Mercurial > sdl-ios-xcode
view include/SDL_video.h @ 1719:5b9f50c957ed SDL-1.3
You can now create multiple windows on Win32
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 28 Jun 2006 08:12:07 +0000 |
parents | 57ce47f033a5 |
children | a1ebb17f9c52 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 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_video.h * * Header file for access to the SDL raw framebuffer window */ #ifndef _SDL_video_h #define _SDL_video_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_pixels.h" #include "SDL_rwops.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ extern "C" { /* *INDENT-ON* */ #endif /* Transparency definitions: These define alpha as the opacity of a surface */ #define SDL_ALPHA_OPAQUE 255 #define SDL_ALPHA_TRANSPARENT 0 /** * \struct SDL_Rect * * \brief A rectangle, with the origin at the upper left. */ typedef struct SDL_Rect { Sint16 x, y; Uint16 w, h; } SDL_Rect; /** * \struct SDL_DisplayMode * * \brief The structure that defines a display mode * * \sa SDL_GetNumDisplayModes() * \sa SDL_GetDisplayMode() * \sa SDL_GetDesktopDisplayMode() * \sa SDL_GetCurrentDisplayMode() * \sa SDL_GetClosestDisplayMode() * \sa SDL_SetDisplayMode() */ typedef struct { Uint32 format; /**< pixel format */ int w; /**< width */ int h; /**< height */ int refresh_rate; /**< refresh rate (or zero for unspecified) */ } SDL_DisplayMode; /** * \typedef SDL_WindowID * * \brief The type used to identify a window * * \sa SDL_CreateWindow() * \sa SDL_CreateWindowFrom() * \sa SDL_DestroyWindow() * \sa SDL_GetWindowData() * \sa SDL_GetWindowFlags() * \sa SDL_GetWindowGrab() * \sa SDL_GetWindowPosition() * \sa SDL_GetWindowSize() * \sa SDL_GetWindowTitle() * \sa SDL_HideWindow() * \sa SDL_MaximizeWindow() * \sa SDL_MinimizeWindow() * \sa SDL_RaiseWindow() * \sa SDL_RestoreWindow() * \sa SDL_SetWindowData() * \sa SDL_SetWindowGrab() * \sa SDL_SetWindowIcon() * \sa SDL_SetWindowPosition() * \sa SDL_SetWindowSize() * \sa SDL_SetWindowTitle() * \sa SDL_ShowWindow() */ typedef Uint32 SDL_WindowID; /** * \enum SDL_WindowFlags * * \brief The flags on a window * * \sa SDL_GetWindowFlags() */ typedef enum { SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window, implies borderless */ SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */ SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */ SDL_WINDOW_BORDERLESS = 0x00000008, /**< no window decoration */ SDL_WINDOW_RESIZABLE = 0x00000010, /**< window can be resized */ SDL_WINDOW_MAXIMIZED = 0x00000020, /**< maximized */ SDL_WINDOW_MINIMIZED = 0x00000040, /**< minimized */ SDL_WINDOW_INPUT_GRABBED = 0x00000100, /**< window has grabbed input focus */ SDL_WINDOW_KEYBOARD_FOCUS = 0x00000200, /**< window has keyboard focus */ SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */ } SDL_WindowFlags; /** * \def SDL_WINDOWPOS_UNDEFINED * \brief Used to indicate that you don't care what the window position is. */ #define SDL_WINDOWPOS_UNDEFINED 0x7FFFFFF /** * \def SDL_WINDOWPOS_CENTERED * \brief Used to indicate that the window position should be centered. */ #define SDL_WINDOWPOS_CENTERED 0x7FFFFFE /** * \enum SDL_WindowEventID * * \brief Event subtype for window events */ typedef enum { SDL_WINDOWEVENT_NONE, /**< Never used */ SDL_WINDOWEVENT_SHOWN, /**< Window has been shown */ SDL_WINDOWEVENT_HIDDEN, /**< Window has been hidden */ SDL_WINDOWEVENT_MOVED, /**< Window has been moved to data1,data2 */ SDL_WINDOWEVENT_RESIZED, /**< Window size changed to data1xdata2 */ SDL_WINDOWEVENT_MINIMIZED, /**< Window has been minimized */ SDL_WINDOWEVENT_MAXIMIZED, /**< Window has been maximized */ SDL_WINDOWEVENT_RESTORED, /**< Window has been restored to normal size and position */ SDL_WINDOWEVENT_ENTER, /**< The window has gained mouse focus */ SDL_WINDOWEVENT_LEAVE, /**< The window has lost mouse focus */ SDL_WINDOWEVENT_FOCUS_GAINED, /**< The window has gained keyboard focus */ SDL_WINDOWEVENT_FOCUS_LOST, /**< The window has lost keyboard focus */ } SDL_WindowEventID; /** * \enum SDL_RendererFlags * * \brief Flags used when initializing a render manager. */ typedef enum { SDL_Renderer_PresentDiscard = 0x00000001, /**< Present leaves the contents of the backbuffer undefined */ SDL_Renderer_PresentCopy = 0x00000002, /**< Present uses a copy from back buffer to the front buffer */ SDL_Renderer_PresentFlip2 = 0x00000004, /**< Present uses a flip, swapping back buffer and front buffer */ SDL_Renderer_PresentFlip3 = 0x00000008, /**< Present uses a flip, rotating between two back buffers and a front buffer */ SDL_Renderer_PresentVSync = 0x00000010, /**< Present is synchronized with the refresh rate */ SDL_Renderer_RenderTarget = 0x00000020, /**< The renderer can create texture render targets */ SDL_Renderer_Accelerated = 0x00000040, /**< The renderer uses hardware acceleration */ SDL_Renderer_Minimal = 0x00000080, /**< The renderer only supports the read/write pixel and present functions */ } SDL_RendererFlags; /** * \struct SDL_RendererInfo * * \brief Information on the capabilities of a render manager. */ typedef struct SDL_RendererInfo { const char *name; /**< The name of the renderer */ Uint32 flags; /**< Supported SDL_RendererFlags */ Uint32 blend_modes; /**< A mask of supported blend modes */ Uint32 scale_modes; /**< A mask of supported scale modes */ Uint32 num_texture_formats; /**< The number of available texture formats */ Uint32 texture_formats[32]; /**< The available texture formats */ int max_texture_width; /**< The maximimum texture width */ int max_texture_height; /**< The maximimum texture height */ } SDL_RendererInfo; /** * \enum SDL_TextureAccess * * \brief The access pattern allowed for a texture */ typedef enum { SDL_TextureAccess_Render, /**< Unlockable video memory, rendering allowed */ SDL_TextureAccess_Remote, /**< Unlockable video memory */ SDL_TextureAccess_Local, /**< Lockable system memory */ } SDL_TextureAccess; /** * \enum SDL_TextureBlendMode * * \brief The blend mode used in SDL_RenderCopy() */ typedef enum { SDL_TextureBlendMode_None = 0x00000000, /**< No blending */ SDL_TextureBlendMode_Mask = 0x00000001, /**< dst = A ? src : dst (alpha is mask) */ SDL_TextureBlendMode_Blend = 0x00000002, /**< dst = (src * A) + (dst * (1-A)) */ SDL_TextureBlendMode_Add = 0x00000004, /**< dst = (src * A) + dst */ SDL_TextureBlendMode_Mod = 0x00000008, /**< dst = src * dst */ } SDL_TextureBlendMode; /** * \enum SDL_TextureScaleMode * * \brief The scale mode used in SDL_RenderCopy() */ typedef enum { SDL_TextureScaleMode_None = 0x00000000, /**< No scaling, rectangles must match dimensions */ SDL_TextureScaleMode_Fast = 0x00000001, /**< Point sampling or equivalent algorithm */ SDL_TextureScaleMode_Slow = 0x00000002, /**< Linear filtering or equivalent algorithm */ SDL_TextureScaleMode_Best = 0x00000004, /**< Bicubic filtering or equivalent algorithm */ } SDL_TextureScaleMode; /** * \typedef SDL_TextureID * * \brief An efficient driver-specific representation of pixel data */ typedef Uint32 SDL_TextureID; /* These are the currently supported flags for the SDL_surface */ /* Used internally (read-only) */ #define SDL_HWSURFACE 0x00000001 /* Surface represents a texture */ #define SDL_PREALLOC 0x00000002 /* Surface uses preallocated memory */ #define SDL_SRCALPHA 0x00000004 /* Blit uses source alpha blending */ #define SDL_SRCCOLORKEY 0x00000008 /* Blit uses a source color key */ #define SDL_RLEACCELOK 0x00000010 /* Private flag */ #define SDL_RLEACCEL 0x00000020 /* Surface is RLE encoded */ /* Evaluates to true if the surface needs to be locked before access */ #define SDL_MUSTLOCK(S) (((S)->flags & (SDL_HWSURFACE|SDL_RLEACCEL)) != 0) /* This structure should be treated as read-only, except for 'pixels', which, if not NULL, contains the raw pixel data for the surface. */ typedef struct SDL_Surface { Uint32 flags; /* Read-only */ SDL_PixelFormat *format; /* Read-only */ int w, h; /* Read-only */ int pitch; /* Read-only */ void *pixels; /* Read-write */ /* texture associated with the surface, if any */ SDL_TextureID textureID; /* information needed for surfaces requiring locks */ int locked; void *lock_data; /* clipping information */ SDL_Rect clip_rect; /* Read-only */ /* info for fast blit mapping to other surfaces */ struct SDL_BlitMap *map; /* Private */ /* format version, bumped at every change to invalidate blit maps */ unsigned int format_version; /* Private */ /* Reference count -- used when freeing surface */ int refcount; /* Read-mostly */ } SDL_Surface; /* typedef for private surface blitting functions */ typedef int (*SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect, struct SDL_Surface * dst, SDL_Rect * dstrect); /** * \enum SDL_GLattr * * \brief OpenGL configuration attributes */ typedef enum { SDL_GL_RED_SIZE, SDL_GL_GREEN_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DOUBLEBUFFER, SDL_GL_DEPTH_SIZE, SDL_GL_STENCIL_SIZE, SDL_GL_ACCUM_RED_SIZE, SDL_GL_ACCUM_GREEN_SIZE, SDL_GL_ACCUM_BLUE_SIZE, SDL_GL_ACCUM_ALPHA_SIZE, SDL_GL_STEREO, SDL_GL_MULTISAMPLEBUFFERS, SDL_GL_MULTISAMPLESAMPLES, SDL_GL_ACCELERATED_VISUAL, SDL_GL_SWAP_CONTROL } SDL_GLattr; /* Function prototypes */ /** * \fn int SDL_GetNumVideoDrivers(void) * * \brief Get the number of video drivers compiled into SDL * * \sa SDL_GetVideoDriver() */ extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void); /** * \fn const char *SDL_GetVideoDriver(int index) * * \brief Get the name of a built in video driver. * * \note The video drivers are presented in the order in which they are * normally checked during initialization. * * \sa SDL_GetNumVideoDrivers() */ extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index); /** * \fn int SDL_VideoInit(const char *driver_name, Uint32 flags) * * \brief Initialize the video subsystem, optionally specifying a video driver. * * \param driver_name Initialize a specific driver by name, or NULL for the default video driver. * \param flags FIXME: Still needed? * * \return 0 on success, -1 on error * * This function initializes the video subsystem; setting up a connection * to the window manager, etc, and determines the available display modes * and pixel formats, but does not initialize a window or graphics mode. * * \sa SDL_VideoQuit() */ extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name, Uint32 flags); /** * \fn void SDL_VideoQuit(void) * * \brief Shuts down the video subsystem. * * This function closes all windows, and restores the original video mode. * * \sa SDL_VideoInit() */ extern DECLSPEC void SDLCALL SDL_VideoQuit(void); /** * \fn const char *SDL_GetCurrentVideoDriver(void) * * \brief Returns the name of the currently initialized video driver. * * \return The name of the current video driver or NULL if no driver * has been initialized * * \sa SDL_GetNumVideoDrivers() * \sa SDL_GetVideoDriver() */ extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void); /** * \fn int