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with 5724 additions and 2403 deletions
/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
......
/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
......@@ -26,7 +26,7 @@
*/
#include "SDL_config.h"
#ifndef _MSC_VER
#if !defined(_MSC_VER) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS)
#ifdef __IPHONEOS__
#include <OpenGLES/ES2/gl.h>
......
#ifndef __gl2_h_
#define __gl2_h_
/* $Revision: 20555 $ on $Date:: 2013-02-12 14:32:47 -0800 #$ */
/*#include <GLES2/gl2platform.h>*/
#ifndef __gles2_gl2_h_
#define __gles2_gl2_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
** Copyright 2013-2020 The Khronos Group Inc.
** SPDX-License-Identifier: MIT
**
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** https://github.com/KhronosGroup/OpenGL-Registry
*/
/*-------------------------------------------------------------------------
* Data type definitions
*-----------------------------------------------------------------------*/
/*#include <GLES2/gl2platform.h>*/
#ifndef GL_APIENTRYP
#define GL_APIENTRYP GL_APIENTRY*
#endif
#ifndef GL_GLES_PROTOTYPES
#define GL_GLES_PROTOTYPES 1
#endif
/* Generated on date 20220530 */
/* Generated C header for:
* API: gles2
* Profile: common
* Versions considered: 2\.[0-9]
* Versions emitted: .*
* Default extensions included: None
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef GL_ES_VERSION_2_0
#define GL_ES_VERSION_2_0 1
/*#include <KHR/khrplatform.h>*/
typedef khronos_int8_t GLbyte;
typedef khronos_float_t GLclampf;
typedef khronos_int32_t GLfixed;
typedef khronos_int16_t GLshort;
typedef khronos_uint16_t GLushort;
typedef void GLvoid;
typedef char GLchar;
typedef struct __GLsync *GLsync;
typedef khronos_int64_t GLint64;
typedef khronos_uint64_t GLuint64;
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLuint;
typedef char GLchar;
typedef khronos_float_t GLfloat;
typedef khronos_ssize_t GLsizeiptr;
typedef khronos_intptr_t GLintptr;
typedef unsigned int GLbitfield;
typedef khronos_int8_t GLbyte;
typedef short GLshort;
typedef int GLint;
typedef unsigned char GLboolean;
typedef int GLsizei;
typedef khronos_uint8_t GLubyte;
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef khronos_float_t GLfloat;
typedef khronos_float_t GLclampf;
typedef khronos_int32_t GLfixed;
/* GL types for handling large vertex buffer objects */
typedef khronos_intptr_t GLintptr;
typedef khronos_ssize_t GLsizeiptr;
/* OpenGL ES core versions */
#define GL_ES_VERSION_2_0 1
/* ClearBufferMask */
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000
/* Boolean */
#define GL_FALSE 0
#define GL_TRUE 1
/* BeginMode */
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
......@@ -58,18 +72,6 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
/* AlphaFunction (not supported in ES20) */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* BlendingFactorDest */
#define GL_ZERO 0
#define GL_ONE 1
#define GL_SRC_COLOR 0x0300
......@@ -78,29 +80,15 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
#define GL_FUNC_ADD 0x8006
#define GL_BLEND_EQUATION 0x8009
#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
#define GL_BLEND_EQUATION_RGB 0x8009
#define GL_BLEND_EQUATION_ALPHA 0x883D
/* BlendSubtract */
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
/* Separate Blend Functions */
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
......@@ -110,38 +98,19 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_CONSTANT_ALPHA 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_BLEND_COLOR 0x8005
/* Buffer Objects */
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
/* CullFaceMode */
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* EnableCap */
#define GL_TEXTURE_2D 0x0DE1
#define GL_CULL_FACE 0x0B44
#define GL_BLEND 0x0BE2
......@@ -152,19 +121,13 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_COVERAGE 0x80A0
/* ErrorCode */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_OUT_OF_MEMORY 0x0505
/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901
/* GetPName */
#define GL_LINE_WIDTH 0x0B21
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
......@@ -191,7 +154,6 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#define GL_VIEWPORT 0x0BA2
#define GL_SCISSOR_BOX 0x0C10
/* GL_SCISSOR_TEST */
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_UNPACK_ALIGNMENT 0x0CF5
......@@ -206,32 +168,18 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_DEPTH_BITS 0x0D56
#define GL_STENCIL_BITS 0x0D57
#define GL_POLYGON_OFFSET_UNITS 0x2A00
/* GL_POLYGON_OFFSET_FILL */
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
/* HintTarget */
#define GL_GENERATE_MIPMAP_HINT 0x8192
/* DataType */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
......@@ -240,22 +188,15 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_FIXED 0x140C
/* PixelFormat */
#define GL_DEPTH_COMPONENT 0x1902
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
/* PixelType */
/* GL_UNSIGNED_BYTE */
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
/* Shaders */
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_VERTEX_ATTRIBS 0x8869
......@@ -276,8 +217,6 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
/* StencilFunction */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
......@@ -286,9 +225,6 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
/* StencilOp */
/* GL_ZERO */
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
......@@ -296,35 +232,21 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_INVERT 0x150A
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508
/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
/* TextureTarget */
/* GL_TEXTURE_2D */
#define GL_TEXTURE 0x1702
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
......@@ -334,8 +256,6 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
/* TextureUnit */
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
......@@ -369,13 +289,9 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
#define GL_ACTIVE_TEXTURE 0x84E0
/* TextureWrapMode */
#define GL_REPEAT 0x2901
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_MIRRORED_REPEAT 0x8370
/* Uniform Types */
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
......@@ -391,8 +307,6 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_CUBE 0x8B60
/* Vertex Arrays */
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
......@@ -400,39 +314,27 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
/* Read Format */
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
/* Shader Source */
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_SHADER_COMPILER 0x8DFA
/* Shader Binary */
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
/* Shader Precision-Specified Types */
#define GL_LOW_FLOAT 0x8DF0
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_HIGH_FLOAT 0x8DF2
#define GL_LOW_INT 0x8DF3
#define GL_MEDIUM_INT 0x8DF4
#define GL_HIGH_INT 0x8DF5
/* Framebuffer Object. */
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGB565 0x8D62
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_STENCIL_INDEX8 0x8D48
#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
......@@ -442,34 +344,166 @@ typedef khronos_ssize_t GLsizeiptr;
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_NONE 0
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
/*-------------------------------------------------------------------------
* GL core functions.
*-----------------------------------------------------------------------*/
typedef void (GL_APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
typedef void (GL_APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (GL_APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name);
typedef void (GL_APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (GL_APIENTRYP PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer);
typedef void (GL_APIENTRYP PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer);
typedef void (GL_APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
typedef void (GL_APIENTRYP PFNGLBLENDCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
typedef void (GL_APIENTRYP PFNGLBLENDFUNCPROC) (GLenum sfactor, GLenum dfactor);
typedef void (GL_APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
typedef void (GL_APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
typedef void (GL_APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
typedef GLenum (GL_APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target);
typedef void (GL_APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
typedef void (GL_APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
typedef void (GL_APIENTRYP PFNGLCLEARDEPTHFPROC) (GLfloat d);
typedef void (GL_APIENTRYP PFNGLCLEARSTENCILPROC) (GLint s);
typedef void (GL_APIENTRYP PFNGLCOLORMASKPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
typedef void (GL_APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
typedef void (GL_APIENTRYP PFNGLCOPYTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
typedef void (GL_APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
typedef GLuint (GL_APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
typedef GLuint (GL_APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
typedef void (GL_APIENTRYP PFNGLCULLFACEPROC) (GLenum mode);
typedef void (GL_APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (GL_APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint *framebuffers);
typedef void (GL_APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (GL_APIENTRYP PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint *renderbuffers);
typedef void (GL_APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (GL_APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
typedef void (GL_APIENTRYP PFNGLDEPTHFUNCPROC) (GLenum func);
typedef void (GL_APIENTRYP PFNGLDEPTHMASKPROC) (GLboolean flag);
typedef void (GL_APIENTRYP PFNGLDEPTHRANGEFPROC) (GLfloat n, GLfloat f);
typedef void (GL_APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (GL_APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
typedef void (GL_APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (GL_APIENTRYP PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count);
typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
typedef void (GL_APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef void (GL_APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (GL_APIENTRYP PFNGLFINISHPROC) (void);
typedef void (GL_APIENTRYP PFNGLFLUSHPROC) (void);
typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (GL_APIENTRYP PFNGLFRONTFACEPROC) (GLenum mode);
typedef void (GL_APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
typedef void (GL_APIENTRYP PFNGLGENERATEMIPMAPPROC) (GLenum target);
typedef void (GL_APIENTRYP PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers);
typedef void (GL_APIENTRYP PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers);
typedef void (GL_APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
typedef void (GL_APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
typedef void (GL_APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
typedef void (GL_APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
typedef GLint (GL_APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (GL_APIENTRYP PFNGLGETBOOLEANVPROC) (GLenum pname, GLboolean *data);
typedef void (GL_APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef GLenum (GL_APIENTRYP PFNGLGETERRORPROC) (void);
typedef void (GL_APIENTRYP PFNGLGETFLOATVPROC) (GLenum pname, GLfloat *data);
typedef void (GL_APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params);
typedef void (GL_APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
typedef void (GL_APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
typedef void (GL_APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (GL_APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (GL_APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (GL_APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (GL_APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
typedef void (GL_APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
typedef const GLubyte *(GL_APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (GL_APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params);
typedef void (GL_APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params);
typedef GLint (GL_APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params);
typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
typedef void (GL_APIENTRYP PFNGLHINTPROC) (GLenum target, GLenum mode);
typedef GLboolean (GL_APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer);
typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
typedef GLboolean (GL_APIENTRYP PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer);
typedef GLboolean (GL_APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
typedef GLboolean (GL_APIENTRYP PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer);
typedef GLboolean (GL_APIENTRYP PFNGLISSHADERPROC) (GLuint shader);
typedef GLboolean (GL_APIENTRYP PFNGLISTEXTUREPROC) (GLuint texture);
typedef void (GL_APIENTRYP PFNGLLINEWIDTHPROC) (GLfloat width);
typedef void (GL_APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (GL_APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
typedef void (GL_APIENTRYP PFNGLPOLYGONOFFSETPROC) (GLfloat factor, GLfloat units);
typedef void (GL_APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
typedef void (GL_APIENTRYP PFNGLRELEASESHADERCOMPILERPROC) (void);
typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (GL_APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLfloat value, GLboolean invert);
typedef void (GL_APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (GL_APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length);
typedef void (GL_APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef void (GL_APIENTRYP PFNGLSTENCILFUNCPROC) (GLenum func, GLint ref, GLuint mask);
typedef void (GL_APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum face, GLenum func, GLint ref, GLuint mask);
typedef void (GL_APIENTRYP PFNGLSTENCILMASKPROC) (GLuint mask);
typedef void (GL_APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask);
typedef void (GL_APIENTRYP PFNGLSTENCILOPPROC) (GLenum fail, GLenum zfail, GLenum zpass);
typedef void (GL_APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
typedef void (GL_APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (GL_APIENTRYP PFNGLTEXPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat param);
typedef void (GL_APIENTRYP PFNGLTEXPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);
typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
typedef void (GL_APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
typedef void (GL_APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
typedef void (GL_APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value);
typedef void (GL_APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
typedef void (GL_APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value);
typedef void (GL_APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);
typedef void (GL_APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value);
typedef void (GL_APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1);
typedef void (GL_APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value);
typedef void (GL_APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (GL_APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value);
typedef void (GL_APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2);
typedef void (GL_APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value);
typedef void (GL_APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
typedef void (GL_APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value);
typedef void (GL_APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
typedef void (GL_APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value);
typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (GL_APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (GL_APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program);
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x);
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v);
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y);
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v);
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v);
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v);
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
typedef void (GL_APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
#if GL_GLES_PROTOTYPES
GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture);
GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar *name);
......@@ -477,22 +511,22 @@ GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture);
GL_APICALL void GL_APIENTRY glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glBlendColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GL_APICALL void GL_APIENTRY glBlendEquation (GLenum mode);
GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor);
GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target);
GL_APICALL void GL_APIENTRY glClear (GLbitfield mask);
GL_APICALL void GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glClearDepthf (GLclampf depth);
GL_APICALL void GL_APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GL_APICALL void GL_APIENTRY glClearDepthf (GLfloat d);
GL_APICALL void GL_APIENTRY glClearStencil (GLint s);
GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader);
GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data);
GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL GLuint GL_APIENTRY glCreateProgram (void);
......@@ -506,12 +540,12 @@ GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader);
GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func);
GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag);
GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
GL_APICALL void GL_APIENTRY glDepthRangef (GLfloat n, GLfloat f);
GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glDisable (GLenum cap);
GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index);
GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count);
GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
GL_APICALL void GL_APIENTRY glEnable (GLenum cap);
GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index);
GL_APICALL void GL_APIENTRY glFinish (void);
......@@ -524,23 +558,23 @@ GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target);
GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers);
GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers);
GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint *textures);
GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
GL_APICALL GLint GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params);
GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean *data);
GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint *params);
GL_APICALL GLenum GL_APIENTRY glGetError (void);
GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params);
GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat *data);
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint *params);
GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params);
GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint *data);
GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint *params);
GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
GL_APICALL const GLubyte *GL_APIENTRY glGetString (GLenum name);
GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params);
GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params);
......@@ -549,7 +583,7 @@ GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint locati
GL_APICALL GLint GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params);
GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer);
GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode);
GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer);
GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap);
......@@ -562,60 +596,61 @@ GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width);
GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program);
GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param);
GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units);
GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void);
GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert);
GL_APICALL void GL_APIENTRY glSampleCoverage (GLfloat value, GLboolean invert);
GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length);
GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass);
GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param);
GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params);
GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params);
GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat x);
GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint x);
GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y);
GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z);
GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v);
GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w);
GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v);
GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat v0);
GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat *value);
GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint v0);
GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint *value);
GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat v0, GLfloat v1);
GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat *value);
GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint v0, GLint v1);
GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint *value);
GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat *value);
GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint v0, GLint v1, GLint v2);
GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint *value);
GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat *value);
GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint *value);
GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
GL_APICALL void GL_APIENTRY glUseProgram (GLuint program);
GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program);
GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x);
GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values);
GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint index, GLfloat x);
GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint index, const GLfloat *v);
GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint index, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint index, const GLfloat *v);
GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint index, GLfloat x, GLfloat y, GLfloat z);
GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint index, const GLfloat *v);
GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint index, const GLfloat *v);
GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#endif
#endif /* GL_ES_VERSION_2_0 */
#ifdef __cplusplus
}
#endif
#endif /* __gl2_h_ */
#endif
Source diff could not be displayed: it is too large. Options to address this: view the blob.
