SDL 3.0
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#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_begin_code.h>
#include <SDL3/SDL_close_code.h>
Go to the source code of this file.
Data Structures | |
struct | SDL_RendererInfo |
struct | SDL_Vertex |
Typedefs | |
typedef struct SDL_Renderer | SDL_Renderer |
typedef struct SDL_Texture | SDL_Texture |
Enumerations | |
enum | SDL_RendererFlags { SDL_RENDERER_SOFTWARE = 0x00000001 , SDL_RENDERER_ACCELERATED = 0x00000002 , SDL_RENDERER_PRESENTVSYNC = 0x00000004 } |
enum | SDL_TextureAccess { SDL_TEXTUREACCESS_STATIC , SDL_TEXTUREACCESS_STREAMING , SDL_TEXTUREACCESS_TARGET } |
enum | SDL_RendererLogicalPresentation { SDL_LOGICAL_PRESENTATION_DISABLED , SDL_LOGICAL_PRESENTATION_STRETCH , SDL_LOGICAL_PRESENTATION_LETTERBOX , SDL_LOGICAL_PRESENTATION_OVERSCAN , SDL_LOGICAL_PRESENTATION_INTEGER_SCALE } |
Header file for SDL 2D rendering functions.
This API supports the following features:
The primitives may be drawn in opaque, blended, or additive modes.
The texture images may be drawn in opaque, blended, or additive modes. They can have an additional color tint or alpha modulation applied to them, and may also be stretched with linear interpolation.
This API is designed to accelerate simple 2D operations. You may want more functionality such as polygons and particle effects and in that case you should use SDL's OpenGL/Direct3D support or one of the many good 3D engines.
These functions must be called from the main thread. See this bug for details: https://github.com/libsdl-org/SDL/issues/986
Definition in file SDL_render.h.
#define SDL_PROP_RENDERER_CREATE_COLORSPACE_CONVERSION_BOOLEAN "colorspace_conversion" |
Definition at line 278 of file SDL_render.h.
#define SDL_PROP_RENDERER_CREATE_INPUT_COLORSPACE_NUMBER "input_colorspace" |
Definition at line 276 of file SDL_render.h.
#define SDL_PROP_RENDERER_CREATE_NAME_STRING "name" |
Definition at line 275 of file SDL_render.h.
#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "output_colorspace" |
Definition at line 277 of file SDL_render.h.
#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync" |
Definition at line 279 of file SDL_render.h.
#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface" |
Definition at line 274 of file SDL_render.h.
#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window" |
Definition at line 273 of file SDL_render.h.
#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device" |
Definition at line 367 of file SDL_render.h.
#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue" |
Definition at line 369 of file SDL_render.h.
#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device" |
Definition at line 368 of file SDL_render.h.
#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device" |
Definition at line 366 of file SDL_render.h.
#define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace" |
Definition at line 638 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access" |
Definition at line 551 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "colorspace" |
Definition at line 549 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture" |
Definition at line 554 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u" |
Definition at line 555 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v" |
Definition at line 556 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture" |
Definition at line 557 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u" |
Definition at line 558 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v" |
Definition at line 559 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format" |
Definition at line 550 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height" |
Definition at line 553 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture" |
Definition at line 560 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u" |
Definition at line 562 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv" |
Definition at line 561 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v" |
Definition at line 563 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture" |
Definition at line 564 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture" |
Definition at line 564 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u" |
Definition at line 567 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv" |
Definition at line 566 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v" |
Definition at line 568 of file SDL_render.h.
#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width" |
Definition at line 552 of file SDL_render.h.
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture" |
Definition at line 639 of file SDL_render.h.
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u" |
Definition at line 640 of file SDL_render.h.
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v" |
Definition at line 641 of file SDL_render.h.
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture" |
Definition at line 642 of file SDL_render.h.
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u" |
Definition at line 643 of file SDL_render.h.
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v" |
Definition at line 644 of file SDL_render.h.
#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h" |
Definition at line 651 of file SDL_render.h.
#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w" |
Definition at line 650 of file SDL_render.h.