SDL_GetNumVideoDisplays(void) * * \brief Returns the number of available video displays. * * \sa SDL_SelectVideoDisplay() */ extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void); /** * \fn int SDL_SelectVideoDisplay(int index) * * \brief Set the index of the currently selected display. * * \return The index of the currently selected display. * * \note You can query the currently selected display by passing an index of -1. * * \sa SDL_GetNumVideoDisplays() */ extern DECLSPEC int SDLCALL SDL_SelectVideoDisplay(int index); /** * \fn int SDL_GetNumDisplayModes(void) * * \brief Returns the number of available display modes for the current display. * * \sa SDL_GetDisplayMode() */ extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(void); /** * \fn const SDL_DisplayMode *SDL_GetDisplayMode(int index) * * \brief Retrieve information about a specific display mode. * * \note The display modes are sorted in this priority: * \li bits per pixel -> more colors to fewer colors * \li width -> largest to smallest * \li height -> largest to smallest * \li refresh rate -> highest to lowest * * \sa SDL_GetNumDisplayModes() */ extern DECLSPEC const SDL_DisplayMode *SDLCALL SDL_GetDisplayMode(int index); /** * \fn const SDL_DisplayMode *SDL_GetDesktopDisplayMode(void) * * \brief Retrieve information about the desktop display mode for the current display. */ extern DECLSPEC const SDL_DisplayMode *SDLCALL SDL_GetDesktopDisplayMode(void); /** * \fn const SDL_DisplayMode *SDL_GetCurrentDisplayMode(void) * * \brief Retrieve information about the current display mode. */ extern DECLSPEC const SDL_DisplayMode *SDLCALL SDL_GetCurrentDisplayMode(void); /** * \fn SDL_DisplayMode *SDL_GetClosestDisplayMode(const SDL_DisplayMode *mode, SDL_DisplayMode *closest) * * \brief Get the closest match to the requested display mode. * * \param mode The desired display mode * \param closest A pointer to a display mode to be filled in with the closest match of the available display modes. * * \return The passed in value 'closest', or NULL if no matching video mode was available. * * The available display modes are scanned, and 'closest' is filled in with the closest mode matching the requested mode and returned. The mode format and refresh_rate default to the desktop mode if they are 0. The modes are scanned with size being first priority, format being second priority, and finally checking the refresh_rate. If all the available modes are too small, then NULL is returned. * * \sa SDL_GetNumDisplayModes() * \sa SDL_GetDisplayMode() */ extern DECLSPEC SDL_DisplayMode *SDLCALL SDL_GetClosestDisplayMode(const SDL_DisplayMode * mode, SDL_DisplayMode * closest); /** * \fn int SDL_SetDisplayMode(const SDL_DisplayMode *mode) * * \brief Set up the closest available mode on the current display. * * \param mode The desired display mode, or NULL to set the desktop mode. * * \return 0 on success, or -1 if setting the display mode failed. */ extern DECLSPEC int SDLCALL SDL_SetDisplayMode(const SDL_DisplayMode * mode); /** * \fn int SDL_SetDisplayPalette(const SDL_Color *colors, int firstcolor, int ncolors) * * \brief Set the palette entries for indexed display modes. * * \return 0 on success, or -1 if the display mode isn't palettized or the colors couldn't be set. */ extern DECLSPEC int SDLCALL SDL_SetDisplayPalette(const SDL_Color * colors, int firstcolor, int ncolors); /** * \fn int SDL_GetDisplayPalette(SDL_Color *colors, int firstcolor, int ncolors) * * \brief Gets the palette entries for indexed display modes. * * \return 0 on success, or -1 if the display mode isn't palettized */ extern DECLSPEC int SDLCALL SDL_GetDisplayPalette(SDL_Color * colors, int firstcolor, int ncolors); /** * \fn SDL_WindowID SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags) * * \brief Create a window with the specified position, dimensions, and flags. * * \param title The title of the window * \param x The x position of the window * \param y The y position of the window * \param w The width of the window * \param h The height of the window * \param flags The flags for the window * * \return The id of the window created, or zero if window creation failed. * * \note Setting the position to -1, -1, indicates any position is fine. * * \sa SDL_DestroyWindow() */ extern DECLSPEC SDL_WindowID SDLCALL SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags); /** * \fn SDL_WindowID SDL_CreateWindowFrom(void *data) * * \brief Create an SDL window struct from an existing native window. * * \param data A pointer to driver-dependent window creation data * * \return The id of the window created, or zero if window creation failed. * * \warning This function is NOT SUPPORTED, use at your own risk! * * \sa SDL_DestroyWindow() */ extern DECLSPEC SDL_WindowID SDLCALL SDL_CreateWindowFrom(const void *data); /** * \fn Uint32 SDL_GetWindowFlags(SDL_WindowID windowID) * * \brief Get the window flags. */ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_WindowID windowID); /** * \fn void SDL_SetWindowTitle(SDL_WindowID windowID, const char *title) * * \brief Set the title of the window, in UTF-8 format. * * \sa SDL_GetWindowTitle() */ extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_WindowID windowID, const char *title); /** * \fn const char *SDL_GetWindowTitle(SDL_WindowID windowID) * * \brief Get the title of the window, in UTF-8 format. * * \sa SDL_SetWindowTitle() */ extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_WindowID