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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2006 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
/**
* \file SDL_video.h
*
* Header file for access to the SDL raw framebuffer window
*/
#ifndef _SDL_video_h
#define _SDL_video_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_pixels.h"
#include "SDL_rwops.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif
/* Transparency definitions: These define alpha as the opacity of a surface */
#define SDL_ALPHA_OPAQUE 255
#define SDL_ALPHA_TRANSPARENT 0
/**
* \struct SDL_Rect
*
* \brief A rectangle, with the origin at the upper left.
*/
typedef struct SDL_Rect
{
int x, y;
int w, h;
} SDL_Rect;
/**
* \struct SDL_DisplayMode
*
* \brief The structure that defines a display mode
*
* \sa SDL_GetNumDisplayModes()
* \sa SDL_GetDisplayMode()
* \sa SDL_GetDesktopDisplayMode()
* \sa SDL_GetCurrentDisplayMode()
* \sa SDL_GetClosestDisplayMode()
* \sa SDL_SetDisplayMode()
*/
typedef struct
{
Uint32 format; /**< pixel format */
int w; /**< width */
int h; /**< height */
int refresh_rate; /**< refresh rate (or zero for unspecified) */
void *driverdata; /**< driver-specific data, initialize to 0 */
} SDL_DisplayMode;
/**
* \typedef SDL_WindowID
*
* \brief The type used to identify a window
*
* \sa SDL_CreateWindow()
* \sa SDL_CreateWindowFrom()
* \sa SDL_DestroyWindow()
* \sa SDL_GetWindowData()
* \sa SDL_GetWindowFlags()
* \sa SDL_GetWindowGrab()
* \sa SDL_GetWindowPosition()
* \sa SDL_GetWindowSize()
* \sa SDL_GetWindowTitle()
* \sa SDL_HideWindow()
* \sa SDL_MaximizeWindow()
* \sa SDL_MinimizeWindow()
* \sa SDL_RaiseWindow()
* \sa SDL_RestoreWindow()
* \sa SDL_SetWindowData()
* \sa SDL_SetWindowFullscreen()
* \sa SDL_SetWindowGrab()
* \sa SDL_SetWindowIcon()
* \sa SDL_SetWindowPosition()
* \sa SDL_SetWindowSize()
* \sa SDL_SetWindowTitle()
* \sa SDL_ShowWindow()
*/
typedef Uint32 SDL_WindowID;
/**
* \enum SDL_WindowFlags
*
* \brief The flags on a window
*
* \sa SDL_GetWindowFlags()
*/
typedef enum
{
SDL_WINDOW_FULLSCREEN = 0x00000001, /**< fullscreen window, implies borderless */
SDL_WINDOW_OPENGL = 0x00000002, /**< window usable with OpenGL context */
SDL_WINDOW_SHOWN = 0x00000004, /**< window is visible */
SDL_WINDOW_BORDERLESS = 0x00000008, /**< no window decoration */
SDL_WINDOW_RESIZABLE = 0x00000010, /**< window can be resized */
SDL_WINDOW_MINIMIZED = 0x00000020, /**< minimized */
SDL_WINDOW_MAXIMIZED = 0x00000040, /**< maximized */
SDL_WINDOW_INPUT_GRABBED = 0x00000100, /**< window has grabbed input focus */
SDL_WINDOW_INPUT_FOCUS = 0x00000200, /**< window has input focus */
SDL_WINDOW_MOUSE_FOCUS = 0x00000400, /**< window has mouse focus */
} SDL_WindowFlags;
/**
* \def SDL_WINDOWPOS_UNDEFINED
* \brief Used to indicate that you don't care what the window position is.
*/
#define SDL_WINDOWPOS_UNDEFINED 0x7FFFFFF
/**
* \def SDL_WINDOWPOS_CENTERED
* \brief Used to indicate that the window position should be centered.
*/
#define SDL_WINDOWPOS_CENTERED 0x7FFFFFE
/**
* \enum SDL_WindowEventID
*
* \brief Event subtype for window events
*/
typedef enum
{
SDL_WINDOWEVENT_NONE, /**< Never used */
SDL_WINDOWEVENT_SHOWN, /**< Window has been shown */
SDL_WINDOWEVENT_HIDDEN, /**< Window has been hidden */
SDL_WINDOWEVENT_EXPOSED, /**< Window has been exposed and should be redrawn */
SDL_WINDOWEVENT_MOVED, /**< Window has been moved to data1,data2 */
SDL_WINDOWEVENT_RESIZED, /**< Window size changed to data1xdata2 */
SDL_WINDOWEVENT_MINIMIZED, /**< Window has been minimized */
SDL_WINDOWEVENT_MAXIMIZED, /**< Window has been maximized */
SDL_WINDOWEVENT_RESTORED, /**< Window has been restored to normal size and position */
SDL_WINDOWEVENT_ENTER, /**< The window has gained mouse focus */
SDL_WINDOWEVENT_LEAVE, /**< The window has lost mouse focus */
SDL_WINDOWEVENT_FOCUS_GAINED, /**< The window has gained keyboard focus */
SDL_WINDOWEVENT_FOCUS_LOST, /**< The window has lost keyboard focus */
SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the window be closed */
} SDL_WindowEventID;
/**
* \enum SDL_RendererFlags
*
* \brief Flags used when initializing a render manager.
*/
typedef enum
{
SDL_Renderer_PresentDiscard = 0x00000001, /**< Present leaves the contents of the backbuffer undefined */
SDL_Renderer_PresentCopy = 0x00000002, /**< Present uses a copy from back buffer to the front buffer */
SDL_Renderer_PresentFlip2 = 0x00000004, /**< Present uses a flip, swapping back buffer and front buffer */
SDL_Renderer_PresentFlip3 = 0x00000008, /**< Present uses a flip, rotating between two back buffers and a front buffer */
SDL_Renderer_PresentVSync = 0x00000010, /**< Present is synchronized with the refresh rate */
SDL_Renderer_RenderTarget = 0x00000020, /**< The renderer can create texture render targets */
SDL_Renderer_Accelerated = 0x00000040, /**< The renderer uses hardware acceleration */
SDL_Renderer_ = 0x00000080, /**< The renderer uses hardware acceleration */
SDL_Renderer_Minimal = 0x00000100, /**< The renderer only supports the read/write pixel and present functions */
} SDL_RendererFlags;
/**
* \struct SDL_RendererInfo
*
* \brief Information on the capabilities of a render manager.
*/
typedef struct SDL_RendererInfo
{
const char *name; /**< The name of the renderer */
Uint32 flags; /**< Supported SDL_RendererFlags */
Uint32 blend_modes; /**< A mask of supported blend modes */
Uint32 scale_modes; /**< A mask of supported scale modes */
Uint32 num_texture_formats; /**< The number of available texture formats */
Uint32 texture_formats[32]; /**< The available texture formats */
int max_texture_width; /**< The maximimum texture width */
int max_texture_height; /**< The maximimum texture height */
} SDL_RendererInfo;
/**
* \enum SDL_TextureAccess
*
* \brief The access pattern allowed for a texture
*/
typedef enum
{
SDL_TextureAccess_Render, /**< Unlockable video memory, rendering allowed */
SDL_TextureAccess_Remote, /**< Unlockable video memory */
SDL_TextureAccess_Local, /**< Lockable system memory */
} SDL_TextureAccess;
/**
* \enum SDL_TextureBlendMode
*
* \brief The blend mode used in SDL_RenderCopy()
*/
typedef enum
{
SDL_TextureBlendMode_None = 0x00000000, /**< No blending */
SDL_TextureBlendMode_Mask = 0x00000001, /**< dst = A ? src : dst (alpha is mask) */
SDL_TextureBlendMode_Blend = 0x00000002, /**< dst = (src * A) + (dst * (1-A)) */
SDL_TextureBlendMode_Add = 0x00000004, /**< dst = (src * A) + dst */
SDL_TextureBlendMode_Mod = 0x00000008, /**< dst = src * dst */
} SDL_TextureBlendMode;
/**
* \enum SDL_TextureScaleMode
*
* \brief The scale mode used in SDL_RenderCopy()
*/
typedef enum
{
SDL_TextureScaleMode_None = 0x00000000, /**< No scaling, rectangles must match dimensions */
SDL_TextureScaleMode_Fast = 0x00000001, /**< Point sampling or equivalent algorithm */
SDL_TextureScaleMode_Slow = 0x00000002, /**< Linear filtering or equivalent algorithm */
SDL_TextureScaleMode_Best = 0x00000004, /**< Bicubic filtering or equivalent algorithm */
} SDL_TextureScaleMode;
/**
* \typedef SDL_TextureID
*
* \brief An efficient driver-specific representation of pixel data
*/
typedef Uint32 SDL_TextureID;
/**
* \typedef SDL_GLContext
*
* \brief An opaque handle to an OpenGL context.
*/
typedef void *SDL_GLContext;
/* These are the currently supported flags for the SDL_surface */
/* Used internally (read-only) */
#define SDL_HWSURFACE 0x00000001 /* Surface represents a texture */
#define SDL_PREALLOC 0x00000002 /* Surface uses preallocated memory */
#define SDL_SRCALPHA 0x00000004 /* Blit uses source alpha blending */
#define SDL_SRCCOLORKEY 0x00000008 /* Blit uses a source color key */
#define SDL_RLEACCELOK 0x00000010 /* Private flag */
#define SDL_RLEACCEL 0x00000020 /* Surface is RLE encoded */
/* Evaluates to true if the surface needs to be locked before access */
#define SDL_MUSTLOCK(S) (((S)->flags & (SDL_HWSURFACE|SDL_RLEACCEL)) != 0)
/* This structure should be treated as read-only, except for 'pixels',
which, if not NULL, contains the raw pixel data for the surface.
*/
typedef struct SDL_Surface
{
Uint32 flags; /* Read-only */
SDL_PixelFormat *format; /* Read-only */
int w, h; /* Read-only */
int pitch; /* Read-only */
void *pixels; /* Read-write */
/* texture associated with the surface, if any */
SDL_TextureID textureID;
/* information needed for surfaces requiring locks */
int locked;
void *lock_data;
/* clipping information */
SDL_Rect clip_rect; /* Read-only */
/* info for fast blit mapping to other surfaces */
struct SDL_BlitMap *map; /* Private */
/* format version, bumped at every change to invalidate blit maps */
unsigned int format_version; /* Private */
/* Reference count -- used when freeing surface */
int refcount; /* Read-mostly */
} SDL_Surface;
/* typedef for private surface blitting functions */
typedef int (*SDL_blit) (struct SDL_Surface * src, SDL_Rect * srcrect,
struct SDL_Surface * dst, SDL_Rect * dstrect);
/**
* \enum SDL_GLattr
*
* \brief OpenGL configuration attributes
*/
typedef enum
{
SDL_GL_RED_SIZE,
SDL_GL_GREEN_SIZE,
SDL_GL_BLUE_SIZE,
SDL_GL_ALPHA_SIZE,
SDL_GL_BUFFER_SIZE,
SDL_GL_DOUBLEBUFFER,
SDL_GL_DEPTH_SIZE,
SDL_GL_STENCIL_SIZE,
SDL_GL_ACCUM_RED_SIZE,
SDL_GL_ACCUM_GREEN_SIZE,
SDL_GL_ACCUM_BLUE_SIZE,
SDL_GL_ACCUM_ALPHA_SIZE,
SDL_GL_STEREO,
SDL_GL_MULTISAMPLEBUFFERS,
SDL_GL_MULTISAMPLESAMPLES,
SDL_GL_ACCELERATED_VISUAL
} SDL_GLattr;
/* Function prototypes */
/**
* \fn int SDL_GetNumVideoDrivers(void)
*
* \brief Get the number of video drivers compiled into SDL
*
* \sa SDL_GetVideoDriver()
*/
extern DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void);
/**
* \fn const char *SDL_GetVideoDriver(int index)
*
* \brief Get the name of a built in video driver.
*
* \note The video drivers are presented in the order in which they are
* normally checked during initialization.
*
* \sa SDL_GetNumVideoDrivers()
*/
extern DECLSPEC const char *SDLCALL SDL_GetVideoDriver(int index);
/**
* \fn int SDL_VideoInit(const char *driver_name, Uint32 flags)
*
* \brief Initialize the video subsystem, optionally specifying a video driver.
*
* \param driver_name Initialize a specific driver by name, or NULL for the default video driver.
* \param flags FIXME: Still needed?
*
* \return 0 on success, -1 on error
*
* This function initializes the video subsystem; setting up a connection
* to the window manager, etc, and determines the available display modes
* and pixel formats, but does not initialize a window or graphics mode.
*
* \sa SDL_VideoQuit()
*/
extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name,
Uint32 flags);
/**
* \fn void SDL_VideoQuit(void)
*
* \brief Shuts down the video subsystem.
*
* This function closes all windows, and restores the original video mode.
*
* \sa SDL_VideoInit()
*/
extern DECLSPEC void SDLCALL SDL_VideoQuit(void);
/**
* \fn const char *SDL_GetCurrentVideoDriver(void)
*
* \brief Returns the name of the currently initialized video driver.
*
* \return The name of the current video driver or NULL if no driver
* has been initialized
*
* \sa SDL_GetNumVideoDrivers()
* \sa SDL_GetVideoDriver()
*/
extern DECLSPEC const char *SDLCALL SDL_GetCurrentVideoDriver(void);
/**
* \fn int SDL_GetNumVideoDisplays(void)
*
* \brief Returns the number of available video displays.
