| Safe Haskell | None |
|---|---|
| Language | GHC2021 |
SDL3.Sys.Bindgen.Render.Safe
Synopsis
- sDL_GetNumRenderDrivers :: IO CInt
- sDL_GetRenderDriver :: CInt -> IO (PtrConst CChar)
- sDL_CreateWindowAndRenderer :: PtrConst CChar -> CInt -> CInt -> SDL_WindowFlags -> Ptr (Ptr SDL_Window) -> Ptr (Ptr SDL_Renderer) -> IO CBool
- sDL_CreateRenderer :: Ptr SDL_Window -> PtrConst CChar -> IO (Ptr SDL_Renderer)
- sDL_CreateRendererWithProperties :: SDL_PropertiesID -> IO (Ptr SDL_Renderer)
- sDL_CreateGPURenderer :: Ptr SDL_GPUDevice -> Ptr SDL_Window -> IO (Ptr SDL_Renderer)
- sDL_GetGPURendererDevice :: Ptr SDL_Renderer -> IO (Ptr SDL_GPUDevice)
- sDL_CreateSoftwareRenderer :: Ptr SDL_Surface -> IO (Ptr SDL_Renderer)
- sDL_GetRenderer :: Ptr SDL_Window -> IO (Ptr SDL_Renderer)
- sDL_GetRenderWindow :: Ptr SDL_Renderer -> IO (Ptr SDL_Window)
- sDL_GetRendererName :: Ptr SDL_Renderer -> IO (PtrConst CChar)
- sDL_GetRendererProperties :: Ptr SDL_Renderer -> IO SDL_PropertiesID
- sDL_GetRenderOutputSize :: Ptr SDL_Renderer -> Ptr CInt -> Ptr CInt -> IO CBool
- sDL_GetCurrentRenderOutputSize :: Ptr SDL_Renderer -> Ptr CInt -> Ptr CInt -> IO CBool
- sDL_CreateTexture :: Ptr SDL_Renderer -> SDL_PixelFormat -> SDL_TextureAccess -> CInt -> CInt -> IO (Ptr SDL_Texture)
- sDL_CreateTextureFromSurface :: Ptr SDL_Renderer -> Ptr SDL_Surface -> IO (Ptr SDL_Texture)
- sDL_CreateTextureWithProperties :: Ptr SDL_Renderer -> SDL_PropertiesID -> IO (Ptr SDL_Texture)
- sDL_GetTextureProperties :: Ptr SDL_Texture -> IO SDL_PropertiesID
- sDL_GetRendererFromTexture :: Ptr SDL_Texture -> IO (Ptr SDL_Renderer)
- sDL_GetTextureSize :: Ptr SDL_Texture -> Ptr CFloat -> Ptr CFloat -> IO CBool
- sDL_SetTexturePalette :: Ptr SDL_Texture -> Ptr SDL_Palette -> IO CBool
- sDL_GetTexturePalette :: Ptr SDL_Texture -> IO (Ptr SDL_Palette)
- sDL_SetTextureColorMod :: Ptr SDL_Texture -> Uint8 -> Uint8 -> Uint8 -> IO CBool
- sDL_SetTextureColorModFloat :: Ptr SDL_Texture -> CFloat -> CFloat -> CFloat -> IO CBool
- sDL_GetTextureColorMod :: Ptr SDL_Texture -> Ptr Uint8 -> Ptr Uint8 -> Ptr Uint8 -> IO CBool
- sDL_GetTextureColorModFloat :: Ptr SDL_Texture -> Ptr CFloat -> Ptr CFloat -> Ptr CFloat -> IO CBool
- sDL_SetTextureAlphaMod :: Ptr SDL_Texture -> Uint8 -> IO CBool
- sDL_SetTextureAlphaModFloat :: Ptr SDL_Texture -> CFloat -> IO CBool
- sDL_GetTextureAlphaMod :: Ptr SDL_Texture -> Ptr Uint8 -> IO CBool
- sDL_GetTextureAlphaModFloat :: Ptr SDL_Texture -> Ptr CFloat -> IO CBool
- sDL_SetTextureBlendMode :: Ptr SDL_Texture -> SDL_BlendMode -> IO CBool
- sDL_GetTextureBlendMode :: Ptr SDL_Texture -> Ptr SDL_BlendMode -> IO CBool
- sDL_SetTextureScaleMode :: Ptr SDL_Texture -> SDL_ScaleMode -> IO CBool
- sDL_GetTextureScaleMode :: Ptr SDL_Texture -> Ptr SDL_ScaleMode -> IO CBool
- sDL_UpdateTexture :: Ptr SDL_Texture -> PtrConst SDL_Rect -> PtrConst Void -> CInt -> IO CBool
- sDL_UpdateYUVTexture :: Ptr SDL_Texture -> PtrConst SDL_Rect -> PtrConst Uint8 -> CInt -> PtrConst Uint8 -> CInt -> PtrConst Uint8 -> CInt -> IO CBool
- sDL_UpdateNVTexture :: Ptr SDL_Texture -> PtrConst SDL_Rect -> PtrConst Uint8 -> CInt -> PtrConst Uint8 -> CInt -> IO CBool
- sDL_LockTexture :: Ptr SDL_Texture -> PtrConst SDL_Rect -> Ptr (Ptr Void) -> Ptr CInt -> IO CBool
- sDL_LockTextureToSurface :: Ptr SDL_Texture -> PtrConst SDL_Rect -> Ptr (Ptr SDL_Surface) -> IO CBool
- sDL_UnlockTexture :: Ptr SDL_Texture -> IO ()
- sDL_SetRenderTarget :: Ptr SDL_Renderer -> Ptr SDL_Texture -> IO CBool
- sDL_GetRenderTarget :: Ptr SDL_Renderer -> IO (Ptr SDL_Texture)
- sDL_SetRenderLogicalPresentation :: Ptr SDL_Renderer -> CInt -> CInt -> SDL_RendererLogicalPresentation -> IO CBool
- sDL_GetRenderLogicalPresentation :: Ptr SDL_Renderer -> Ptr CInt -> Ptr CInt -> Ptr SDL_RendererLogicalPresentation -> IO CBool
- sDL_GetRenderLogicalPresentationRect :: Ptr SDL_Renderer -> Ptr SDL_FRect -> IO CBool
- sDL_RenderCoordinatesFromWindow :: Ptr SDL_Renderer -> CFloat -> CFloat -> Ptr CFloat -> Ptr CFloat -> IO CBool
- sDL_RenderCoordinatesToWindow :: Ptr SDL_Renderer -> CFloat -> CFloat -> Ptr CFloat -> Ptr CFloat -> IO CBool
- sDL_ConvertEventToRenderCoordinates :: Ptr SDL_Renderer -> Ptr SDL_Event -> IO CBool
- sDL_SetRenderViewport :: Ptr SDL_Renderer -> PtrConst SDL_Rect -> IO CBool
- sDL_GetRenderViewport :: Ptr SDL_Renderer -> Ptr SDL_Rect -> IO CBool
- sDL_RenderViewportSet :: Ptr SDL_Renderer -> IO CBool
- sDL_GetRenderSafeArea :: Ptr SDL_Renderer -> Ptr SDL_Rect -> IO CBool
- sDL_SetRenderClipRect :: Ptr SDL_Renderer -> PtrConst SDL_Rect -> IO CBool
- sDL_GetRenderClipRect :: Ptr SDL_Renderer -> Ptr SDL_Rect -> IO CBool
- sDL_RenderClipEnabled :: Ptr SDL_Renderer -> IO CBool
- sDL_SetRenderScale :: Ptr SDL_Renderer -> CFloat -> CFloat -> IO CBool
- sDL_GetRenderScale :: Ptr SDL_Renderer -> Ptr CFloat -> Ptr CFloat -> IO CBool
- sDL_SetRenderDrawColor :: Ptr SDL_Renderer -> Uint8 -> Uint8 -> Uint8 -> Uint8 -> IO CBool
- sDL_SetRenderDrawColorFloat :: Ptr SDL_Renderer -> CFloat -> CFloat -> CFloat -> CFloat -> IO CBool
- sDL_GetRenderDrawColor :: Ptr SDL_Renderer -> Ptr Uint8 -> Ptr Uint8 -> Ptr Uint8 -> Ptr Uint8 -> IO CBool
- sDL_GetRenderDrawColorFloat :: Ptr SDL_Renderer -> Ptr CFloat -> Ptr CFloat -> Ptr CFloat -> Ptr CFloat -> IO CBool
- sDL_SetRenderColorScale :: Ptr SDL_Renderer -> CFloat -> IO CBool
- sDL_GetRenderColorScale :: Ptr SDL_Renderer -> Ptr CFloat -> IO CBool
- sDL_SetRenderDrawBlendMode :: Ptr SDL_Renderer -> SDL_BlendMode -> IO CBool
- sDL_GetRenderDrawBlendMode :: Ptr SDL_Renderer -> Ptr SDL_BlendMode -> IO CBool
- sDL_RenderClear :: Ptr SDL_Renderer -> IO CBool
- sDL_RenderPoint :: Ptr SDL_Renderer -> CFloat -> CFloat -> IO CBool
- sDL_RenderPoints :: Ptr SDL_Renderer -> PtrConst SDL_FPoint -> CInt -> IO CBool
- sDL_RenderLine :: Ptr SDL_Renderer -> CFloat -> CFloat -> CFloat -> CFloat -> IO CBool
- sDL_RenderLines :: Ptr SDL_Renderer -> PtrConst SDL_FPoint -> CInt -> IO CBool
- sDL_RenderRect :: Ptr SDL_Renderer -> PtrConst SDL_FRect -> IO CBool
- sDL_RenderRects :: Ptr SDL_Renderer -> PtrConst SDL_FRect -> CInt -> IO CBool
- sDL_RenderFillRect :: Ptr SDL_Renderer -> PtrConst SDL_FRect -> IO CBool
- sDL_RenderFillRects :: Ptr SDL_Renderer -> PtrConst SDL_FRect -> CInt -> IO CBool
- sDL_RenderTexture :: Ptr SDL_Renderer -> Ptr SDL_Texture -> PtrConst SDL_FRect -> PtrConst SDL_FRect -> IO CBool
- sDL_RenderTextureRotated :: Ptr SDL_Renderer -> Ptr SDL_Texture -> PtrConst SDL_FRect -> PtrConst SDL_FRect -> CDouble -> PtrConst SDL_FPoint -> SDL_FlipMode -> IO CBool
- sDL_RenderTextureAffine :: Ptr SDL_Renderer -> Ptr SDL_Texture -> PtrConst SDL_FRect -> PtrConst SDL_FPoint -> PtrConst SDL_FPoint -> PtrConst SDL_FPoint -> IO CBool
- sDL_RenderTextureTiled :: Ptr SDL_Renderer -> Ptr SDL_Texture -> PtrConst SDL_FRect -> CFloat -> PtrConst SDL_FRect -> IO CBool
- sDL_RenderTexture9Grid :: Ptr SDL_Renderer -> Ptr SDL_Texture -> PtrConst SDL_FRect -> CFloat -> CFloat -> CFloat -> CFloat -> CFloat -> PtrConst SDL_FRect -> IO CBool
- sDL_RenderTexture9GridTiled :: Ptr SDL_Renderer -> Ptr SDL_Texture -> PtrConst SDL_FRect -> CFloat -> CFloat -> CFloat -> CFloat -> CFloat -> PtrConst SDL_FRect -> CFloat -> IO CBool
- sDL_RenderGeometry :: Ptr SDL_Renderer -> Ptr SDL_Texture -> PtrConst SDL_Vertex -> CInt -> PtrConst CInt -> CInt -> IO CBool
- sDL_RenderGeometryRaw :: Ptr SDL_Renderer -> Ptr SDL_Texture -> PtrConst CFloat -> CInt -> PtrConst SDL_FColor -> CInt -> PtrConst CFloat -> CInt -> CInt -> PtrConst Void -> CInt -> CInt -> IO CBool