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture" |
Definition at line 645 of file SDL_render.h.
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET "SDL.texture.opengl.target" |
Definition at line 649 of file SDL_render.h.
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u" |
Definition at line 647 of file SDL_render.h.
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv" |
Definition at line 646 of file SDL_render.h.
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v" |
Definition at line 648 of file SDL_render.h.
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture" |
Definition at line 652 of file SDL_render.h.
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET "SDL.texture.opengles2.target" |
Definition at line 656 of file SDL_render.h.
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u" |
Definition at line 654 of file SDL_render.h.
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv" |
Definition at line 653 of file SDL_render.h.
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v" |
Definition at line 655 of file SDL_render.h.
typedef struct SDL_Renderer SDL_Renderer |
Definition at line 124 of file SDL_render.h.
typedef struct SDL_Texture SDL_Texture |
Definition at line 130 of file SDL_render.h.
enum SDL_RendererFlags |
Flags used when creating a rendering context
Definition at line 66 of file SDL_render.h.
How the logical size is mapped to the output
Definition at line 111 of file SDL_render.h.
enum SDL_TextureAccess |
The access pattern allowed for a texture.
Enumerator | |
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SDL_TEXTUREACCESS_STATIC | Changes rarely, not lockable |
SDL_TEXTUREACCESS_STREAMING | Changes frequently, lockable |
SDL_TEXTUREACCESS_TARGET | Texture can be used as a render target |
Definition at line 101 of file SDL_render.h.
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Convert the coordinates in an event to render coordinates.
Touch coordinates are converted from normalized coordinates in the window to non-normalized rendering coordinates.
Once converted, the coordinates may be outside the rendering area.
renderer | the rendering context |
event | the event to modify |
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Create a 2D rendering context for a window.
If you want a specific renderer, you can specify its name here. A list of available renderers can be obtained by calling SDL_GetRenderDriver multiple times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't need a specific renderer, specify NULL and SDL will attempt to choose the best option for you, based on what is available on the user's system.
If you pass SDL_RENDERER_SOFTWARE in the flags, you will get a software renderer, otherwise you will get a hardware accelerated renderer if available.
By default the rendering size matches the window size in pixels, but you can call SDL_SetRenderLogicalPresentation() to change the content size and scaling options.
window | the window where rendering is displayed |
name | the name of the rendering driver to initialize, or NULL to initialize the first one supporting the requested flags |
flags | 0, or one or more SDL_RendererFlags OR'd together |
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Create a 2D rendering context for a window, with the specified properties.
These are the supported properties:
SDL_PROP_RENDERER_CREATE_WINDOW_POINTER
: the window where rendering is displayedSDL_PROP_RENDERER_CREATE_SURFACE_POINTER
: the surface where rendering is displayed, if you want a software renderer without a windowSDL_PROP_RENDERER_CREATE_NAME_STRING
: the name of the rendering driver to use, if a specific one is desiredSDL_PROP_RENDERER_CREATE_INPUT_COLORSPACE_NUMBER
: an SDL_ColorSpace value describing the colorspace for input colors, defaults to SDL_COLORSPACE_SRGBSDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER
: an SDL_ColorSpace value describing the colorspace for output to the display, defaults to SDL_COLORSPACE_SRGBSDL_PROP_RENDERER_CREATE_COLORSPACE_CONVERSION_BOOLEAN
: true if you want conversion between the input colorspace and the output colorspace, defaults to SDL_TRUESDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN
: true if you want present synchronized with the refresh rateNote that enabling colorspace conversion between sRGB input and sRGB output implies that the rendering is done in a linear colorspace for more correct blending results. If colorspace conversion is disabled, then input colors are passed directly through to the output.
props | the properties to use |
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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.
surface | the SDL_Surface structure representing the surface where rendering is done |
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Create a texture for a rendering context.
You can set the texture scaling method by setting SDL_HINT_RENDER_SCALE_QUALITY
before creating the texture.
renderer | the rendering context |
format | one of the enumerated values in SDL_PixelFormatEnum |
access | one of the enumerated values in SDL_TextureAccess |
w | the width of the texture in pixels |
h | the height of the texture in pixels |
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Create a texture from an existing surface.
The surface is not modified or freed by this function.
The SDL_TextureAccess hint for the created texture is SDL_TEXTUREACCESS_STATIC
.
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.
renderer | the rendering context |
surface | the SDL_Surface structure containing pixel data used to fill the texture |
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Create a texture for a rendering context with the specified properties.
These are the supported properties:
SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER
: an SDL_ColorSpace value describing the texture colorspace, defaults to SDL_COLORSPACE_SCRGB for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures, SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_BT709_FULL for YUV textures.SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER
: one of the enumerated values in SDL_PixelFormatEnum, defaults to the best RGBA format for the rendererSDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER
: one of the enumerated values in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATICSDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER
: the width of the texture in pixels, requiredSDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER
: the height of the texture in pixels, requiredWith the direct3d11 renderer:
SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER
: the ID3D11Texture2D associated with the texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER
: the ID3D11Texture2D associated with the U plane of a YUV texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER
: the ID3D11Texture2D associated with the V plane of a YUV texture, if you want to wrap an existing texture.With the direct3d12 renderer:
SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER
: the ID3D12Resource associated with the texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER
: the ID3D12Resource associated with the U plane of a YUV texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER
: the ID3D12Resource associated with the V plane of a YUV texture, if you want to wrap an existing texture.With the opengl renderer:
SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER
: the GLuint texture associated with the texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER
: the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER
: the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER
: the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.With the opengles2 renderer:
SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER
: the GLuint texture associated with the texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER
: the GLuint texture associated with the texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER
: the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER
: the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER
: the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.renderer | the rendering context |
props | the properties to use |
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Create a window and default renderer.
width | the width of the window |
height | the height of the window |
window_flags | the flags used to create the window (see SDL_CreateWindow()) |
window | a pointer filled with the window, or NULL on error |
renderer | a pointer filled with the renderer, or NULL on error |
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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().
renderer | the rendering context |
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Destroy the specified texture.
Passing NULL or an otherwise invalid texture will set the SDL error message to "Invalid texture".
texture | the texture to destroy |
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Force the rendering context to flush any pending commands and state.
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, and you plan to make OpenGL/D3D/whatever calls in addition to SDL render API calls. If this applies, you should call this function between calls to SDL's render API and the low-level API you're using in cooperation.
In all other cases, you can ignore this function.
This call makes SDL flush any pending rendering work it was queueing up to do later in a single batch, and marks any internal cached state as invalid, so it'll prepare all its state again later, from scratch.
This means you do not need to save state in your rendering code to protect the SDL renderer. However, there lots of arbitrary pieces of Direct3D and OpenGL state that can confuse things; you should use your best judgement and be prepared to make changes if specific state needs to be protected.
renderer | the rendering context |
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Get the current output size in pixels of a rendering context.
If a rendering target is active, this will return the size of the rendering target in pixels, otherwise if a logical size is set, it will return the logical size, otherwise it will return the value of SDL_GetRenderOutputSize().
renderer | the rendering context |
w | a pointer filled in with the current width |
h | a pointer filled in with the current height |
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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.
There may be none if SDL was compiled without render support.
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Get the clip rectangle for the current target.
renderer | the rendering context |
rect | an SDL_Rect structure filled in with the current clipping area or an empty rectangle if clipping is disabled |
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Get the blend mode used for drawing operations.
renderer | the rendering context |
blendMode | a pointer filled in with the current SDL_BlendMode |
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Get the color used for drawing operations (Rect, Line and Clear).
renderer | the rendering context |
r | a pointer filled in with the red value used to draw on the rendering target |
g | a pointer filled in with the green value used to draw on the rendering target |
b | a pointer filled in with the blue value used to draw on the rendering target |
a | a pointer filled in with the alpha value used to draw on the rendering target; usually SDL_ALPHA_OPAQUE (255) |
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Get the color used for drawing operations (Rect, Line and Clear).
renderer | the rendering context |
r | a pointer filled in with the red value used to draw on the rendering target |
g | a pointer filled in with the green value used to draw on the rendering target |
b | a pointer filled in with the blue value used to draw on the rendering target |
a | a pointer filled in with the alpha value used to draw on the rendering target |
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Get the colorspace used for drawing operations
renderer | the rendering context |
colorspace | a pointer filled in with an SDL_ColorSpace value describing the colorspace for drawing operations |
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Use this function to get the name of a built in 2D rendering driver.
The list of rendering drivers is given in the order that they are normally initialized by default; the drivers that seem more reasonable to choose first (as far as the SDL developers believe) are earlier in the list.
The names of drivers are all simple, low-ASCII identifiers, like "opengl", "direct3d12" or "metal". These never have Unicode characters, and are not meant to be proper names.
The returned value points to a static, read-only string; do not modify or free it!
index | the index of the rendering driver; the value ranges from 0 to SDL_GetNumRenderDrivers() - 1 |
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Get the renderer associated with a window.
window | the window to query |
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Get the renderer that created an SDL_Texture.
texture | the texture to query |
\threadsafety It is safe to call this function from any thread.
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Get information about a rendering context.
renderer | the rendering context |
info | an SDL_RendererInfo structure filled with information about the current renderer |
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Get the properties associated with a renderer.
The following read-only properties are provided by SDL:
SDL_PROP_RENDERER_D3D9_DEVICE_POINTER
: the IDirect3DDevice9 associated with the rendererSDL_PROP_RENDERER_D3D11_DEVICE_POINTER
: the ID3D11Device associated with the rendererSDL_PROP_RENDERER_D3D12_DEVICE_POINTER
: the ID3D12Device associated with the rendererSDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER
: the ID3D12CommandQueue associated with the rendererrenderer | the rendering context |
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Get device independent resolution and presentation mode for rendering.
This function gets the width and height of the logical rendering output, or the output size in pixels if a logical resolution is not enabled.
renderer | the rendering context |
w | an int to be filled with the width |
h | an int to be filled with the height |
mode | a pointer filled in with the presentation mode |
scale_mode | a pointer filled in with the scale mode |
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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!
renderer | The renderer to query |
id<MTLRenderCommandEncoder>
on success, or NULL if the renderer isn't a Metal renderer or there was an error.
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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 *
.
renderer | The renderer to query |
CAMetalLayer *
on success, or NULL if the renderer isn't a Metal renderer
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Get the output size in pixels of a rendering context.
This returns the true output size in pixels, ignoring any render targets or logical size and presentation.
renderer | the rendering context |
w | a pointer filled in with the width in pixels |
h | a pointer filled in with the height in pixels |
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Get the drawing scale for the current target.
renderer | the rendering context |
scaleX | a pointer filled in with the horizontal scaling factor |
scaleY | a pointer filled in with the vertical scaling factor |
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Get the current render target.
The default render target is the window for which the renderer was created, and is reported a NULL here.
renderer | the rendering context |
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Get the drawing area for the current target.
renderer | the rendering context |
rect | an SDL_Rect structure filled in with the current drawing area |
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Get VSync of the given renderer.
renderer | The renderer to toggle |
vsync | an int filled with 1 for on, 0 for off. All other values are reserved |
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Get the window associated with a renderer.
renderer | the renderer to query |
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Get the additional alpha value multiplied into render copy operations.
texture | the texture to query |
alpha | a pointer filled in with the current alpha value |
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Get the additional alpha value multiplied into render copy operations.
texture | the texture to query |
alpha | a pointer filled in with the current alpha value |
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Get the blend mode used for texture copy operations.
texture | the texture to query |
blendMode | a pointer filled in with the current SDL_BlendMode |
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Get the additional color value multiplied into render copy operations.
texture | the texture to query |
r | a pointer filled in with the current red color value |
g | a pointer filled in with the current green color value |
b | a pointer filled in with the current blue color value |
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Get the additional color value multiplied into render copy operations.
texture | the texture to query |
r | a pointer filled in with the current red color value |
g | a pointer filled in with the current green color value |
b | a pointer filled in with the current blue color value |
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Get the properties associated with a texture.
