+/**
+ * \brief 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.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
+
+
+/**
+ * \brief Bind the texture to the current OpenGL/ES/ES2 context for use with
+ * OpenGL instructions.
+ *
+ * \param texture The SDL texture to bind
+ * \param texw A pointer to a float that will be filled with the texture width
+ * \param texh A pointer to a float that will be filled with the texture height
+ *
+ * \return 0 on success, or -1 if the operation is not supported
+ */
+extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
+
+/**
+ * \brief Unbind a texture from the current OpenGL/ES/ES2 context.
+ *
+ * \param texture The SDL texture to unbind
+ *
+ * \return 0 on success, or -1 if the operation is not supported
+ */
+extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
+
+/**
+ * \brief Get the CAMetalLayer associated with the given Metal renderer
+ *
+ * \param renderer The renderer to query
+ *
+ * \return CAMetalLayer* on success, or NULL if the renderer isn't a Metal renderer
+ *
+ * \sa SDL_RenderGetMetalCommandEncoder()
+ */
+extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
+
+/**
+ * \brief Get the Metal command encoder for the current frame
+ *
+ * \param renderer The renderer to query
+ *
+ * \return id<MTLRenderCommandEncoder> on success, or NULL if the renderer isn't a Metal renderer
+ *
+ * \sa SDL_RenderGetMetalLayer()
+ */
+extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_render_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */