sdl3-bindgen-sys
Safe HaskellNone
LanguageGHC2021

SDL3.Sys.Bindgen.Render.Unsafe

Synopsis

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 at SDL3/SDL_render.h 192:33

Since: 3.2.0

sDL_GetRenderDriver Source #

Arguments

:: CInt
index
the index of the rendering driver; the value ranges from 0 to SDL_GetNumRenderDrivers() - 1.
-> 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 at SDL3/SDL_render.h 216:42

Since: 3.2.0

sDL_CreateWindowAndRenderer Source #

Arguments

:: PtrConst CChar
title
the title of the window, in UTF-8 encoding.
-> CInt
width
the width of the window.
-> CInt
height
the height of the window.
-> SDL_WindowFlags
window_flags
the flags used to create the window (see SDL_CreateWindow()).
-> Ptr (Ptr SDL_Window)
window
a pointer filled with the window, or NULL on error.
-> Ptr (Ptr SDL_Renderer)
renderer
a pointer filled with the renderer, or NULL on error.
-> 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 at SDL3/SDL_render.h 238:34

Since: 3.2.0

sDL_CreateRenderer Source #

Arguments

:: Ptr SDL_Window
window
the window where rendering is displayed.
-> PtrConst CChar
name
the name of the rendering driver to initialize, or NULL to let SDL choose one.
-> 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 at SDL3/SDL_render.h 273:44

Since: 3.2.0

sDL_CreateRendererWithProperties Source #

Arguments

:: SDL_PropertiesID
props
the properties to use.
-> IO (Ptr SDL_Renderer) 

Create a 2D rendering context for a window, with the specified properties.

These are the supported properties:

  • sDL_PROP_RENDERER_CREATE_NAME_STRING: the name of the rendering driver to use, if a specific one is desired
  • sDL_PROP_RENDERER_CREATE_WINDOW_POINTER: the window where rendering is displayed, required if this isn't a software renderer using a surface
  • sDL_PROP_RENDERER_CREATE_SURFACE_POINTER: the surface where rendering is displayed, if you want a software renderer without a window
  • sDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER: 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_PRESENT_VSYNC_NUMBER: non-zero if you want present synchronized with the refresh rate. This property can take any value that is supported by SDL_SetRenderVSync() for the renderer.

With the SDL GPU renderer (since SDL 3.4.0):

With the vulkan renderer:

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 at SDL3/SDL_render.h 337:44

Since: 3.2.0

sDL_CreateGPURenderer Source #

Arguments

:: Ptr SDL_GPUDevice
device
the GPU device to use with the renderer, or NULL to create a device.
-> Ptr SDL_Window
window
the window where rendering is displayed, or NULL to create an offscreen renderer.
-> 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 at SDL3/SDL_render.h 387:44

Since: 3.4.0

sDL_GetGPURendererDevice Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> 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 at SDL3/SDL_render.h 400:45

Since: 3.4.0

sDL_CreateSoftwareRenderer Source #

Arguments

:: Ptr SDL_Surface
surface
the SDL_Surface structure representing the surface where rendering is done.
-> 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 at SDL3/SDL_render.h 421:44

Since: 3.2.0

sDL_GetRenderer Source #

Arguments

:: Ptr SDL_Window
window
the window to query.
-> 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 at SDL3/SDL_render.h 434:44

Since: 3.2.0

sDL_GetRenderWindow Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer to query.
-> 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 at SDL3/SDL_render.h 447:42

Since: 3.2.0

sDL_GetRendererName Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> 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 at SDL3/SDL_render.h 463:42

Since: 3.2.0

sDL_GetRendererProperties Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> IO SDL_PropertiesID 

Get the properties associated with a renderer.

The following read-only properties are provided by SDL:

With the direct3d renderer:

With the direct3d11 renderer:

With the direct3d12 renderer:

With the vulkan renderer:

With the gpu renderer:

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 at SDL3/SDL_render.h 551:46

Since: 3.2.0

sDL_GetRenderOutputSize Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr CInt
w
a pointer filled in with the width in pixels.
-> Ptr CInt
h
a pointer filled in with the height in pixels.
-> 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 at SDL3/SDL_render.h 600:34

Since: 3.2.0

sDL_GetCurrentRenderOutputSize Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr CInt
w
a pointer filled in with the current width.
-> Ptr CInt
h
a pointer filled in with the current height.
-> 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 at SDL3/SDL_render.h 623:34