#ifndef __gl2platform_h_
#define __gl2platform_h_
/* $Revision: 10602 $ on $Date:: 2010-03-04 22:35:34 -0800 #$ */
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
** Copyright 2017-2020 The Khronos Group Inc.
** SPDX-License-Identifier: Apache-2.0
*/
/* Platform-specific types and definitions for OpenGL ES 2.X gl2.h
*
* Adopters may modify khrplatform.h and this file to suit their platform.
* You are encouraged to submit all modifications to the Khronos group so that
* they can be included in future versions of this file. Please submit changes
* by sending them to the public Khronos Bugzilla (http://khronos.org/bugzilla)
* by filing a bug against product "OpenGL-ES" component "Registry".
* Please contribute modifications back to Khronos as pull requests on the
* public github repository:
* https://github.com/KhronosGroup/OpenGL-Registry
*/
/*#include <KHR/khrplatform.h>*/
......
......@@ -2,7 +2,7 @@
#define __khrplatform_h_
/*
** Copyright (c) 2008-2009 The Khronos Group Inc.
** Copyright (c) 2008-2018 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
......@@ -26,18 +26,16 @@
/* Khronos platform-specific types and definitions.
*
* $Revision: 23298 $ on $Date: 2013-09-30 17:07:13 -0700 (Mon, 30 Sep 2013) $
* The master copy of khrplatform.h is maintained in the Khronos EGL
* Registry repository at https://github.com/KhronosGroup/EGL-Registry
* The last semantic modification to khrplatform.h was at commit ID:
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by sending them to the public Khronos Bugzilla
* (http://khronos.org/bugzilla) by filing a bug against product
* "Khronos (general)" component "Registry".
*
* A predefined template which fills in some of the bug fields can be
* reached using http://tinyurl.com/khrplatform-h-bugreport, but you
* must create a Bugzilla login first.
* Please submit changes by filing pull requests or issues on
* the EGL Registry repository linked above.
*
*
* See the Implementer's Guidelines for information about where this file
......@@ -92,15 +90,25 @@
* int arg2) KHRONOS_APIATTRIBUTES;
*/
#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
# define KHRONOS_STATIC 1
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(_WIN32) && !defined(__SCITECH_SNAP__)
#if defined(KHRONOS_STATIC)
/* If the preprocessor constant KHRONOS_STATIC is defined, make the
* header compatible with static linking. */
# define KHRONOS_APICALL
#elif defined(_WIN32)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#elif defined(__ANDROID__)
# define KHRONOS_APICALL __attribute__((visibility("default")))
#else
# define KHRONOS_APICALL
#endif
......@@ -145,6 +153,20 @@ typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
/*
* To support platform where unsigned long cannot be used interchangeably with
* inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
* Ideally, we could just use (u)intptr_t everywhere, but this could result in
* ABI breakage if khronos_uintptr_t is changed from unsigned long to
* unsigned long long or similar (this results in different C++ name mangling).
* To avoid changes for existing platforms, we restrict usage of intptr_t to
* platforms where the size of a pointer is larger than the size of long.
*/
#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
#define KHRONOS_USE_INTPTR_T
#endif
#endif
#elif defined(__VMS ) || defined(__sgi)
......@@ -227,14 +249,21 @@ typedef unsigned short int khronos_uint16_t;
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef _WIN64
#ifdef KHRONOS_USE_INTPTR_T
typedef intptr_t khronos_intptr_t;
typedef uintptr_t khronos_uintptr_t;
#elif defined(_WIN64)
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
#endif
#if defined(_WIN64)
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
......
/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
......@@ -48,7 +48,7 @@ extern "C" {
/* @} */
/** Pixel type. */
enum
typedef enum
{
SDL_PIXELTYPE_UNKNOWN,
SDL_PIXELTYPE_INDEX1,
......@@ -62,18 +62,18 @@ enum
SDL_PIXELTYPE_ARRAYU32,
SDL_PIXELTYPE_ARRAYF16,
SDL_PIXELTYPE_ARRAYF32
};
} SDL_PixelType;
/** Bitmap pixel order, high bit -> low bit. */
enum
typedef enum
{
SDL_BITMAPORDER_NONE,
SDL_BITMAPORDER_4321,
SDL_BITMAPORDER_1234
};
} SDL_BitmapOrder;
/** Packed component order, high bit -> low bit. */
enum
typedef enum
{
SDL_PACKEDORDER_NONE,
SDL_PACKEDORDER_XRGB,
......@@ -84,12 +84,12 @@ enum
SDL_PACKEDORDER_BGRX,
SDL_PACKEDORDER_ABGR,
SDL_PACKEDORDER_BGRA
};
} SDL_PackedOrder;
/** Array component order, low byte -> high byte. */
/* !!! FIXME: in 2.1, make these not overlap differently with
!!! FIXME: SDL_PACKEDORDER_*, so we can simplify SDL_ISPIXELFORMAT_ALPHA */
enum
typedef enum
{
SDL_ARRAYORDER_NONE,
SDL_ARRAYORDER_RGB,
......@@ -98,10 +98,10 @@ enum
SDL_ARRAYORDER_BGR,
SDL_ARRAYORDER_BGRA,
SDL_ARRAYORDER_ABGR
};
} SDL_ArrayOrder;
/** Packed component layout. */
enum
typedef enum
{
SDL_PACKEDLAYOUT_NONE,
SDL_PACKEDLAYOUT_332,
......@@ -112,7 +112,7 @@ enum
SDL_PACKEDLAYOUT_8888,
SDL_PACKEDLAYOUT_2101010,
SDL_PACKEDLAYOUT_1010102
};
} SDL_PackedLayout;
#define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D)
......@@ -188,15 +188,22 @@ typedef enum
SDL_PIXELFORMAT_RGB332 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_332, 8, 1),
SDL_PIXELFORMAT_RGB444 =
SDL_PIXELFORMAT_XRGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_4444, 12, 2),
SDL_PIXELFORMAT_RGB555 =
SDL_PIXELFORMAT_RGB444 = SDL_PIXELFORMAT_XRGB4444,
SDL_PIXELFORMAT_XBGR4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_4444, 12, 2),
SDL_PIXELFORMAT_BGR444 = SDL_PIXELFORMAT_XBGR4444,
SDL_PIXELFORMAT_XRGB1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_BGR555 =
SDL_PIXELFORMAT_RGB555 = SDL_PIXELFORMAT_XRGB1555,
SDL_PIXELFORMAT_XBGR1555 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_1555, 15, 2),
SDL_PIXELFORMAT_BGR555 = SDL_PIXELFORMAT_XBGR1555,
SDL_PIXELFORMAT_ARGB4444 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB,
SDL_PACKEDLAYOUT_4444, 16, 2),
......@@ -233,15 +240,17 @@ typedef enum
SDL_PIXELFORMAT_BGR24 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0,
24, 3),
SDL_PIXELFORMAT_RGB888 =
SDL_PIXELFORMAT_XRGB8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_RGB888 = SDL_PIXELFORMAT_XRGB8888,
SDL_PIXELFORMAT_RGBX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_BGR888 =
SDL_PIXELFORMAT_XBGR8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR,
SDL_PACKEDLAYOUT_8888, 24, 4),
SDL_PIXELFORMAT_BGR888 = SDL_PIXELFORMAT_XBGR8888,
SDL_PIXELFORMAT_BGRX8888 =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX,
SDL_PACKEDLAYOUT_8888, 24, 4),
......@@ -292,6 +301,11 @@ typedef enum
SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ')
} SDL_PixelFormatEnum;
/**
* The bits of this structure can be directly reinterpreted as an integer-packed
* color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888
* on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems).
*/
typedef struct SDL_Color
{
Uint8 r;
......@@ -336,16 +350,31 @@ typedef struct SDL_PixelFormat
} SDL_PixelFormat;
/**
* \brief Get the human readable name of a pixel format
* Get the human readable name of a pixel format.
*
* \param format the pixel format to query
* \returns the human readable name of the specified pixel format or
* `SDL_PIXELFORMAT_UNKNOWN` if the format isn't recognized.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC const char* SDLCALL SDL_GetPixelFormatName(Uint32 format);
/**
* \brief Convert one of the enumerated pixel formats to a bpp and RGBA masks.
* Convert one of the enumerated pixel formats to a bpp value and RGBA masks.
*
* \param format one of the SDL_PixelFormatEnum values
* \param bpp a bits per pixel value; usually 15, 16, or 32
* \param Rmask a pointer filled in with the red mask for the format
* \param Gmask a pointer filled in with the green mask for the format
* \param Bmask a pointer filled in with the blue mask for the format
* \param Amask a pointer filled in with the alpha mask for the format
* \returns SDL_TRUE on success or SDL_FALSE if the conversion wasn't
* possible; call SDL_GetError() for more information.