The following read-only properties are provided by SDL:
SDL_PROP_TEXTURE_COLORSPACE_NUMBER
: an SDL_ColorSpace value describing the colorspace used by the textureWith the direct3d11 renderer:
SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER
: the ID3D11Texture2D associated with the textureSDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER
: the ID3D11Texture2D associated with the U plane of a YUV textureSDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER
: the ID3D11Texture2D associated with the V plane of a YUV textureWith the direct3d12 renderer:
SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER
: the ID3D12Resource associated with the textureSDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER
: the ID3D12Resource associated with the U plane of a YUV textureSDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER
: the ID3D12Resource associated with the V plane of a YUV textureWith the opengl renderer:
SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER
: the GLuint texture associated with the textureSDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER
: the GLuint texture associated with the UV plane of an NV12 textureSDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER
: the GLuint texture associated with the U plane of a YUV textureSDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER
: the GLuint texture associated with the V plane of a YUV textureSDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET
: the GLenum for the texture target (GL_TEXTURE_2D
, GL_TEXTURE_RECTANGLE_ARB
, etc)SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT
: the texture coordinate width of the texture (0.0 - 1.0)SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT
: the texture coordinate height of the texture (0.0 - 1.0)With the opengles2 renderer:
SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER
: the GLuint texture associated with the textureSDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER
: the GLuint texture associated with the UV plane of an NV12 textureSDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER
: the GLuint texture associated with the U plane of a YUV textureSDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER
: the GLuint texture associated with the V plane of a YUV textureSDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET
: the GLenum for the texture target (GL_TEXTURE_2D
, GL_TEXTURE_EXTERNAL_OES
, etc)texture | the texture to query |
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Get the scale mode used for texture scale operations.
texture | the texture to query. |
scaleMode | a pointer filled in with the current scale mode. |
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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.
texture | the texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING |
rect | an SDL_Rect structure representing the area to lock for access; NULL to lock the entire texture |
pixels | this is filled in with a pointer to the locked pixels, appropriately offset by the locked area |
pitch | this is filled in with the pitch of the locked pixels; the pitch is the length of one row in bytes |
SDL_TEXTUREACCESS_STREAMING
; call SDL_GetError() for more information.
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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.
texture | the texture to lock for access, which must be created with SDL_TEXTUREACCESS_STREAMING |
rect | a pointer to the rectangle to lock for access. If the rect is NULL, the entire texture will be locked |
surface | this is filled in with an SDL surface representing the locked area |
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Query the attributes of a texture.
texture | the texture to query |
format | a pointer filled in with the raw format of the texture; the actual format may differ, but pixel transfers will use this format (one of the SDL_PixelFormatEnum values). This argument can be NULL if you don't need this information. |
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. |
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. |
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. |
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Clear the current rendering target with the drawing color.
This function clears the entire rendering target, ignoring the viewport and the clip rectangle.
renderer | the rendering context |
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Get whether clipping is enabled on the given renderer.
renderer | the rendering context |
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Get a point in render coordinates when given a point in window coordinates.
renderer | the rendering context |
window_x | the x coordinate in window coordinates |
window_y | the y coordinate in window coordinates |
x | a pointer filled with the x coordinate in render coordinates |
y | a pointer filled with the y coordinate in render coordinates |
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Get a point in window coordinates when given a point in render coordinates.
renderer | the rendering context |
x | the x coordinate in render coordinates |
y | the y coordinate in render coordinates |
window_x | a pointer filled with the x coordinate in window coordinates |
window_y | a pointer filled with the y coordinate in window coordinates |
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Fill a rectangle on the current rendering target with the drawing color at subpixel precision.
renderer | The renderer which should fill a rectangle. |
rect | A pointer to the destination rectangle, or NULL for the entire rendering target. |
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Fill some number of rectangles on the current rendering target with the drawing color at subpixel precision.
renderer | The renderer which should fill multiple rectangles. |
rects | A pointer to an array of destination rectangles. |
count | The number of rectangles. |
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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).