windowID); /** * \fn void SDL_SetWindowIcon(SDL_Surface *icon) * * \brief Set the icon of the window. * * \param icon The icon for the window * * FIXME: The icon needs to be set before the window is first shown. Should some icon representation be part of the window creation data? */ extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Surface * icon); /** * \fn void SDL_SetWindowData(SDL_WindowID windowID, void *userdata) * * \brief Associate an arbitrary pointer with the window. * * \sa SDL_GetWindowData() */ extern DECLSPEC void SDLCALL SDL_SetWindowData(SDL_WindowID windowID, void *userdata); /** * \fn void *SDL_GetWindowData(SDL_WindowID windowID) * * \brief Retrieve the data pointer associated with the window. * * \sa SDL_SetWindowData() */ extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_WindowID windowID); /** * \fn void SDL_SetWindowPosition(SDL_WindowID windowID, int x, int y) * * \brief Set the position of the window. * * \param windowID The window to reposition * \param x The x coordinate of the window, SDL_WINDOWPOS_CENTERED, or SDL_WINDOWPOS_UNDEFINED * \param y The y coordinate of the window, SDL_WINDOWPOS_CENTERED, or SDL_WINDOWPOS_UNDEFINED * * \note The window coordinate origin is the upper left of the display. * * \sa SDL_GetWindowPosition() */ extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_WindowID windowID, int x, int y); /** * \fn void SDL_GetWindowPosition(SDL_WindowID windowID, int *x, int *y) * * \brief Get the position of the window. * * \sa SDL_SetWindowPosition() */ extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_WindowID windowID, int *x, int *y); /** * \fn void SDL_SetWindowSize(SDL_WindowID windowID, int w, int w) * * \brief Set the size of the window's client area. * * \note You can't change the size of a fullscreen window, it automatically * matches the size of the display mode. * * \sa SDL_GetWindowSize() */ extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_WindowID windowID, int w, int h); /** * \fn void SDL_GetWindowSize(SDL_WindowID windowID, int *w, int *w) * * \brief Get the size of the window's client area. * * \sa SDL_SetWindowSize() */ extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_WindowID windowID, int *w, int *h); /** * \fn void SDL_ShowWindow(SDL_WindowID windowID) * * \brief Show the window * * \sa SDL_HideWindow() */ extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_WindowID windowID); /** * \fn void SDL_HideWindow(SDL_WindowID windowID) * * \brief Hide the window * * \sa SDL_ShowWindow() */ extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_WindowID windowID); /** * \fn void SDL_RaiseWindow(SDL_WindowID windowID) * * \brief Raise the window so it's above other windows. */ extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_WindowID windowID); /** * \fn void SDL_MaximizeWindow(SDL_WindowID windowID) * * \brief Make the window as large as possible. * * \sa SDL_RestoreWindow() */ extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_WindowID windowID); /** * \fn void SDL_MinimizeWindow(SDL_WindowID windowID) * * \brief Minimize the window to an iconic representation. * * \sa SDL_RestoreWindow() */ extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_WindowID windowID); /** * \fn void SDL_RestoreWindow(SDL_WindowID windowID) * * \brief Restore the size and position of a minimized or maximized window. * * \sa SDL_MaximizeWindow() * \sa SDL_MinimizeWindow() */ extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_WindowID windowID); /** * \fn void SDL_SetWindowGrab(SDL_WindowID windowID, int mode) * * \brief Set the window's input grab mode. * * \param mode This is 1 to grab input, and 0 to release input. * * \sa SDL_GrabMode * \sa SDL_GetWindowGrab() */ extern DECLSPEC void SDLCALL SDL_SetWindowGrab(SDL_WindowID windowID, int mode); /** * \fn int SDL_GetWindowGrab(SDL_WindowID windowID) * * \brief Get the window's input grab mode. * * \return This returns 1 if input is grabbed, and 0 otherwise. * * \sa SDL_GrabMode * \sa SDL_SetWindowGrab() */ extern DECLSPEC int SDLCALL SDL_GetWindowGrab(SDL_WindowID windowID); /** * \fn void SDL_DestroyWindow(SDL_WindowID windowID) * * \brief Destroy a window. */ extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_WindowID windowID); /** * \fn int SDL_GetNumRenderers(void) * * \brief Get the number of render managers on the current display. * * A render manager 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_GetRendererInfo() * \sa SDL_CreateRenderer() */ extern DECLSPEC int SDLCALL SDL_GetNumRenderers(void); /** * \fn SDL_RendererInfo *SDL_GetRendererInfo(int index) * * \brief Get information about a specific render manager on the current * display. * * \sa SDL_CreateRenderer() */ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(int index, SDL_RendererInfo * info); /** * \fn int SDL_CreateRenderer(SDL_WindowID window, int index, Uint32 flags) * * \brief Create and make active a 2D rendering context for a window. * * \param windowID The window used for rendering * \param index The index of the render manager to initialize, or -1 to initialize the first one supporting the requested flags. * \param flags SDL_RendererFlags * * \return 0 on success, -1 if the flags were not supported, or -2 if * there isn't enough memory to support the requested flags * * \sa SDL_SelectRenderer() * \sa SDL_DestroyRenderer() */ extern DECLSPEC int SDLCALL SDL_CreateRenderer(SDL_WindowID windowID, int index, Uint32 