*
* \return SDL_TRUE, or SDL_FALSE if the conversion wasn't possible.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_MasksToPixelFormatEnum()
* \sa SDL_MasksToPixelFormatEnum
*/
extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
int *bpp,
......@@ -355,12 +384,21 @@ extern DECLSPEC SDL_bool SDLCALL SDL_PixelFormatEnumToMasks(Uint32 format,
Uint32 * Amask);
/**
* \brief Convert a bpp and RGBA masks to an enumerated pixel format.
* Convert a bpp value and RGBA masks to an enumerated pixel format.
*
* \return The pixel format, or ::SDL_PIXELFORMAT_UNKNOWN if the conversion
* wasn't possible.
* This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't
* possible.
*
* \sa SDL_PixelFormatEnumToMasks()
* \param bpp a bits per pixel value; usually 15, 16, or 32
* \param Rmask the red mask for the format
* \param Gmask the green mask for the format
* \param Bmask the blue mask for the format
* \param Amask the alpha mask for the format
* \returns one of the SDL_PixelFormatEnum values
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_PixelFormatEnumToMasks
*/
extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
Uint32 Rmask,
......@@ -369,65 +407,158 @@ extern DECLSPEC Uint32 SDLCALL SDL_MasksToPixelFormatEnum(int bpp,
Uint32 Amask);
/**
* \brief Create an SDL_PixelFormat structure from a pixel format enum.
* Create an SDL_PixelFormat structure corresponding to a pixel format.
*
* Returned structure may come from a shared global cache (i.e. not newly
* allocated), and hence should not be modified, especially the palette. Weird
* errors such as `Blit combination not supported` may occur.
*
* \param pixel_format one of the SDL_PixelFormatEnum values
* \returns the new SDL_PixelFormat structure or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreeFormat
*/
extern DECLSPEC SDL_PixelFormat * SDLCALL SDL_AllocFormat(Uint32 pixel_format);
/**
* \brief Free an SDL_PixelFormat structure.
* Free an SDL_PixelFormat structure allocated by SDL_AllocFormat().
*
* \param format the SDL_PixelFormat structure to free
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AllocFormat
*/
extern DECLSPEC void SDLCALL SDL_FreeFormat(SDL_PixelFormat *format);
/**
* \brief Create a palette structure with the specified number of color
* entries.
* Create a palette structure with the specified number of color entries.
*
* The palette entries are initialized to white.
*
* \return A new palette, or NULL if there wasn't enough memory.
* \param ncolors represents the number of color entries in the color palette
* \returns a new SDL_Palette structure on success or NULL on failure (e.g. if
* there wasn't enough memory); call SDL_GetError() for more
* information.
*
* \note The palette entries are initialized to white.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_FreePalette()
* \sa SDL_FreePalette
*/
extern DECLSPEC SDL_Palette *SDLCALL SDL_AllocPalette(int ncolors);
/**
* \brief Set the palette for a pixel format structure.
* Set the palette for a pixel format structure.
*
* \param format the SDL_PixelFormat structure that will use the palette
* \param palette the SDL_Palette structure that will be used
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AllocPalette
* \sa SDL_FreePalette
*/
extern DECLSPEC int SDLCALL SDL_SetPixelFormatPalette(SDL_PixelFormat * format,
SDL_Palette *palette);
/**
* \brief Set a range of colors in a palette.
* Set a range of colors in a palette.
*
* \param palette the SDL_Palette structure to modify
* \param colors an array of SDL_Color structures to copy into the palette
* \param firstcolor the index of the first palette entry to modify
* \param ncolors the number of entries to modify
* \returns 0 on success or a negative error code if not all of the colors
* could be set; call SDL_GetError() for more information.
*
* \param palette The palette to modify.
* \param colors An array of colors to copy into the palette.
* \param firstcolor The index of the first palette entry to modify.
* \param ncolors The number of entries to modify.
* \since This function is available since SDL 2.0.0.
*
* \return 0 on success, or -1 if not all of the colors could be set.
* \sa SDL_AllocPalette
* \sa SDL_CreateRGBSurface
*/
extern DECLSPEC int SDLCALL SDL_SetPaletteColors(SDL_Palette * palette,
const SDL_Color * colors,
int firstcolor, int ncolors);
/**
* \brief Free a palette created with SDL_AllocPalette().
* Free a palette created with SDL_AllocPalette().
*
* \sa SDL_AllocPalette()
* \param palette the SDL_Palette structure to be freed
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AllocPalette
*/
extern DECLSPEC void SDLCALL SDL_FreePalette(SDL_Palette * palette);
/**
* \brief Maps an RGB triple to an opaque pixel value for a given pixel format.
* Map an RGB triple to an opaque pixel value for a given pixel format.
*
* This function maps the RGB color value to the specified pixel format and
* returns the pixel value best approximating the given RGB color value for
* the given pixel format.
*
* If the format has a palette (8-bit) the index of the closest matching color
* in the palette will be returned.
*
* If the specified pixel format has an alpha component it will be returned as
* all 1 bits (fully opaque).
*
* If the pixel format bpp (color depth) is less than 32-bpp then the unused
* upper bits of the return value can safely be ignored (e.g., with a 16-bpp
* format the return value can be assigned to a Uint16, and similarly a Uint8
* for an 8-bpp format).
*
* \param format an SDL_PixelFormat structure describing the pixel format
* \param r the red component of the pixel in the range 0-255
* \param g the green component of the pixel in the range 0-255
* \param b the blue component of the pixel in the range 0-255
* \returns a pixel value
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRGB
* \sa SDL_GetRGBA
* \sa SDL_MapRGBA
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b);
/**
* \brief Maps an RGBA quadruple to a pixel value for a given pixel format.
* Map an RGBA quadruple to a pixel value for a given pixel format.
*
* This function maps the RGBA color value to the specified pixel format and
* returns the pixel value best approximating the given RGBA color value for
* the given pixel format.
*
* If the specified pixel format has no alpha component the alpha value will
* be ignored (as it will be in formats with a palette).
*
* If the format has a palette (8-bit) the index of the closest matching color
* in the palette will be returned.
*
* If the pixel format bpp (color depth) is less than 32-bpp then the unused
* upper bits of the return value can safely be ignored (e.g., with a 16-bpp
* format the return value can be assigned to a Uint16, and similarly a Uint8
* for an 8-bpp format).
*
* \param format an SDL_PixelFormat structure describing the format of the
* pixel
* \param r the red component of the pixel in the range 0-255
* \param g the green component of the pixel in the range 0-255
* \param b the blue component of the pixel in the range 0-255
* \param a the alpha component of the pixel in the range 0-255
* \returns a pixel value
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRGB
* \sa SDL_GetRGBA
* \sa SDL_MapRGB
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format,
......@@ -435,18 +566,54 @@ extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormat * format,
Uint8 a);
/**
* \brief Get the RGB components from a pixel of the specified format.
* Get RGB values from a pixel in the specified format.
*
* This function uses the entire 8-bit [0..255] range when converting color
* components from pixel formats with less than 8-bits per RGB component
* (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
* 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
*
* \param pixel a pixel value
* \param format an SDL_PixelFormat structure describing the format of the
* pixel
* \param r a pointer filled in with the red component
* \param g a pointer filled in with the green component
* \param b a pointer filled in with the blue component
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRGBA
* \sa SDL_MapRGB
* \sa SDL_MapRGBA
*/
extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel,
const SDL_PixelFormat * format,
Uint8 * r, Uint8 * g, Uint8 * b);
/**
* \brief Get the RGBA components from a pixel of the specified format.
* Get RGBA values from a pixel in the specified format.
*
* This function uses the entire 8-bit [0..255] range when converting color
* components from pixel formats with less than 8-bits per RGB component
* (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
* 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
*
* If the surface has no alpha component, the alpha will be returned as 0xff
* (100% opaque).
*
* \param pixel a pixel value
* \param format an SDL_PixelFormat structure describing the format of the
* pixel
* \param r a pointer filled in with the red component
* \param g a pointer filled in with the green component
* \param b a pointer filled in with the blue component
* \param a a pointer filled in with the alpha component
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRGB
* \sa SDL_MapRGB
* \sa SDL_MapRGBA
*/
extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
const SDL_PixelFormat * format,
......@@ -454,7 +621,14 @@ extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel,
Uint8 * a);
/**
* \brief Calculate a 256 entry gamma ramp for a gamma value.
* Calculate a 256 entry gamma ramp for a gamma value.
*
* \param gamma a gamma value where 0.0 is black and 1.0 is identity
* \param ramp an array of 256 values filled in with the gamma ramp
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetWindowGammaRamp
*/
extern DECLSPEC void SDLCALL SDL_CalculateGammaRamp(float gamma, Uint16 * ramp);
......
/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
......@@ -65,11 +65,36 @@
#undef __LINUX__ /* do we need to do this? */
#define __ANDROID__ 1
#endif
#if defined(__NGAGE__)
#undef __NGAGE__
#define __NGAGE__ 1
#endif
#if defined(__APPLE__)
/* lets us know what version of Mac OS X we're compiling on */
#include "AvailabilityMacros.h"
#include "TargetConditionals.h"
#include <AvailabilityMacros.h>
#include <TargetConditionals.h>
/* Fix building with older SDKs that don't define these
See this for more information:
https://stackoverflow.com/questions/12132933/preprocessor-macro-for-os-x-targets
*/
#ifndef TARGET_OS_MACCATALYST
#define TARGET_OS_MACCATALYST 0
#endif
#ifndef TARGET_OS_IOS
#define TARGET_OS_IOS 0
#endif
#ifndef TARGET_OS_IPHONE
#define TARGET_OS_IPHONE 0
#endif
#ifndef TARGET_OS_TV
#define TARGET_OS_TV 0
#endif
#ifndef TARGET_OS_SIMULATOR
#define TARGET_OS_SIMULATOR 0
#endif
#if TARGET_OS_TV
#undef __TVOS__
#define __TVOS__ 1
......@@ -83,9 +108,9 @@
/* if not compiling for iOS */
#undef __MACOSX__
#define __MACOSX__ 1
#if MAC_OS_X_VERSION_MIN_REQUIRED < 1060
# error SDL for Mac OS X only supports deploying on 10.6 and above.
#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1060 */
#if MAC_OS_X_VERSION_MIN_REQUIRED < 1070
# error SDL for Mac OS X only supports deploying on 10.7 and above.
#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1070 */
#endif /* TARGET_OS_IPHONE */
#endif /* defined(__APPLE__) */
......@@ -119,7 +144,7 @@
#endif
#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW32__)
/* Try to find out if we're compiling for WinRT or non-WinRT */
/* Try to find out if we're compiling for WinRT, GDK or non-WinRT/GDK */
#if defined(_MSC_VER) && defined(__has_include)
#if __has_include(<winapifamily.h>)
#define HAVE_WINAPIFAMILY_H 1
......@@ -144,6 +169,15 @@
#if WINAPI_FAMILY_WINRT
#undef __WINRT__
#define __WINRT__ 1
#elif defined(_GAMING_DESKTOP) /* GDK project configuration always defines _GAMING_XXX */
#undef __WINGDK__
#define __WINGDK__ 1
#elif defined(_GAMING_XBOX_XBOXONE)
#undef __XBOXONE__
#define __XBOXONE__ 1
#elif defined(_GAMING_XBOX_SCARLETT)
#undef __XBOXSERIES__
#define __XBOXSERIES__ 1
#else
#undef __WINDOWS__
#define __WINDOWS__ 1
......@@ -154,10 +188,18 @@
#undef __WIN32__
#define __WIN32__ 1
#endif
/* This is to support generic "any GDK" separate from a platform-specific GDK */
#if defined(__WINGDK__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
#undef __GDK__
#define __GDK__ 1
#endif
#if defined(__PSP__)
#undef __PSP__
#define __PSP__ 1
#endif
#if defined(PS2)
#define __PS2__ 1
#endif
/* The NACL compiler defines __native_client__ and __pnacl__
* Ref: http://www.chromium.org/nativeclient/pnacl/stability-of-the-pnacl-bitcode-abi
......@@ -175,6 +217,14 @@
#define __SDL_NOGETPROCADDR__
#endif
#if defined(__vita__)
#define __VITA__ 1
#endif
#if defined(__3DS__)
#undef __3DS__
#define __3DS__ 1
#endif
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
......@@ -183,7 +233,20 @@ extern "C" {
#endif
/**
* \brief Gets the name of the platform.