renderer | The rendering context. |
texture | (optional) The SDL texture to use. |
vertices | Vertices. |
num_vertices | Number of vertices. |
indices | (optional) An array of integer indices into the 'vertices' array, if NULL all vertices will be rendered in sequential order. |
num_indices | Number of indices. |
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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).
renderer | The rendering context. |
texture | (optional) The SDL texture to use. |
xy | Vertex positions |
xy_stride | Byte size to move from one element to the next element |
color | Vertex colors (as SDL_FColor) |
color_stride | Byte size to move from one element to the next element |
uv | Vertex normalized texture coordinates |
uv_stride | Byte size to move from one element to the next element |
num_vertices | Number of vertices. |
indices | (optional) An array of indices into the 'vertices' arrays, if NULL all vertices will be rendered in sequential order. |
num_indices | Number of indices. |
size_indices | Index size: 1 (byte), 2 (short), 4 (int) |
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Draw a line on the current rendering target at subpixel precision.
renderer | The renderer which should draw a line. |
x1 | The x coordinate of the start point. |
y1 | The y coordinate of the start point. |
x2 | The x coordinate of the end point. |
y2 | The y coordinate of the end point. |
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Draw a series of connected lines on the current rendering target at subpixel precision.
renderer | The renderer which should draw multiple lines. |
points | The points along the lines |
count | The number of points, drawing count-1 lines |
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Draw a point on the current rendering target at subpixel precision.
renderer | The renderer which should draw a point. |
x | The x coordinate of the point. |
y | The y coordinate of the point. |
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Draw multiple points on the current rendering target at subpixel precision.
renderer | The renderer which should draw multiple points. |
points | The points to draw |
count | The number of points to draw |
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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_RenderLine() 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.
renderer | the rendering context |
\threadsafety You may only call this function on the main thread.
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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).
renderer | the rendering context |
rect | an SDL_Rect structure representing the area in pixels relative to the to current viewport, or NULL for the entire viewport |
format | an SDL_PixelFormatEnum value of the desired format of the pixel data, or 0 to use the format of the rendering target |
pixels | a pointer to the pixel data to copy into |
pitch | the pitch of the pixels parameter |
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Draw a rectangle on the current rendering target at subpixel precision.
renderer | The renderer which should draw a rectangle. |
rect | A pointer to the destination rectangle, or NULL to outline the entire rendering target. |
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Draw some number of rectangles on the current rendering target at subpixel precision.
renderer | The renderer which should draw multiple rectangles. |
rects | A pointer to an array of destination rectangles. |
count | The number of rectangles. |
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Copy a portion of the texture to the current rendering target at subpixel precision.
renderer | The renderer which should copy parts of a texture. |
texture | The source texture. |
srcrect | A pointer to the source rectangle, or NULL for the entire texture. |
dstrect | A pointer to the destination rectangle, or NULL for the entire rendering target. |
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Copy a portion of the source texture to the current rendering target, with rotation and flipping, at subpixel precision.
renderer | The renderer which should copy parts of a texture. |
texture | The source texture. |
srcrect | A pointer to the source rectangle, or NULL for the entire texture. |
dstrect | A pointer to the destination rectangle, or NULL for the entire rendering target. |
angle | An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction |
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). |
flip | An SDL_FlipMode value stating which flipping actions should be performed on the texture |
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Set the clip rectangle for rendering on the specified target.
renderer | the rendering context |
rect | an SDL_Rect structure representing the clip area, relative to the viewport, or NULL to disable clipping |
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Set the blend mode used for drawing operations (Fill and Line).
If the blend mode is not supported, the closest supported mode is chosen.
renderer | the rendering context |
blendMode | the SDL_BlendMode to use for blending |
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Set the color used for drawing operations.
Set the color for drawing or filling rectangles, lines, and points, and for SDL_RenderClear().
renderer | the rendering context |
r | the red value used to draw on the rendering target |
g | the green value used to draw on the rendering target |
b | the blue value used to draw on the rendering target |
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 |
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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().
renderer | the rendering context |
r | the red value used to draw on the rendering target |
g | the green value used to draw on the rendering target |
b | the blue value used to draw on the rendering target |
a | the alpha value used to draw on the rendering target. Use SDL_SetRenderDrawBlendMode to specify how the alpha channel is used |
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Set the colorspace used for drawing operations
The default colorspace for drawing operations is SDL_COLORSPACE_SRGB, but you can change it to other colorspaces such as SDL_COLORSPACE_SCRGB for HDR rendering.
