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SDL_render.h

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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2011 Sam Lantinga
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This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
/**
* \file SDL_render.h
*
* Header file for SDL 2D rendering functions.
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*
* 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 rotation and particle effects and
* in that case you should use SDL's OpenGL/Direct3D support or one
* of the many good 3D engines.
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*/
#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
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif
/**
* \brief Flags used when creating a rendering context
*/
typedef enum
{
SDL_RENDERER_ACCELERATED = 0x00000001, /**< The renderer uses hardware
acceleration */
SDL_RENDERER_PRESENTVSYNC = 0x00000002 /**< Present is synchronized
with the refresh rate */
} 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 */
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Uint32 texture_formats[16]; /**< The available texture formats */
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int max_texture_width; /**< The maximimum texture width */
int max_texture_height; /**< The maximimum texture height */
} SDL_RendererInfo;
/**
* \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;
/**
* \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;
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/**
* \brief A structure representing rendering state
*/
struct SDL_Renderer;
typedef struct SDL_Renderer SDL_Renderer;
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/**
* \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);
/**
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* \brief Create a 2D rendering context for a window.
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*
* \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.
*
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* \return A valid rendering context or NULL if there was an error.
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* \sa SDL_CreateSoftwareRenderer()
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* \sa SDL_GetRendererInfo()
* \sa SDL_DestroyRenderer()
*/
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extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
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int index, Uint32 flags);
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/**
* \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);
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* \brief Get information about a rendering context.
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extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
SDL_RendererInfo * info);
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* \brief Create a texture for a rendering context.
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*
* \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 0 if no rendering context was
* active, the format was unsupported, or the width or height were out
* of range.
*
* \sa SDL_QueryTexture()
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* \sa SDL_UpdateTexture()
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* \sa SDL_DestroyTexture()
*/
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extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format,
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int access, int w,
int h);
/**
* \brief Create a texture from an existing surface.
*
* \param surface The surface containing pixel data used to fill the texture.
*
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* \return The created texture is returned, or 0 on error.
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*
* \note The surface is not modified or freed by this function.
*
* \sa SDL_QueryTexture()
* \sa SDL_DestroyTexture()
*/
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extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
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/**
* \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.
*
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* \param texture The texture to query.
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* \param blendMode A pointer filled in with the current blend mode.
*
* \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 Update the given texture rectangle with new pixel data.
*
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* \param texture The texture to update
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* \param rect A pointer to the rectangle of pixels to update, or NULL to
* update the entire texture.
* \param pixels The raw pixel data.
* \param pitch The number of bytes between rows of pixel data.
*
* \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 Lock a portion of the texture for pixel access.
*
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* \param texture The texture to lock for access, which was created with
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* ::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.
*
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* \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
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*
* \sa SDL_UnlockTexture()
*/
extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
const SDL_Rect * rect,
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void **pixels, int *pitch);
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* \brief Unlock a texture, uploading the changes to video memory, if needed.
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*
* \sa SDL_LockTexture()
*/
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
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/**
* \brief Set the clipping rectangle for rendering on the current target
*
* \param rect The rectangle to clip rendering to, or NULL to disable clipping.
*
* The contents of the window are not defined after calling
* SDL_RenderPresent(), so you should clear the clip rectangle and draw
* over the entire window each frame.
*/
extern DECLSPEC void SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
const SDL_Rect * rect);
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/**
* \brief Set the color used for drawing operations (Fill and Line).
*
* \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).
*
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* \return 0 on success, or -1 on error
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extern DECLSPEC int SDL_SetRenderDrawColor(SDL_Renderer * renderer,
Uint8 r, Uint8 g, Uint8 b,
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Uint8 a);
/**
* \brief Get the color used for drawing operations (Fill and Line).
*
* \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).
*
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* \return 0 on success, or -1 on error
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extern DECLSPEC int SDL_GetRenderDrawColor(SDL_Renderer * renderer,
Uint8 * r, Uint8 * g, Uint8 * b,
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Uint8 * a);
/**
* \brief Set the blend mode used for drawing operations (Fill and Line).