* Get the name of the platform.
*
* Here are the names returned for some (but not all) supported platforms:
*
* - "Windows"
* - "Mac OS X"
* - "Linux"
* - "iOS"
* - "Android"
*
* \returns the name of the platform. If the correct platform name is not
* available, returns a string beginning with the text "Unknown".
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC const char * SDLCALL SDL_GetPlatform (void);
......
/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
......@@ -37,7 +37,7 @@ extern "C" {
#endif
/**
* \brief The basic state for the system's power supply.
* The basic state for the system's power supply.
*/
typedef enum
{
......@@ -48,21 +48,33 @@ typedef enum
SDL_POWERSTATE_CHARGED /**< Plugged in, battery charged */
} SDL_PowerState;
/**
* \brief Get the current power supply details.
* Get the current power supply details.
*
* You should never take a battery status as absolute truth. Batteries
* (especially failing batteries) are delicate hardware, and the values
* reported here are best estimates based on what that hardware reports. It's
* not uncommon for older batteries to lose stored power much faster than it
* reports, or completely drain when reporting it has 20 percent left, etc.
*
* Battery status can change at any time; if you are concerned with power
* state, you should call this function frequently, and perhaps ignore changes
* until they seem to be stable for a few seconds.
*
* \param secs Seconds of battery life left. You can pass a NULL here if
* you don't care. Will return -1 if we can't determine a
* value, or we're not running on a battery.
* It's possible a platform can only report battery percentage or time left
* but not both.
*
* \param pct Percentage of battery life left, between 0 and 100. You can
* pass a NULL here if you don't care. Will return -1 if we
* can't determine a value, or we're not running on a battery.
* \param seconds seconds of battery life left, you can pass a NULL here if
* you don't care, will return -1 if we can't determine a
* value, or we're not running on a battery
* \param percent percentage of battery life left, between 0 and 100, you can
* pass a NULL here if you don't care, will return -1 if we
* can't determine a value, or we're not running on a battery
* \returns an SDL_PowerState enum representing the current battery state.
*
* \return The state of the battery (if any).
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *secs, int *pct);
extern DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *seconds, int *percent);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
......
/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
......
/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
......@@ -40,7 +40,7 @@ extern "C" {
#endif
/**
* \brief The structure that defines a point (integer)
* The structure that defines a point (integer)
*
* \sa SDL_EnclosePoints
* \sa SDL_PointInRect
......@@ -52,10 +52,10 @@ typedef struct SDL_Point
} SDL_Point;
/**
* \brief The structure that defines a point (floating point)
* The structure that defines a point (floating point)
*
* \sa SDL_EnclosePoints
* \sa SDL_PointInRect
* \sa SDL_EncloseFPoints
* \sa SDL_PointInFRect
*/
typedef struct SDL_FPoint
{
......@@ -65,12 +65,13 @@ typedef struct SDL_FPoint
/**
* \brief A rectangle, with the origin at the upper left (integer).
* A rectangle, with the origin at the upper left (integer).
*
* \sa SDL_RectEmpty
* \sa SDL_RectEquals
* \sa SDL_HasIntersection
* \sa SDL_IntersectRect
* \sa SDL_IntersectRectAndLine
* \sa SDL_UnionRect
* \sa SDL_EnclosePoints
*/
......@@ -82,7 +83,17 @@ typedef struct SDL_Rect
/**
* \brief A rectangle, with the origin at the upper left (floating point).
* A rectangle, with the origin at the upper left (floating point).
*
* \sa SDL_FRectEmpty
* \sa SDL_FRectEquals
* \sa SDL_FRectEqualsEpsilon
* \sa SDL_HasIntersectionF
* \sa SDL_IntersectFRect
* \sa SDL_IntersectFRectAndLine
* \sa SDL_UnionFRect
* \sa SDL_EncloseFPoints
* \sa SDL_PointInFRect
*/
typedef struct SDL_FRect
{
......@@ -94,7 +105,7 @@ typedef struct SDL_FRect
/**
* \brief Returns true if point resides inside a rectangle.
* Returns true if point resides inside a rectangle.
*/
SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
{
......@@ -103,7 +114,7 @@ SDL_FORCE_INLINE SDL_bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r)
}
/**
* \brief Returns true if the rectangle has no area.
* Returns true if the rectangle has no area.
*/
SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
{
......@@ -111,7 +122,7 @@ SDL_FORCE_INLINE SDL_bool SDL_RectEmpty(const SDL_Rect *r)
}
/**
* \brief Returns true if the two rectangles are equal.
* Returns true if the two rectangles are equal.
*/
SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
{
......@@ -120,33 +131,70 @@ SDL_FORCE_INLINE SDL_bool SDL_RectEquals(const SDL_Rect *a, const SDL_Rect *b)
}
/**
* \brief Determine whether two rectangles intersect.
* Determine whether two rectangles intersect.
*
* If either pointer is NULL the function will return SDL_FALSE.
*
* \param A an SDL_Rect structure representing the first rectangle
* \param B an SDL_Rect structure representing the second rectangle
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_IntersectRect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A,
const SDL_Rect * B);
/**
* \brief Calculate the intersection of two rectangles.
* Calculate the intersection of two rectangles.
*
* If `result` is NULL then this function will return SDL_FALSE.
*
* \param A an SDL_Rect structure representing the first rectangle
* \param B an SDL_Rect structure representing the second rectangle
* \param result an SDL_Rect structure filled in with the intersection of
* rectangles `A` and `B`
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
* \sa SDL_HasIntersection
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/**
* \brief Calculate the union of two rectangles.
* Calculate the union of two rectangles.
*
* \param A an SDL_Rect structure representing the first rectangle
* \param B an SDL_Rect structure representing the second rectangle
* \param result an SDL_Rect structure filled in with the union of rectangles
* `A` and `B`
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/**
* \brief Calculate a minimal rectangle enclosing a set of points
* Calculate a minimal rectangle enclosing a set of points.
*
* If `clip` is not NULL then only points inside of the clipping rectangle are
* considered.
*
* \param points an array of SDL_Point structures representing points to be
* enclosed
* \param count the number of structures in the `points` array
* \param clip an SDL_Rect used for clipping or NULL to enclose all points
* \param result an SDL_Rect structure filled in with the minimal enclosing
* rectangle
* \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
* points were outside of the clipping rectangle.
*
* \return SDL_TRUE if any points were within the clipping rect
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
int count,
......@@ -154,15 +202,169 @@ extern DECLSPEC SDL_bool SDLCALL SDL_EnclosePoints(const SDL_Point * points,
SDL_Rect * result);
/**
* \brief Calculate the intersection of a rectangle and line segment.
* Calculate the intersection of a rectangle and line segment.
*
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
* This function is used to clip a line segment to a rectangle. A line segment
* contained entirely within the rectangle or that does not intersect will
* remain unchanged. A line segment that crosses the rectangle at either or
* both ends will be clipped to the boundary of the rectangle and the new
* coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
*
* \param rect an SDL_Rect structure representing the rectangle to intersect
* \param X1 a pointer to the starting X-coordinate of the line
* \param Y1 a pointer to the starting Y-coordinate of the line
* \param X2 a pointer to the ending X-coordinate of the line
* \param Y2 a pointer to the ending Y-coordinate of the line
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
rect, int *X1,
int *Y1, int *X2,
int *Y2);
/* SDL_FRect versions... */
/**
* Returns true if point resides inside a rectangle.
*/
SDL_FORCE_INLINE SDL_bool SDL_PointInFRect(const SDL_FPoint *p, const SDL_FRect *r)
{
return ( (p->x >= r->x) && (p->x < (r->x + r->w)) &&
(p->y >= r->y) && (p->y < (r->y + r->h)) ) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the rectangle has no area.
*/
SDL_FORCE_INLINE SDL_bool SDL_FRectEmpty(const SDL_FRect *r)
{
return ((!r) || (r->w <= 0.0f) || (r->h <= 0.0f)) ? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the two rectangles are equal, within some given epsilon.
*
* \since This function is available since SDL 2.0.22.
*/
SDL_FORCE_INLINE SDL_bool SDL_FRectEqualsEpsilon(const SDL_FRect *a, const SDL_FRect *b, const float epsilon)
{
return (a && b && ((a == b) ||
((SDL_fabsf(a->x - b->x) <= epsilon) &&
(SDL_fabsf(a->y - b->y) <= epsilon) &&
(SDL_fabsf(a->w - b->w) <= epsilon) &&
(SDL_fabsf(a->h - b->h) <= epsilon))))
? SDL_TRUE : SDL_FALSE;
}
/**
* Returns true if the two rectangles are equal, using a default epsilon.
*
* \since This function is available since SDL 2.0.22.
*/
SDL_FORCE_INLINE SDL_bool SDL_FRectEquals(const SDL_FRect *a, const SDL_FRect *b)
{
return SDL_FRectEqualsEpsilon(a, b, SDL_FLT_EPSILON);
}
/**
* Determine whether two rectangles intersect with float precision.
*
* If either pointer is NULL the function will return SDL_FALSE.
*
* \param A an SDL_FRect structure representing the first rectangle
* \param B an SDL_FRect structure representing the second rectangle
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.22.
*
* \sa SDL_IntersectRect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersectionF(const SDL_FRect * A,
const SDL_FRect * B);
/**
* Calculate the intersection of two rectangles with float precision.
*
* If `result` is NULL then this function will return SDL_FALSE.
*
* \param A an SDL_FRect structure representing the first rectangle
* \param B an SDL_FRect structure representing the second rectangle
* \param result an SDL_FRect structure filled in with the intersection of
* rectangles `A` and `B`
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.22.
*
* \sa SDL_HasIntersectionF
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRect(const SDL_FRect * A,
const SDL_FRect * B,
SDL_FRect * result);
/**
* Calculate the union of two rectangles with float precision.
*
* \param A an SDL_FRect structure representing the first rectangle
* \param B an SDL_FRect structure representing the second rectangle
* \param result an SDL_FRect structure filled in with the union of rectangles
* `A` and `B`
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC void SDLCALL SDL_UnionFRect(const SDL_FRect * A,
const SDL_FRect * B,
SDL_FRect * result);
/**
* Calculate a minimal rectangle enclosing a set of points with float
* precision.
*
* If `clip` is not NULL then only points inside of the clipping rectangle are
* considered.
*
* \param points an array of SDL_FPoint structures representing points to be
* enclosed
* \param count the number of structures in the `points` array
* \param clip an SDL_FRect used for clipping or NULL to enclose all points
* \param result an SDL_FRect structure filled in with the minimal enclosing
* rectangle
* \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
* points were outside of the clipping rectangle.
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_EncloseFPoints(const SDL_FPoint * points,
int count,
const SDL_FRect * clip,
SDL_FRect * result);
/**
* Calculate the intersection of a rectangle and line segment with float
* precision.
*
* This function is used to clip a line segment to a rectangle. A line segment
* contained entirely within the rectangle or that does not intersect will
* remain unchanged. A line segment that crosses the rectangle at either or
* both ends will be clipped to the boundary of the rectangle and the new
* coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
*
* \param rect an SDL_FRect structure representing the rectangle to intersect
* \param X1 a pointer to the starting X-coordinate of the line
* \param Y1 a pointer to the starting Y-coordinate of the line
* \param X2 a pointer to the ending X-coordinate of the line
* \param Y2 a pointer to the ending Y-coordinate of the line
* \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectFRectAndLine(const SDL_FRect *
rect, float *X1,
float *Y1, float *X2,
float *Y2);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
......
