Updated SDL2
This commit is contained in:
@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -45,8 +45,8 @@
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* See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
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*/
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#ifndef _SDL_render_h
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#define _SDL_render_h
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#ifndef SDL_render_h_
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#define SDL_render_h_
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#include "SDL_stdinc.h"
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#include "SDL_rect.h"
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@@ -81,10 +81,20 @@ typedef struct SDL_RendererInfo
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Uint32 flags; /**< Supported ::SDL_RendererFlags */
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Uint32 num_texture_formats; /**< The number of available texture formats */
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Uint32 texture_formats[16]; /**< The available texture formats */
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int max_texture_width; /**< The maximimum texture width */
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int max_texture_height; /**< The maximimum texture height */
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int max_texture_width; /**< The maximum texture width */
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int max_texture_height; /**< The maximum texture height */
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} SDL_RendererInfo;
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/**
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* \brief The scaling mode for a texture.
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*/
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typedef enum
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{
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SDL_ScaleModeNearest, /**< nearest pixel sampling */
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SDL_ScaleModeLinear, /**< linear filtering */
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SDL_ScaleModeBest /**< anisotropic filtering */
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} SDL_ScaleMode;
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/**
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* \brief The access pattern allowed for a texture.
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*/
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@@ -215,7 +225,7 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
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SDL_RendererInfo * info);
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/**
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* \brief Get the output size of a rendering context.
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* \brief Get the output size in pixels of a rendering context.
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*/
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extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
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int *w, int *h);
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@@ -229,10 +239,12 @@ extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
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* \param w The width of the texture in pixels.
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* \param h The height of the texture in pixels.
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*
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* \return The created texture is returned, or 0 if no rendering context was
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* \return The created texture is returned, or NULL if no rendering context was
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* active, the format was unsupported, or the width or height were out
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* of range.
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*
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* \note The contents of the texture are not defined at creation.
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*
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* \sa SDL_QueryTexture()
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* \sa SDL_UpdateTexture()
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* \sa SDL_DestroyTexture()
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@@ -248,7 +260,7 @@ extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
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* \param renderer The renderer.
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* \param surface The surface containing pixel data used to fill the texture.
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*
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* \return The created texture is returned, or 0 on error.
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* \return The created texture is returned, or NULL on error.
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*
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* \note The surface is not modified or freed by this function.
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*
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@@ -364,14 +376,46 @@ extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
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extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
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SDL_BlendMode *blendMode);
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/**
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* \brief Set the scale mode used for texture scale operations.
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*
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* \param texture The texture to update.
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* \param scaleMode ::SDL_ScaleMode to use for texture scaling.
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*
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* \return 0 on success, or -1 if the texture is not valid.
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*
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* \note If the scale mode is not supported, the closest supported mode is
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* chosen.
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*
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* \sa SDL_GetTextureScaleMode()
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*/
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extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
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SDL_ScaleMode scaleMode);
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/**
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* \brief Get the scale mode used for texture scale operations.
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*
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* \param texture The texture to query.
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* \param scaleMode A pointer filled in with the current scale mode.
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*
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* \return 0 on success, or -1 if the texture is not valid.
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*
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* \sa SDL_SetTextureScaleMode()
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*/
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extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
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SDL_ScaleMode *scaleMode);
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/**
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* \brief Update the given texture rectangle with new pixel data.
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*
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* \param texture The texture to update
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* \param rect A pointer to the rectangle of pixels to update, or NULL to
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* update the entire texture.
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* \param pixels The raw pixel data.
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* \param pitch The number of bytes between rows of pixel data.
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* \param pixels The raw pixel data in the format of the texture.
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* \param pitch The number of bytes in a row of pixel data, including padding between lines.
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*
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* The pixel data must be in the format of the texture. The pixel format can be
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* queried with SDL_QueryTexture.
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*
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* \return 0 on success, or -1 if the texture is not valid.
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*
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@@ -381,6 +425,31 @@ extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
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const SDL_Rect * rect,
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const void *pixels, int pitch);
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/**
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* \brief Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
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*
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* \param texture The texture to update
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* \param rect A pointer to the rectangle of pixels to update, or NULL to
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* update the entire texture.
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* \param Yplane The raw pixel data for the Y plane.
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* \param Ypitch The number of bytes between rows of pixel data for the Y plane.
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* \param Uplane The raw pixel data for the U plane.
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* \param Upitch The number of bytes between rows of pixel data for the U plane.
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* \param Vplane The raw pixel data for the V plane.
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* \param Vpitch The number of bytes between rows of pixel data for the V plane.
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*
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* \return 0 on success, or -1 if the texture is not valid.
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*
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* \note You can use SDL_UpdateTexture() as long as your pixel data is
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* a contiguous block of Y and U/V planes in the proper order, but
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* this function is available if your pixel data is not contiguous.
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*/
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extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
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const SDL_Rect * rect,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *Uplane, int Upitch,
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const Uint8 *Vplane, int Vpitch);
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/**
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* \brief Lock a portion of the texture for write-only pixel access.