flags); /** * \fn int SDL_SelectRenderer(SDL_WindowID windowID) * * \brief Select the rendering context for a particular window. * * \return 0 on success, -1 if the selected window doesn't have a * rendering context. */ extern DECLSPEC int SDLCALL SDL_SelectRenderer(SDL_WindowID windowID); /** * \fn SDL_TextureID SDL_CreateTexture(Uint32 format, int access, int w, int h) * * \brief Create a texture for the current 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 render manager was active, the format was unsupported, or the width or height were out of range. * * \sa SDL_QueryTexture() * \sa SDL_DestroyTexture() */ extern DECLSPEC SDL_TextureID SDLCALL SDL_CreateTexture(Uint32 format, int access, int w, int h); /** * \fn SDL_TextureID SDL_CreateTextureFromSurface(Uint32 format, int access, SDL_Surface *surface) * * \brief Create a texture from an existing surface. * * \param format The format of the texture, or 0 to pick an appropriate format * \param access One of the enumerated values in SDL_TextureAccess * \param surface The surface containing pixel data used to fill the texture * * \return The created texture is returned, or 0 if no render manager was active, the format was unsupported, or the surface width or height were out of range. * * \note The surface is not modified or freed by this function. * * \sa SDL_QueryTexture() * \sa SDL_DestroyTexture() */ extern DECLSPEC SDL_TextureID SDLCALL SDL_CreateTextureFromSurface(Uint32 format, int access, SDL_Surface * surface); /** * \fn int SDL_QueryTexture(SDL_TextureID textureID, Uint32 *format, int *access, int *w, int *h) * * \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_TextureID textureID, Uint32 * format, int *access, int *w, int *h); /** * \fn int SDL_QueryTexturePixels(SDL_TextureID textureID, void **pixels, int pitch) * * \brief Query the pixels of a texture, if the texture does not need to be locked for pixel access. * * \param texture A texture to be queried, which was created with SDL_TextureAccess_Local * \param pixels A pointer filled with a pointer to the pixels for the texture * \param pitch A pointer filled in with the pitch of the pixel data * * \return 0 on success, or -1 if the texture is not valid, or must be locked for pixel access. */ extern DECLSPEC int SDLCALL SDL_QueryTexturePixels(SDL_TextureID textureID, void **pixels, int *pitch); /** * \fn int SDL_SetTexturePalette(SDL_TextureID textureID, const SDL_Color * colors, int firstcolor, int ncolors) * * \brief Update an indexed texture with a color palette * * \param texture The texture to update * \param colors The array of RGB color data * \param firstcolor The first index to update * \param ncolors The number of palette entries to fill with the color data * * \return 0 on success, or -1 if the texture is not valid or not an indexed texture */ extern DECLSPEC int SDLCALL SDL_SetTexturePalette(SDL_TextureID textureID, const SDL_Color * colors, int firstcolor, int ncolors); /** * \fn int SDL_GetTexturePalette(SDL_TextureID textureID, SDL_Color * colors, int firstcolor, int ncolors) * * \brief Update an indexed texture with a color palette * * \param texture The texture to update * \param colors The array to fill with RGB color data * \param firstcolor The first index to retrieve * \param ncolors The number of palette entries to retrieve * * \return 0 on success, or -1 if the texture is not valid or not an indexed texture */ extern DECLSPEC int SDLCALL SDL_GetTexturePalette(SDL_TextureID textureID, SDL_Color * colors, int firstcolor, int ncolors); /** * \fn int SDL_UpdateTexture(SDL_TextureID textureID, const SDL_Rect *rect, const void *pixels, int pitch) * * \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 very slow function for textures not created with SDL_TextureAccess_Local. */ extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_TextureID textureID, const SDL_Rect * rect, const void *pixels, int pitch); /** * \fn void SDL_LockTexture(SDL_TextureID textureID, const SDL_Rect *rect, int markDirty, void **pixels, int *pitch) * * \brief Lock a portion of the texture for pixel access. * * \param texture The texture to lock for access, which must have been created with SDL_TextureAccess_Local. * \param rect A pointer to the rectangle to lock for access. If the rect is NULL, the entire texture will be locked. * \param markDirty If this is nonzero, the locked area will be marked dirty when the texture is unlocked. * \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 created with SDL_TextureAccess_Remote * * \sa SDL_DirtyTexture() * \sa SDL_UnlockTexture() */ extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_TextureID textureID, const SDL_Rect * rect, int markDirty, void **pixels, int *pitch); /** * \fn void SDL_UnlockTexture(SDL_TextureID textureID) * * \brief Unlock a texture, uploading the changes to video memory, if needed. * * \sa SDL_LockTexture() * \sa SDL_DirtyTexture() */ extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_TextureID textureID); /** * \fn void SDL_DirtyTexture(SDL_TextureID textureID, int numrects, const SDL_Rect * rects) * * \brief Mark the specified rectangles of the texture as dirty. * * \note The texture must have been created with SDL_TextureAccess_Local. * * \sa SDL_LockTexture() * \sa SDL_UnlockTexture() */ extern DECLSPEC void SDLCALL SDL_DirtyTexture(SDL_TextureID textureID, int numrects, const SDL_Rect * rects); /** * \fn void SDL_SelectRenderTexture(SDL_TextureID