/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
......@@ -59,7 +59,7 @@ extern "C" {
#endif
/**
* \brief Flags used when creating a rendering context
* Flags used when creating a rendering context
*/
typedef enum
{
......@@ -73,7 +73,7 @@ typedef enum
} SDL_RendererFlags;
/**
* \brief Information on the capabilities of a render driver or context.
* Information on the capabilities of a render driver or context.
*/
typedef struct SDL_RendererInfo
{
......@@ -86,7 +86,27 @@ typedef struct SDL_RendererInfo
} SDL_RendererInfo;
/**
* \brief The access pattern allowed for a texture.
* Vertex structure
*/
typedef struct SDL_Vertex
{
SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
SDL_Color color; /**< Vertex color */
SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
} SDL_Vertex;
/**
* The scaling mode for a texture.
*/
typedef enum
{
SDL_ScaleModeNearest, /**< nearest pixel sampling */
SDL_ScaleModeLinear, /**< linear filtering */
SDL_ScaleModeBest /**< anisotropic filtering */
} SDL_ScaleMode;
/**
* The access pattern allowed for a texture.
*/
typedef enum
{
......@@ -96,7 +116,7 @@ typedef enum
} SDL_TextureAccess;
/**
* \brief The texture channel modulation used in SDL_RenderCopy().
* The texture channel modulation used in SDL_RenderCopy().
*/
typedef enum
{
......@@ -106,7 +126,7 @@ typedef enum
} SDL_TextureModulate;
/**
* \brief Flip constants for SDL_RenderCopyEx
* Flip constants for SDL_RenderCopyEx
*/
typedef enum
{
......@@ -116,58 +136,71 @@ typedef enum
} SDL_RendererFlip;
/**
* \brief A structure representing rendering state
* A structure representing rendering state
*/
struct SDL_Renderer;
typedef struct SDL_Renderer SDL_Renderer;
/**
* \brief An efficient driver-specific representation of pixel data
* 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.
* 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.
* management on a particular display. Normally there is only one, but some
* drivers may have several available with different capabilities.
*
* There may be none if SDL was compiled without render support.
*
* \returns a number >= 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_GetRenderDriverInfo()
* \sa SDL_CreateRenderer()
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateRenderer
* \sa SDL_GetRenderDriverInfo
*/
extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
/**
* \brief Get information about a specific 2D rendering driver for the current
* display.
* Get info 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.
* \param index the index of the driver to query information about
* \param info an SDL_RendererInfo structure to be filled with information on
* the rendering driver
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, -1 if the index was out of range.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateRenderer()
* \sa SDL_CreateRenderer
* \sa SDL_GetNumRenderDrivers
*/
extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
SDL_RendererInfo * info);
/**
* \brief Create a window and default renderer
* 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
* \param width the width of the window
* \param height the height of the window
* \param window_flags the flags used to create the window (see
* SDL_CreateWindow())
* \param window a pointer filled with the window, or NULL on error
* \param renderer a pointer filled with the renderer, or NULL on error
* \returns 0 on success, or -1 on error; call SDL_GetError() for more
* information.
*
* \return 0 on success, or -1 on error
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateRenderer
* \sa SDL_CreateWindow
*/
extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
int width, int height, Uint32 window_flags,
......@@ -175,69 +208,127 @@ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
/**
* \brief Create a 2D rendering context for a window.
* 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.
* \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 0, or one or more SDL_RendererFlags OR'd together
* \returns a valid rendering context or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \return A valid rendering context or NULL if there was an error.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateSoftwareRenderer()
* \sa SDL_GetRendererInfo()
* \sa SDL_DestroyRenderer()
* \sa SDL_CreateSoftwareRenderer
* \sa SDL_DestroyRenderer
* \sa SDL_GetNumRenderDrivers
* \sa SDL_GetRendererInfo
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
int index, Uint32 flags);
/**
* \brief Create a 2D software rendering context for a surface.
* Create a 2D software rendering context for a surface.
*
* Two other API which can be used to create SDL_Renderer:
* SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
* create a software renderer, but they are intended to be used with an
* SDL_Window as the final destination and not an SDL_Surface.
*
* \param surface The surface where rendering is done.
* \param surface the SDL_Surface structure representing the surface where
* rendering is done
* \returns a valid rendering context or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \return A valid rendering context or NULL if there was an error.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateRenderer()
* \sa SDL_DestroyRenderer()
* \sa SDL_CreateRenderer
* \sa SDL_CreateWindowRenderer
* \sa SDL_DestroyRenderer
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
/**
* \brief Get the renderer associated with a window.
* Get the renderer associated with a window.
*
* \param window the window to query
* \returns the rendering context on success or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateRenderer
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
/**
* \brief Get information about a rendering context.
* Get the window associated with a renderer.
*
* \param renderer the renderer to query
* \returns the window on success or NULL on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.22.
*/
extern DECLSPEC SDL_Window * SDLCALL SDL_RenderGetWindow(SDL_Renderer *renderer);
/**
* Get information about a rendering context.
*
* \param renderer the rendering context
* \param info an SDL_RendererInfo structure filled with information about the
* current renderer
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateRenderer
*/
extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
SDL_RendererInfo * info);
/**
* \brief Get the output size in pixels of a rendering context.
* Get the output size in pixels of a rendering context.
*
* Due to high-dpi displays, you might end up with a rendering context that
* has more pixels than the window that contains it, so use this instead of
* SDL_GetWindowSize() to decide how much drawing area you have.
*
* \param renderer the rendering context
* \param w an int filled with the width
* \param h an int filled with the height
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRenderer
*/
extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
int *w, int *h);
/**
* \brief Create a texture for a rendering context.
* 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.
* You can set the texture scaling method by setting
* `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
*
* \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.
* \param renderer the rendering context
* \param format one of the enumerated values in SDL_PixelFormatEnum
* \param access one of the enumerated values in SDL_TextureAccess
* \param w the width of the texture in pixels
* \param h the height of the texture in pixels
* \returns a pointer to the created texture or NULL if no rendering context
* was active, the format was unsupported, or the width or height
* were out of range; call SDL_GetError() for more information.
*
* \note The contents of the texture are not defined at creation.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_QueryTexture()
* \sa SDL_UpdateTexture()
* \sa SDL_DestroyTexture()
* \sa SDL_CreateTextureFromSurface
* \sa SDL_DestroyTexture
* \sa SDL_QueryTexture
* \sa SDL_UpdateTexture
*/
extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
Uint32 format,
......@@ -245,165 +336,294 @@ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
int h);
/**
* \brief Create a texture from an existing surface.
* Create a texture from an existing surface.
*
* \param renderer The renderer.
* \param surface The surface containing pixel data used to fill the texture.
* The surface is not modified or freed by this function.
*
* \return The created texture is returned, or NULL on error.
* The SDL_TextureAccess hint for the created texture is
* `SDL_TEXTUREACCESS_STATIC`.
*
* \note The surface is not modified or freed by this function.
* The pixel format of the created texture may be different from the pixel
* format of the surface. Use SDL_QueryTexture() to query the pixel format of
* the texture.
*
* \sa SDL_QueryTexture()
* \sa SDL_DestroyTexture()
* \param renderer the rendering context
* \param surface the SDL_Surface structure containing pixel data used to fill
* the texture
* \returns the created texture or NULL on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateTexture
* \sa SDL_DestroyTexture
* \sa SDL_QueryTexture
*/
extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
/**
* \brief Query the attributes of a texture
* 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
* \param texture the texture to query
* \param format a pointer filled in with the raw format of the texture; the
* actual format may differ, but pixel transfers will use this
* format.
* \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.
* format (one of the SDL_PixelFormatEnum values). This argument
* can be NULL if you don't need this information.
* \param access a pointer filled in with the actual access to the texture
* (one of the SDL_TextureAccess values). This argument can be
* NULL if you don't need this information.
* \param w a pointer filled in with the width of the texture in pixels. This
* argument can be NULL if you don't need this information.
* \param h a pointer filled in with the height of the texture in pixels. This
* argument can be NULL if you don't need this information.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateTexture
*/
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.
* Set an additional color value multiplied into 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.
* When this texture is rendered, during the copy operation each source color
* channel is modulated by the appropriate color value according to the
* following formula:
*
* `srcC = srcC * (color / 255)`
*
* Color modulation is not always supported by the renderer; it will return -1
* if color modulation is not supported.
*
* \return 0 on success, or -1 if the texture is not valid or color modulation
* is not supported.
* \param texture the texture to update
* \param r the red color value multiplied into copy operations
* \param g the green color value multiplied into copy operations
* \param b the blue color value multiplied into copy operations
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_GetTextureColorMod()
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetTextureColorMod
* \sa SDL_SetTextureAlphaMod
*/
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.
* Get the additional color value multiplied into render copy operations.
*
* \param texture The texture to query.
* \param r A pointer filled in with the current red color value.
* \param g A pointer filled in with the current green color value.
* \param b A pointer filled in with the current blue color value.
* \param texture the texture to query
* \param r a pointer filled in with the current red color value
* \param g a pointer filled in with the current green color value
* \param b a pointer filled in with the current blue color value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, or -1 if the texture is not valid.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetTextureColorMod()
* \sa SDL_GetTextureAlphaMod
* \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.
* Set an additional alpha value multiplied into render copy operations.
*
* \param texture The texture to update.
* \param alpha The alpha value multiplied into copy operations.
* When this texture is rendered, during the copy operation the source alpha
* value is modulated by this alpha value according to the following formula:
*
* `srcA = srcA * (alpha / 255)`
*
* Alpha modulation is not always supported by the renderer; it will return -1
* if alpha modulation is not supported.
*
* \param texture the texture to update
* \param alpha the source alpha value multiplied into copy operations
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, or -1 if the texture is not valid or alpha modulation
* is not supported.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetTextureAlphaMod()
* \sa SDL_GetTextureAlphaMod
* \sa SDL_SetTextureColorMod
*/
extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
Uint8 alpha);
/**
* \brief Get the additional alpha value used in render copy operations.
* Get the additional alpha value multiplied into render copy operations.
*
* \param texture The texture to query.
* \param alpha A pointer filled in with the current alpha value.
* \param texture the texture to query
* \param alpha a pointer filled in with the current alpha value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, or -1 if the texture is not valid.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetTextureAlphaMod()
* \sa SDL_GetTextureColorMod
* \sa SDL_SetTextureAlphaMod
*/
extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
Uint8 * alpha);
/**
* \brief Set the blend mode used for texture copy operations.
* Set the blend mode for a texture, used by SDL_RenderCopy().
*
* \param texture The texture to update.
* \param blendMode ::SDL_BlendMode to use for texture blending.
* If the blend mode is not supported, the closest supported mode is chosen
* and this function returns -1.
*
* \return 0 on success, or -1 if the texture is not valid or the blend mode is
* not supported.
* \param texture the texture to update
* \param blendMode the SDL_BlendMode to use for texture blending
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \note If the blend mode is not supported, the closest supported mode is
* chosen.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetTextureBlendMode()
* \sa SDL_GetTextureBlendMode
* \sa SDL_RenderCopy
*/
extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
SDL_BlendMode blendMode);
/**
* \brief Get the blend mode used for texture copy operations.
* 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.
* \param texture the texture to query
* \param blendMode a pointer filled in with the current SDL_BlendMode
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, or -1 if the texture is not valid.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetTextureBlendMode()
* \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.
* Set the scale mode used for texture scale operations.
*
* \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.
* If the scale mode is not supported, the closest supported mode is chosen.
*
* The pixel data must be in the format of the texture. The pixel format can be
* queried with SDL_QueryTexture.
* \param texture The texture to update.
* \param scaleMode the SDL_ScaleMode to use for texture scaling.
* \returns 0 on success, or -1 if the texture is not valid.
*
* \since This function is available since SDL 2.0.12.