- sDL_SetRenderTextureAddressMode :: Ptr SDL_Renderer -> SDL_TextureAddressMode -> SDL_TextureAddressMode -> IO CBool
- sDL_GetRenderTextureAddressMode :: Ptr SDL_Renderer -> Ptr SDL_TextureAddressMode -> Ptr SDL_TextureAddressMode -> IO CBool
- sDL_RenderReadPixels :: Ptr SDL_Renderer -> PtrConst SDL_Rect -> IO (Ptr SDL_Surface)
- sDL_RenderPresent :: Ptr SDL_Renderer -> IO CBool
- sDL_DestroyTexture :: Ptr SDL_Texture -> IO ()
- sDL_DestroyRenderer :: Ptr SDL_Renderer -> IO ()
- sDL_FlushRenderer :: Ptr SDL_Renderer -> IO CBool
- sDL_GetRenderMetalLayer :: Ptr SDL_Renderer -> IO (Ptr Void)
- sDL_GetRenderMetalCommandEncoder :: Ptr SDL_Renderer -> IO (Ptr Void)
- sDL_AddVulkanRenderSemaphores :: Ptr SDL_Renderer -> Uint32 -> Sint64 -> Sint64 -> IO CBool
- sDL_SetRenderVSync :: Ptr SDL_Renderer -> CInt -> IO CBool
- sDL_GetRenderVSync :: Ptr SDL_Renderer -> Ptr CInt -> IO CBool
- sDL_RenderDebugText :: Ptr SDL_Renderer -> CFloat -> CFloat -> PtrConst CChar -> IO CBool
- sDL_SetDefaultTextureScaleMode :: Ptr SDL_Renderer -> SDL_ScaleMode -> IO CBool
- sDL_GetDefaultTextureScaleMode :: Ptr SDL_Renderer -> Ptr SDL_ScaleMode -> IO CBool
- sDL_CreateGPURenderState :: Ptr SDL_Renderer -> PtrConst SDL_GPURenderStateCreateInfo -> IO (Ptr SDL_GPURenderState)
- sDL_SetGPURenderStateFragmentUniforms :: Ptr SDL_GPURenderState -> Uint32 -> PtrConst Void -> Uint32 -> IO CBool
- sDL_SetGPURenderState :: Ptr SDL_Renderer -> Ptr SDL_GPURenderState -> IO CBool
- sDL_DestroyGPURenderState :: Ptr SDL_GPURenderState -> IO ()
Documentation
sDL_GetNumRenderDrivers :: IO CInt Source #
Get the number of 2D rendering drivers available for the current display.
A render driver is a set of code that handles rendering and texture management on a particular display. Normally there is only one, but some drivers may have several available with different capabilities.
There may be none if SDL was compiled without render support.
- Returns
- the number of built in render drivers.
- Thread safety
- It is safe to call this function from any thread.
- See also
sDL_CreateRenderer,sDL_GetRenderDriver- C declaration
SDL_GetNumRenderDrivers, defined atSDL3/SDL_render.h 192:33
Since: 3.2.0
Arguments
| :: CInt |
|
| -> IO (PtrConst CChar) |
Use this function to get the name of a built in 2D rendering driver.
The list of rendering drivers is given in the order that they are normally initialized by default; the drivers that seem more reasonable to choose first (as far as the SDL developers believe) are earlier in the list.
The names of drivers are all simple, low-ASCII identifiers, like "opengl", "direct3d12" or "metal". These never have Unicode characters, and are not meant to be proper names.
- Returns
- the name of the rendering driver at the requested index, or NULL if an invalid index was specified.
- Thread safety
- It is safe to call this function from any thread.
- See also
sDL_GetNumRenderDrivers- C declaration
SDL_GetRenderDriver, defined atSDL3/SDL_render.h 216:42
Since: 3.2.0
sDL_CreateWindowAndRenderer Source #
Arguments
| :: PtrConst CChar |
|
| -> CInt |
|
| -> CInt |
|
| -> SDL_WindowFlags |
|
| -> Ptr (Ptr SDL_Window) |
|
| -> Ptr (Ptr SDL_Renderer) |
|
| -> IO CBool |
Create a window and default renderer.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_CreateRenderer, SDL_CreateWindow- C declaration
SDL_CreateWindowAndRenderer, defined atSDL3/SDL_render.h 238:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Window |
|
| -> PtrConst CChar |
|
| -> IO (Ptr SDL_Renderer) |
Create a 2D rendering context for a window.
If you want a specific renderer, you can specify its name here. A list of available renderers can be obtained by calling SDL_GetRenderDriver() multiple times, with indices from 0 to SDL_GetNumRenderDrivers() -1. If you don't need a specific renderer, specify NULL and SDL will attempt to choose the best option for you, based on what is available on the user's system.
If name is a comma-separated list, SDL will try each name, in the order listed, until one succeeds or all of them fail.
By default the rendering size matches the window size in pixels, but you can call SDL_SetRenderLogicalPresentation() to change the content size and scaling options.
- Returns
- a valid rendering context or NULL if there was an error; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_CreateRendererWithProperties,sDL_CreateSoftwareRenderer,sDL_DestroyRenderer,sDL_GetNumRenderDrivers,sDL_GetRenderDriver,sDL_GetRendererName- C declaration
SDL_CreateRenderer, defined atSDL3/SDL_render.h 273:44
Since: 3.2.0
sDL_CreateRendererWithProperties Source #
Arguments
| :: SDL_PropertiesID |
|
| -> IO (Ptr SDL_Renderer) |
Create a 2D rendering context for a window, with the specified properties.
These are the supported properties:
: the name of the rendering driver to use, if a specific one is desiredsDL_PROP_RENDERER_CREATE_NAME_STRING: the window where rendering is displayed, required if this isn't a software renderer using a surfacesDL_PROP_RENDERER_CREATE_WINDOW_POINTER: the surface where rendering is displayed, if you want a software renderer without a windowsDL_PROP_RENDERER_CREATE_SURFACE_POINTER: an SDL_Colorspace value describing the colorspace for output to the display, defaults to SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing still uses the sRGB colorspace, but values can go beyond 1.0 and float (linear) format textures can be used for HDR content.sDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER: non-zero if you want present synchronized with the refresh rate. This property can take any value that is supported bysDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBERSDL_SetRenderVSync()for the renderer.
With the SDL GPU renderer (since SDL 3.4.0):
: the device to use with the renderer, optional.sDL_PROP_RENDERER_CREATE_GPU_DEVICE_POINTER: the app is able to provide SPIR-V shaders tosDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEANSDL_GPURenderState, optional.: the app is able to provide DXIL shaders tosDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEANSDL_GPURenderState, optional.: the app is able to provide MSL shaders tosDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEANSDL_GPURenderState, optional.
With the vulkan renderer:
: the VkInstance to use with the renderer, optional.sDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER: the VkSurfaceKHR to use with the renderer, optional.sDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER: the VkPhysicalDevice to use with the renderer, optional.sDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER: the VkDevice to use with the renderer, optional.sDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER: the queue family index used for rendering.sDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER: the queue family index used for presentation.sDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER
- Returns
- a valid rendering context or NULL if there was an error; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
- SDL_CreateProperties,
sDL_CreateRenderer,sDL_CreateSoftwareRenderer,sDL_DestroyRenderer,sDL_GetRendererName - C declaration
SDL_CreateRendererWithProperties, defined atSDL3/SDL_render.h 337:44
Since: 3.2.0
sDL_CreateGPURenderer Source #
Arguments
| :: Ptr SDL_GPUDevice |
|
| -> Ptr SDL_Window |
|
| -> IO (Ptr SDL_Renderer) |
Create a 2D GPU rendering context.