Since: 3.2.0

sDL_CreateTexture Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> SDL_PixelFormat
format
one of the enumerated values in SDL_PixelFormat.
-> SDL_TextureAccess
access
one of the enumerated values in SDL_TextureAccess.
-> CInt
w
the width of the texture in pixels.
-> CInt
h
the height of the texture in pixels.
-> 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 at SDL3/SDL_render.h 648:43

Since: 3.2.0

sDL_CreateTextureFromSurface Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr SDL_Surface
surface
the SDL_Surface structure containing pixel data used to fill the texture.
-> 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 at SDL3/SDL_render.h 676:43

Since: 3.2.0

sDL_CreateTextureWithProperties Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> SDL_PropertiesID
props
the properties to use.
-> IO (Ptr SDL_Texture) 

Create a texture for a rendering context with the specified properties.

These are the supported properties:

With the direct3d11 renderer:

With the direct3d12 renderer:

With the metal renderer:

With the opengl renderer:

With the opengles2 renderer:

With the vulkan renderer:

With the GPU renderer:

  • sDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER: the SDL_GPUTexture associated with the texture, if you want to wrap an existing texture.
  • SDL_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 at SDL3/SDL_render.h 804:43

Since: 3.2.0

sDL_GetTextureProperties Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to query.
-> IO SDL_PropertiesID 

Get the properties associated with a texture.

The following read-only properties are provided by SDL:

With the direct3d11 renderer:

With the direct3d12 renderer:

With the vulkan renderer:

With the opengl renderer:

With the opengles2 renderer:

With the gpu renderer:

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 at SDL3/SDL_render.h 933:46

Since: 3.2.0

sDL_GetRendererFromTexture Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to query.
-> IO (Ptr SDL_Renderer) 

Get the renderer that created an SDL_Texture.

Returns
a pointer to the SDL_Renderer that 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 at SDL3/SDL_render.h 977:44

Since: 3.2.0

sDL_GetTextureSize Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to query.
-> Ptr CFloat
w
a pointer filled in with the width of the texture in pixels. This argument can be NULL if you don't need this information.
-> Ptr CFloat
h
a pointer filled in with the height of the texture in pixels. This argument can be NULL if you don't need this information.
-> 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 at SDL3/SDL_render.h 994:34

Since: 3.2.0

sDL_SetTexturePalette Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to update.
-> Ptr SDL_Palette
palette
the SDL_Palette structure to use.
-> 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 at SDL3/SDL_render.h 1016:34

Since: 3.4.0

sDL_GetTexturePalette Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to query.
-> 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 at SDL3/SDL_render.h 1031:43

Since: 3.4.0

sDL_SetTextureColorMod Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to update.
-> Uint8
r
the red color value multiplied into copy operations.
-> Uint8
g
the green color value multiplied into copy operations.
-> Uint8
b
the blue color value multiplied into copy operations.
-> 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 at SDL3/SDL_render.h 1060:34

Since: 3.2.0

sDL_SetTextureColorModFloat Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to update.
-> CFloat
r
the red color value multiplied into copy operations.
-> CFloat
g
the green color value multiplied into copy operations.
-> CFloat
b
the blue color value multiplied into copy operations.
-> 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 at SDL3/SDL_render.h 1090:34

Since: 3.2.0

sDL_GetTextureColorMod Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to query.
-> Ptr Uint8
r
a pointer filled in with the current red color value.
-> Ptr Uint8
g
a pointer filled in with the current green color value.
-> Ptr Uint8
b
a pointer filled in with the current blue color value.
-> 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 at SDL3/SDL_render.h 1111:34

Since: 3.2.0

sDL_GetTextureColorModFloat Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to query.
-> Ptr CFloat
r
a pointer filled in with the current red color value.
-> Ptr CFloat
g
a pointer filled in with the current green color value.
-> Ptr CFloat
b
a pointer filled in with the current blue color value.
-> 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 at SDL3/SDL_render.h 1131:34

Since: 3.2.0

sDL_SetTextureAlphaMod Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to update.
-> Uint8
alpha
the source alpha value multiplied into copy operations.
-> 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 at SDL3/SDL_render.h 1157:34

Since: 3.2.0

sDL_SetTextureAlphaModFloat Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to update.
-> CFloat
alpha
the source alpha value multiplied into copy operations.
-> 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 at SDL3/SDL_render.h 1183:34

Since: 3.2.0

sDL_GetTextureAlphaMod Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to query.
-> Ptr Uint8
alpha
a pointer filled in with the current alpha value.
-> 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 at SDL3/SDL_render.h 1201:34