*
* \sa SDL_GetTextureScaleMode
*/
extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
SDL_ScaleMode scaleMode);
/**
* Get the scale mode used for texture scale operations.
*
* \param texture the texture to query.
* \param scaleMode a pointer filled in with the current scale mode.
* \return 0 on success, or -1 if the texture is not valid.
*
* \note This is a fairly slow function.
* \since This function is available since SDL 2.0.12.
*
* \sa SDL_SetTextureScaleMode
*/
extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
SDL_ScaleMode *scaleMode);
/**
* Associate a user-specified pointer with a texture.
*
* \param texture the texture to update.
* \param userdata the pointer to associate with the texture.
* \returns 0 on success, or -1 if the texture is not valid.
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_GetTextureUserData
*/
extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture,
void *userdata);
/**
* Get the user-specified pointer associated with a texture
*
* \param texture the texture to query.
* \return the pointer associated with the texture, or NULL if the texture is
* not valid.
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_SetTextureUserData
*/
extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture);
/**
* Update the given texture rectangle with new pixel data.
*
* The pixel data must be in the pixel format of the texture. Use
* SDL_QueryTexture() to query the pixel format of the texture.
*
* This is a fairly slow function, intended for use with static textures that
* do not change often.
*
* If the texture is intended to be updated often, it is preferred to create
* the texture as streaming and use the locking functions referenced below.
* While this function will work with streaming textures, for optimization
* reasons you may not get the pixels back if you lock the texture afterward.
*
* \param texture the texture to update
* \param rect an SDL_Rect structure representing the area to update, or NULL
* to update the entire texture
* \param pixels the raw pixel data in the format of the texture
* \param pitch the number of bytes in a row of pixel data, including padding
* between lines
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_CreateTexture
* \sa SDL_LockTexture
* \sa SDL_UnlockTexture
*/
extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
const SDL_Rect * rect,
const void *pixels, int pitch);
/**
* \brief Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
* 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.
* 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.
*
* \return 0 on success, or -1 if the texture is not valid.
* \param texture the texture to update
* \param rect a pointer to the rectangle of pixels to update, or NULL to
* update the entire texture
* \param Yplane the raw pixel data for the Y plane
* \param Ypitch the number of bytes between rows of pixel data for the Y
* plane
* \param Uplane the raw pixel data for the U plane
* \param Upitch the number of bytes between rows of pixel data for the U
* plane
* \param Vplane the raw pixel data for the V plane
* \param Vpitch the number of bytes between rows of pixel data for the V
* plane
* \returns 0 on success or -1 if the texture is not valid; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.1.
*
* \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.
* \sa SDL_UpdateTexture
*/
extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
const SDL_Rect * rect,
......@@ -412,400 +632,779 @@ extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
const Uint8 *Vplane, int Vpitch);
/**
* \brief Lock a portion of the texture for write-only pixel access.
* Update a rectangle within a planar NV12 or NV21 texture with new pixels.
*
* \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.
* You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
* block of NV12/21 planes in the proper order, but this function is available
* if your pixel data is not contiguous.
*
* \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
* \param texture the texture to update
* \param rect a pointer to the rectangle of pixels to update, or NULL to
* update the entire texture.
* \param Yplane the raw pixel data for the Y plane.
* \param Ypitch the number of bytes between rows of pixel data for the Y
* plane.
* \param UVplane the raw pixel data for the UV plane.
* \param UVpitch the number of bytes between rows of pixel data for the UV
* plane.
* \return 0 on success, or -1 if the texture is not valid.
*
* \sa SDL_UnlockTexture()
* \since This function is available since SDL 2.0.16.
*/
extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *UVplane, int UVpitch);
/**
* Lock a portion of the texture for **write-only** pixel access.
*
* As an optimization, the pixels made available for editing don't necessarily
* contain the old texture data. This is a write-only operation, and if you
* need to keep a copy of the texture data you should do that at the
* application level.
*
* You must use SDL_UnlockTexture() to unlock the pixels and apply any
* changes.
*
* \param texture the texture to lock for access, which was created with
* `SDL_TEXTUREACCESS_STREAMING`
* \param rect an SDL_Rect structure representing the area to lock for access;
* NULL to lock the entire texture
* \param pixels this is filled in with a pointer to the locked pixels,
* appropriately offset by the locked area
* \param pitch this is filled in with the pitch of the locked pixels; the
* pitch is the length of one row in bytes
* \returns 0 on success or a negative error code if the texture is not valid
* or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \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.
* Lock a portion of the texture for **write-only** pixel access, and expose
* it as a SDL surface.
*
* Besides providing an SDL_Surface instead of raw pixel data, this function
* operates like SDL_LockTexture.
*
* As an optimization, the pixels made available for editing don't necessarily
* contain the old texture data. This is a write-only operation, and if you
* need to keep a copy of the texture data you should do that at the
* application level.
*
* You must use SDL_UnlockTexture() to unlock the pixels and apply any
* changes.
*
* The returned surface is freed internally after calling SDL_UnlockTexture()
* or SDL_DestroyTexture(). The caller should not free it.
*
* \param texture the texture to lock for access, which 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 an SDL surface representing the
* locked area
* \returns 0 on success, or -1 if the texture is not valid or was not created
* with `SDL_TEXTUREACCESS_STREAMING`
*
* \since This function is available since SDL 2.0.12.
*
* \sa SDL_LockTexture
* \sa SDL_UnlockTexture
*/
extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
const SDL_Rect *rect,
SDL_Surface **surface);
/**
* Unlock a texture, uploading the changes to video memory, if needed.
*
* **Warning**: Please note that SDL_LockTexture() is intended to be
* write-only; it will not guarantee the previous contents of the texture will
* be provided. You must fully initialize any area of a texture that you lock
* before unlocking it, as the pixels might otherwise be uninitialized memory.
*
* Which is to say: locking and immediately unlocking a texture can result in
* corrupted textures, depending on the renderer in use.
*
* \param texture a texture locked by SDL_LockTexture()
*
* \sa SDL_LockTexture()
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_LockTexture
*/
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
/**
* \brief Determines whether a window supports the use of render targets
* Determine whether a renderer supports the use of render targets.
*
* \param renderer the renderer that will be checked
* \returns SDL_TRUE if supported or SDL_FALSE if not.
*
* \param renderer The renderer that will be checked
* \since This function is available since SDL 2.0.0.
*
* \return SDL_TRUE if supported, SDL_FALSE if not.
* \sa SDL_SetRenderTarget
*/
extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
/**
* \brief Set a texture as the current rendering target.
* 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
* Before using this function, you should check the
* `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if
* render targets are supported.
*
* \return 0 on success, or -1 on error
* The default render target is the window for which the renderer was created.
* To stop rendering to a texture and render to the window again, call this
* function with a NULL `texture`.
*
* \param renderer the rendering context
* \param texture the targeted texture, which must be created with the
* `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
* window instead of a texture.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRenderTarget()
* \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.
* Get the current render target.
*
* \return The current render target
* The default render target is the window for which the renderer was created,
* and is reported a NULL here.
*
* \sa SDL_SetRenderTarget()
* \param renderer the rendering context
* \returns the current render target or NULL for the default render target.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetRenderTarget
*/
extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
/**
* \brief Set device independent resolution for rendering
* Set a 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.
*
* 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 and touch events in the window
* will be filtered and scaled so they seem to arrive within the logical
* resolution. The SDL_HINT_MOUSE_RELATIVE_SCALING hint controls whether
* relative motion events are also scaled.
*
* 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.
* If this function results in scaling or subpixel drawing by the rendering
* backend, it will be handled using the appropriate quality hints.
*
* \note If this function results in scaling or subpixel drawing by the
* rendering backend, it will be handled using the appropriate
* quality hints.
* \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
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \sa SDL_RenderGetLogicalSize()
* \sa SDL_RenderSetScale()
* \sa SDL_RenderSetViewport()
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderGetLogicalSize
*/
extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h);
/**
* \brief Get device independent resolution for rendering
* Get device independent resolution for rendering.
*
* When using the main rendering target (eg no target texture is set): this
* may return 0 for `w` and `h` if the SDL_Renderer has never had its logical
* size set by SDL_RenderSetLogicalSize(). Otherwise it returns the logical
* width and height.
*
* \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
* When using a target texture: Never return 0 for `w` and `h` at first. Then
* it returns the logical width and height that are set.
*
* \sa SDL_RenderSetLogicalSize()
* \param renderer a rendering context
* \param w an int to be filled with the width
* \param h an int to be filled with the height
*
* \since This function is available since SDL 2.0.0.
*
* \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
* Set whether to force integer scales for resolution-independent rendering.
*
* 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.
*
* \param renderer The renderer for which integer scaling should be set.
* \param enable Enable or disable integer scaling
* \param renderer the renderer for which integer scaling should be set
* \param enable enable or disable the integer scaling for rendering
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* 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.
* \since This function is available since SDL 2.0.5.
*
* \sa SDL_RenderSetLogicalSize()
* \sa SDL_RenderGetIntegerScale
* \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
* Get whether integer scales are forced for resolution-independent rendering.
*
* \param renderer The renderer from which integer scaling should be queried.
* \param renderer the renderer from which integer scaling should be queried
* \returns SDL_TRUE if integer scales are forced or SDL_FALSE if not and on
* failure; call SDL_GetError() for more information.
*
* \sa SDL_RenderSetIntegerScale()
* \since This function is available since SDL 2.0.5.
*
* \sa SDL_RenderSetIntegerScale
*/
extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
/**
* \brief Set the drawing area for rendering on the current target.
* 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.
* When the window is resized, the viewport is reset to fill the entire new
* window size.
*
* The x,y of the viewport rect represents the origin for rendering.
* \param renderer the rendering context
* \param rect the SDL_Rect structure representing the drawing area, or NULL
* to set the viewport to the entire target
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, or -1 on error
* \since This function is available since SDL 2.0.0.
*
* \note If the window associated with the renderer is resized, the viewport is automatically reset.
*
* \sa SDL_RenderGetViewport()
* \sa SDL_RenderSetLogicalSize()
* \sa SDL_RenderGetViewport
*/
extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer,
const SDL_Rect * rect);
/**
* \brief Get the drawing area for the current target.
* Get the drawing area for the current target.
*
* \param renderer the rendering context
* \param rect an SDL_Rect structure filled in with the current drawing area
*
* \sa SDL_RenderSetViewport()
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderSetViewport
*/
extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
SDL_Rect * rect);
/**
* \brief Set the clip rectangle for the current target.
* Set the clip rectangle for rendering on the specified 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, or
* NULL to disable clipping.
* \param renderer the rendering context for which clip rectangle should be
* set
* \param rect an SDL_Rect structure representing the clip area, relative to
* the viewport, or NULL to disable clipping
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, or -1 on error
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderGetClipRect()
* \sa SDL_RenderGetClipRect
* \sa SDL_RenderIsClipEnabled
*/
extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
const SDL_Rect * rect);
/**
* \brief Get the clip rectangle for the current target.
* 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.
* \param renderer the rendering context from which clip rectangle should be
* queried
* \param rect an SDL_Rect structure filled in with the current clipping area
* or an empty rectangle if clipping is disabled
*
* \sa SDL_RenderSetClipRect()
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderIsClipEnabled
* \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.
* Get whether clipping is enabled on the given renderer.
*
* \param renderer the renderer from which clip state should be queried
* \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
* SDL_GetError() for more information.
*
* \param renderer The renderer from which clip state should be queried.
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_RenderGetClipRect()
* \sa SDL_RenderGetClipRect
* \sa SDL_RenderSetClipRect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer);
/**
* \brief Set the drawing scale for rendering on the current target.
* Set the drawing scale for rendering on the current target.
*
* The drawing coordinates are scaled by the x/y scaling factors before they
* are used by the renderer. This allows resolution independent drawing with a
* single coordinate system.
*
* \param renderer The renderer for which the drawing scale should be set.
* \param scaleX The horizontal scaling factor
* \param scaleY The vertical scaling factor
* 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.