*
* \sa SDL_SelectVideoDisplay()
*/
extern DECLSPEC int SDLCALL SDL_GetNumVideoDisplays(void);
/**
* \fn int SDL_SelectVideoDisplay(int index)
*
* \brief Set the index of the currently selected display.
*
* \return The index of the currently selected display.
*
* \note You can query the currently selected display by passing an index of -1.
*
* \sa SDL_GetNumVideoDisplays()
*/
extern DECLSPEC int SDLCALL SDL_SelectVideoDisplay(int index);
/**
* \fn int SDL_GetNumDisplayModes(void)
*
* \brief Returns the number of available display modes for the current display.
*
* \sa SDL_GetDisplayMode()
*/
extern DECLSPEC int SDLCALL SDL_GetNumDisplayModes(void);
/**
* \fn const SDL_DisplayMode *SDL_GetDisplayMode(int index)
*
* \brief Retrieve information about a specific display mode.
*
* \note The display modes are sorted in this priority:
* \li bits per pixel -> more colors to fewer colors
* \li width -> largest to smallest
* \li height -> largest to smallest
* \li refresh rate -> highest to lowest
*
* \sa SDL_GetNumDisplayModes()
*/
extern DECLSPEC const SDL_DisplayMode *SDLCALL SDL_GetDisplayMode(int index);
/**
* \fn const SDL_DisplayMode *SDL_GetDesktopDisplayMode(void)
*
* \brief Retrieve information about the desktop display mode for the current display.
*/
extern DECLSPEC const SDL_DisplayMode *SDLCALL
SDL_GetDesktopDisplayMode(void);
/**
* \fn const SDL_DisplayMode *SDL_GetCurrentDisplayMode(void)
*
* \brief Retrieve information about the current display mode.
*/
extern DECLSPEC const SDL_DisplayMode *SDLCALL
SDL_GetCurrentDisplayMode(void);
/**
* \fn SDL_DisplayMode *SDL_GetClosestDisplayMode(const SDL_DisplayMode *mode, SDL_DisplayMode *closest)
*
* \brief Get the closest match to the requested display mode.
*
* \param mode The desired display mode
* \param closest A pointer to a display mode to be filled in with the closest match of the available display modes.
*
* \return The passed in value 'closest', or NULL if no matching video mode was available.
*
* The available display modes are scanned, and 'closest' is filled in with the closest mode matching the requested mode and returned. The mode format and refresh_rate default to the desktop mode if they are 0. The modes are scanned with size being first priority, format being second priority, and finally checking the refresh_rate. If all the available modes are too small, then NULL is returned.
*
* \sa SDL_GetNumDisplayModes()
* \sa SDL_GetDisplayMode()
*/
extern DECLSPEC SDL_DisplayMode *SDLCALL SDL_GetClosestDisplayMode(const
SDL_DisplayMode
* mode,
SDL_DisplayMode
* closest);
/**
* \fn int SDL_SetFullscreenDisplayMode(const SDL_DisplayMode *mode)
*
* \brief Set the display mode used when a fullscreen window is visible
* on the currently selected display.
*
* \param mode The mode to use, or NULL for the desktop mode.
*
* \return 0 on success, or -1 if setting the display mode failed.
*
* \sa SDL_SetWindowFullscreen()
*/
extern DECLSPEC int SDLCALL SDL_SetFullscreenDisplayMode(const SDL_DisplayMode
* mode);
/**
* \fn const SDL_DisplayMode *SDL_GetFullscreenDisplayMode(void)
*
* \brief Query the display mode used when a fullscreen window is visible
* on the currently selected display.
*/
extern DECLSPEC const SDL_DisplayMode *SDLCALL
SDL_GetFullscreenDisplayMode(void);
/**
* \fn int SDL_SetDisplayPalette(const SDL_Color *colors, int firstcolor, int ncolors)
*
* \brief Set the palette entries for indexed display modes.
*
* \return 0 on success, or -1 if the display mode isn't palettized or the colors couldn't be set.
*/
extern DECLSPEC int SDLCALL SDL_SetDisplayPalette(const SDL_Color * colors,
int firstcolor,
int ncolors);
/**
* \fn int SDL_GetDisplayPalette(SDL_Color *colors, int firstcolor, int ncolors)
*
* \brief Gets the palette entries for indexed display modes.
*
* \return 0 on success, or -1 if the display mode isn't palettized
*/
extern DECLSPEC int SDLCALL SDL_GetDisplayPalette(SDL_Color * colors,
int firstcolor,
int ncolors);
/**
* \fn int SDL_SetGamma(float red, float green, float blue)
*
* \brief Set the gamma correction for each of the color channels on the currently selected display.
*
* \return 0 on success, or -1 if setting the gamma isn't supported.
*
* \sa SDL_SetGammaRamp()
*/
extern DECLSPEC int SDLCALL SDL_SetGamma(float red, float green, float blue);
/**
* \fn int SDL_SetGammaRamp(const Uint16 * red, const Uint16 * green, const Uint16 * blue)
*
* \brief Set the gamma ramp for the currently selected display.
*
* \param red The translation table for the red channel, or NULL
* \param green The translation table for the green channel, or NULL
* \param blue The translation table for the blue channel, or NULL
*
* \return 0 on success, or -1 if gamma ramps are unsupported.
*
* Set the gamma translation table for the red, green, and blue channels
* of the video hardware. Each table is an array of 256 16-bit quantities,
* representing a mapping between the input and output for that channel.
* The input is the index into the array, and the output is the 16-bit
* gamma value at that index, scaled to the output color precision.
*
* \sa SDL_GetGammaRamp()
*/
extern DECLSPEC int SDLCALL SDL_SetGammaRamp(const Uint16 * red,
const Uint16 * green,
const Uint16 * blue);
/**
* \fn int SDL_GetGammaRamp(Uint16 * red, Uint16 * green, Uint16 * blue)
*
* \brief Get the gamma ramp for the currently selected display.
*
* \param red A pointer to a 256 element array of 16-bit quantities to hold the translation table for the red channel, or NULL.
* \param green A pointer to a 256 element array of 16-bit quantities to hold the translation table for the green channel, or NULL.
* \param blue A pointer to a 256 element array of 16-bit quantities to hold the translation table for the blue channel, or NULL.
*
* \return 0 on success, or -1 if gamma ramps are unsupported.
*
* \sa SDL_SetGammaRamp()
*/
extern DECLSPEC int SDLCALL SDL_GetGammaRamp(Uint16 * red, Uint16 * green,
Uint16 * blue);
/**
* \fn SDL_WindowID SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags)
*
* \brief Create a window with the specified position, dimensions, and flags.