*
* \param blendMode ::SDL_BlendMode to use for blending.
*
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* \return 0 on success, or -1 on error
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*
* \note If the blend mode is not supported, the closest supported mode is
* chosen.
*
* \sa SDL_GetRenderDrawBlendMode()
*/
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extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
SDL_BlendMode blendMode);
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/**
* \brief Get the blend mode used for drawing operations.
*
* \param blendMode A pointer filled in with the current blend mode.
*
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* \return 0 on success, or -1 on error
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*
* \sa SDL_SetRenderDrawBlendMode()
*/
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extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
SDL_BlendMode *blendMode);
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/**
* \brief Clear the current rendering target with the drawing color
*/
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extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
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/**
* \brief Draw a point on the current rendering target.
*
* \param x The x coordinate of the point.
* \param y The y coordinate of the point.
*
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* \return 0 on success, or -1 on error
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extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
int x, int y);
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/**
* \brief Draw multiple points on the current rendering target.
*
* \param points The points to draw
* \param count The number of points to draw
*
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* \return 0 on success, or -1 on error
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extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points,
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int count);
/**
* \brief Draw a line on the current rendering target.
*
* \param x1 The x coordinate of the start point.
* \param y1 The y coordinate of the start point.
* \param x2 The x coordinate of the end point.
* \param y2 The y coordinate of the end point.
*
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* \return 0 on success, or -1 on error
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extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer,
int x1, int y1, int x2, int y2);
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/**
* \brief Draw a series of connected lines on the current rendering target.
*
* \param points The points along the lines
* \param count The number of points, drawing count-1 lines
*
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* \return 0 on success, or -1 on error
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extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points,
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int count);
/**
* \brief Draw a rectangle on the current rendering target.
*
* \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target.
*
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* \return 0 on success, or -1 on error
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extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
const SDL_Rect * rect);
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/**
* \brief Draw some number of rectangles on the current rendering target.
*
* \param rects A pointer to an array of destination rectangles.
* \param count The number of rectangles.
*
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* \return 0 on success, or -1 on error
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extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
const SDL_Rect ** rects,
int count);
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/**
* \brief Fill a rectangle on the current rendering target with the drawing color.
*
* \param rect A pointer to the destination rectangle, or NULL for the entire
* rendering target.
*
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* \return 0 on success, or -1 on error
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extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
const SDL_Rect * rect);
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/**
* \brief Fill some number of rectangles on the current rendering target with the drawing color.
*
* \param rects A pointer to an array of destination rectangles.
* \param count The number of rectangles.
*
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* \return 0 on success, or -1 on error
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extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rect,
int count);
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/**
* \brief Copy a portion of the texture to the current rendering target.
*
* \param texture The source texture.
* \param srcrect A pointer to the source rectangle, or NULL for the entire
* texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the
* entire rendering target.
*
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* \return 0 on success, or -1 on error
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extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
SDL_Texture * texture,
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const SDL_Rect * srcrect,
const SDL_Rect * dstrect);
/**
* \brief Read pixels from the current rendering target.
*
* \param rect A pointer to the rectangle to read, or NULL for the entire
* render target.
* \param format The desired format of the pixel data, or 0 to use the format
* of the rendering target
* \param pixels A pointer to be filled in with the pixel data
* \param pitch The pitch of the pixels parameter.
*
* \return 0 on success, or -1 if pixel reading is not supported.
*
* \warning This is a very slow operation, and should not be used frequently.
*/
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extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
const SDL_Rect * rect,
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Uint32 format,
void *pixels, int pitch);
/**
* \brief Update the screen with rendering performed.
*/
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extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
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/**
* \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()
*/
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extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
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/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"
#endif /* _SDL_render_h */
/* vi: set ts=4 sw=4 expandtab: */