*
* 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.
* \param renderer a rendering context
* \param scaleX the horizontal scaling factor
* \param scaleY the vertical scaling factor
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \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.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderGetScale()
* \sa SDL_RenderSetLogicalSize()
* \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.
* 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
* \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()
* \since This function is available since SDL 2.0.0.
*
* \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).
* Get logical coordinates of point in renderer when given real coordinates of
* point in window.
*
* \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).
* Logical coordinates will differ from real coordinates when render is scaled
* and logical renderer size set
*
* \return 0 on success, or -1 on error
* \param renderer the renderer from which the logical coordinates should be
* calculated
* \param windowX the real X coordinate in the window
* \param windowY the real Y coordinate in the window
* \param logicalX the pointer filled with the logical x coordinate
* \param logicalY the pointer filled with the logical y coordinate
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_RenderGetScale
* \sa SDL_RenderSetScale
* \sa SDL_RenderGetLogicalSize
* \sa SDL_RenderSetLogicalSize
*/
extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer,
int windowX, int windowY,
float *logicalX, float *logicalY);
/**
* Get real coordinates of point in window when given logical coordinates of
* point in renderer.
*
* Logical coordinates will differ from real coordinates when render is scaled
* and logical renderer size set
*
* \param renderer the renderer from which the window coordinates should be
* calculated
* \param logicalX the logical x coordinate
* \param logicalY the logical y coordinate
* \param windowX the pointer filled with the real X coordinate in the window
* \param windowY the pointer filled with the real Y coordinate in the window
*
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_RenderGetScale
* \sa SDL_RenderSetScale
* \sa SDL_RenderGetLogicalSize
* \sa SDL_RenderSetLogicalSize
*/
extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer,
float logicalX, float logicalY,
int *windowX, int *windowY);
/**
* Set the color used for drawing operations (Rect, Line and Clear).
*
* Set the color for drawing or filling rectangles, lines, and points, and for
* SDL_RenderClear().
*
* \param renderer the rendering context
* \param r the red value used to draw on the rendering target
* \param g the green value used to draw on the rendering target
* \param b the blue value used to draw on the rendering target
* \param a the alpha value used to draw on the rendering target; usually
* `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
* specify how the alpha channel is used
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRenderDrawColor
* \sa SDL_RenderClear
* \sa SDL_RenderDrawLine
* \sa SDL_RenderDrawLines
* \sa SDL_RenderDrawPoint
* \sa SDL_RenderDrawPoints
* \sa SDL_RenderDrawRect
* \sa SDL_RenderDrawRects
* \sa SDL_RenderFillRect
* \sa SDL_RenderFillRects
*/
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).
* 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).
* \param renderer the rendering context
* \param r a pointer filled in with the red value used to draw on the
* rendering target
* \param g a pointer filled in with the green value used to draw on the
* rendering target
* \param b a pointer filled in with the blue value used to draw on the
* rendering target
* \param a a pointer filled in with the alpha value used to draw on the
* rendering target; usually `SDL_ALPHA_OPAQUE` (255)
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, or -1 on error
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetRenderDrawColor
*/
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).
* 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.
* If the blend mode is not supported, the closest supported mode is chosen.
*
* \return 0 on success, or -1 on error
* \param renderer the rendering context
* \param blendMode the SDL_BlendMode to use for blending
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \note If the blend mode is not supported, the closest supported mode is
* chosen.
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetRenderDrawBlendMode()
* \sa SDL_GetRenderDrawBlendMode
* \sa SDL_RenderDrawLine
* \sa SDL_RenderDrawLines
* \sa SDL_RenderDrawPoint
* \sa SDL_RenderDrawPoints
* \sa SDL_RenderDrawRect
* \sa SDL_RenderDrawRects
* \sa SDL_RenderFillRect
* \sa SDL_RenderFillRects
*/
extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
SDL_BlendMode blendMode);
/**
* \brief Get the blend mode used for drawing operations.
* 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.
* \param renderer the rendering context
* \param blendMode a pointer filled in with the current SDL_BlendMode
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, or -1 on error
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetRenderDrawBlendMode()
* \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
* 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
* \param renderer the rendering context
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_SetRenderDrawColor
*/
extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
/**
* \brief Draw a point on the current rendering target.
* 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.
* SDL_RenderDrawPoint() draws a single point. If you want to draw multiple,
* use SDL_RenderDrawPoints() instead.
*
* \return 0 on success, or -1 on error
* \param renderer the rendering context
* \param x the x coordinate of the point
* \param y the y coordinate of the point
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderDrawLine
* \sa SDL_RenderDrawLines
* \sa SDL_RenderDrawPoints
* \sa SDL_RenderDrawRect
* \sa SDL_RenderDrawRects
* \sa SDL_RenderFillRect
* \sa SDL_RenderFillRects
* \sa SDL_RenderPresent
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_SetRenderDrawColor
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
int x, int y);
/**
* \brief Draw multiple points on the current rendering target.
* 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
* \param renderer the rendering context
* \param points an array of SDL_Point structures that represent the points to
* draw
* \param count the number of points to draw
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, or -1 on error
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderDrawLine
* \sa SDL_RenderDrawLines
* \sa SDL_RenderDrawPoint
* \sa SDL_RenderDrawRect
* \sa SDL_RenderDrawRects
* \sa SDL_RenderFillRect
* \sa SDL_RenderFillRects
* \sa SDL_RenderPresent
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_SetRenderDrawColor
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points,
int count);
/**
* \brief Draw a line on the current rendering target.
* 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.
* SDL_RenderDrawLine() draws the line to include both end points. If you want
* to draw multiple, connecting lines use SDL_RenderDrawLines() instead.
*
* \return 0 on success, or -1 on error
* \param renderer the rendering context
* \param x1 the x coordinate of the start point
* \param y1 the y coordinate of the start point
* \param x2 the x coordinate of the end point
* \param y2 the y coordinate of the end point
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderDrawLines
* \sa SDL_RenderDrawPoint
* \sa SDL_RenderDrawPoints
* \sa SDL_RenderDrawRect
* \sa SDL_RenderDrawRects
* \sa SDL_RenderFillRect
* \sa SDL_RenderFillRects
* \sa SDL_RenderPresent
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_SetRenderDrawColor
*/
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.
* 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
* \param renderer the rendering context
* \param points an array of SDL_Point structures representing points along
* the lines
* \param count the number of points, drawing count-1 lines
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, or -1 on error
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderDrawLine
* \sa SDL_RenderDrawPoint
* \sa SDL_RenderDrawPoints
* \sa SDL_RenderDrawRect
* \sa SDL_RenderDrawRects
* \sa SDL_RenderFillRect
* \sa SDL_RenderFillRects
* \sa SDL_RenderPresent
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_SetRenderDrawColor
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points,
int count);
/**
* \brief Draw a rectangle on the current rendering target.
* 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.
* \param renderer the rendering context
* \param rect an SDL_Rect structure representing the rectangle to draw, or
* NULL to outline the entire rendering target
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, or -1 on error
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderDrawLine
* \sa SDL_RenderDrawLines
* \sa SDL_RenderDrawPoint
* \sa SDL_RenderDrawPoints
* \sa SDL_RenderDrawRects
* \sa SDL_RenderFillRect
* \sa SDL_RenderFillRects
* \sa SDL_RenderPresent
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_SetRenderDrawColor
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
const SDL_Rect * rect);
/**
* \brief Draw some number of rectangles on the current rendering target.
* 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.
* \param renderer the rendering context
* \param rects an array of SDL_Rect structures representing the rectangles to
* be drawn
* \param count the number of rectangles
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, or -1 on error
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderDrawLine
* \sa SDL_RenderDrawLines
* \sa SDL_RenderDrawPoint
* \sa SDL_RenderDrawPoints
* \sa SDL_RenderDrawRect
* \sa SDL_RenderFillRect
* \sa SDL_RenderFillRects
* \sa SDL_RenderPresent
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_SetRenderDrawColor
*/
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.
* 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.
* The current drawing color is set by SDL_SetRenderDrawColor(), and the
* color's alpha value is ignored unless blending is enabled with the
* appropriate call to SDL_SetRenderDrawBlendMode().
*
* \return 0 on success, or -1 on error
* \param renderer the rendering context
* \param rect the SDL_Rect structure representing the rectangle to fill, or
* NULL for the entire rendering target
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderDrawLine
* \sa SDL_RenderDrawLines
* \sa SDL_RenderDrawPoint
* \sa SDL_RenderDrawPoints
* \sa SDL_RenderDrawRect
* \sa SDL_RenderDrawRects
* \sa SDL_RenderFillRects
* \sa SDL_RenderPresent
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_SetRenderDrawColor
*/
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.
* 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.
* \param renderer the rendering context
* \param rects an array of SDL_Rect structures representing the rectangles to
* be filled
* \param count the number of rectangles
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \return 0 on success, or -1 on error
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderDrawLine
* \sa SDL_RenderDrawLines
* \sa SDL_RenderDrawPoint
* \sa SDL_RenderDrawPoints
* \sa SDL_RenderDrawRect
* \sa SDL_RenderDrawRects
* \sa SDL_RenderFillRect
* \sa SDL_RenderPresent
*/
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.
* 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.
* The texture is blended with the destination based on its blend mode set
* with SDL_SetTextureBlendMode().
*
* \return 0 on success, or -1 on error
* The texture color is affected based on its color modulation set by
* SDL_SetTextureColorMod().
*
* The texture alpha is affected based on its alpha modulation set by
* SDL_SetTextureAlphaMod().
*
* \param renderer the rendering context
* \param texture the source texture
* \param srcrect the source SDL_Rect structure or NULL for the entire texture
* \param dstrect the destination SDL_Rect structure or NULL for the entire
* rendering target; the texture will be stretched to fill the
* given rectangle
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderCopyEx
* \sa SDL_SetTextureAlphaMod
* \sa SDL_SetTextureBlendMode
* \sa SDL_SetTextureColorMod
*/
extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
SDL_Texture * texture,
......@@ -813,19 +1412,43 @@ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
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
* Copy a portion of the texture to the current rendering, with optional
* rotation and flipping.
*
* \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
* Copy a portion of the texture to the current rendering target, optionally
* rotating it by angle around the given center and also flipping it
* top-bottom and/or left-right.
*
* \return 0 on success, or -1 on error
* The texture is blended with the destination based on its blend mode set
* with SDL_SetTextureBlendMode().
*
* The texture color is affected based on its color modulation set by
* SDL_SetTextureColorMod().
*
* The texture alpha is affected based on its alpha modulation set by
* SDL_SetTextureAlphaMod().
*
* \param renderer the rendering context
* \param texture the source texture
* \param srcrect the source SDL_Rect structure or NULL for the entire texture
* \param dstrect the destination SDL_Rect structure 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 a SDL_RendererFlip value stating which flipping actions should
* be performed on the texture
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderCopy
* \sa SDL_SetTextureAlphaMod
* \sa SDL_SetTextureBlendMode
* \sa SDL_SetTextureColorMod
*/
extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
SDL_Texture * texture,
......@@ -837,108 +1460,122 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
/**
* \brief Draw a point on the current rendering target.
* Draw a point on the current rendering target at subpixel precision.
*
* \param renderer The renderer which should draw a point.
* \param x The x coordinate of the point.
* \param y The y coordinate of the point.
*
* \return 0 on success, or -1 on error
*
* \since This function is available since SDL 2.0.10.
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer,
float x, float y);
/**
* \brief Draw multiple points on the current rendering target.
* Draw multiple points on the current rendering target at subpixel precision.
*
* \param renderer The renderer which should draw multiple points.
* \param points The points to draw
* \param count The number of points to draw
*
* \return 0 on success, or -1 on error
*
* \since This function is available since SDL 2.0.10.
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer,
const SDL_FPoint * points,
int count);
/**
* \brief Draw a line on the current rendering target.
* Draw a line on the current rendering target at subpixel precision.