The GPU device to use is passed in as a parameter. If this is NULL, then a device will be created normally and can be retrieved using SDL_GetGPURendererDevice().
The window to use is passed in as a parameter. If this is NULL, then this will become an offscreen renderer. In that case, you should call SDL_SetRenderTarget() to setup rendering to a texture, and then call SDL_RenderPresent() normally to complete drawing a frame.
- Returns
- a valid rendering context or NULL if there was an error; call SDL_GetError() for more information.
- Thread safety
- If this function is called with a valid GPU device, it should be called on the thread that created the device. If this function is called with a valid window, it should be called on the thread that created the window.
- See also
sDL_CreateRendererWithProperties,sDL_GetGPURendererDevice, SDL_CreateGPUShader,sDL_CreateGPURenderState,sDL_SetGPURenderState- C declaration
SDL_CreateGPURenderer, defined atSDL3/SDL_render.h 387:44
Since: 3.4.0
sDL_GetGPURendererDevice Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> IO (Ptr SDL_GPUDevice) |
Return the GPU device used by a renderer.
- Returns
- the GPU device used by the renderer, or NULL if the renderer is not a GPU renderer; call SDL_GetError() for more information.
- Thread safety
- It is safe to call this function from any thread.
- C declaration
SDL_GetGPURendererDevice, defined atSDL3/SDL_render.h 400:45
Since: 3.4.0
sDL_CreateSoftwareRenderer Source #
Arguments
| :: Ptr SDL_Surface |
|
| -> IO (Ptr SDL_Renderer) |
Create a 2D software rendering context for a surface.
Two other APIs which can be used to create SDL_Renderer: SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can also create a software renderer, but they are intended to be used with an SDL_Window as the final destination and not an SDL_Surface.
- Returns
- a valid rendering context or NULL if there was an error; call SDL_GetError() for more information.
- Thread safety
- It is safe to call this function from any thread.
- See also
sDL_DestroyRenderer- C declaration
SDL_CreateSoftwareRenderer, defined atSDL3/SDL_render.h 421:44
Since: 3.2.0
Arguments
| :: Ptr SDL_Window |
|
| -> IO (Ptr SDL_Renderer) |
Get the renderer associated with a window.
- Returns
- the rendering context on success or NULL on failure; call SDL_GetError() for more information.
- Thread safety
- It is safe to call this function from any thread.
- C declaration
SDL_GetRenderer, defined atSDL3/SDL_render.h 434:44
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> IO (Ptr SDL_Window) |
Get the window associated with a renderer.
- Returns
- the window on success or NULL on failure; call SDL_GetError() for more information.
- Thread safety
- It is safe to call this function from any thread.
- C declaration
SDL_GetRenderWindow, defined atSDL3/SDL_render.h 447:42
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> IO (PtrConst CChar) |
Get the name of a renderer.
- Returns
- the name of the selected renderer, or NULL on failure; call SDL_GetError() for more information.
- Thread safety
- It is safe to call this function from any thread.
- See also
sDL_CreateRenderer,sDL_CreateRendererWithProperties- C declaration
SDL_GetRendererName, defined atSDL3/SDL_render.h 463:42
Since: 3.2.0
sDL_GetRendererProperties Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> IO SDL_PropertiesID |
Get the properties associated with a renderer.
The following read-only properties are provided by SDL:
: the name of the rendering driversDL_PROP_RENDERER_NAME_STRING: the window where rendering is displayed, if anysDL_PROP_RENDERER_WINDOW_POINTER: the surface where rendering is displayed, if this is a software renderer without a windowsDL_PROP_RENDERER_SURFACE_POINTER: the current vsync settingsDL_PROP_RENDERER_VSYNC_NUMBER: the maximum texture width and heightsDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER: a (const SDL_PixelFormat *) array of pixel formats, terminated with SDL_PIXELFORMAT_UNKNOWN, representing the available texture formats for this renderer.sDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER: true if the renderer supports SDL_TEXTURE_ADDRESS_WRAP on non-power-of-two textures.sDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN: an SDL_Colorspace value describing the colorspace for output to the display, defaults to SDL_COLORSPACE_SRGB.sDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER: true if the output colorspace is SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with HDR enabled. This property can change dynamically when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.sDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN: the value of SDR white in the SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is automatically multiplied into the color scale. This property can change dynamically when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.sDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT: the additional high dynamic range that can be displayed, in terms of the SDR white point. When HDR is not enabled, this will be 1.0. This property can change dynamically when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.sDL_PROP_RENDERER_HDR_HEADROOM_FLOAT
With the direct3d renderer:
: the IDirect3DDevice9 associated with the renderersDL_PROP_RENDERER_D3D9_DEVICE_POINTER
With the direct3d11 renderer:
: the ID3D11Device associated with the renderersDL_PROP_RENDERER_D3D11_DEVICE_POINTER: the IDXGISwapChain1 associated with the renderer. This may change when the window is resized.sDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER
With the direct3d12 renderer:
: the ID3D12Device associated with the renderersDL_PROP_RENDERER_D3D12_DEVICE_POINTER: the IDXGISwapChain4 associated with the renderer.sDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER: the ID3D12CommandQueue associated with the renderersDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER
With the vulkan renderer:
: the VkInstance associated with the renderersDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER: the VkSurfaceKHR associated with the renderersDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER: the VkPhysicalDevice associated with the renderersDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER: the VkDevice associated with the renderersDL_PROP_RENDERER_VULKAN_DEVICE_POINTER: the queue family index used for renderingsDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER: the queue family index used for presentationsDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER: the number of swapchain images, or potential frames in flight, used by the Vulkan renderersDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER
With the gpu renderer:
: the SDL_GPUDevice associated with the renderersDL_PROP_RENDERER_GPU_DEVICE_POINTER
- Returns
- a valid property ID on success or 0 on failure; call SDL_GetError() for more information.
- Thread safety
- It is safe to call this function from any thread.
- C declaration
SDL_GetRendererProperties, defined atSDL3/SDL_render.h 551:46
Since: 3.2.0
sDL_GetRenderOutputSize Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr CInt |
|
| -> Ptr CInt |
|
| -> IO CBool |
Get the output size in pixels of a rendering context.
This returns the true output size in pixels, ignoring any render targets or logical size and presentation.
For the output size of the current rendering target, with logical size adjustments, use SDL_GetCurrentRenderOutputSize() instead.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetCurrentRenderOutputSize- C declaration
SDL_GetRenderOutputSize, defined atSDL3/SDL_render.h 600:34
Since: 3.2.0
sDL_GetCurrentRenderOutputSize Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr CInt |
|
| -> Ptr CInt |
|
| -> IO CBool |
Get the current output size in pixels of a rendering context.
If a rendering target is active, this will return the size of the rendering target in pixels, otherwise return the value of SDL_GetRenderOutputSize().
Rendering target or not, the output will be adjusted by the current logical presentation state, dictated by SDL_SetRenderLogicalPresentation().
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderOutputSize- C declaration
SDL_GetCurrentRenderOutputSize, defined atSDL3/SDL_render.h 623:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> SDL_PixelFormat |
|
| -> SDL_TextureAccess |
|
| -> CInt |
|
| -> CInt |
|
| -> IO (Ptr SDL_Texture) |
Create a texture for a rendering context.
The contents of a texture when first created are not defined.
- Returns
- the created texture or NULL on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_CreateTextureFromSurface,sDL_CreateTextureWithProperties,sDL_DestroyTexture,sDL_GetTextureSize,sDL_UpdateTexture- C declaration
SDL_CreateTexture, defined atSDL3/SDL_render.h 648:43
Since: 3.2.0
sDL_CreateTextureFromSurface Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Surface |
|
| -> IO (Ptr SDL_Texture) |
Create a texture from an existing surface.
The surface is not modified or freed by this function.
The SDL_TextureAccess hint for the created texture is SDL_TEXTUREACCESS_STATIC.
The pixel format of the created texture may be different from the pixel format of the surface, and can be queried using the SDL_PROP_TEXTURE_FORMAT_NUMBER property.
- Returns
- the created texture or NULL on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_CreateTexture,sDL_CreateTextureWithProperties,sDL_DestroyTexture- C declaration
SDL_CreateTextureFromSurface, defined atSDL3/SDL_render.h 676:43
Since: 3.2.0
sDL_CreateTextureWithProperties Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> SDL_PropertiesID |
|
| -> IO (Ptr SDL_Texture) |
Create a texture for a rendering context with the specified properties.