*
* \param title The title of the window
* \param x The x position of the window
* \param y The y position of the window
* \param w The width of the window
* \param h The height of the window
* \param flags The flags for the window, a mask of any of the following: SDL_WINDOW_FULLSCREEN, SDL_WINDOW_OPENGL, SDL_WINDOW_SHOWN, SDL_WINDOW_BORDERLESS, SDL_WINDOW_RESIZABLE, SDL_WINDOW_MAXIMIZED, SDL_WINDOW_MINIMIZED, SDL_WINDOW_INPUT_GRABBED
*
* \return The id of the window created, or zero if window creation failed.
*
* \note Setting the position to -1, -1, indicates any position is fine.
*
* \sa SDL_DestroyWindow()
*/
extern DECLSPEC SDL_WindowID SDLCALL SDL_CreateWindow(const char *title,
int x, int y, int w,
int h, Uint32 flags);
/**
* \fn SDL_WindowID SDL_CreateWindowFrom(void *data)
*
* \brief Create an SDL window struct from an existing native window.
*
* \param data A pointer to driver-dependent window creation data
*
* \return The id of the window created, or zero if window creation failed.
*
* \warning This function is NOT SUPPORTED, use at your own risk!
*
* \sa SDL_DestroyWindow()
*/
extern DECLSPEC SDL_WindowID SDLCALL SDL_CreateWindowFrom(const void *data);
/**
* \fn Uint32 SDL_GetWindowFlags(SDL_WindowID windowID)
*
* \brief Get the window flags.
*/
extern DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_WindowID windowID);
/**
* \fn void SDL_SetWindowTitle(SDL_WindowID windowID, const char *title)
*
* \brief Set the title of the window, in UTF-8 format.
*
* \sa SDL_GetWindowTitle()
*/
extern DECLSPEC void SDLCALL SDL_SetWindowTitle(SDL_WindowID windowID,
const char *title);
/**
* \fn const char *SDL_GetWindowTitle(SDL_WindowID windowID)
*
* \brief Get the title of the window, in UTF-8 format.
*
* \sa SDL_SetWindowTitle()
*/
extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_WindowID windowID);
/**
* \fn void SDL_SetWindowIcon(SDL_Surface *icon)
*
* \brief Set the icon of the window.
*
* \param icon The icon for the window
*
* FIXME: The icon needs to be set before the window is first shown. Should some icon representation be part of the window creation data?
*/
extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_Surface * icon);
/**
* \fn void SDL_SetWindowData(SDL_WindowID windowID, void *userdata)
*
* \brief Associate an arbitrary pointer with the window.
*
* \sa SDL_GetWindowData()
*/
extern DECLSPEC void SDLCALL SDL_SetWindowData(SDL_WindowID windowID,
void *userdata);
/**
* \fn void *SDL_GetWindowData(SDL_WindowID windowID)
*
* \brief Retrieve the data pointer associated with the window.
*
* \sa SDL_SetWindowData()
*/
extern DECLSPEC void *SDLCALL SDL_GetWindowData(SDL_WindowID windowID);
/**
* \fn void SDL_SetWindowPosition(SDL_WindowID windowID, int x, int y)
*
* \brief Set the position of the window.
*
* \param windowID The window to reposition
* \param x The x coordinate of the window, SDL_WINDOWPOS_CENTERED, or SDL_WINDOWPOS_UNDEFINED
* \param y The y coordinate of the window, SDL_WINDOWPOS_CENTERED, or SDL_WINDOWPOS_UNDEFINED
*
* \note The window coordinate origin is the upper left of the display.
*
* \sa SDL_GetWindowPosition()
*/
extern DECLSPEC void SDLCALL SDL_SetWindowPosition(SDL_WindowID windowID,
int x, int y);
/**
* \fn void SDL_GetWindowPosition(SDL_WindowID windowID, int *x, int *y)
*
* \brief Get the position of the window.
*
* \sa SDL_SetWindowPosition()
*/
extern DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_WindowID windowID,
int *x, int *y);
/**
* \fn void SDL_SetWindowSize(SDL_WindowID windowID, int w, int w)
*
* \brief Set the size of the window's client area.
*
* \note You can't change the size of a fullscreen window, it automatically
* matches the size of the display mode.
*
* \sa SDL_GetWindowSize()
*/
extern DECLSPEC void SDLCALL SDL_SetWindowSize(SDL_WindowID windowID, int w,
int h);
/**
* \fn void SDL_GetWindowSize(SDL_WindowID windowID, int *w, int *w)
*
* \brief Get the size of the window's client area.
*
* \sa SDL_SetWindowSize()
*/
extern DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_WindowID windowID, int *w,
int *h);
/**
* \fn void SDL_ShowWindow(SDL_WindowID windowID)
*
* \brief Show the window
*
* \sa SDL_HideWindow()
*/
extern DECLSPEC void SDLCALL SDL_ShowWindow(SDL_WindowID windowID);
/**
* \fn void SDL_HideWindow(SDL_WindowID windowID)
*
* \brief Hide the window
*
* \sa SDL_ShowWindow()
*/
extern DECLSPEC void SDLCALL SDL_HideWindow(SDL_WindowID windowID);
/**
* \fn void SDL_RaiseWindow(SDL_WindowID windowID)
*
* \brief Raise the window above other windows and set the input focus.
*/
extern DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_WindowID windowID);
/**
* \fn void SDL_MaximizeWindow(SDL_WindowID windowID)
*
* \brief Make the window as large as possible.
*
* \sa SDL_RestoreWindow()
*/
extern DECLSPEC void SDLCALL SDL_MaximizeWindow(SDL_WindowID windowID);
/**
* \fn void SDL_MinimizeWindow(SDL_WindowID windowID)
*
* \brief Minimize the window to an iconic representation.
*
* \sa SDL_RestoreWindow()
*/
extern DECLSPEC void SDLCALL SDL_MinimizeWindow(SDL_WindowID windowID);
/**
* \fn void SDL_RestoreWindow(SDL_WindowID windowID)
*
* \brief Restore the size and position of a minimized or maximized window.
*
* \sa SDL_MaximizeWindow()
* \sa SDL_MinimizeWindow()
*/
extern DECLSPEC void SDLCALL SDL_RestoreWindow(SDL_WindowID windowID);
/**
* \fn int SDL_SetWindowFullscreen(SDL_WindowID windowID, int fullscreen)
*
* \brief Set the window's fullscreen state.
*
* \return 0 on success, or -1 if setting the display mode failed.
*
* \sa SDL_SetFullscreenDisplayMode()
*/
extern DECLSPEC int SDLCALL SDL_SetWindowFullscreen(SDL_WindowID windowID,
int fullscreen);
/**
* \fn void SDL_SetWindowGrab(SDL_WindowID windowID, int mode)
*
* \brief Set the window's input grab mode.
*
* \param mode This is 1 to grab input, and 0 to release input.