*
* \param renderer The renderer which should draw a line.
* \param x1 The x coordinate of the start point.
* \param y1 The y coordinate of the start point.
* \param x2 The x coordinate of the end point.
* \param y2 The y coordinate of the end point.
*
* \return 0 on success, or -1 on error
*
* \since This function is available since SDL 2.0.10.
*/
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.
* Draw a series of connected lines on the current rendering target at
* subpixel precision.
*
* \param renderer The renderer which should draw multiple lines.
* \param points The points along the lines
* \param count The number of points, drawing count-1 lines
*
* \return 0 on success, or -1 on error
*
* \since This function is available since SDL 2.0.10.
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer,
const SDL_FPoint * points,
int count);
/**
* \brief Draw a rectangle on the current rendering target.
* Draw a rectangle on the current rendering target at subpixel precision.
*
* \param renderer The renderer which should draw a rectangle.
* \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target.
*
* \param rect A pointer to the destination rectangle, or NULL to outline the
* entire rendering target.
* \return 0 on success, or -1 on error
*
* \since This function is available since SDL 2.0.10.
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer,
const SDL_FRect * rect);
/**
* \brief Draw some number of rectangles on the current rendering target.
* Draw some number of rectangles on the current rendering target at subpixel
* precision.
*
* \param renderer The renderer which should draw multiple rectangles.
* \param rects A pointer to an array of destination rectangles.
* \param count The number of rectangles.
*
* \return 0 on success, or -1 on error
*
* \since This function is available since SDL 2.0.10.
*/
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.
* Fill a rectangle on the current rendering target with the drawing color at
* subpixel precision.
*
* \param renderer The renderer which should fill a rectangle.
* \param rect A pointer to the destination rectangle, or NULL for the entire
* rendering target.
*
* \return 0 on success, or -1 on error
*
* \since This function is available since SDL 2.0.10.
*/
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.
* Fill some number of rectangles on the current rendering target with the
* drawing color at subpixel precision.
*
* \param renderer The renderer which should fill multiple rectangles.
* \param rects A pointer to an array of destination rectangles.
* \param count The number of rectangles.
*
* \return 0 on success, or -1 on error
*
* \since This function is available since SDL 2.0.10.
*/
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.
* Copy a portion of the texture to the current rendering target at subpixel
* precision.
*
* \param renderer The renderer which should copy parts of a texture.
* \param texture The source texture.
......@@ -946,8 +1583,9 @@ extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
* texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the
* entire rendering target.
*
* \return 0 on success, or -1 on error
*
* \since This function is available since SDL 2.0.10.
*/
extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
SDL_Texture * texture,
......@@ -955,7 +1593,8 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
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
* Copy a portion of the source texture to the current rendering target, with
* rotation and flipping, at subpixel precision.
*
* \param renderer The renderer which should copy parts of a texture.
* \param texture The source texture.
......@@ -963,11 +1602,16 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
* 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
*
* \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
*
* \since This function is available since SDL 2.0.10.
*/
extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
SDL_Texture * texture,
......@@ -978,19 +1622,88 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
const SDL_RendererFlip flip);
/**
* \brief Read pixels from the current rendering target.
* Render a list of triangles, optionally using a texture and indices into the
* vertex array Color and alpha modulation is done per vertex
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
* \param renderer The rendering context.
* \param texture (optional) The SDL texture to use.
* \param vertices Vertices.
* \param num_vertices Number of vertices.
* \param indices (optional) An array of integer indices into the 'vertices'
* array, if NULL all vertices will be rendered in sequential
* order.
* \param num_indices Number of indices.
* \return 0 on success, or -1 if the operation is not supported
*
* \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.
* \since This function is available since SDL 2.0.18.
*
* \sa SDL_RenderGeometryRaw
* \sa SDL_Vertex
*/
extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
SDL_Texture *texture,
const SDL_Vertex *vertices, int num_vertices,
const int *indices, int num_indices);
/**
* Render a list of triangles, optionally using a texture and indices into the
* vertex arrays Color and alpha modulation is done per vertex
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
* \param renderer The rendering context.
* \param texture (optional) The SDL texture to use.
* \param xy Vertex positions
* \param xy_stride Byte size to move from one element to the next element
* \param color Vertex colors (as SDL_Color)
* \param color_stride Byte size to move from one element to the next element
* \param uv Vertex normalized texture coordinates
* \param uv_stride Byte size to move from one element to the next element
* \param num_vertices Number of vertices.
* \param indices (optional) An array of indices into the 'vertices' arrays,
* if NULL all vertices will be rendered in sequential order.
* \param num_indices Number of indices.
* \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
* \return 0 on success, or -1 if the operation is not supported
*
* \return 0 on success, or -1 if pixel reading is not supported.
* \since This function is available since SDL 2.0.18.
*
* \warning This is a very slow operation, and should not be used frequently.
* \sa SDL_RenderGeometry
* \sa SDL_Vertex
*/
extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
SDL_Texture *texture,
const float *xy, int xy_stride,
const SDL_Color *color, int color_stride,
const float *uv, int uv_stride,
int num_vertices,
const void *indices, int num_indices, int size_indices);
/**
* Read pixels from the current rendering target to an array of pixels.
*
* **WARNING**: This is a very slow operation, and should not be used
* frequently. If you're using this on the main rendering target, it should be
* called after rendering and before SDL_RenderPresent().
*
* `pitch` specifies the number of bytes between rows in the destination
* `pixels` data. This allows you to write to a subrectangle or have padded
* rows in the destination. Generally, `pitch` should equal the number of
* pixels per row in the `pixels` data times the number of bytes per pixel,
* but it might contain additional padding (for example, 24bit RGB Windows
* Bitmap data pads all rows to multiples of 4 bytes).
*
* \param renderer the rendering context
* \param rect an SDL_Rect structure representing the area to read, or NULL
* for the entire render target
* \param format an SDL_PixelFormatEnum value of the desired format of the
* pixel data, or 0 to use the format of the rendering target
* \param pixels a pointer to the pixel data to copy into
* \param pitch the pitch of the `pixels` parameter
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
const SDL_Rect * rect,
......@@ -998,95 +1711,208 @@ extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
void *pixels, int pitch);
/**
* \brief Update the screen with rendering performed.
* Update the screen with any rendering performed since the previous call.
*
* SDL's rendering functions operate on a backbuffer; that is, calling a
* rendering function such as SDL_RenderDrawLine() does not directly put a
* line on the screen, but rather updates the backbuffer. As such, you compose
* your entire scene and *present* the composed backbuffer to the screen as a
* complete picture.
*
* Therefore, when using SDL's rendering API, one does all drawing intended
* for the frame, and then calls this function once per frame to present the
* final drawing to the user.
*
* The backbuffer should be considered invalidated after each present; do not
* assume that previous contents will exist between frames. You are strongly
* encouraged to call SDL_RenderClear() to initialize the backbuffer before
* starting each new frame's drawing, even if you plan to overwrite every
* pixel.
*
* \param renderer the rendering context
*
* \threadsafety You may only call this function on the main thread. If this
* happens to work on a background thread on any given platform
* or backend, it's purely by luck and you should not rely on it
* to work next time.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_RenderClear
* \sa SDL_RenderDrawLine
* \sa SDL_RenderDrawLines
* \sa SDL_RenderDrawPoint
* \sa SDL_RenderDrawPoints
* \sa SDL_RenderDrawRect
* \sa SDL_RenderDrawRects
* \sa SDL_RenderFillRect
* \sa SDL_RenderFillRects
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_SetRenderDrawColor
*/
extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
/**
* \brief Destroy the specified texture.
* Destroy the specified texture.
*
* \sa SDL_CreateTexture()
* \sa SDL_CreateTextureFromSurface()
* Passing NULL or an otherwise invalid texture will set the SDL error message
* to "Invalid texture".
*
* \param texture the texture to destroy
*
* \since This function is available since SDL 2.0.0.
*
* \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.
* Destroy the rendering context for a window and free associated textures.
*
* If `renderer` is NULL, this function will return immediately after setting
* the SDL error message to "Invalid renderer". See SDL_GetError().
*
* \sa SDL_CreateRenderer()
* \param renderer the rendering context
*
* \since This function is available since SDL 2.0.0.
*
* \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.
* 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.
*
* 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.
* 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 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.
* 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.
*
* 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.
* \param renderer the rendering context
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* 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.
* \since This function is available since SDL 2.0.10.
*/
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.
* Bind an OpenGL/ES/ES2 texture to the current context.
*
* \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
* This is for use with OpenGL instructions when rendering OpenGL primitives
* directly.
*
* \return 0 on success, or -1 if the operation is not supported
* If not NULL, `texw` and `texh` will be filled with the width and height
* values suitable for the provided texture. In most cases, both will be 1.0,
* however, on systems that support the GL_ARB_texture_rectangle extension,
* these values will actually be the pixel width and height used to create the
* texture, so this factor needs to be taken into account when providing
* texture coordinates to OpenGL.
*
* You need a renderer to create an SDL_Texture, therefore you can only use
* this function with an implicit OpenGL context from SDL_CreateRenderer(),
* not with your own OpenGL context. If you need control over your OpenGL
* context, you need to write your own texture-loading methods.
*
* Also note that SDL may upload RGB textures as BGR (or vice-versa), and
* re-order the color channels in the shaders phase, so the uploaded texture
* may have swapped color channels.
*
* \param texture the texture to bind to the current OpenGL/ES/ES2 context
* \param texw a pointer to a float value which will be filled with the
* texture width or NULL if you don't need that value
* \param texh a pointer to a float value which will be filled with the
* texture height or NULL if you don't need that value
* \returns 0 on success, or -1 if the operation is not supported; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GL_MakeCurrent
* \sa SDL_GL_UnbindTexture
*/
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.
* Unbind an OpenGL/ES/ES2 texture from the current context.
*
* \param texture The SDL texture to unbind
* See SDL_GL_BindTexture() for examples on how to use these functions
*
* \return 0 on success, or -1 if the operation is not supported
* \param texture the texture to unbind from the current OpenGL/ES/ES2 context
* \returns 0 on success, or -1 if the operation is not supported
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GL_BindTexture
* \sa SDL_GL_MakeCurrent
*/
extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
/**
* \brief Get the CAMetalLayer associated with the given Metal renderer
* Get the CAMetalLayer associated with the given Metal renderer.
*
* This function returns `void *`, so SDL doesn't have to include Metal's
* headers, but it can be safely cast to a `CAMetalLayer *`.
*
* \param renderer The renderer to query
* \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
* Metal renderer
*
* \return CAMetalLayer* on success, or NULL if the renderer isn't a Metal renderer
* \since This function is available since SDL 2.0.8.
*
* \sa SDL_RenderGetMetalCommandEncoder()
* \sa SDL_RenderGetMetalCommandEncoder
*/
extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
/**
* \brief Get the Metal command encoder for the current frame
* Get the Metal command encoder for the current frame
*
* This function returns `void *`, so SDL doesn't have to include Metal's
* headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
*
* Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
* SDL a drawable to render to, which might happen if the window is
* hidden/minimized/offscreen. This doesn't apply to command encoders for
* render targets, just the window's backbuffer. Check your return values!
*
* \param renderer The renderer to query
* \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
* renderer isn't a Metal renderer or there was an error.
*
* \return id<MTLRenderCommandEncoder> on success, or NULL if the renderer isn't a Metal renderer
* \since This function is available since SDL 2.0.8.
*
* \sa SDL_RenderGetMetalLayer()
* \sa SDL_RenderGetMetalLayer
*/
extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
/**
* Toggle VSync of the given renderer.
*
* \param renderer The renderer to toggle
* \param vsync 1 for on, 0 for off. All other values are reserved
* \returns a 0 int on success, or non-zero on failure
*
* \since This function is available since SDL 2.0.18.
*/
extern DECLSPEC int SDLCALL SDL_RenderSetVSync(SDL_Renderer* renderer, int vsync);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
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