Since: 3.2.0

sDL_GetTextureAlphaModFloat Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to query.
-> Ptr CFloat
alpha
a pointer filled in with the current alpha value.
-> 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 at SDL3/SDL_render.h 1219:34

Since: 3.2.0

sDL_SetTextureBlendMode Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to update.
-> SDL_BlendMode
blendMode
the SDL_BlendMode to use for texture blending.
-> 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 at SDL3/SDL_render.h 1241:34

Since: 3.2.0

sDL_GetTextureBlendMode Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to query.
-> Ptr SDL_BlendMode
blendMode
a pointer filled in with the current 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 at SDL3/SDL_render.h 1257:34

Since: 3.2.0

sDL_SetTextureScaleMode Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to update.
-> SDL_ScaleMode
scaleMode
the SDL_ScaleMode to use for texture scaling.
-> 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 at SDL3/SDL_render.h 1277:34

Since: 3.2.0

sDL_GetTextureScaleMode Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to query.
-> Ptr SDL_ScaleMode
scaleMode
a pointer filled in with the current scale mode.
-> 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 at SDL3/SDL_render.h 1293:34

Since: 3.2.0

sDL_UpdateTexture Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to update.
-> PtrConst SDL_Rect
rect
an SDL_Rect structure representing the area to update, or NULL to update the entire texture.
-> PtrConst Void
pixels
the raw pixel data in the format of the texture.
-> CInt
pitch
the number of bytes in a row of pixel data, including padding between lines.
-> 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 at SDL3/SDL_render.h 1327:34

Since: 3.2.0

sDL_UpdateYUVTexture Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to update.
-> PtrConst SDL_Rect
rect
a pointer to the rectangle of pixels to update, or NULL to update the entire texture.
-> PtrConst Uint8
Yplane
the raw pixel data for the Y plane.
-> CInt
Ypitch
the number of bytes between rows of pixel data for the Y plane.
-> PtrConst Uint8
Uplane
the raw pixel data for the U plane.
-> CInt
Upitch
the number of bytes between rows of pixel data for the U plane.
-> PtrConst Uint8
Vplane
the raw pixel data for the V plane.
-> CInt
Vpitch
the number of bytes between rows of pixel data for the V plane.
-> 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 at SDL3/SDL_render.h 1359:34

Since: 3.2.0

sDL_UpdateNVTexture Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to update.
-> PtrConst SDL_Rect
rect
a pointer to the rectangle of pixels to update, or NULL to update the entire texture.
-> PtrConst Uint8
Yplane
the raw pixel data for the Y plane.
-> CInt
Ypitch
the number of bytes between rows of pixel data for the Y plane.
-> PtrConst Uint8
UVplane
the raw pixel data for the UV plane.
-> CInt
UVpitch
the number of bytes between rows of pixel data for the UV plane.
-> 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 at SDL3/SDL_render.h 1391:34

Since: 3.2.0

sDL_LockTexture Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING.
-> PtrConst SDL_Rect
rect
an SDL_Rect structure representing the area to lock for access; NULL to lock the entire texture.
-> Ptr (Ptr Void)
pixels
this is filled in with a pointer to the locked pixels, appropriately offset by the locked area.
-> Ptr CInt
pitch
this is filled in with the pitch of the locked pixels; the pitch is the length of one row in bytes.
-> 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 at SDL3/SDL_render.h 1426:34

Since: 3.2.0

sDL_LockTextureToSurface Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to lock for access, which must be created with SDL_TEXTUREACCESS_STREAMING.
-> PtrConst SDL_Rect
rect
a pointer to the rectangle to lock for access. If the rect is NULL, the entire texture will be locked.
-> Ptr (Ptr SDL_Surface)
surface
a pointer to an SDL surface of size rect. Don't assume any specific pixel content.
-> 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 at SDL3/SDL_render.h 1464:34

Since: 3.2.0

sDL_UnlockTexture Source #

Arguments

:: Ptr SDL_Texture
texture
a texture locked by SDL_LockTexture().
-> 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 at SDL3/SDL_render.h 1485:34

Since: 3.2.0

sDL_SetRenderTarget Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr SDL_Texture
texture
the targeted texture, which must be created with the SDL_TEXTUREACCESS_TARGET flag, or NULL to render to the window instead of a texture.
-> 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 at SDL3/SDL_render.h 1512:34

Since: 3.2.0

sDL_GetRenderTarget Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> 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 at SDL3/SDL_render.h 1529:43

Since: 3.2.0

sDL_SetRenderLogicalPresentation Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> CInt
w
the width of the logical resolution.
-> CInt
h
the height of the logical resolution.
-> SDL_RendererLogicalPresentation
mode
the presentation mode used.
-> 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 at SDL3/SDL_render.h 1576:34