These are the supported properties:
: an SDL_Colorspace value describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures, SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for YUV textures.sDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER: one of the enumerated values in SDL_PixelFormat, defaults to the best RGBA format for the renderersDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER: one of the enumerated values insDL_PROP_TEXTURE_CREATE_ACCESS_NUMBERSDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC: the width of the texture in pixels, requiredsDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER: the height of the texture in pixels, requiredsDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER: an SDL_Palette to use with palettized texture formats. This can be set later withsDL_PROP_TEXTURE_CREATE_PALETTE_POINTERSDL_SetTexturePalette(): for HDR10 and floating point textures, this defines the value of 100% diffuse white, with higher values being displayed in the High Dynamic Range headroom. This defaults to 100 for HDR10 textures and 1.0 for floating point textures.sDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT: for HDR10 and floating point textures, this defines the maximum dynamic range used by the content, in terms of the SDR white point. This would be equivalent to maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content. If this is defined, any values outside the range supported by the display will be scaled into the available HDR headroom, otherwise they are clipped.sDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT
With the direct3d11 renderer:
: the ID3D11Texture2D associated with the texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER: the ID3D11Texture2D associated with the U plane of a YUV texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER: the ID3D11Texture2D associated with the V plane of a YUV texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER
With the direct3d12 renderer:
: the ID3D12Resource associated with the texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER: the ID3D12Resource associated with the U plane of a YUV texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER: the ID3D12Resource associated with the V plane of a YUV texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER
With the metal renderer:
: the CVPixelBufferRef associated with the texture, if you want to create a texture from an existing pixel buffer.sDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER
With the opengl renderer:
: the GLuint texture associated with the texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER: the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER: the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER: the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER
With the opengles2 renderer:
: the GLuint texture associated with the texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER: the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER: the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER: the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER
With the vulkan renderer:
: the VkImage associated with the texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER: the VkImageLayout for the VkImage, defaults to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.sDL_PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER
With the GPU renderer:
: the SDL_GPUTexture associated with the texture, if you want to wrap an existing texture.sDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTERSDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_UV_NUMBER: the SDL_GPUTexture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_U_NUMBER: the SDL_GPUTexture associated with the U plane of a YUV texture, if you want to wrap an existing texture.SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_V_NUMBER: the SDL_GPUTexture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
- Returns
- the created texture or NULL on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
- SDL_CreateProperties,
sDL_CreateTexture,sDL_CreateTextureFromSurface,sDL_DestroyTexture,sDL_GetTextureSize,sDL_UpdateTexture - C declaration
SDL_CreateTextureWithProperties, defined atSDL3/SDL_render.h 804:43
Since: 3.2.0
sDL_GetTextureProperties Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> IO SDL_PropertiesID |
Get the properties associated with a texture.
The following read-only properties are provided by SDL:
: an SDL_Colorspace value describing the texture colorspace.sDL_PROP_TEXTURE_COLORSPACE_NUMBER: one of the enumerated values in SDL_PixelFormat.sDL_PROP_TEXTURE_FORMAT_NUMBER: one of the enumerated values insDL_PROP_TEXTURE_ACCESS_NUMBERSDL_TextureAccess.: the width of the texture in pixels.sDL_PROP_TEXTURE_WIDTH_NUMBER: the height of the texture in pixels.sDL_PROP_TEXTURE_HEIGHT_NUMBER: for HDR10 and floating point textures, this defines the value of 100% diffuse white, with higher values being displayed in the High Dynamic Range headroom. This defaults to 100 for HDR10 textures and 1.0 for other textures.sDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT: for HDR10 and floating point textures, this defines the maximum dynamic range used by the content, in terms of the SDR white point. If this is defined, any values outside the range supported by the display will be scaled into the available HDR headroom, otherwise they are clipped. This defaults to 1.0 for SDR textures, 4.0 for HDR10 textures, and no default for floating point textures.sDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT
With the direct3d11 renderer:
: the ID3D11Texture2D associated with the texturesDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER: the ID3D11Texture2D associated with the U plane of a YUV texturesDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER: the ID3D11Texture2D associated with the V plane of a YUV texturesDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER
With the direct3d12 renderer:
: the ID3D12Resource associated with the texturesDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER: the ID3D12Resource associated with the U plane of a YUV texturesDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER: the ID3D12Resource associated with the V plane of a YUV texturesDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER
With the vulkan renderer:
: the VkImage associated with the texturesDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER
With the opengl renderer:
: the GLuint texture associated with the texturesDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER: the GLuint texture associated with the UV plane of an NV12 texturesDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER: the GLuint texture associated with the U plane of a YUV texturesDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER: the GLuint texture associated with the V plane of a YUV texturesDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER: the GLenum for the texture target (sDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBERGL_TEXTURE_2D,GL_TEXTURE_RECTANGLE_ARB, etc): the texture coordinate width of the texture (0.0 - 1.0)sDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT: the texture coordinate height of the texture (0.0 - 1.0)sDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT
With the opengles2 renderer:
: the GLuint texture associated with the texturesDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER: the GLuint texture associated with the UV plane of an NV12 texturesDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER: the GLuint texture associated with the U plane of a YUV texturesDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER: the GLuint texture associated with the V plane of a YUV texturesDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER: the GLenum for the texture target (sDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBERGL_TEXTURE_2D,GL_TEXTURE_EXTERNAL_OES, etc)
With the gpu renderer:
: the SDL_GPUTexture associated with the texturesDL_PROP_TEXTURE_GPU_TEXTURE_POINTER: the SDL_GPUTexture associated with the UV plane of an NV12 texturesDL_PROP_TEXTURE_GPU_TEXTURE_UV_POINTER: the SDL_GPUTexture associated with the U plane of a YUV texturesDL_PROP_TEXTURE_GPU_TEXTURE_U_POINTER: the SDL_GPUTexture associated with the V plane of a YUV texturesDL_PROP_TEXTURE_GPU_TEXTURE_V_POINTER
- Returns
- a valid property ID on success or 0 on failure; call SDL_GetError() for more information.
- Thread safety
- It is safe to call this function from any thread.
- C declaration
SDL_GetTextureProperties, defined atSDL3/SDL_render.h 933:46
Since: 3.2.0
sDL_GetRendererFromTexture Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> IO (Ptr SDL_Renderer) |
Get the renderer that created an SDL_Texture.
- Returns
- a pointer to the
SDL_Rendererthat created the texture, or NULL on failure; call SDL_GetError() for more information. - Thread safety
- It is safe to call this function from any thread.
- C declaration
SDL_GetRendererFromTexture, defined atSDL3/SDL_render.h 977:44
Since: 3.2.0
Arguments
| :: Ptr SDL_Texture |
|
| -> Ptr CFloat |
|
| -> Ptr CFloat |
|
| -> IO CBool |
Get the size of a texture, as floating point values.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- C declaration
SDL_GetTextureSize, defined atSDL3/SDL_render.h 994:34
Since: 3.2.0
sDL_SetTexturePalette Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> Ptr SDL_Palette |
|
| -> IO CBool |
Set the palette used by a texture.
Setting the palette keeps an internal reference to the palette, which can be safely destroyed afterwards.
A single palette can be shared with many textures.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
- SDL_CreatePalette,
sDL_GetTexturePalette - C declaration
SDL_SetTexturePalette, defined atSDL3/SDL_render.h 1016:34
Since: 3.4.0
sDL_GetTexturePalette Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> IO (Ptr SDL_Palette) |
Get the palette used by a texture.
- Returns
- a pointer to the palette used by the texture, or NULL if there is no palette used.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetTexturePalette- C declaration
SDL_GetTexturePalette, defined atSDL3/SDL_render.h 1031:43
Since: 3.4.0
sDL_SetTextureColorMod Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> Uint8 |
|
| -> Uint8 |
|
| -> Uint8 |
|
| -> IO CBool |
Set an additional color value multiplied into render copy operations.
When this texture is rendered, during the copy operation each source color channel is modulated by the appropriate color value according to the following formula:
srcC = srcC * (color / 255)
Color modulation is not always supported by the renderer; it will return false if color modulation is not supported.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetTextureColorMod,sDL_SetTextureAlphaMod,sDL_SetTextureColorModFloat- C declaration
SDL_SetTextureColorMod, defined atSDL3/SDL_render.h 1060:34
Since: 3.2.0
sDL_SetTextureColorModFloat Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> CFloat |
|
| -> CFloat |
|
| -> CFloat |
|
| -> IO CBool |
Set an additional color value multiplied into render copy operations.
When this texture is rendered, during the copy operation each source color channel is modulated by the appropriate color value according to the following formula:
srcC = srcC * color
Color modulation is not always supported by the renderer; it will return false if color modulation is not supported.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetTextureColorModFloat,sDL_SetTextureAlphaModFloat,sDL_SetTextureColorMod- C declaration
SDL_SetTextureColorModFloat, defined atSDL3/SDL_render.h 1090:34
Since: 3.2.0
sDL_GetTextureColorMod Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> Ptr Uint8 |
|
| -> Ptr Uint8 |
|
| -> Ptr Uint8 |
|
| -> IO CBool |
Get the additional color value multiplied into render copy operations.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetTextureAlphaMod,sDL_GetTextureColorModFloat,sDL_SetTextureColorMod- C declaration
SDL_GetTextureColorMod, defined atSDL3/SDL_render.h 1111:34
Since: 3.2.0
sDL_GetTextureColorModFloat Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> Ptr CFloat |
|
| -> Ptr CFloat |
|
| -> Ptr CFloat |
|
| -> IO CBool |
Get the additional color value multiplied into render copy operations.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetTextureAlphaModFloat,sDL_GetTextureColorMod,sDL_SetTextureColorModFloat- C declaration
SDL_GetTextureColorModFloat, defined atSDL3/SDL_render.h 1131:34
Since: 3.2.0
sDL_SetTextureAlphaMod Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> Uint8 |
|
| -> IO CBool |
Set an additional alpha value multiplied into render copy operations.
When this texture is rendered, during the copy operation the source alpha value is modulated by this alpha value according to the following formula:
srcA = srcA * (alpha / 255)
Alpha modulation is not always supported by the renderer; it will return false if alpha modulation is not supported.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetTextureAlphaMod,sDL_SetTextureAlphaModFloat,sDL_SetTextureColorMod- C declaration
SDL_SetTextureAlphaMod, defined atSDL3/SDL_render.h 1157:34
Since: 3.2.0
sDL_SetTextureAlphaModFloat Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> CFloat |
|
| -> IO CBool |
Set an additional alpha value multiplied into render copy operations.