textureID) * * \brief Select a texture as the rendering target, or 0 to reselect the current window. * * \note The texture must have been created with SDL_TextureAccess_Render. */ extern DECLSPEC void SDLCALL SDL_SelectRenderTexture(SDL_TextureID textureID); /** * \fn void SDL_RenderFill(const SDL_Rect *rect, Uint32 color) * * \brief Fill the current rendering target with the specified color. * * \param rect A pointer to the destination rectangle, or NULL for the entire rendering target. * \param color An ARGB color value. * * \return 0 on success, or -1 if there is no renderer current */ extern DECLSPEC int SDLCALL SDL_RenderFill(const SDL_Rect * rect, Uint32 color); /** * \fn int SDL_RenderCopy(SDL_TextureID textureID, const SDL_Rect *srcrect, const SDL_Rect *dstrect, Uint32 blendMode, Uint32 scaleMode) * * \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. * \param blendMode SDL_TextureBlendMode to be used if the source texture has an alpha channel. * \param scaleMode SDL_TextureScaleMode to be used if the source and destination rectangles don't have the same width and height. * * \return 0 on success, or -1 if there is no renderer current, or the driver doesn't support the requested operation. * * \note You can check the video driver info to see what operations are supported. */ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_TextureID textureID, const SDL_Rect * srcrect, const SDL_Rect * dstrect, int blendMode, int scaleMode); /** * \fn int SDL_RenderReadPixels(const SDL_Rect *rect, void *pixels, int pitch) * * \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 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(const SDL_Rect * rect, void *pixels, int pitch); /** * \fn int SDL_RenderWritePixels(const SDL_Rect *rect, const void *pixels, int pitch) * * \brief Write pixels to the current rendering target. * * \param rect A pointer to the rectangle to write, or NULL for the entire render target * \param pixels A pointer to the pixel data to write * \param pitch The pitch of the pixels parameter * * \return 0 on success, or -1 if pixel writing is not supported. * * \warning This is a very slow operation, and should not be used frequently. */ extern DECLSPEC int SDLCALL SDL_RenderWritePixels(const SDL_Rect * rect, const void *pixels, int pitch); /** * \fn void SDL_RenderPresent(void) * * \brief Update the screen with rendering performed. */ extern DECLSPEC void SDLCALL SDL_RenderPresent(void); /** * \fn void SDL_DestroyTexture(SDL_TextureID textureID); * * \brief Destroy the specified texture. * * \sa SDL_CreateTexture() * \sa SDL_CreateTextureFromSurface() */ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_TextureID textureID); /** * \fn void SDL_DestroyRenderer(SDL_WindowID windowID); * * \brief Destroy the rendering context for a window and free associated * textures. * * \sa SDL_CreateRenderer() */ extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_WindowID windowID); /* * Set the gamma correction for each of the color channels. * The gamma values range (approximately) between 0.1 and 10.0 * * If this function isn't supported directly by the hardware, it will * be emulated using gamma ramps, if available. If successful, this * function returns 0, otherwise it returns -1. */ extern DECLSPEC int SDLCALL SDL_SetGamma(float red, float green, float blue); /* * Set the gamma translation table for the red, green, and blue channels * of the video hardware. Each table is an array of 256 16-bit quantities, * representing a mapping between the input and output for that channel. * The input is the index into the array, and the output is the 16-bit * gamma value at that index, scaled to the output color precision. * * You may pass NULL for any of the channels to leave it unchanged. * If the call succeeds, it will return 0. If the display driver or * hardware does not support gamma translation, or otherwise fails, * this function will return -1. */ extern DECLSPEC int SDLCALL SDL_SetGammaRamp(const Uint16 * red, const Uint16 * green, const Uint16 * blue); /* * Retrieve the current values of the gamma translation tables. * * You must pass in valid pointers to arrays of 256 16-bit quantities. * Any of the pointers may be NULL to ignore that channel. * If the call succeeds, it will return 0. If the display driver or * hardware does not support gamma translation, or otherwise fails, * this function will return -1. */ extern DECLSPEC int SDLCALL SDL_GetGammaRamp(Uint16 * red, Uint16 * green, Uint16 * blue); /* * Maps an RGB triple to an opaque pixel value for a given pixel format */ extern DECLSPEC Uint32 SDLCALL SDL_MapRGB (SDL_PixelFormat * format, Uint8 r, Uint8 g, Uint8 b); /* * Maps an RGBA quadruple to a pixel value for a given pixel format */ extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(SDL_PixelFormat * format, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* * Maps a pixel value into the RGB components for a given pixel format */ extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel, SDL_PixelFormat * fmt, Uint8 * r, Uint8 * g, Uint8 * b); /* * Maps a pixel value into the RGBA components for a given pixel format */ extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, SDL_PixelFormat * fmt, Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a); /* * Allocate and free an RGB surface (must be called after SDL_SetVideoMode) * If the depth is 4 or 8 bits, an empty palette is allocated for the surface. * If the