*
* \sa SDL_GetWindowGrab()
*/
extern DECLSPEC void SDLCALL SDL_SetWindowGrab(SDL_WindowID windowID,
int mode);
/**
* \fn int SDL_GetWindowGrab(SDL_WindowID windowID)
*
* \brief Get the window's input grab mode.
*
* \return This returns 1 if input is grabbed, and 0 otherwise.
*
* \sa SDL_SetWindowGrab()
*/
extern DECLSPEC int SDLCALL SDL_GetWindowGrab(SDL_WindowID windowID);
/**
* \fn SDL_bool SDL_GetWindowWMInfo(SDL_WindowID windowID, struct SDL_SysWMinfo * info)
*
* \brief Get driver specific information about a window.
*
* \note Include SDL_syswm.h for the declaration of SDL_SysWMinfo.
*/
struct SDL_SysWMinfo;
extern DECLSPEC SDL_bool SDLCALL SDL_GetWindowWMInfo(SDL_WindowID windowID,
struct SDL_SysWMinfo
*info);
/**
* \fn void SDL_DestroyWindow(SDL_WindowID windowID)
*
* \brief Destroy a window.
*/
extern DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_WindowID windowID);
/**
* \fn int SDL_GetNumRenderers(void)
*
* \brief Get the number of render managers on the current display.
*
* A render manager is a set of code that handles rendering and texture
* management on a particular display. Normally there is only one, but
* some drivers may have several available with different capabilities.
*
* \sa SDL_GetRendererInfo()
* \sa SDL_CreateRenderer()
*/
extern DECLSPEC int SDLCALL SDL_GetNumRenderers(void);
/**
* \fn SDL_RendererInfo *SDL_GetRendererInfo(int index)
*
* \brief Get information about a specific render manager on the current
* display.
*
* \sa SDL_CreateRenderer()
*/
extern DECLSPEC int SDLCALL SDL_GetRendererInfo(int index,
SDL_RendererInfo * info);
/**
* \fn int SDL_CreateRenderer(SDL_WindowID window, int index, Uint32 flags)
*
* \brief Create and make active a 2D rendering context for a window.
*
* \param windowID The window used for rendering
* \param index The index of the render manager to initialize, or -1 to initialize the first one supporting the requested flags.
* \param flags SDL_RendererFlags
*
* \return 0 on success, -1 if the flags were not supported, or -2 if
* there isn't enough memory to support the requested flags
*
* \sa SDL_SelectRenderer()
* \sa SDL_DestroyRenderer()
*/
extern DECLSPEC int SDLCALL SDL_CreateRenderer(SDL_WindowID windowID,
int index, Uint32 flags);
/**
* \fn int SDL_SelectRenderer(SDL_WindowID windowID)
*
* \brief Select the rendering context for a particular window.
*
* \return 0 on success, -1 if the selected window doesn't have a
* rendering context.
*/
extern DECLSPEC int SDLCALL SDL_SelectRenderer(SDL_WindowID windowID);
/**
* \fn SDL_TextureID SDL_CreateTexture(Uint32 format, int access, int w, int h)
*
* \brief Create a texture for the current rendering context.
*
* \param format The format of the texture
* \param access One of the enumerated values in SDL_TextureAccess
* \param w The width of the texture in pixels
* \param h The height of the texture in pixels
*
* \return The created texture is returned, or 0 if no render manager was active, the format was unsupported, or the width or height were out of range.
*
* \sa SDL_QueryTexture()
* \sa SDL_DestroyTexture()
*/
extern DECLSPEC SDL_TextureID SDLCALL SDL_CreateTexture(Uint32 format,
int access, int w,
int h);
/**
* \fn SDL_TextureID SDL_CreateTextureFromSurface(Uint32 format, int access, SDL_Surface *surface)
*
* \brief Create a texture from an existing surface.
*
* \param format The format of the texture, or 0 to pick an appropriate format
* \param access One of the enumerated values in SDL_TextureAccess
* \param surface The surface containing pixel data used to fill the texture
*
* \return The created texture is returned, or 0 if no render manager was active, the format was unsupported, or the surface width or height were out of range.
*
* \note The surface is not modified or freed by this function.
*
* \sa SDL_QueryTexture()
* \sa SDL_DestroyTexture()
*/
extern DECLSPEC SDL_TextureID SDLCALL SDL_CreateTextureFromSurface(Uint32
format,
int access,
SDL_Surface
* surface);
/**
* \fn int SDL_QueryTexture(SDL_TextureID textureID, Uint32 *format, int *access, int *w, int *h)
*
* \brief Query the attributes of a texture
*
* \param texture A texture to be queried
* \param format A pointer filled in with the raw format of the texture. The actual format may differ, but pixel transfers will use this format.
* \param access A pointer filled in with the actual access to the texture.
* \param w A pointer filled in with the width of the texture in pixels
* \param h A pointer filled in with the height of the texture in pixels
*
* \return 0 on success, or -1 if the texture is not valid
*/
extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_TextureID textureID,
Uint32 * format, int *access,
int *w, int *h);
/**
* \fn int SDL_QueryTexturePixels(SDL_TextureID textureID, void **pixels, int pitch)
*
* \brief Query the pixels of a texture, if the texture does not need to be locked for pixel access.
*
* \param texture A texture to be queried, which was created with SDL_TextureAccess_Local
* \param pixels A pointer filled with a pointer to the pixels for the texture
* \param pitch A pointer filled in with the pitch of the pixel data
*
* \return 0 on success, or -1 if the texture is not valid, or must be locked for pixel access.
*/
extern DECLSPEC int SDLCALL SDL_QueryTexturePixels(SDL_TextureID textureID,
void **pixels, int *pitch);
/**
* \fn int SDL_SetTexturePalette(SDL_TextureID textureID, const SDL_Color * colors, int firstcolor, int ncolors)
*
* \brief Update an indexed texture with a color palette
*
* \param texture The texture to update
* \param colors The array of RGB color data
* \param firstcolor The first index to update
* \param ncolors The number of palette entries to fill with the color data
*
* \return 0 on success, or -1 if the texture is not valid or not an indexed texture
*/
extern DECLSPEC int SDLCALL SDL_SetTexturePalette(SDL_TextureID textureID,
const SDL_Color * colors,
int firstcolor,
int ncolors);
/**
* \fn int SDL_GetTexturePalette(SDL_TextureID textureID, SDL_Color * colors, int firstcolor, int ncolors)
*
* \brief Update an indexed texture with a color palette
*
* \param texture The texture to update
* \param colors The array to fill with RGB color data
* \param firstcolor The first index to retrieve
* \param ncolors The number of palette entries to retrieve
*
* \return 0 on success, or -1 if the texture is not valid or not an indexed texture
*/
extern DECLSPEC int SDLCALL SDL_GetTexturePalette(SDL_TextureID textureID,
SDL_Color * colors,
int firstcolor,
int ncolors);
/**
* \fn int SDL_UpdateTexture(SDL_TextureID textureID, const SDL_Rect *rect, const void *pixels, int pitch)
*
* \brief Update the given texture rectangle with new pixel data.