When this texture is rendered, during the copy operation the source alpha value is modulated by this alpha value according to the following formula:
srcA = srcA * alpha
Alpha modulation is not always supported by the renderer; it will return false if alpha modulation is not supported.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetTextureAlphaModFloat,sDL_SetTextureAlphaMod,sDL_SetTextureColorModFloat- C declaration
SDL_SetTextureAlphaModFloat, defined atSDL3/SDL_render.h 1183:34
Since: 3.2.0
sDL_GetTextureAlphaMod Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> Ptr Uint8 |
|
| -> IO CBool |
Get the additional alpha value multiplied into render copy operations.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetTextureAlphaModFloat,sDL_GetTextureColorMod,sDL_SetTextureAlphaMod- C declaration
SDL_GetTextureAlphaMod, defined atSDL3/SDL_render.h 1201:34
Since: 3.2.0
sDL_GetTextureAlphaModFloat Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> Ptr CFloat |
|
| -> IO CBool |
Get the additional alpha value multiplied into render copy operations.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetTextureAlphaMod,sDL_GetTextureColorModFloat,sDL_SetTextureAlphaModFloat- C declaration
SDL_GetTextureAlphaModFloat, defined atSDL3/SDL_render.h 1219:34
Since: 3.2.0
sDL_SetTextureBlendMode Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> SDL_BlendMode |
|
| -> IO CBool |
Set the blend mode for a texture, used by SDL_RenderTexture().
This blend mode is used for any drawing that involves this texture.
If the blend mode is not supported, the closest supported mode is chosen and this function returns false.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetTextureBlendMode,sDL_SetRenderDrawBlendMode- C declaration
SDL_SetTextureBlendMode, defined atSDL3/SDL_render.h 1241:34
Since: 3.2.0
sDL_GetTextureBlendMode Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> Ptr SDL_BlendMode |
|
| -> IO CBool |
Get the blend mode used for texture copy operations.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetTextureBlendMode- C declaration
SDL_GetTextureBlendMode, defined atSDL3/SDL_render.h 1257:34
Since: 3.2.0
sDL_SetTextureScaleMode Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> SDL_ScaleMode |
|
| -> IO CBool |
Set the scale mode used for texture scale operations.
The default texture scale mode is SDL_SCALEMODE_LINEAR.
If the scale mode is not supported, the closest supported mode is chosen.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetTextureScaleMode- C declaration
SDL_SetTextureScaleMode, defined atSDL3/SDL_render.h 1277:34
Since: 3.2.0
sDL_GetTextureScaleMode Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> Ptr SDL_ScaleMode |
|
| -> IO CBool |
Get the scale mode used for texture scale operations.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetTextureScaleMode- C declaration
SDL_GetTextureScaleMode, defined atSDL3/SDL_render.h 1293:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Texture |
|
| -> PtrConst SDL_Rect |
|
| -> PtrConst Void |
|
| -> CInt |
|
| -> IO CBool |
Update the given texture rectangle with new pixel data.
The pixel data must be in the pixel format of the texture, which can be queried using the SDL_PROP_TEXTURE_FORMAT_NUMBER property.
This is a fairly slow function, intended for use with static textures that do not change often.
If the texture is intended to be updated often, it is preferred to create the texture as streaming and use the locking functions referenced below. While this function will work with streaming textures, for optimization reasons you may not get the pixels back if you lock the texture afterward.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_LockTexture,sDL_UnlockTexture,sDL_UpdateNVTexture,sDL_UpdateYUVTexture- C declaration
SDL_UpdateTexture, defined atSDL3/SDL_render.h 1327:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Texture |
|
| -> PtrConst SDL_Rect |
|
| -> PtrConst Uint8 |
|
| -> CInt |
|
| -> PtrConst Uint8 |
|
| -> CInt |
|
| -> PtrConst Uint8 |
|
| -> CInt |
|
| -> IO CBool |
Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
You can use SDL_UpdateTexture() as long as your pixel data is a contiguous block of Y and U/V planes in the proper order, but this function is available if your pixel data is not contiguous.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_UpdateNVTexture,sDL_UpdateTexture- C declaration
SDL_UpdateYUVTexture, defined atSDL3/SDL_render.h 1359:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Texture |
|
| -> PtrConst SDL_Rect |
|
| -> PtrConst Uint8 |
|
| -> CInt |
|
| -> PtrConst Uint8 |
|
| -> CInt |
|
| -> IO CBool |
Update a rectangle within a planar NV12 or NV21 texture with new pixels.
You can use SDL_UpdateTexture() as long as your pixel data is a contiguous block of NV12/21 planes in the proper order, but this function is available if your pixel data is not contiguous.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_UpdateTexture,sDL_UpdateYUVTexture- C declaration
SDL_UpdateNVTexture, defined atSDL3/SDL_render.h 1391:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Texture |
|
| -> PtrConst SDL_Rect |
|
| -> Ptr (Ptr Void) |
|
| -> Ptr CInt |
|
| -> IO CBool |
Lock a portion of the texture for write-only pixel access.
As an optimization, the pixels made available for editing don't necessarily contain the old texture data. This is a write-only operation, and if you need to keep a copy of the texture data you should do that at the application level.
You must use SDL_UnlockTexture() to unlock the pixels and apply any changes.
- Returns
- true on success or false if the texture is not valid or was not created with
SDL_TEXTUREACCESS_STREAMING; call SDL_GetError() for more information. - Thread safety
- This function should only be called on the main thread.
- See also
sDL_LockTextureToSurface,sDL_UnlockTexture- C declaration
SDL_LockTexture, defined atSDL3/SDL_render.h 1426:34
Since: 3.2.0
sDL_LockTextureToSurface Source #
Arguments
| :: Ptr SDL_Texture |
|
| -> PtrConst SDL_Rect |
|
| -> Ptr (Ptr SDL_Surface) |
|
| -> IO CBool |
Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.
Besides providing an SDL_Surface instead of raw pixel data, this function operates like SDL_LockTexture.
As an optimization, the pixels made available for editing don't necessarily contain the old texture data. This is a write-only operation, and if you need to keep a copy of the texture data you should do that at the application level.
You must use SDL_UnlockTexture() to unlock the pixels and apply any changes.
The returned surface is freed internally after calling SDL_UnlockTexture() or SDL_DestroyTexture(). The caller should not free it.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_LockTexture,sDL_UnlockTexture- C declaration
SDL_LockTextureToSurface, defined atSDL3/SDL_render.h 1464:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Texture |
|
| -> IO () |
Unlock a texture, uploading the changes to video memory, if needed.
Warning: Please note that SDL_LockTexture() is intended to be write-only; it will not guarantee the previous contents of the texture will be provided. You must fully initialize any area of a texture that you lock before unlocking it, as the pixels might otherwise be uninitialized memory.
Which is to say: locking and immediately unlocking a texture can result in corrupted textures, depending on the renderer in use.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_LockTexture- C declaration
SDL_UnlockTexture, defined atSDL3/SDL_render.h 1485:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Texture |
|
| -> IO CBool |
Set a texture as the current rendering target.
The default render target is the window for which the renderer was created. To stop rendering to a texture and render to the window again, call this function with a NULL texture.
Viewport, cliprect, scale, and logical presentation are unique to each render target. Get and set functions for these states apply to the current render target set by this function, and those states persist on each target when the current render target changes.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderTarget- C declaration
SDL_SetRenderTarget, defined atSDL3/SDL_render.h 1512:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> IO (Ptr SDL_Texture) |
Get the current render target.
The default render target is the window for which the renderer was created, and is reported a NULL here.
- Returns
- the current render target or NULL for the default render target.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetRenderTarget- C declaration
SDL_GetRenderTarget, defined atSDL3/SDL_render.h 1529:43
Since: 3.2.0
sDL_SetRenderLogicalPresentation Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> CInt |
|
| -> CInt |
|
| -> SDL_RendererLogicalPresentation |
|
| -> IO CBool |
Set a device-independent resolution and presentation mode for rendering.
This function sets the width and height of the logical rendering output. The renderer will act as if the current render target is always the requested dimensions, scaling to the actual resolution as necessary.
This can be useful for games that expect a fixed size, but would like to scale the output to whatever is available, regardless of how a user resizes a window, or if the display is high DPI.
Logical presentation can be used with both render target textures and the renderer's window; the state is unique to each render target, and this function sets the state for the current render target. It might be useful to draw to a texture that matches the window dimensions with logical presentation enabled, and then draw that texture across the entire window with logical presentation disabled. Be careful not to render both with logical presentation enabled, however, as this could produce double-letterboxing, etc.
You can disable logical coordinates by setting the mode to SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel resolution of the render target; it is safe to toggle logical presentation during the rendering of a frame: perhaps most of the rendering is done to specific dimensions but to make fonts look sharp, the app turns off logical presentation while drawing text, for example.
You can convert coordinates in an event into rendering coordinates using SDL_ConvertEventToRenderCoordinates().
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_ConvertEventToRenderCoordinates,sDL_GetRenderLogicalPresentation,sDL_GetRenderLogicalPresentationRect- C declaration
SDL_SetRenderLogicalPresentation, defined atSDL3/SDL_render.h 1576:34
Since: 3.2.0
sDL_GetRenderLogicalPresentation Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr CInt |
|
| -> Ptr CInt |
|
| -> Ptr SDL_RendererLogicalPresentation |
|
| -> IO CBool |
Get device independent resolution and presentation mode for rendering.
This function gets the width and height of the logical rendering output, or 0 if a logical resolution is not enabled.