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*
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@@ -400,10 +469,31 @@ extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
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const SDL_Rect * rect,
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void **pixels, int *pitch);
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/**
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* \brief Lock a portion of the texture for write-only pixel access.
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* Expose it as a SDL surface.
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*
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* \param texture The texture to lock for access, which was created with
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* ::SDL_TEXTUREACCESS_STREAMING.
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* \param rect A pointer to the rectangle to lock for access. If the rect
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* is NULL, the entire texture will be locked.
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* \param surface This is filled in with a SDL surface representing the locked area
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* Surface is freed internally after calling SDL_UnlockTexture or SDL_DestroyTexture.
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*
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* \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
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*
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* \sa SDL_UnlockTexture()
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*/
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extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
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const SDL_Rect *rect,
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SDL_Surface **surface);
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/**
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* \brief Unlock a texture, uploading the changes to video memory, if needed.
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* If SDL_LockTextureToSurface() was called for locking, the SDL surface is freed.
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*
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* \sa SDL_LockTexture()
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* \sa SDL_LockTextureToSurface()
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*/
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extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
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@@ -474,6 +564,30 @@ extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, in
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*/
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extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
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/**
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* \brief Set whether to force integer scales for resolution-independent rendering
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*
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* \param renderer The renderer for which integer scaling should be set.
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* \param enable Enable or disable integer scaling
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*
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* This function restricts the logical viewport to integer values - that is, when
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* a resolution is between two multiples of a logical size, the viewport size is
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* rounded down to the lower multiple.
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*
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* \sa SDL_RenderSetLogicalSize()
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*/
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extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer,
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SDL_bool enable);
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/**
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* \brief Get whether integer scales are forced for resolution-independent rendering
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*
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* \param renderer The renderer from which integer scaling should be queried.
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*
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* \sa SDL_RenderSetIntegerScale()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
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/**
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* \brief Set the drawing area for rendering on the current target.
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*
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@@ -504,8 +618,8 @@ extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
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* \brief Set the clip rectangle for the current target.
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*
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* \param renderer The renderer for which clip rectangle should be set.
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* \param rect A pointer to the rectangle to set as the clip rectangle, or
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* NULL to disable clipping.
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* \param rect A pointer to the rectangle to set as the clip rectangle,
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* relative to the viewport, or NULL to disable clipping.
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*
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* \return 0 on success, or -1 on error
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*
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@@ -526,6 +640,16 @@ extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
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extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer,
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SDL_Rect * rect);
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/**
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* \brief Get whether clipping is enabled on the given renderer.
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*
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* \param renderer The renderer from which clip state should be queried.
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*
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* \sa SDL_RenderGetClipRect()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer);
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/**
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* \brief Set the drawing scale for rendering on the current target.
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*
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@@ -571,7 +695,7 @@ extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDL_SetRenderDrawColor(SDL_Renderer * renderer,
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extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
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Uint8 r, Uint8 g, Uint8 b,
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Uint8 a);
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@@ -587,7 +711,7 @@ extern DECLSPEC int SDL_SetRenderDrawColor(SDL_Renderer * renderer,
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDL_GetRenderDrawColor(SDL_Renderer * renderer,
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extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
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Uint8 * r, Uint8 * g, Uint8 * b,
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Uint8 * a);
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@@ -623,7 +747,8 @@ extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
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/**
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* \brief Clear the current rendering target with the drawing color
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*
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* This function clears the entire rendering target, ignoring the viewport.
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* This function clears the entire rendering target, ignoring the viewport and
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* the clip rectangle.
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*
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* \return 0 on success, or -1 on error
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*/
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@@ -756,8 +881,8 @@ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
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* texture.
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* \param dstrect A pointer to the destination rectangle, or NULL for the
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* entire rendering target.
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* \param angle An angle in degrees that indicates the rotation that will be applied to dstrect
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* \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done aroud dstrect.w/2, dstrect.h/2)
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* \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
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* \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2).
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* \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture
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*
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* \return 0 on success, or -1 on error
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@@ -770,6 +895,148 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
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const SDL_Point *center,
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const SDL_RendererFlip flip);
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/**
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* \brief Draw a point on the current rendering target.
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*
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* \param renderer The renderer which should draw a point.
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* \param x The x coordinate of the point.
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* \param y The y coordinate of the point.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer,
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float x, float y);
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/**
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* \brief Draw multiple points on the current rendering target.
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*
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* \param renderer The renderer which should draw multiple points.
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* \param points The points to draw
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* \param count The number of points to draw
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer,
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const SDL_FPoint * points,
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int count);
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/**
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* \brief Draw a line on the current rendering target.
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*
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* \param renderer The renderer which should draw a line.
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* \param x1 The x coordinate of the start point.
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* \param y1 The y coordinate of the start point.
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* \param x2 The x coordinate of the end point.
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* \param y2 The y coordinate of the end point.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer,
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float x1, float y1, float x2, float y2);
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/**
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* \brief Draw a series of connected lines on the current rendering target.
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*
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* \param renderer The renderer which should draw multiple lines.
