package sdl3 import "core:c" SOFTWARE_RENDERER :: "software" Vertex :: struct { position: FPoint, /**< Vertex position, in SDL_Renderer coordinates */ color: FColor, /**< Vertex color */ tex_coord: FPoint, /**< Normalized texture coordinates, if needed */ } TextureAccess :: enum c.int { STATIC, /**< Changes rarely, not lockable */ STREAMING, /**< Changes frequently, lockable */ TARGET, /**< Texture can be used as a render target */ } RendererLogicalPresentation :: enum c.int { DISABLED, /**< There is no logical size in effect */ STRETCH, /**< The rendered content is stretched to the output resolution */ LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */ OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */ INTEGER_SCALE, /**< The rendered content is scaled up by integer multiples to fit the output resolution */ } Renderer :: struct {} Texture :: struct { format: PixelFormat, /**< The format of the texture, read-only */ w: c.int, /**< The width of the texture, read-only. */ h: c.int, /**< The height of the texture, read-only. */ refcount: c.int, /**< Application reference count, used when freeing texture */ } PROP_RENDERER_CREATE_NAME_STRING :: "SDL.renderer.create.name" PROP_RENDERER_CREATE_WINDOW_POINTER :: "SDL.renderer.create.window" PROP_RENDERER_CREATE_SURFACE_POINTER :: "SDL.renderer.create.surface" PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER :: "SDL.renderer.create.output_colorspace" PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER :: "SDL.renderer.create.present_vsync" PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER :: "SDL.renderer.create.vulkan.instance" PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER :: "SDL.renderer.create.vulkan.surface" PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER :: "SDL.renderer.create.vulkan.physical_device" PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER :: "SDL.renderer.create.vulkan.device" PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER :: "SDL.renderer.create.vulkan.graphics_queue_family_index" PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER :: "SDL.renderer.create.vulkan.present_queue_family_index" PROP_RENDERER_NAME_STRING :: "SDL.renderer.name" PROP_RENDERER_WINDOW_POINTER :: "SDL.renderer.window" PROP_RENDERER_SURFACE_POINTER :: "SDL.renderer.surface" PROP_RENDERER_VSYNC_NUMBER :: "SDL.renderer.vsync" PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER :: "SDL.renderer.max_texture_size" PROP_RENDERER_TEXTURE_FORMATS_POINTER :: "SDL.renderer.texture_formats" PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER :: "SDL.renderer.output_colorspace" PROP_RENDERER_HDR_ENABLED_BOOLEAN :: "SDL.renderer.HDR_enabled" PROP_RENDERER_SDR_WHITE_POINT_FLOAT :: "SDL.renderer.SDR_white_point" PROP_RENDERER_HDR_HEADROOM_FLOAT :: "SDL.renderer.HDR_headroom" PROP_RENDERER_D3D9_DEVICE_POINTER :: "SDL.renderer.d3d9.device" PROP_RENDERER_D3D11_DEVICE_POINTER :: "SDL.renderer.d3d11.device" PROP_RENDERER_D3D11_SWAPCHAIN_POINTER :: "SDL.renderer.d3d11.swap_chain" PROP_RENDERER_D3D12_DEVICE_POINTER :: "SDL.renderer.d3d12.device" PROP_RENDERER_D3D12_SWAPCHAIN_POINTER :: "SDL.renderer.d3d12.swap_chain" PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER :: "SDL.renderer.d3d12.command_queue" PROP_RENDERER_VULKAN_INSTANCE_POINTER :: "SDL.renderer.vulkan.instance" PROP_RENDERER_VULKAN_SURFACE_NUMBER :: "SDL.renderer.vulkan.surface" PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER :: "SDL.renderer.vulkan.physical_device" PROP_RENDERER_VULKAN_DEVICE_POINTER :: "SDL.renderer.vulkan.device" PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER :: "SDL.renderer.vulkan.graphics_queue_family_index" PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER :: "SDL.renderer.vulkan.present_queue_family_index" PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER :: "SDL.renderer.vulkan.swapchain_image_count" PROP_RENDERER_GPU_DEVICE_POINTER :: "SDL.renderer.gpu.device" PROP_TEXTURE_CREATE_COLORSPACE_NUMBER :: "SDL.texture.create.colorspace" PROP_TEXTURE_CREATE_FORMAT_NUMBER :: "SDL.texture.create.format" PROP_TEXTURE_CREATE_ACCESS_NUMBER :: "SDL.texture.create.access" PROP_TEXTURE_CREATE_WIDTH_NUMBER :: "SDL.texture.create.width" PROP_TEXTURE_CREATE_HEIGHT_NUMBER :: "SDL.texture.create.height" PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT :: "SDL.texture.create.SDR_white_point" PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT :: "SDL.texture.create.HDR_headroom" PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER :: "SDL.texture.create.d3d11.texture" PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER :: "SDL.texture.create.d3d11.texture_u" PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER :: "SDL.texture.create.d3d11.texture_v" PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER :: "SDL.texture.create.d3d12.texture" PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER :: "SDL.texture.create.d3d12.texture_u" PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER :: "SDL.texture.create.d3d12.texture_v" PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER :: "SDL.texture.create.metal.pixelbuffer" PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER :: "SDL.texture.create.opengl.texture" PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER :: "SDL.texture.create.opengl.texture_uv" PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER :: "SDL.texture.create.opengl.texture_u" PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER :: "SDL.texture.create.opengl.texture_v" PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER :: "SDL.texture.create.opengles2.texture" PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER :: "SDL.texture.create.opengles2.texture_uv" PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER :: "SDL.texture.create.opengles2.texture_u" PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER :: "SDL.texture.create.opengles2.texture_v" PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER :: "SDL.texture.create.vulkan.texture" PROP_TEXTURE_COLORSPACE_NUMBER :: "SDL.texture.colorspace" PROP_TEXTURE_FORMAT_NUMBER :: "SDL.texture.format" PROP_TEXTURE_ACCESS_NUMBER :: "SDL.texture.access" PROP_TEXTURE_WIDTH_NUMBER :: "SDL.texture.width" PROP_TEXTURE_HEIGHT_NUMBER :: "SDL.texture.height" PROP_TEXTURE_SDR_WHITE_POINT_FLOAT :: "SDL.texture.SDR_white_point" PROP_TEXTURE_HDR_HEADROOM_FLOAT :: "SDL.texture.HDR_headroom" PROP_TEXTURE_D3D11_TEXTURE_POINTER :: "SDL.texture.d3d11.texture" PROP_TEXTURE_D3D11_TEXTURE_U_POINTER :: "SDL.texture.d3d11.texture_u" PROP_TEXTURE_D3D11_TEXTURE_V_POINTER :: "SDL.texture.d3d11.texture_v" PROP_TEXTURE_D3D12_TEXTURE_POINTER :: "SDL.texture.d3d12.texture" PROP_TEXTURE_D3D12_TEXTURE_U_POINTER :: "SDL.texture.d3d12.texture_u" PROP_TEXTURE_D3D12_TEXTURE_V_POINTER :: "SDL.texture.d3d12.texture_v" PROP_TEXTURE_OPENGL_TEXTURE_NUMBER :: "SDL.texture.opengl.texture" PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER :: "SDL.texture.opengl.texture_uv" PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER :: "SDL.texture.opengl.texture_u" PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER :: "SDL.texture.opengl.texture_v" PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER :: "SDL.texture.opengl.target" PROP_TEXTURE_OPENGL_TEX_W_FLOAT :: "SDL.texture.opengl.tex_w" PROP_TEXTURE_OPENGL_TEX_H_FLOAT :: "SDL.texture.opengl.tex_h" PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER :: "SDL.texture.opengles2.texture" PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER :: "SDL.texture.opengles2.texture_uv" PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER :: "SDL.texture.opengles2.texture_u" PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER :: "SDL.texture.opengles2.texture_v" PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER :: "SDL.texture.opengles2.target" PROP_TEXTURE_VULKAN_TEXTURE_NUMBER :: "SDL.texture.vulkan.texture" RENDERER_VSYNC_DISABLED :: 0 