Each render target has its own logical presentation state. This function gets the state for the current render target.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetRenderLogicalPresentation- C declaration
SDL_GetRenderLogicalPresentation, defined atSDL3/SDL_render.h 1601:34
Since: 3.2.0
sDL_GetRenderLogicalPresentationRect Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_FRect |
|
| -> IO CBool |
Get the final presentation rectangle for rendering.
This function returns the calculated rectangle used for logical presentation, based on the presentation mode and output size. If logical presentation is disabled, it will fill the rectangle with the output size, in pixels.
Each render target has its own logical presentation state. This function gets the rectangle for the current render target.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetRenderLogicalPresentation- C declaration
SDL_GetRenderLogicalPresentationRect, defined atSDL3/SDL_render.h 1626:34
Since: 3.2.0
sDL_RenderCoordinatesFromWindow Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> CFloat |
|
| -> CFloat |
|
| -> Ptr CFloat |
|
| -> Ptr CFloat |
|
| -> IO CBool |
Get a point in render coordinates when given a point in window coordinates.
This takes into account several states:
- The window dimensions.
- The logical presentation settings (SDL_SetRenderLogicalPresentation)
- The scale (SDL_SetRenderScale)
- The viewport (SDL_SetRenderViewport)
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetRenderLogicalPresentation,sDL_SetRenderScale- C declaration
SDL_RenderCoordinatesFromWindow, defined atSDL3/SDL_render.h 1653:34
Since: 3.2.0
sDL_RenderCoordinatesToWindow Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> CFloat |
|
| -> CFloat |
|
| -> Ptr CFloat |
|
| -> Ptr CFloat |
|
| -> IO CBool |
Get a point in window coordinates when given a point in render coordinates.
This takes into account several states:
- The window dimensions.
- The logical presentation settings (SDL_SetRenderLogicalPresentation)
- The scale (SDL_SetRenderScale)
- The viewport (SDL_SetRenderViewport)
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetRenderLogicalPresentation,sDL_SetRenderScale,sDL_SetRenderViewport- C declaration
SDL_RenderCoordinatesToWindow, defined atSDL3/SDL_render.h 1683:34
Since: 3.2.0
sDL_ConvertEventToRenderCoordinates Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Event |
|
| -> IO CBool |
Convert the coordinates in an event to render coordinates.
This takes into account several states:
- The window dimensions.
- The logical presentation settings (SDL_SetRenderLogicalPresentation)
- The scale (SDL_SetRenderScale)
- The viewport (SDL_SetRenderViewport)
Various event types are converted with this function: mouse, touch, pen, etc.
Touch coordinates are converted from normalized coordinates in the window to non-normalized rendering coordinates.
Relative mouse coordinates (xrel and yrel event fields) are also converted. Applications that do not want these fields converted should use SDL_RenderCoordinatesFromWindow() on the specific event fields instead of converting the entire event structure.
Once converted, coordinates may be outside the rendering area.
- Returns
- true if the event is converted or doesn't need conversion, or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderCoordinatesFromWindow- C declaration
SDL_ConvertEventToRenderCoordinates, defined atSDL3/SDL_render.h 1719:34
Since: 3.2.0
sDL_SetRenderViewport Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> PtrConst SDL_Rect |
|
| -> IO CBool |
Set the drawing area for rendering on the current target.
Drawing will clip to this area (separately from any clipping done with SDL_SetRenderClipRect), and the top left of the area will become coordinate (0, 0) for future drawing commands.
The area's width and height must be >= 0.
Each render target has its own viewport. This function sets the viewport for the current render target.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderViewport,sDL_RenderViewportSet- C declaration
SDL_SetRenderViewport, defined atSDL3/SDL_render.h 1746:34
Since: 3.2.0
sDL_GetRenderViewport Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Rect |
|
| -> IO CBool |
Get the drawing area for the current target.
Each render target has its own viewport. This function gets the viewport for the current render target.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderViewportSet,sDL_SetRenderViewport- C declaration
SDL_GetRenderViewport, defined atSDL3/SDL_render.h 1766:34
Since: 3.2.0
sDL_RenderViewportSet Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> IO CBool |
Return whether an explicit rectangle was set as the viewport.
This is useful if you're saving and restoring the viewport and want to know whether you should restore a specific rectangle or NULL.
Each render target has its own viewport. This function checks the viewport for the current render target.
- Returns
- true if the viewport was set to a specific rectangle, or false if it was set to NULL (the entire target).
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderViewport,sDL_SetRenderViewport- C declaration
SDL_RenderViewportSet, defined atSDL3/SDL_render.h 1788:34
Since: 3.2.0
sDL_GetRenderSafeArea Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Rect |
|
| -> IO CBool |
Get the safe area for rendering within the current viewport.
Some devices have portions of the screen which are partially obscured or not interactive, possibly due to on-screen controls, curved edges, camera notches, TV overscan, etc. This function provides the area of the current viewport which is safe to have interactible content. You should continue rendering into the rest of the render target, but it should not contain visually important or interactible content.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- C declaration
SDL_GetRenderSafeArea, defined atSDL3/SDL_render.h 1810:34
Since: 3.2.0
sDL_SetRenderClipRect Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> PtrConst SDL_Rect |
|
| -> IO CBool |
Set the clip rectangle for rendering on the specified target.
Each render target has its own clip rectangle. This function sets the cliprect for the current render target.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderClipRect,sDL_RenderClipEnabled- C declaration
SDL_SetRenderClipRect, defined atSDL3/SDL_render.h 1831:34
Since: 3.2.0
sDL_GetRenderClipRect Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Rect |
|
| -> IO CBool |
Get the clip rectangle for the current target.
Each render target has its own clip rectangle. This function gets the cliprect for the current render target.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderClipEnabled,sDL_SetRenderClipRect- C declaration
SDL_GetRenderClipRect, defined atSDL3/SDL_render.h 1852:34
Since: 3.2.0
sDL_RenderClipEnabled Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> IO CBool |
Get whether clipping is enabled on the given render target.
Each render target has its own clip rectangle. This function checks the cliprect for the current render target.
- Returns
- true if clipping is enabled or false if not; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderClipRect,sDL_SetRenderClipRect- C declaration
SDL_RenderClipEnabled, defined atSDL3/SDL_render.h 1871:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> CFloat |
|
| -> CFloat |
|
| -> IO CBool |
Set the drawing scale for rendering on the current target.
The drawing coordinates are scaled by the x/y scaling factors before they are used by the renderer. This allows resolution independent drawing with a single coordinate system.
If this results in scaling or subpixel drawing by the rendering backend, it will be handled using the appropriate quality hints. For best results use integer scaling factors.
Each render target has its own scale. This function sets the scale for the current render target.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderScale- C declaration
SDL_SetRenderScale, defined atSDL3/SDL_render.h 1899:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr CFloat |
|
| -> Ptr CFloat |
|
| -> IO CBool |
Get the drawing scale for the current target.
Each render target has its own scale. This function gets the scale for the current render target.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetRenderScale- C declaration
SDL_GetRenderScale, defined atSDL3/SDL_render.h 1919:34
Since: 3.2.0
sDL_SetRenderDrawColor Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Uint8 |
|
| -> Uint8 |
|
| -> Uint8 |
|
| -> Uint8 |
|
| -> IO CBool |
Set the color used for drawing operations.
Set the color for drawing or filling rectangles, lines, and points, and for SDL_RenderClear().
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderDrawColor,sDL_SetRenderDrawColorFloat- C declaration
SDL_SetRenderDrawColor, defined atSDL3/SDL_render.h 1944:34
Since: 3.2.0
sDL_SetRenderDrawColorFloat Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> CFloat |
|
| -> CFloat |
|
| -> CFloat |
|
| -> CFloat |
|
| -> IO CBool |
Set the color used for drawing operations (Rect, Line and Clear).
Set the color for drawing or filling rectangles, lines, and points, and for SDL_RenderClear().
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderDrawColorFloat,sDL_SetRenderDrawColor- C declaration
SDL_SetRenderDrawColorFloat, defined atSDL3/SDL_render.h 1969:34
Since: 3.2.0
sDL_GetRenderDrawColor Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr Uint8 |
|
| -> Ptr Uint8 |
|
| -> Ptr Uint8 |
|
| -> Ptr Uint8 |
|
| -> IO CBool |
Get the color used for drawing operations (Rect, Line and Clear).
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderDrawColorFloat,sDL_SetRenderDrawColor- C declaration
SDL_GetRenderDrawColor, defined atSDL3/SDL_render.h 1993:34
Since: 3.2.0
sDL_GetRenderDrawColorFloat Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr CFloat |
|
| -> Ptr CFloat |
|
| -> Ptr CFloat |
|
| -> Ptr CFloat |
|
| -> IO CBool |
Get the color used for drawing operations (Rect, Line and Clear).
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetRenderDrawColorFloat,sDL_GetRenderDrawColor- C declaration
SDL_GetRenderDrawColorFloat, defined atSDL3/SDL_render.h 2017:34
Since: 3.2.0
sDL_SetRenderColorScale Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> CFloat |
|
| -> IO CBool |
Set the color scale used for render operations.
The color scale is an additional scale multiplied into the pixel color value while rendering. This can be used to adjust the brightness of colors during HDR rendering, or changing HDR video brightness when playing on an SDR display.
The color scale does not affect the alpha channel, only the color brightness.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderColorScale- C declaration
SDL_SetRenderColorScale, defined atSDL3/SDL_render.h 2041:34
Since: 3.2.0
sDL_GetRenderColorScale Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr CFloat |
|
| -> IO CBool |
Get the color scale used for render operations.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetRenderColorScale- C declaration
SDL_GetRenderColorScale, defined atSDL3/SDL_render.h 2057:34
Since: 3.2.0
sDL_SetRenderDrawBlendMode Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> SDL_BlendMode |
|
| -> IO CBool |
Set the blend mode used for drawing operations.
