Mercurial > sdl-ios-xcode
view include/SDL_render.h @ 5256:1b0de3574c58
Fixed compile in Xcode
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 11 Feb 2011 10:18:34 -0800 |
parents | 2178ffe17222 |
children | b530ef003506 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 Sam Lantinga 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. * * 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. */ #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 */ Uint32 texture_formats[16]; /**< The available texture formats */ 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; /** * \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 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 information about a rendering context. */ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info); /** * \brief Create a texture for a rendering context. * * \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() * \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 surface The surface containing pixel data used to fill the texture. * * \return The created texture is returned, or 0 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 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. * \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. * * \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 Unlock a texture, uploading the changes to video memory, if needed. * * \sa SDL_LockTexture() */ extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture); /** * \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); /** * \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). * * \return 0 on success, or -1 on error */ extern DECLSPEC int SDL_SetRenderDrawColor(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /** * \brief Get the color used for drawing operations (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). * * \return 0 on success, or -1 on error */ extern DECLSPEC int SDL_GetRenderDrawColor(SDL_Renderer * renderer, Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a); /** * \brief Set the blend mode used for drawing operations (Fill and Line). * * \param blendMode ::SDL_BlendMode to use for blending. * * \return 0 on success, or -1 on error * * \note If the blend mode is not supported, the closest supported mode is * chosen. * * \sa SDL_GetRenderDrawBlendMode() */ extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode); /** * \brief Get the blend mode used for drawing operations. * * \param blendMode A pointer filled in with the current blend mode. * * \return 0 on success, or -1 on error * * \sa SDL_SetRenderDrawBlendMode() */ extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode); /** * \brief Clear the current rendering target with the drawing color */ extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer); /** * \brief Draw a point on the current rendering target. * * \param x The x coordinate of the point. * \param y The y coordinate of the point. * * \return 0 on success, or -1 on error */ extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y); /** * \brief Draw multiple points on the current rendering target. * * \param points The points to draw * \param count The number of points to draw * * \return 0 on success, or -1 on error */ extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count); /** * \brief Draw a line on the current rendering target. * * \param x1 The x coordinate of the start point. * \param y1 The y coordinate of the start point. * \param x2 The x coordinate of the end point. * \param y2 The y coordinate of the end point. * * \return 0 on success, or -1 on error */ extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2); /** * \brief Draw a series of connected lines on the current rendering target. * * \param points The points along the lines * \param count The number of points, drawing count-1 lines * * \return 0 on success, or -1 on error */ extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count); /** * \brief Draw a rectangle on the current rendering target. * * \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target. * * \return 0 on success, or -1 on error */ extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect); /** * \brief Draw some number of rectangles on the current rendering target. * * \param rects A pointer to an array of destination rectangles. * \param count The number of rectangles. * * \return 0 on success, or -1 on error */ extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count); /** * \brief Fill a rectangle on the current rendering target with the drawing color. * * \param rect A pointer to the destination rectangle, or NULL for the entire * rendering target. * * \return 0 on success, or -1 on error */ extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect); /** * \brief Fill some number of rectangles on the current rendering target with the drawing color. * * \param rects A pointer to an array of destination rectangles. * \param count The number of rectangles. * * \return 0 on success, or -1 on error */ extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rect, int count); /** * \brief Copy a portion of the texture to the current rendering target. * * \param texture The source texture. * \param srcrect A pointer to the source rectangle, or NULL for the entire * texture. * \param dstrect A pointer to the destination rectangle, or NULL for the * entire rendering target. * * \return 0 on success, or -1 on error */ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); /** * \brief Read pixels from the current rendering target. * * \param rect A pointer to the rectangle to read, or NULL for the entire * render target. * \param format The desired format of the pixel data, or 0 to use the format * of the rendering target * \param pixels A pointer to be filled in with the pixel data * \param pitch The pitch of the pixels parameter. * * \return 0 on success, or -1 if pixel reading is not supported. * * \warning This is a very slow operation, and should not be used frequently. */ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 format, void *pixels, int pitch); /** * \brief Update the screen with rendering performed. */ extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer); /** * \brief Destroy the specified texture. * * \sa SDL_CreateTexture() * \sa SDL_CreateTextureFromSurface() */ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture); /** * \brief Destroy the rendering context for a window and free associated * textures. * * \sa SDL_CreateRenderer() */ extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer); /* 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: */