*
* \param texture The texture to update
* \param rect A pointer to the rectangle of pixels to update, or NULL to update the entire texture.
* \param pixels The raw pixel data
* \param pitch The number of bytes between rows of pixel data
*
* \return 0 on success, or -1 if the texture is not valid
*
* \note This is a very slow function for textures not created with SDL_TextureAccess_Local.
*/
extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_TextureID textureID,
const SDL_Rect * rect,
const void *pixels, int pitch);
/**
* \fn void SDL_LockTexture(SDL_TextureID textureID, const SDL_Rect *rect, int markDirty, void **pixels, int *pitch)
*
* \brief Lock a portion of the texture for pixel access.
*
* \param texture The texture to lock for access, which must have been created with SDL_TextureAccess_Local.
* \param rect A pointer to the rectangle to lock for access. If the rect is NULL, the entire texture will be locked.
* \param markDirty If this is nonzero, the locked area will be marked dirty when the texture is unlocked.
* \param pixels This is filled in with a pointer to the locked pixels, appropriately offset by the locked area.
* \param pitch This is filled in with the pitch of the locked pixels.
*
* \return 0 on success, or -1 if the texture is not valid or was created with SDL_TextureAccess_Remote
*
* \sa SDL_DirtyTexture()
* \sa SDL_UnlockTexture()
*/
extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_TextureID textureID,
const SDL_Rect * rect,
int markDirty, void **pixels,
int *pitch);
/**
* \fn void SDL_UnlockTexture(SDL_TextureID textureID)
*
* \brief Unlock a texture, uploading the changes to video memory, if needed.
*
* \sa SDL_LockTexture()
* \sa SDL_DirtyTexture()
*/
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_TextureID textureID);
/**
* \fn void SDL_DirtyTexture(SDL_TextureID textureID, int numrects, const SDL_Rect * rects)
*
* \brief Mark the specified rectangles of the texture as dirty.
*
* \note The texture must have been created with SDL_TextureAccess_Local.
*
* \sa SDL_LockTexture()
* \sa SDL_UnlockTexture()
*/
extern DECLSPEC void SDLCALL SDL_DirtyTexture(SDL_TextureID textureID,
int numrects,
const SDL_Rect * rects);
/**
* \fn void SDL_SelectRenderTexture(SDL_TextureID textureID)
*
* \brief Select a texture as the rendering target, or 0 to reselect the current window.
*
* \note The texture must have been created with SDL_TextureAccess_Render.
*/
extern DECLSPEC void SDLCALL SDL_SelectRenderTexture(SDL_TextureID textureID);
/**
* \fn void SDL_RenderFill(const SDL_Rect *rect, Uint32 color)
*
* \brief Fill the current rendering target with the specified color.
*
* \param rect A pointer to the destination rectangle, or NULL for the entire rendering target.
* \param color An ARGB color value.
*
* \return 0 on success, or -1 if there is no renderer current
*/
extern DECLSPEC int SDLCALL SDL_RenderFill(const SDL_Rect * rect,
Uint32 color);
/**
* \fn int SDL_RenderCopy(SDL_TextureID textureID, const SDL_Rect *srcrect, const SDL_Rect *dstrect, Uint32 blendMode, Uint32 scaleMode)
*
* \brief Copy a portion of the texture to the current rendering target.
*
* \param texture The source texture.
* \param srcrect A pointer to the source rectangle, or NULL for the entire texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the entire rendering target.
* \param blendMode SDL_TextureBlendMode to be used if the source texture has an alpha channel.
* \param scaleMode SDL_TextureScaleMode to be used if the source and destination rectangles don't have the same width and height.
*
* \return 0 on success, or -1 if there is no renderer current, or the driver doesn't support the requested operation.
*
* \note You can check the video driver info to see what operations are supported.
*/
extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_TextureID textureID,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect,
int blendMode, int scaleMode);
/**
* \fn int SDL_RenderReadPixels(const SDL_Rect *rect, void *pixels, int pitch)
*
* \brief Read pixels from the current rendering target.
*
* \param rect A pointer to the rectangle to read, or NULL for the entire render target
* \param pixels A pointer to be filled in with the pixel data
* \param pitch The pitch of the pixels parameter
*
* \return 0 on success, or -1 if pixel reading is not supported.
*
* \warning This is a very slow operation, and should not be used frequently.
*/
extern DECLSPEC int SDLCALL SDL_RenderReadPixels(const SDL_Rect * rect,
void *pixels, int pitch);
/**
* \fn int SDL_RenderWritePixels(const SDL_Rect *rect, const void *pixels, int pitch)
*
* \brief Write pixels to the current rendering target.
*
* \param rect A pointer to the rectangle to write, or NULL for the entire render target
* \param pixels A pointer to the pixel data to write
* \param pitch The pitch of the pixels parameter
*
* \return 0 on success, or -1 if pixel writing is not supported.
*
* \warning This is a very slow operation, and should not be used frequently.
*/
extern DECLSPEC int SDLCALL SDL_RenderWritePixels(const SDL_Rect * rect,
const void *pixels,
int pitch);
/**
* \fn void SDL_RenderPresent(void)
*
* \brief Update the screen with rendering performed.
*/
extern DECLSPEC void SDLCALL SDL_RenderPresent(void);
/**
* \fn void SDL_DestroyTexture(SDL_TextureID textureID);
*
* \brief Destroy the specified texture.
*
* \sa SDL_CreateTexture()
* \sa SDL_CreateTextureFromSurface()
*/
extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_TextureID textureID);
/**
* \fn void SDL_DestroyRenderer(SDL_WindowID windowID);
*
* \brief Destroy the rendering context for a window and free associated
* textures.
*
* \sa SDL_CreateRenderer()
*/
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_WindowID windowID);
/*
* Maps an RGB triple to an opaque pixel value for a given pixel format
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGB
(SDL_PixelFormat * format, Uint8 r, Uint8 g, Uint8 b);
/*
* Maps an RGBA quadruple to a pixel value for a given pixel format
*/
extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA(SDL_PixelFormat * format,
Uint8 r, Uint8 g, Uint8 b,
Uint8 a);
/*
* Maps a pixel value into the RGB components for a given pixel format
*/
extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel, SDL_PixelFormat * fmt,
Uint8 * r, Uint8 * g, Uint8 * b);
/*
* Maps a pixel value into the RGBA components for a given pixel format
*/
extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, SDL_PixelFormat * fmt,
Uint8 * r, Uint8 * g, Uint8 * b,
Uint8 * a);
/*
* Allocate and free an RGB surface (must be called after SDL_SetVideoMode)
* If the depth is 4 or 8 bits, an empty palette is allocated for the surface.