This does not affect the colorspace of textures, which is specified via properties when the texture is created and does not change.
renderer | the rendering context |
colorspace | an SDL_ColorSpace value describing the colorspace for drawing operations |
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Set a device independent resolution and presentation mode for rendering.
This function sets the width and height of the logical rendering output. A render target is created at the specified size and used for rendering and then copied to the output during presentation.
You can disable logical coordinates by setting the mode to SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel resolution of the output window.
You can convert coordinates in an event into rendering coordinates using SDL_ConvertEventToRenderCoordinates().
renderer | the rendering context |
w | the width of the logical resolution |
h | the height of the logical resolution |
mode | the presentation mode used |
scale_mode | the scale mode used |
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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.
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.
renderer | the rendering context |
scaleX | the horizontal scaling factor |
scaleY | the vertical scaling factor |
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Set a texture as the current rendering target.
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
.
renderer | the rendering context |
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. |
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Set the drawing area for rendering on the current target.
renderer | the rendering context |
rect | the SDL_Rect structure representing the drawing area, or NULL to set the viewport to the entire target |
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Toggle VSync of the given renderer.
renderer | The renderer to toggle |
vsync | 1 for on, 0 for off. All other values are reserved |
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Set an additional alpha value multiplied into render 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.
texture | the texture to update |
alpha | the source alpha value multiplied into copy operations |
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Set an additional alpha value multiplied into render 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
Alpha modulation is not always supported by the renderer; it will return -1 if alpha modulation is not supported.
texture | the texture to update |
alpha | the source alpha value multiplied into copy operations |
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Set the blend mode for a texture, used by SDL_RenderTexture().
If the blend mode is not supported, the closest supported mode is chosen and this function returns -1.
texture | the texture to update |
blendMode | the SDL_BlendMode to use for texture blending |
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Set an additional color value multiplied into render 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.
texture | the texture to update |
r | the red color value multiplied into copy operations |
g | the green color value multiplied into copy operations |
b | the blue color value multiplied into copy operations |
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extern |
Set an additional color value multiplied into render 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
Color modulation is not always supported by the renderer; it will return -1 if color modulation is not supported.
texture | the texture to update |
r | the red color value multiplied into copy operations |
g | the green color value multiplied into copy operations |
b | the blue color value multiplied into copy operations |
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extern |
Set the scale mode used for texture scale operations.
If the scale mode is not supported, the closest supported mode is chosen.
texture | The texture to update. |
scaleMode | the SDL_ScaleMode to use for texture scaling. |
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extern |
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.
texture | a texture locked by SDL_LockTexture() |
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Update a rectangle within a planar NV12 or NV21 texture with new 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.
texture | the texture to update |
rect | a pointer to the rectangle of pixels to update, or NULL to update the entire texture. |
Yplane | the raw pixel data for the Y plane. |
Ypitch | the number of bytes between rows of pixel data for the Y plane. |
UVplane | the raw pixel data for the UV plane. |
UVpitch | the number of bytes between rows of pixel data for the UV plane. |
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extern |
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.
texture | the texture to update |
rect | an SDL_Rect structure representing the area to update, or NULL to update the entire texture |
pixels | the raw pixel data in the format of the texture |
pitch | the number of bytes in a row of pixel data, including padding between lines |
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extern |
Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
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.
texture | the texture to update |
rect | a pointer to the rectangle of pixels to update, or NULL to update the entire texture |
Yplane | the raw pixel data for the Y plane |
Ypitch | the number of bytes between rows of pixel data for the Y plane |
Uplane | the raw pixel data for the U plane |
Upitch | the number of bytes between rows of pixel data for the U plane |
Vplane | the raw pixel data for the V plane |
Vpitch | the number of bytes between rows of pixel data for the V plane |