This blend mode is used for any drawing that doesn't involve textures.
If the blend mode is not supported, the closest supported mode is chosen.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderDrawBlendMode,sDL_SetTextureBlendMode- C declaration
SDL_SetRenderDrawBlendMode, defined atSDL3/SDL_render.h 2078:34
Since: 3.2.0
sDL_GetRenderDrawBlendMode Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_BlendMode |
|
| -> IO CBool |
Get the blend mode used for drawing operations.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetRenderDrawBlendMode- C declaration
SDL_GetRenderDrawBlendMode, defined atSDL3/SDL_render.h 2094:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> IO CBool |
Clear the current rendering target with the drawing color.
This function clears the entire rendering target, ignoring the viewport and the clip rectangle. Note, that clearing will also set/fill all pixels of the rendering target to current renderer draw color, so make sure to invoke SDL_SetRenderDrawColor() when needed.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetRenderDrawColor- C declaration
SDL_RenderClear, defined atSDL3/SDL_render.h 2114:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> CFloat |
|
| -> CFloat |
|
| -> IO CBool |
Draw a point on the current rendering target at subpixel precision.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderPoints- C declaration
SDL_RenderPoint, defined atSDL3/SDL_render.h 2131:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> PtrConst SDL_FPoint |
|
| -> CInt |
|
| -> IO CBool |
Draw multiple points on the current rendering target at subpixel precision.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderPoint- C declaration
SDL_RenderPoints, defined atSDL3/SDL_render.h 2148:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> CFloat |
|
| -> CFloat |
|
| -> CFloat |
|
| -> CFloat |
|
| -> IO CBool |
Draw a line on the current rendering target at subpixel precision.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderLines- C declaration
SDL_RenderLine, defined atSDL3/SDL_render.h 2167:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> PtrConst SDL_FPoint |
|
| -> CInt |
|
| -> IO CBool |
Draw a series of connected lines on the current rendering target at subpixel precision.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderLine- C declaration
SDL_RenderLines, defined atSDL3/SDL_render.h 2185:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> PtrConst SDL_FRect |
|
| -> IO CBool |
Draw a rectangle on the current rendering target at subpixel precision.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderRects- C declaration
SDL_RenderRect, defined atSDL3/SDL_render.h 2202:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> PtrConst SDL_FRect |
|
| -> CInt |
|
| -> IO CBool |
Draw some number of rectangles on the current rendering target at subpixel precision.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderRect- C declaration
SDL_RenderRects, defined atSDL3/SDL_render.h 2220:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> PtrConst SDL_FRect |
|
| -> IO CBool |
Fill a rectangle on the current rendering target with the drawing color at subpixel precision.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderFillRects- C declaration
SDL_RenderFillRect, defined atSDL3/SDL_render.h 2238:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> PtrConst SDL_FRect |
|
| -> CInt |
|
| -> IO CBool |
Fill some number of rectangles on the current rendering target with the drawing color at subpixel precision.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderFillRect- C declaration
SDL_RenderFillRects, defined atSDL3/SDL_render.h 2256:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Texture |
|
| -> PtrConst SDL_FRect |
|
| -> PtrConst SDL_FRect |
|
| -> IO CBool |
Copy a portion of the texture to the current rendering target at subpixel precision.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderTextureRotated,sDL_RenderTextureTiled- C declaration
SDL_RenderTexture, defined atSDL3/SDL_render.h 2278:34
Since: 3.2.0
sDL_RenderTextureRotated Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Texture |
|
| -> PtrConst SDL_FRect |
|
| -> PtrConst SDL_FRect |
|
| -> CDouble |
|
| -> PtrConst SDL_FPoint |
|
| -> SDL_FlipMode |
|
| -> IO CBool |
Copy a portion of the source texture to the current rendering target, with rotation and flipping, at subpixel precision.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderTexture- C declaration
SDL_RenderTextureRotated, defined atSDL3/SDL_render.h 2306:34
Since: 3.2.0
sDL_RenderTextureAffine Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Texture |
|
| -> PtrConst SDL_FRect |
|
| -> PtrConst SDL_FPoint |
|
| -> PtrConst SDL_FPoint |
|
| -> PtrConst SDL_FPoint |
|
| -> IO CBool |
Copy a portion of the source texture to the current rendering target, with affine transform, at subpixel precision.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- You may only call this function from the main thread.
- See also
sDL_RenderTexture- C declaration
SDL_RenderTextureAffine, defined atSDL3/SDL_render.h 2337:34
Since: 3.2.0
sDL_RenderTextureTiled Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Texture |
|
| -> PtrConst SDL_FRect |
|
| -> CFloat |
|
| -> PtrConst SDL_FRect |
|
| -> IO CBool |
Tile a portion of the texture to the current rendering target at subpixel precision.
The pixels in srcrect will be repeated as many times as needed to completely fill dstrect.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderTexture- C declaration
SDL_RenderTextureTiled, defined atSDL3/SDL_render.h 2366:34
Since: 3.2.0
sDL_RenderTexture9Grid Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Texture |
|
| -> PtrConst SDL_FRect |
|
| -> CFloat |
|
| -> CFloat |
|
| -> CFloat |
|
| -> CFloat |
|
| -> CFloat |
|
| -> PtrConst SDL_FRect |
|
| -> IO CBool |
Perform a scaled copy using the 9-grid algorithm to the current rendering target at subpixel precision.
The pixels in the texture are split into a 3x3 grid, using the different corner sizes for each corner, and the sides and center making up the remaining pixels. The corners are then scaled using scale and fit into the corners of the destination rectangle. The sides and center are then stretched into place to cover the remaining destination rectangle.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderTexture,sDL_RenderTexture9GridTiled- C declaration
SDL_RenderTexture9Grid, defined atSDL3/SDL_render.h 2401:34
Since: 3.2.0
sDL_RenderTexture9GridTiled Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Texture |
|
| -> PtrConst SDL_FRect |
|
| -> CFloat |
|
| -> CFloat |
|
| -> CFloat |
|
| -> CFloat |
|
| -> CFloat |
|
| -> PtrConst SDL_FRect |
|
| -> CFloat |
|
| -> IO CBool |
Perform a scaled copy using the 9-grid algorithm to the current rendering target at subpixel precision.
The pixels in the texture are split into a 3x3 grid, using the different corner sizes for each corner, and the sides and center making up the remaining pixels. The corners are then scaled using scale and fit into the corners of the destination rectangle. The sides and center are then tiled into place to cover the remaining destination rectangle.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderTexture,sDL_RenderTexture9Grid- C declaration
SDL_RenderTexture9GridTiled, defined atSDL3/SDL_render.h 2439:34
Since: 3.4.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Texture |
|
| -> PtrConst SDL_Vertex |
|
| -> CInt |
|
| -> PtrConst CInt |
|
| -> CInt |
|
| -> IO CBool |
Render a list of triangles, optionally using a texture and indices into the vertex array Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderGeometryRaw,sDL_SetRenderTextureAddressMode- C declaration
SDL_RenderGeometry, defined atSDL3/SDL_render.h 2464:34
Since: 3.2.0
sDL_RenderGeometryRaw Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_Texture |
|
| -> PtrConst CFloat |
|
| -> CInt |
|
| -> PtrConst SDL_FColor |
|
| -> CInt |
|
| -> PtrConst CFloat |
|
| -> CInt |
|
| -> CInt |
|
| -> PtrConst Void |
|
| -> CInt |
|
| -> CInt |
|
| -> IO CBool |
Render a list of triangles, optionally using a texture and indices into the vertex arrays Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderGeometry,sDL_SetRenderTextureAddressMode- C declaration
SDL_RenderGeometryRaw, defined atSDL3/SDL_render.h 2497:34
Since: 3.2.0
sDL_SetRenderTextureAddressMode Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> SDL_TextureAddressMode |
|
| -> SDL_TextureAddressMode |
|
| -> IO CBool |
Set the texture addressing mode used in SDL_RenderGeometry().
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_RenderGeometry,sDL_RenderGeometryRaw,sDL_GetRenderTextureAddressMode- C declaration
SDL_SetRenderTextureAddressMode, defined atSDL3/SDL_render.h 2524:34
Since: 3.4.0
sDL_GetRenderTextureAddressMode Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_TextureAddressMode |
|
| -> Ptr SDL_TextureAddressMode |
|
| -> IO CBool |
Get the texture addressing mode used in SDL_RenderGeometry().
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetRenderTextureAddressMode- C declaration
SDL_GetRenderTextureAddressMode, defined atSDL3/SDL_render.h 2545:34
Since: 3.4.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> PtrConst SDL_Rect |
|
| -> IO (Ptr SDL_Surface) |
Read pixels from the current rendering target.
The returned surface contains pixels inside the desired area clipped to the current viewport, and should be freed with SDL_DestroySurface().
Note that this returns the actual pixels on the screen, so if you are using logical presentation you should use SDL_GetRenderLogicalPresentationRect() to get the area containing your content.
WARNING: This is a very slow operation, and should not be used frequently. If you're using this on the main rendering target, it should be called after rendering and before SDL_RenderPresent().
- Returns
- a new SDL_Surface on success or NULL on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- C declaration
SDL_RenderReadPixels, defined atSDL3/SDL_render.h 2572:43
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> IO CBool |
Update the screen with any rendering performed since the previous call.
SDL's rendering functions operate on a backbuffer; that is, calling a rendering function such as SDL_RenderLine() does not directly put a line on the screen, but rather updates the backbuffer. As such, you compose your entire scene and present the composed backbuffer to the screen as a complete picture.