depth is greater than 8 bits, the pixel format is set using the * flags '[RGB]mask'. * If the function runs out of memory, it will return NULL. * * The 'flags' tell what kind of surface to create. * SDL_SRCCOLORKEY indicates that the surface will be used for colorkey blits. * SDL_SRCALPHA means that the surface will be used for alpha blits. */ extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface (Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask); extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels, int width, int height, int depth, int pitch, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask); extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFromTexture(SDL_TextureID textureID); extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface); /** * \fn int SDL_SetSurfacePalette(SDL_Surface *surface, SDL_Palette *palette) * * \brief Set the palette used by a surface. * * \return 0, or -1 if the surface format doesn't use a palette. * * \note A single palette can be shared with many surfaces. */ extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface, SDL_Palette * palette); /* * SDL_LockSurface() sets up a surface for directly accessing the pixels. * Between calls to SDL_LockSurface()/SDL_UnlockSurface(), you can write * to and read from 'surface->pixels', using the pixel format stored in * 'surface->format'. Once you are done accessing the surface, you should * use SDL_UnlockSurface() to release it. * * Not all surfaces require locking. If SDL_MUSTLOCK(surface) evaluates * to 0, then you can read and write to the surface at any time, and the * pixel format of the surface will not change. * * No operating system or library calls should be made between lock/unlock * pairs, as critical system locks may be held during this time. * * SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked. */ extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface * surface); extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface * surface); /* * Load a surface from a seekable SDL data source (memory or file.) * If 'freesrc' is non-zero, the source will be closed after being read. * Returns the new surface, or NULL if there was an error. * The new surface should be freed with SDL_FreeSurface(). */ extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src, int freesrc); /* Convenience macro -- load a surface from a file */ #define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1) /* * Save a surface to a seekable SDL data source (memory or file.) * If 'freedst' is non-zero, the source will be closed after being written. * Returns 0 if successful or -1 if there was an error. */ extern DECLSPEC int SDLCALL SDL_SaveBMP_RW (SDL_Surface * surface, SDL_RWops * dst, int freedst); /* Convenience macro -- save a surface to a file */ #define SDL_SaveBMP(surface, file) \ SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1) /* * Sets the color key (transparent pixel) in a blittable surface. * If 'flag' is SDL_SRCCOLORKEY (optionally OR'd with SDL_RLEACCEL), * 'key' will be the transparent pixel in the source image of a blit. * SDL_RLEACCEL requests RLE acceleration for the surface if present, * and removes RLE acceleration if absent. * If 'flag' is 0, this function clears any current color key. * This function returns 0, or -1 if there was an error. */ extern DECLSPEC int SDLCALL SDL_SetColorKey (SDL_Surface * surface, Uint32 flag, Uint32 key); /* * This function sets the alpha value for the entire surface, as opposed to * using the alpha component of each pixel. This value measures the range * of transparency of the surface, 0 being completely transparent to 255 * being completely opaque. An 'alpha' value of 255 causes blits to be * opaque, the source pixels copied to the destination (the default). Note * that per-surface alpha can be combined with colorkey transparency. * * If 'flag' is 0, alpha blending is disabled for the surface. * If 'flag' is SDL_SRCALPHA, alpha blending is enabled for the surface. * OR:ing the flag with SDL_RLEACCEL requests RLE acceleration for the * surface; if SDL_RLEACCEL is not specified, the RLE accel will be removed. * * The 'alpha' parameter is ignored for surfaces that have an alpha channel. */ extern DECLSPEC int SDLCALL SDL_SetAlpha(SDL_Surface * surface, Uint32 flag, Uint8 alpha); /* * Sets the clipping rectangle for the destination surface in a blit. * * If the clip rectangle is NULL, clipping will be disabled. * If the clip rectangle doesn't intersect the surface, the function will * return SDL_FALSE and blits will be completely clipped. Otherwise the * function returns SDL_TRUE and blits to the surface will be clipped to * the intersection of the surface area and the clipping rectangle. * * Note that blits are automatically clipped to the edges of the source * and destination surfaces. */ extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface, const SDL_Rect * rect); /* * Gets the clipping rectangle for the destination surface in a blit. * 'rect' must be a pointer to a valid rectangle which will be filled * with the correct values. */ extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface, SDL_Rect * rect); /* * Creates a new surface of the specified format, and then copies and maps * the given surface to it so the blit of the converted surface will be as * fast as possible. If this function fails, it returns NULL. * * The 'flags' parameter is passed to SDL_CreateRGBSurface() and