* If the depth is greater than 8 bits, the pixel format is set using the
* flags '[RGB]mask'.
* If the function runs out of memory, it will return NULL.
*
* The 'flags' tell what kind of surface to create.
* SDL_SRCCOLORKEY indicates that the surface will be used for colorkey blits.
* SDL_SRCALPHA means that the surface will be used for alpha blits.
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurface
(Uint32 flags, int width, int height, int depth,
Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
extern DECLSPEC SDL_Surface *SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
int width,
int height,
int depth,
int pitch,
Uint32 Rmask,
Uint32 Gmask,
Uint32 Bmask,
Uint32 Amask);
extern DECLSPEC SDL_Surface *SDLCALL
SDL_CreateRGBSurfaceFromTexture(SDL_TextureID textureID);
extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface);
/**
* \fn int SDL_SetSurfacePalette(SDL_Surface *surface, SDL_Palette *palette)
*
* \brief Set the palette used by a surface.
*
* \return 0, or -1 if the surface format doesn't use a palette.
*
* \note A single palette can be shared with many surfaces.
*/
extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface,
SDL_Palette * palette);
/*
* SDL_LockSurface() sets up a surface for directly accessing the pixels.
* Between calls to SDL_LockSurface()/SDL_UnlockSurface(), you can write
* to and read from 'surface->pixels', using the pixel format stored in
* 'surface->format'. Once you are done accessing the surface, you should
* use SDL_UnlockSurface() to release it.
*
* Not all surfaces require locking. If SDL_MUSTLOCK(surface) evaluates
* to 0, then you can read and write to the surface at any time, and the
* pixel format of the surface will not change.
*
* No operating system or library calls should be made between lock/unlock
* pairs, as critical system locks may be held during this time.
*
* SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked.
*/
extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface * surface);
extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface * surface);
/*
* Load a surface from a seekable SDL data source (memory or file.)
* If 'freesrc' is non-zero, the source will be closed after being read.
* Returns the new surface, or NULL if there was an error.
* The new surface should be freed with SDL_FreeSurface().
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src,
int freesrc);
/* Convenience macro -- load a surface from a file */
#define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1)
/*
* Save a surface to a seekable SDL data source (memory or file.)
* If 'freedst' is non-zero, the source will be closed after being written.
* Returns 0 if successful or -1 if there was an error.
*/
extern DECLSPEC int SDLCALL SDL_SaveBMP_RW
(SDL_Surface * surface, SDL_RWops * dst, int freedst);
/* Convenience macro -- save a surface to a file */
#define SDL_SaveBMP(surface, file) \
SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1)
/*
* Sets the color key (transparent pixel) in a blittable surface.
* If 'flag' is SDL_SRCCOLORKEY (optionally OR'd with SDL_RLEACCEL),
* 'key' will be the transparent pixel in the source image of a blit.
* SDL_RLEACCEL requests RLE acceleration for the surface if present,
* and removes RLE acceleration if absent.
* If 'flag' is 0, this function clears any current color key.
* This function returns 0, or -1 if there was an error.
*/
extern DECLSPEC int SDLCALL SDL_SetColorKey
(SDL_Surface * surface, Uint32 flag, Uint32 key);
/*
* This function sets the alpha value for the entire surface, as opposed to
* using the alpha component of each pixel. This value measures the range
* of transparency of the surface, 0 being completely transparent to 255
* being completely opaque. An 'alpha' value of 255 causes blits to be
* opaque, the source pixels copied to the destination (the default). Note
* that per-surface alpha can be combined with colorkey transparency.
*
* If 'flag' is 0, alpha blending is disabled for the surface.
* If 'flag' is SDL_SRCALPHA, alpha blending is enabled for the surface.
* OR:ing the flag with SDL_RLEACCEL requests RLE acceleration for the
* surface; if SDL_RLEACCEL is not specified, the RLE accel will be removed.
*
* The 'alpha' parameter is ignored for surfaces that have an alpha channel.
*/
extern DECLSPEC int SDLCALL SDL_SetAlpha(SDL_Surface * surface, Uint32 flag,
Uint8 alpha);
/*
* Sets the clipping rectangle for the destination surface in a blit.
*
* If the clip rectangle is NULL, clipping will be disabled.
* If the clip rectangle doesn't intersect the surface, the function will
* return SDL_FALSE and blits will be completely clipped. Otherwise the
* function returns SDL_TRUE and blits to the surface will be clipped to
* the intersection of the surface area and the clipping rectangle.
*
* Note that blits are automatically clipped to the edges of the source
* and destination surfaces.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface * surface,
const SDL_Rect * rect);
/*
* Gets the clipping rectangle for the destination surface in a blit.
* 'rect' must be a pointer to a valid rectangle which will be filled
* with the correct values.
*/
extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface * surface,
SDL_Rect * rect);
/*
* Creates a new surface of the specified format, and then copies and maps
* the given surface to it so the blit of the converted surface will be as
* fast as possible. If this function fails, it returns NULL.
*
* The 'flags' parameter is passed to SDL_CreateRGBSurface() and has those
* semantics. You can also pass SDL_RLEACCEL in the flags parameter and
* SDL will try to RLE accelerate colorkey and alpha blits in the resulting
* surface.
*
* This function is used internally by SDL_DisplayFormat().
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_ConvertSurface
(SDL_Surface * src, SDL_PixelFormat * fmt, Uint32 flags);
/*
* This function performs a fast fill of the given rectangle with 'color'
* The given rectangle is clipped to the destination surface clip area
* and the final fill rectangle is saved in the passed in pointer.
* If 'dstrect' is NULL, the whole surface will be filled with 'color'
* The color should be a pixel of the format used by the surface, and
* can be generated by the SDL_MapRGB() function.
* This function returns 0 on success, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_FillRect
(SDL_Surface * dst, SDL_Rect * dstrect, Uint32 color);
/*
* This performs a fast blit from the source surface to the destination
* surface. It assumes that the source and destination rectangles are
* the same size. If either 'srcrect' or 'dstrect' are NULL, the entire
* surface (src or dst) is copied. The final blit rectangles are saved
* in 'srcrect' and 'dstrect' after all clipping is performed.
* If the blit is successful, it returns 0, otherwise it returns -1.
*
* The blit function should not be called on a locked surface.
*
* The blit semantics for surfaces with and without alpha and colorkey
* are defined as follows:
*
* RGBA->RGB:
* SDL_SRCALPHA set:
* alpha-blend (using alpha-channel).
* SDL_SRCCOLORKEY ignored.
* SDL_SRCALPHA not set:
* copy RGB.
* if SDL_SRCCOLORKEY set, only copy the pixels matching the
* RGB values of the source colour key, ignoring alpha in the
* comparison.