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* \param points The points along the lines
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* \param count The number of points, drawing count-1 lines
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer,
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const SDL_FPoint * points,
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int count);
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/**
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* \brief Draw a rectangle on the current rendering target.
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*
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* \param renderer The renderer which should draw a rectangle.
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* \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer,
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const SDL_FRect * rect);
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/**
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* \brief Draw some number of rectangles on the current rendering target.
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*
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* \param renderer The renderer which should draw multiple rectangles.
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* \param rects A pointer to an array of destination rectangles.
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* \param count The number of rectangles.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer,
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const SDL_FRect * rects,
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int count);
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/**
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* \brief Fill a rectangle on the current rendering target with the drawing color.
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*
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* \param renderer The renderer which should fill a rectangle.
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* \param rect A pointer to the destination rectangle, or NULL for the entire
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* rendering target.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer,
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const SDL_FRect * rect);
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/**
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* \brief Fill some number of rectangles on the current rendering target with the drawing color.
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*
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* \param renderer The renderer which should fill multiple rectangles.
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* \param rects A pointer to an array of destination rectangles.
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* \param count The number of rectangles.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
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const SDL_FRect * rects,
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int count);
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/**
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* \brief Copy a portion of the texture to the current rendering target.
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*
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* \param renderer The renderer which should copy parts of a texture.
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* \param texture The source texture.
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* \param srcrect A pointer to the source rectangle, or NULL for the entire
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* texture.
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* \param dstrect A pointer to the destination rectangle, or NULL for the
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* entire rendering target.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
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SDL_Texture * texture,
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const SDL_Rect * srcrect,
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const SDL_FRect * dstrect);
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/**
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* \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center
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*
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* \param renderer The renderer which should copy parts of a texture.
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* \param texture The source texture.
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* \param srcrect A pointer to the source rectangle, or NULL for the entire
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* texture.
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* \param dstrect A pointer to the destination rectangle, or NULL for the
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* entire rendering target.
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* \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
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* \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2).
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* \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
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SDL_Texture * texture,
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const SDL_Rect * srcrect,
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const SDL_FRect * dstrect,
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||||
const double angle,
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const SDL_FPoint *center,
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const SDL_RendererFlip flip);
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||||
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/**
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||||
* \brief Read pixels from the current rendering target.
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||||
*
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||||
@@ -811,6 +1078,31 @@ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
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||||
*/
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||||
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
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||||
|
||||
/**
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||||
* \brief Force the rendering context to flush any pending commands to the
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||||
* underlying rendering API.
|
||||
*
|
||||
* You do not need to (and in fact, shouldn't) call this function unless
|
||||
* you are planning to call into OpenGL/Direct3D/Metal/whatever directly
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||||
* in addition to using an SDL_Renderer.
|
||||
*
|
||||
* This is for a very-specific case: if you are using SDL's render API,
|
||||
* you asked for a specific renderer backend (OpenGL, Direct3D, etc),
|
||||
* you set SDL_HINT_RENDER_BATCHING to "1", and you plan to make
|
||||
* OpenGL/D3D/whatever calls in addition to SDL render API calls. If all of
|
||||
* this applies, you should call SDL_RenderFlush() between calls to SDL's
|
||||
* render API and the low-level API you're using in cooperation.
|
||||
*
|
||||
* In all other cases, you can ignore this function. This is only here to
|
||||
* get maximum performance out of a specific situation. In all other cases,
|
||||
* SDL will do the right thing, perhaps at a performance loss.
|
||||
*
|
||||
* This function is first available in SDL 2.0.10, and is not needed in
|
||||
* 2.0.9 and earlier, as earlier versions did not queue rendering commands
|
||||
* at all, instead flushing them to the OS immediately.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
|
||||
|
||||
|
||||
/**
|
||||
* \brief Bind the texture to the current OpenGL/ES/ES2 context for use with
|
||||
@@ -833,6 +1125,27 @@ extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
|
||||
|
||||
/**
|
||||
* \brief Get the CAMetalLayer associated with the given Metal renderer
|
||||
*
|
||||
* \param renderer The renderer to query
|
||||
*
|
||||
* \return CAMetalLayer* on success, or NULL if the renderer isn't a Metal renderer
|
||||
*
|
||||
* \sa SDL_RenderGetMetalCommandEncoder()
|
||||
*/
|
||||
extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
|
||||
|
||||
/**
|
||||
* \brief Get the Metal command encoder for the current frame
|
||||
*
|
||||
* \param renderer The renderer to query
|
||||
*
|
||||
* \return id<MTLRenderCommandEncoder> on success, or NULL if the renderer isn't a Metal renderer
|
||||
*
|
||||
* \sa SDL_RenderGetMetalLayer()
|
||||
*/
|
||||
extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
@@ -840,6 +1153,6 @@ extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
|
||||
#endif
|
||||
#include "close_code.h"
|
||||
|
||||
#endif /* _SDL_render_h */
|
||||
#endif /* SDL_render_h_ */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
||||
Reference in New Issue
Block a user