has those * semantics. You can also pass SDL_RLEACCEL in the flags parameter and * SDL will try to RLE accelerate colorkey and alpha blits in the resulting * surface. * * This function is used internally by SDL_DisplayFormat(). */ extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface (SDL_Surface * src, SDL_PixelFormat * fmt, Uint32 flags); /* * This function performs a fast fill of the given rectangle with 'color' * The given rectangle is clipped to the destination surface clip area * and the final fill rectangle is saved in the passed in pointer. * If 'dstrect' is NULL, the whole surface will be filled with 'color' * The color should be a pixel of the format used by the surface, and * can be generated by the SDL_MapRGB() function. * This function returns 0 on success, or -1 on error. */ extern DECLSPEC int SDLCALL SDL_FillRect (SDL_Surface * dst, SDL_Rect * dstrect, Uint32 color); /* * This performs a fast blit from the source surface to the destination * surface. It assumes that the source and destination rectangles are * the same size. If either 'srcrect' or 'dstrect' are NULL, the entire * surface (src or dst) is copied. The final blit rectangles are saved * in 'srcrect' and 'dstrect' after all clipping is performed. * If the blit is successful, it returns 0, otherwise it returns -1. * * The blit function should not be called on a locked surface. * * The blit semantics for surfaces with and without alpha and colorkey * are defined as follows: * * RGBA->RGB: * SDL_SRCALPHA set: * alpha-blend (using alpha-channel). * SDL_SRCCOLORKEY ignored. * SDL_SRCALPHA not set: * copy RGB. * if SDL_SRCCOLORKEY set, only copy the pixels matching the * RGB values of the source colour key, ignoring alpha in the * comparison. * * RGB->RGBA: * SDL_SRCALPHA set: * alpha-blend (using the source per-surface alpha value); * set destination alpha to opaque. * SDL_SRCALPHA not set: * copy RGB, set destination alpha to source per-surface alpha value. * both: * if SDL_SRCCOLORKEY set, only copy the pixels matching the * source colour key. * * RGBA->RGBA: * SDL_SRCALPHA set: * alpha-blend (using the source alpha channel) the RGB values; * leave destination alpha untouched. [Note: is this correct?] * SDL_SRCCOLORKEY ignored. * SDL_SRCALPHA not set: * copy all of RGBA to the destination. * if SDL_SRCCOLORKEY set, only copy the pixels matching the * RGB values of the source colour key, ignoring alpha in the * comparison. * * RGB->RGB: * SDL_SRCALPHA set: * alpha-blend (using the source per-surface alpha value). * SDL_SRCALPHA not set: * copy RGB. * both: * if SDL_SRCCOLORKEY set, only copy the pixels matching the * source colour key. * * If either of the surfaces were in video memory, and the blit returns -2, * the video memory was lost, so it should be reloaded with artwork and * re-blitted: while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) { while ( SDL_LockSurface(image) < 0 ) Sleep(10); -- Write image pixels to image->pixels -- SDL_UnlockSurface(image); } * This happens under DirectX 5.0 when the system switches away from your * fullscreen application. The lock will also fail until you have access * to the video memory again. */ /* You should call SDL_BlitSurface() unless you know exactly how SDL blitting works internally and how to use the other blit functions. */ #define SDL_BlitSurface SDL_UpperBlit /* This is the public blit function, SDL_BlitSurface(), and it performs rectangle validation and clipping before passing it to SDL_LowerBlit() */ extern DECLSPEC int SDLCALL SDL_UpperBlit (SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); /* This is a semi-private blit function and it performs low-level surface blitting only. */ extern DECLSPEC int SDLCALL SDL_LowerBlit (SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); /** * \fn int SDL_SoftStretch(SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect) * * \brief Perform a fast, low quality, stretch blit between two surfaces of the same pixel format. * \note This function uses a static buffer, and is not thread-safe. */ extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /* OpenGL support functions. */ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /* * Dynamically load an OpenGL library, or the default one if path is NULL * * If you do this, you need to retrieve all of the GL functions used in * your program from the dynamic library using SDL_GL_GetProcAddress(). */ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path); /* * Get the address of a GL function */ extern DECLSPEC void *SDLCALL SDL_GL_GetProcAddress(const char *proc); /* * Set an attribute of the OpenGL subsystem before window creation. */ extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value); /* * Get an attribute of the OpenGL subsystem from the windowing * interface, such as glX. This is of course different from getting * the values from SDL's internal OpenGL subsystem, which only * stores the values you request before initialization. * * Developers should track the values they pass into SDL_GL_SetAttribute * themselves if they want to retrieve these values. */ extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int *value); /* * Swap the OpenGL buffers, if double-buffering is supported. */ extern DECLSPEC void SDLCALL SDL_GL_SwapBuffers(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ } /* *INDENT-ON* */ #endif #include "close_code.h" #endif /* _SDL_video_h */ /* vi: set ts=4 sw=4 expandtab: */