Therefore, when using SDL's rendering API, one does all drawing intended for the frame, and then calls this function once per frame to present the final drawing to the user.
The backbuffer should be considered invalidated after each present; do not assume that previous contents will exist between frames. You are strongly encouraged to call SDL_RenderClear() to initialize the backbuffer before starting each new frame's drawing, even if you plan to overwrite every pixel.
Please note, that in case of rendering to a texture - there is no need to call after drawing needed objects to a texture, and should not be done; you are only required to change back the rendering target to default via sDL_RenderPresentSDL_SetRenderTarget(renderer, NULL) afterwards, as textures by themselves do not have a concept of backbuffers. Calling SDL_RenderPresent while rendering to a texture will fail.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_CreateRenderer,sDL_RenderClear,sDL_RenderFillRect,sDL_RenderFillRects,sDL_RenderLine,sDL_RenderLines,sDL_RenderPoint,sDL_RenderPoints,sDL_RenderRect,sDL_RenderRects,sDL_SetRenderDrawBlendMode,sDL_SetRenderDrawColor- C declaration
SDL_RenderPresent, defined atSDL3/SDL_render.h 2621:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Texture |
|
| -> IO () |
Destroy the specified texture.
Passing NULL or an otherwise invalid texture will set the SDL error message to "Invalid texture".
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_CreateTexture,sDL_CreateTextureFromSurface- C declaration
SDL_DestroyTexture, defined atSDL3/SDL_render.h 2638:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> IO () |
Destroy the rendering context for a window and free all associated textures.
This should be called before destroying the associated window.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_CreateRenderer- C declaration
SDL_DestroyRenderer, defined atSDL3/SDL_render.h 2654:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> IO CBool |
Force the rendering context to flush any pending commands and state.
You do not need to (and in fact, shouldn't) call this function unless you are planning to call into OpenGL/Direct3D/Metal/whatever directly, in addition to using an SDL_Renderer.
This is for a very-specific case: if you are using SDL's render API, and you plan to make OpenGL/D3D/whatever calls in addition to SDL render API calls. If this applies, you should call this function between calls to SDL's render API and the low-level API you're using in cooperation.
In all other cases, you can ignore this function.
This call makes SDL flush any pending rendering work it was queueing up to do later in a single batch, and marks any internal cached state as invalid, so it'll prepare all its state again later, from scratch.
This means you do not need to save state in your rendering code to protect the SDL renderer. However, there lots of arbitrary pieces of Direct3D and OpenGL state that can confuse things; you should use your best judgment and be prepared to make changes if specific state needs to be protected.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- C declaration
SDL_FlushRenderer, defined atSDL3/SDL_render.h 2687:34
Since: 3.2.0
sDL_GetRenderMetalLayer Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> IO (Ptr Void) |
Get the CAMetalLayer associated with the given Metal renderer.
This function returns void *, so SDL doesn't have to include Metal's headers, but it can be safely cast to a CAMetalLayer *.
- Returns
- a
CAMetalLayer *on success, or NULL if the renderer isn't a Metal renderer. - Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderMetalCommandEncoder- C declaration
SDL_GetRenderMetalLayer, defined atSDL3/SDL_render.h 2705:36
Since: 3.2.0
sDL_GetRenderMetalCommandEncoder Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> IO (Ptr Void) |
Get the Metal command encoder for the current frame.
This function returns void *, so SDL doesn't have to include Metal's headers, but it can be safely cast to an id<MTLRenderCommandEncoder>.
This will return NULL if Metal refuses to give SDL a drawable to render to, which might happen if the window is hidden/minimized/offscreen. This doesn't apply to command encoders for render targets, just the window's backbuffer. Check your return values!
- Returns
- an
id<MTLRenderCommandEncoder>on success, or NULL if the renderer isn't a Metal renderer or there was an error. - Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderMetalLayer- C declaration
SDL_GetRenderMetalCommandEncoder, defined atSDL3/SDL_render.h 2728:36
Since: 3.2.0
sDL_AddVulkanRenderSemaphores Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Uint32 |
|
| -> Sint64 |
|
| -> Sint64 |
|
| -> IO CBool |
Add a set of synchronization semaphores for the current frame.
The Vulkan renderer will wait for wait_semaphore before submitting rendering commands and signal signal_semaphore after rendering commands are complete for this frame.
This should be called each frame that you want semaphore synchronization. The Vulkan renderer may have multiple frames in flight on the GPU, so you should have multiple semaphores that are used for synchronization. Querying SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the maximum number of semaphores you'll need.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- It is NOT safe to call this function from two threads at once.
- C declaration
SDL_AddVulkanRenderSemaphores, defined atSDL3/SDL_render.h 2759:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> CInt |
|
| -> IO CBool |
Toggle VSync of the given renderer.
When a renderer is created, vsync defaults to SDL_RENDERER_VSYNC_DISABLED.
The vsync parameter can be 1 to synchronize present with every vertical refresh, 2 to synchronize present with every second vertical refresh, etc., SDL_RENDERER_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), or SDL_RENDERER_VSYNC_DISABLED to disable. Not every value is supported by every driver, so you should check the return value to see whether the requested setting is supported.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetRenderVSync- C declaration
SDL_SetRenderVSync, defined atSDL3/SDL_render.h 2784:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr CInt |
|
| -> IO CBool |
Get VSync of the given renderer.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetRenderVSync- C declaration
SDL_GetRenderVSync, defined atSDL3/SDL_render.h 2804:34
Since: 3.2.0
Arguments
| :: Ptr SDL_Renderer |
|
| -> CFloat |
|
| -> CFloat |
|
| -> PtrConst CChar |
|
| -> IO CBool |
Draw debug text to an SDL_Renderer.
This function will render a string of text to an SDL_Renderer. Note that this is a convenience function for debugging, with severe limitations, and not intended to be used for production apps and games.
Among these limitations:
- It accepts UTF-8 strings, but will only renders ASCII characters.
- It has a single, tiny size (8x8 pixels). You can use logical presentation or
SDL_SetRenderScale()to adjust it. - It uses a simple, hardcoded bitmap font. It does not allow different font selections and it does not support truetype, for proper scaling.
- It does no word-wrapping and does not treat newline characters as a line break. If the text goes out of the window, it's gone.
For serious text rendering, there are several good options, such as SDL_ttf, stb_truetype, or other external libraries.
On first use, this will create an internal texture for rendering glyphs. This texture will live until the renderer is destroyed.
The text is drawn in the color specified by SDL_SetRenderDrawColor().
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
SDL_RenderDebugTextFormat,sDL_DEBUG_TEXT_FONT_CHARACTER_SIZE- C declaration
SDL_RenderDebugText, defined atSDL3/SDL_render.h 2856:34
Since: 3.2.0
sDL_SetDefaultTextureScaleMode Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> SDL_ScaleMode |
|
| -> IO CBool |
Set default scale mode for new textures for given renderer.
When a renderer is created, scale_mode defaults to SDL_SCALEMODE_LINEAR.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_GetDefaultTextureScaleMode- C declaration
SDL_SetDefaultTextureScaleMode, defined atSDL3/SDL_render.h 2902:34
Since: 3.4.0
sDL_GetDefaultTextureScaleMode Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_ScaleMode |
|
| -> IO CBool |
Get default texture scale mode of the given renderer.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should only be called on the main thread.
- See also
sDL_SetDefaultTextureScaleMode- C declaration
SDL_GetDefaultTextureScaleMode, defined atSDL3/SDL_render.h 2920:34
Since: 3.4.0
sDL_CreateGPURenderState Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> PtrConst SDL_GPURenderStateCreateInfo |
|
| -> IO (Ptr SDL_GPURenderState) |
Create custom GPU render state.
- Returns
- a custom GPU render state or NULL on failure; call SDL_GetError() for more information.
- Thread safety
- This function should be called on the thread that created the renderer.
- See also
sDL_SetGPURenderStateFragmentUniforms,sDL_SetGPURenderState,sDL_DestroyGPURenderState- C declaration
SDL_CreateGPURenderState, defined atSDL3/SDL_render.h 2974:50
Since: 3.4.0
sDL_SetGPURenderStateFragmentUniforms Source #
Arguments
| :: Ptr SDL_GPURenderState |
|
| -> Uint32 |
|
| -> PtrConst Void |
|
| -> Uint32 |
|
| -> IO CBool |
Set fragment shader uniform variables in a custom GPU render state.
The data is copied and will be pushed using SDL_PushGPUFragmentUniformData() during draw call execution.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should be called on the thread that created the renderer.
- C declaration
SDL_SetGPURenderStateFragmentUniforms, defined atSDL3/SDL_render.h 2994:34
Since: 3.4.0
sDL_SetGPURenderState Source #
Arguments
| :: Ptr SDL_Renderer |
|
| -> Ptr SDL_GPURenderState |
|
| -> IO CBool |
Set custom GPU render state.
This function sets custom GPU render state for subsequent draw calls. This allows using custom shaders with the GPU renderer.
- Returns
- true on success or false on failure; call SDL_GetError() for more information.
- Thread safety
- This function should be called on the thread that created the renderer.
- C declaration
SDL_SetGPURenderState, defined atSDL3/SDL_render.h 3012:34
Since: 3.4.0
sDL_DestroyGPURenderState Source #
Arguments
| :: Ptr SDL_GPURenderState |
|
| -> IO () |
Destroy custom GPU render state.
- Thread safety
- This function should be called on the thread that created the renderer.
- See also
sDL_CreateGPURenderState- C declaration
SDL_DestroyGPURenderState, defined atSDL3/SDL_render.h 3026:34
Since: 3.4.0