RENDERER_VSYNC_ADAPTIVE :: -1 DEBUG_TEXT_FONT_CHARACTER_SIZE :: 8 @(default_calling_convention="c", link_prefix="SDL_", require_results) foreign lib { GetNumRenderDrivers :: proc() -> c.int --- GetRenderDriver :: proc(index: c.int) -> cstring --- CreateRenderer :: proc(window: ^Window, name: cstring) -> ^Renderer --- CreateRendererWithProperties :: proc(props: PropertiesID) -> ^Renderer --- CreateSoftwareRenderer :: proc(surface: ^Surface) -> ^Renderer --- GetRenderer :: proc(window: ^Window) -> ^Renderer --- GetRenderWindow :: proc(renderer: ^Renderer) -> ^Window --- GetRendererName :: proc(renderer: ^Renderer) -> cstring --- GetRendererProperties :: proc(renderer: ^Renderer) -> PropertiesID --- CreateTexture :: proc(renderer: ^Renderer, format: PixelFormat, access: TextureAccess, w, h: c.int) -> ^Texture --- CreateTextureFromSurface :: proc(renderer: ^Renderer, surface: ^Surface) -> ^Texture --- CreateTextureWithProperties :: proc(renderer: ^Renderer, props: PropertiesID) -> ^Texture --- GetTextureProperties :: proc(texture: ^Texture) -> PropertiesID --- GetRendererFromTexture :: proc(texture: ^Texture) -> ^Renderer --- GetRenderTarget :: proc(renderer: ^Renderer) -> Maybe(^Texture) --- RenderViewportSet :: proc(renderer: ^Renderer) -> bool --- RenderClipEnabled :: proc(renderer: ^Renderer) -> bool --- RenderReadPixels :: proc(renderer: ^Renderer, rect: Maybe(^Rect)) -> ^Surface --- GetRenderMetalLayer :: proc(renderer: ^Renderer) -> rawptr --- GetRenderMetalCommandEncoder :: proc(renderer: ^Renderer) -> rawptr --- } @(default_calling_convention="c", link_prefix="SDL_") foreign lib { CreateWindowAndRenderer :: proc(title: cstring, width, height: c.int, window_flags: WindowFlags, window: ^^Window, renderer: ^^Renderer) -> bool --- GetRenderOutputSize :: proc(renderer: ^Renderer, w, h: ^c.int) -> bool --- GetCurrentRenderOutputSize :: proc(renderer: ^Renderer, w, h: ^c.int) -> bool --- GetTextureSize :: proc(texture: ^Texture, w, h: ^f32) -> bool --- SetTextureColorMod :: proc(texture: ^Texture, r, g, b: Uint8) -> bool --- SetTextureColorModFloat :: proc(texture: ^Texture, r, g, b: f32) -> bool --- GetTextureColorMod :: proc(texture: ^Texture, r, g, b: ^Uint8) -> bool --- GetTextureColorModFloat :: proc(texture: ^Texture, r, g, b: ^f32) -> bool --- SetTextureAlphaMod :: proc(texture: ^Texture, alpha: Uint8) -> bool --- SetTextureAlphaModFloat :: proc(texture: ^Texture, alpha: f32) -> bool --- GetTextureAlphaMod :: proc(texture: ^Texture, alpha: ^Uint8) -> bool --- GetTextureAlphaModFloat :: proc(texture: ^Texture, alpha: ^f32) -> bool --- SetTextureBlendMode :: proc(texture: ^Texture, blendMode: BlendMode) -> bool --- GetTextureBlendMode :: proc(texture: ^Texture, blendMode: ^BlendMode) -> bool --- SetTextureScaleMode :: proc(texture: ^Texture, scaleMode: ScaleMode) -> bool --- GetTextureScaleMode :: proc(texture: ^Texture, scaleMode: ^ScaleMode) -> bool --- UpdateTexture :: proc(texture: ^Texture, rect: Maybe(^Rect), pixels: rawptr, pitch: c.int) -> bool --- UpdateYUVTexture :: proc(texture: ^Texture, rect: Maybe(^Rect), Yplane: [^]Uint8, Ypitch: c.int, Uplane: [^]Uint8, Upitch: c.int, Vplane: [^]Uint8, Vpitch: c.int) -> bool --- UpdateNVTexture :: proc(texture: ^Texture, rect: Maybe(^Rect), Yplane: [^]Uint8, Ypitch: c.int, UVplane: [^]Uint8, UVpitch: c.int) -> bool --- LockTexture :: proc(texture: ^Texture, rect: Maybe(^Rect), pixels: ^rawptr, pitch: ^c.int) -> bool --- LockTextureToSurface :: proc(texture: ^Texture, rect: Maybe(^Rect), surface: ^^Surface) -> bool --- UnlockTexture :: proc(texture: ^Texture) --- SetRenderTarget :: proc(renderer: ^Renderer, texture: Maybe(^Texture)) -> bool --- SetRenderLogicalPresentation :: proc(renderer: ^Renderer, w, h: c.int, mode: RendererLogicalPresentation) -> bool --- GetRenderLogicalPresentation :: proc(renderer: ^Renderer, w, h: ^c.int, mode: ^RendererLogicalPresentation) -> bool --- GetRenderLogicalPresentationRect :: proc(renderer: ^Renderer, rect: ^FRect) -> bool --- RenderCoordinatesFromWindow :: proc(renderer: ^Renderer, window_x, window_y: f32, x, y: ^f32) -> bool --- RenderCoordinatesToWindow :: proc(renderer: ^Renderer, x, y: f32, window_x, window_y: ^f32) -> bool --- ConvertEventToRenderCoordinates :: proc(renderer: ^Renderer, event: ^Event) -> bool --- SetRenderViewport :: proc(renderer: ^Renderer, rect: Maybe(^Rect)) -> bool --- GetRenderViewport :: proc(renderer: ^Renderer, rect: ^Rect) -> bool --- GetRenderSafeArea :: proc(renderer: ^Renderer, rect: ^Rect) -> bool --- SetRenderClipRect :: proc(renderer: ^Renderer, rect: Maybe(^Rect)) -> bool --- GetRenderClipRect :: proc(renderer: ^Renderer, rect: ^Rect) -> bool --- SetRenderScale :: proc(renderer: ^Renderer, scaleX, scaleY: f32) -> bool --- GetRenderScale :: proc(renderer: ^Renderer, scaleX, scaleY: ^f32) -> bool --- SetRenderDrawColor :: proc(renderer: ^Renderer, r, g, b, a: Uint8) -> bool --- SetRenderDrawColorFloat :: proc(renderer: ^Renderer, r, g, b, a: f32) -> bool --- GetRenderDrawColor :: proc(renderer: ^Renderer, r, g, b, a: ^Uint8) -> bool --- GetRenderDrawColorFloat :: proc(renderer: ^Renderer, r, g, b, a: ^f32) -> bool --- SetRenderColorScale :: proc(renderer: ^Renderer, scale: f32) -> bool --- GetRenderColorScale :: proc(renderer: ^Renderer, scale: ^f32) -> bool --- SetRenderDrawBlendMode :: proc(renderer: ^Renderer, blendMode: BlendMode) -> bool --- GetRenderDrawBlendMode :: proc(renderer: ^Renderer, blendMode: ^BlendMode) -> bool --- RenderClear :: proc(renderer: ^Renderer) -> bool --- RenderPoint :: proc(renderer: ^Renderer, x, y: f32) -> bool --- RenderPoints :: proc(renderer: ^Renderer, points: [^]FPoint, count: c.int) -> bool --- RenderLine :: proc(renderer: ^Renderer, x1, y1, x2, y2: f32) -> bool --- RenderLines :: proc(renderer: ^Renderer, points: [^]FPoint, count: c.int) -> bool --- RenderRect :: proc(renderer: ^Renderer, rect: Maybe(^FRect)) -> bool --- RenderRects :: proc(renderer: ^Renderer, rects: [^]FRect, count: c.int) -> bool --- RenderFillRect :: proc(renderer: ^Renderer, rect: Maybe(^FRect)) -> bool --- RenderFillRects :: proc(renderer: ^Renderer, rects: [^]FRect, count: c.int) -> bool --- RenderTexture :: proc(renderer: ^Renderer, texture: ^Texture, srcrect, dstrect: Maybe(^FRect)) -> bool --- RenderTextureRotated :: proc(renderer: ^Renderer, texture: ^Texture, srcrect, dstrect: Maybe(^FRect), angle: f64, #by_ptr center: FPoint, flip: FlipMode) -> bool --- RenderTextureAffine :: proc(renderer: ^Renderer, texture: ^Texture, srcrect: Maybe(^FRect), origin, right, down: Maybe(^FPoint)) -> bool --- RenderTextureTiled :: proc(renderer: ^Renderer, texture: ^Texture, srcrect: Maybe(^FRect), scale: f32, dstrect: Maybe(^FRect)) -> bool --- RenderTexture9Grid :: proc(renderer: ^Renderer, texture: ^Texture, srcrect: Maybe(^FRect), left_width, right_width, top_height, bottom_height: f32, scale: f32, dstrect: Maybe(^FRect)) -> bool --- RenderGeometry :: proc(renderer: ^Renderer, texture: ^Texture, vertices: [^]Vertex, num_vertices: c.int, indices: [^]c.int, num_indices: c.int) -> bool --- RenderGeometryRaw :: proc(renderer: ^Renderer, texture: ^Texture, xy: [^]f32, xy_stride: c.int, color: [^]FColor, color_stride: c.int, uv: [^]f32, uv_stride: c.int, num_vertices: c.int, indices: rawptr, num_indices: c.int, size_indices: c.int) -> bool --- RenderPresent :: proc(renderer: ^Renderer) -> bool --- DestroyTexture :: proc(texture: ^Texture) --- DestroyRenderer :: proc(renderer: ^Renderer) --- FlushRenderer :: proc(renderer: ^Renderer) -> bool --- AddVulkanRenderSemaphores :: proc(renderer: ^Renderer, wait_stage_mask: Uint32, wait_semaphore, signal_semaphore: Sint64) -> bool --- SetRenderVSync :: proc(renderer: ^Renderer, vsync: c.int) -> bool --- GetRenderVSync :: proc(renderer: ^Renderer, vsync: ^c.int) -> bool --- RenderDebugText :: proc(renderer: ^Renderer, x, y: f32, str: cstring) -> bool --- RenderDebugTextFormat :: proc(renderer: ^Renderer, x, y: f32, fmt: cstring, #c_vararg args: ..any) -> bool --- }