*
* RGB->RGBA:
* SDL_SRCALPHA set:
* alpha-blend (using the source per-surface alpha value);
* set destination alpha to opaque.
* SDL_SRCALPHA not set:
* copy RGB, set destination alpha to source per-surface alpha value.
* both:
* if SDL_SRCCOLORKEY set, only copy the pixels matching the
* source colour key.
*
* RGBA->RGBA:
* SDL_SRCALPHA set:
* alpha-blend (using the source alpha channel) the RGB values;
* leave destination alpha untouched. [Note: is this correct?]
* SDL_SRCCOLORKEY ignored.
* SDL_SRCALPHA not set:
* copy all of RGBA to the destination.
* if SDL_SRCCOLORKEY set, only copy the pixels matching the
* RGB values of the source colour key, ignoring alpha in the
* comparison.
*
* RGB->RGB:
* SDL_SRCALPHA set:
* alpha-blend (using the source per-surface alpha value).
* SDL_SRCALPHA not set:
* copy RGB.
* both:
* if SDL_SRCCOLORKEY set, only copy the pixels matching the
* source colour key.
*
* If either of the surfaces were in video memory, and the blit returns -2,
* the video memory was lost, so it should be reloaded with artwork and
* re-blitted:
while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) {
while ( SDL_LockSurface(image) < 0 )
Sleep(10);
-- Write image pixels to image->pixels --
SDL_UnlockSurface(image);
}
* This happens under DirectX 5.0 when the system switches away from your
* fullscreen application. The lock will also fail until you have access
* to the video memory again.
*/
/* You should call SDL_BlitSurface() unless you know exactly how SDL
blitting works internally and how to use the other blit functions.
*/
#define SDL_BlitSurface SDL_UpperBlit
/* This is the public blit function, SDL_BlitSurface(), and it performs
rectangle validation and clipping before passing it to SDL_LowerBlit()
*/
extern DECLSPEC int SDLCALL SDL_UpperBlit
(SDL_Surface * src, SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect);
/* This is a semi-private blit function and it performs low-level surface
blitting only.
*/
extern DECLSPEC int SDLCALL SDL_LowerBlit
(SDL_Surface * src, SDL_Rect * srcrect,
SDL_Surface * dst, SDL_Rect * dstrect);
/**
* \fn int SDL_SoftStretch(SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect)
*
* \brief Perform a fast, low quality, stretch blit between two surfaces of the same pixel format.
*
* \note This function uses a static buffer, and is not thread-safe.
*/
extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface * src,
SDL_Rect * srcrect,
SDL_Surface * dst,
SDL_Rect * dstrect);
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* OpenGL support functions. */
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/**
* \fn int SDL_GL_LoadLibrary(const char *path)
*
* \brief Dynamically load an OpenGL library.
*
* \param path The platform dependent OpenGL library name, or NULL to open the default OpenGL library
*
* \return 0 on success, or -1 if the library couldn't be loaded
*
* \note If you do this, you need to retrieve all of the GL functions used in
* your program from the dynamic library using SDL_GL_GetProcAddress().
*
* \sa SDL_GL_GetProcAddress()
*/
extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
/**
* \fn void *SDL_GL_GetProcAddress(const char *proc)
*
* \brief Get the address of an OpenGL function.
*/
extern DECLSPEC void *SDLCALL SDL_GL_GetProcAddress(const char *proc);
/**
* \fn int SDL_GL_SetAttribute(SDL_GLattr attr, int value)
*
* \brief Set an OpenGL window attribute before window creation.
*/
extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value);
/**
* \fn int SDL_GL_GetWindowAttribute(SDL_WindowID windowID, SDL_GLattr attr, int *value)
*
* \brief Get the actual value for an OpenGL window attribute.
*/
extern DECLSPEC int SDLCALL SDL_GL_GetWindowAttribute(SDL_WindowID windowID,
SDL_GLattr attr,
int *value);
/**
* \fn SDL_GLContext SDL_GL_CreateContext(SDL_WindowID windowID)
*
* \brief Create an OpenGL context for use with an OpenGL window, and make it current.
*
* \sa SDL_GL_DeleteContext()
*/
extern DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_WindowID
windowID);
/**
* \fn int SDL_GL_MakeCurrent(SDL_WindowID windowID, SDL_GLContext context)
*
* \brief Set up an OpenGL context for rendering into an OpenGL window.
*
* \note The context must have been created with a compatible window.
*/
extern DECLSPEC int SDLCALL SDL_GL_MakeCurrent(SDL_WindowID windowID,
SDL_GLContext context);
/**
* \fn int SDL_GL_SetSwapInterval(int interval)
*
* \brief Set the swap interval for the current OpenGL context.
*
* \sa SDL_GL_GetSwapInterval()
*/
extern DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval);
/**
* \fn int SDL_GL_GetSwapInterval(void)
*
* \brief Get the swap interval for the current OpenGL context.
*
* \sa SDL_GL_SetSwapInterval()
*/
extern DECLSPEC int SDLCALL SDL_GL_GetSwapInterval(void);
/**
* \fn void SDL_GL_SwapBuffers(void)
*
* Swap the OpenGL buffers, if double-buffering is supported.
*/
extern DECLSPEC void SDLCALL SDL_GL_SwapBuffers(void);
/**
* \fn void SDL_GL_DeleteContext(SDL_GLContext context)
*
* \brief Delete an OpenGL context.
*
* \sa SDL_GL_CreateContext()
*/
extern DECLSPEC void SDLCALL SDL_GL_DeleteContext(SDL_GLContext context);
/**
* \def SDL_RectEmpty()
*
* \brief Returns true if the rectangle has no area.
*/
#define SDL_RectEmpty(X) (((X)->w <= 0) || ((X)->h <= 0))
/**
* \def SDL_RectEquals()
*
* \brief Returns true if the two rectangles are equal.
*/
#define SDL_RectEquals(A, B) (((A)->x == (B)->x) && ((A)->y == (B)->y) && \
((A)->w == (B)->w) && ((A)->h == (B)->h))
/**
* \fn SDL_bool SDL_HasIntersection(const SDL_Rect * A, const SDL_Rect * B);
*
* \brief Determine whether two rectangles intersect.
*
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasIntersection(const SDL_Rect * A,
const SDL_Rect * B);
/**
* \fn SDL_bool SDL_IntersectRect(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result)
*
* \brief Calculate the intersection of two rectangles.
*
* \return SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/**
* \fn void SDL_UnionRect(const SDL_Rect * A, const SDL_Rect * B, SDL_Rect * result)
*
* \brief Calculate the union of two rectangles
*/
extern DECLSPEC void SDLCALL SDL_UnionRect(const SDL_Rect * A,
const SDL_Rect * B,
SDL_Rect * result);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"
#endif /* _SDL_video_h */
/* vi: set ts=4 sw=4 expandtab: */