Since: 3.2.0

sDL_GetRenderLogicalPresentation Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr CInt
w
an int filled with the logical presentation width.
-> Ptr CInt
h
an int filled with the logical presentation height.
-> Ptr SDL_RendererLogicalPresentation
mode
a variable filled with the logical presentation mode being used.
-> 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 at SDL3/SDL_render.h 1601:34

Since: 3.2.0

sDL_GetRenderLogicalPresentationRect Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr SDL_FRect
rect
a pointer filled in with the final presentation rectangle, may be NULL.
-> 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 at SDL3/SDL_render.h 1626:34

Since: 3.2.0

sDL_RenderCoordinatesFromWindow Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> CFloat
window_x
the x coordinate in window coordinates.
-> CFloat
window_y
the y coordinate in window coordinates.
-> Ptr CFloat
x
a pointer filled with the x coordinate in render coordinates.
-> Ptr CFloat
y
a pointer filled with the y coordinate in render coordinates.
-> 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 at SDL3/SDL_render.h 1653:34

Since: 3.2.0

sDL_RenderCoordinatesToWindow Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> CFloat
x
the x coordinate in render coordinates.
-> CFloat
y
the y coordinate in render coordinates.
-> Ptr CFloat
window_x
a pointer filled with the x coordinate in window coordinates.
-> Ptr CFloat
window_y
a pointer filled with the y coordinate in window coordinates.
-> 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 at SDL3/SDL_render.h 1683:34

Since: 3.2.0

sDL_ConvertEventToRenderCoordinates Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr SDL_Event
event
the event to modify.
-> 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 at SDL3/SDL_render.h 1719:34

Since: 3.2.0

sDL_SetRenderViewport Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> PtrConst SDL_Rect
rect
the SDL_Rect structure representing the drawing area, or NULL to set the viewport to the entire target.
-> 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 at SDL3/SDL_render.h 1746:34

Since: 3.2.0

sDL_GetRenderViewport Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr SDL_Rect
rect
an SDL_Rect structure filled in with the current drawing area.
-> 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 at SDL3/SDL_render.h 1766:34

Since: 3.2.0

sDL_RenderViewportSet Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> 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 at SDL3/SDL_render.h 1788:34

Since: 3.2.0

sDL_GetRenderSafeArea Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr SDL_Rect
rect
a pointer filled in with the area that is safe for interactive content.
-> 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 at SDL3/SDL_render.h 1810:34

Since: 3.2.0

sDL_SetRenderClipRect Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> PtrConst SDL_Rect
rect
an SDL_Rect structure representing the clip area, relative to the viewport, or NULL to disable clipping.
-> 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 at SDL3/SDL_render.h 1831:34

Since: 3.2.0

sDL_GetRenderClipRect Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr SDL_Rect
rect
an SDL_Rect structure filled in with the current clipping area or an empty rectangle if clipping is disabled.
-> 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 at SDL3/SDL_render.h 1852:34

Since: 3.2.0

sDL_RenderClipEnabled Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> 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 at SDL3/SDL_render.h 1871:34

Since: 3.2.0

sDL_SetRenderScale Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> CFloat
scaleX
the horizontal scaling factor.
-> CFloat
scaleY
the vertical scaling factor.
-> 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 at SDL3/SDL_render.h 1899:34

Since: 3.2.0

sDL_GetRenderScale Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr CFloat
scaleX
a pointer filled in with the horizontal scaling factor.
-> Ptr CFloat
scaleY
a pointer filled in with the vertical scaling factor.
-> 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 at SDL3/SDL_render.h 1919:34

Since: 3.2.0

sDL_SetRenderDrawColor Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Uint8
r
the red value used to draw on the rendering target.
-> Uint8
g
the green value used to draw on the rendering target.
-> Uint8
b
the blue value used to draw on the rendering target.
-> Uint8
a
the alpha value used to draw on the rendering target; usually SDL_ALPHA_OPAQUE (255). Use SDL_SetRenderDrawBlendMode to specify how the alpha channel is used.
-> 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 at SDL3/SDL_render.h 1944:34

Since: 3.2.0

sDL_SetRenderDrawColorFloat Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> CFloat
r
the red value used to draw on the rendering target.
-> CFloat
g
the green value used to draw on the rendering target.
-> CFloat
b
the blue value used to draw on the rendering target.
-> CFloat
a
the alpha value used to draw on the rendering target. Use SDL_SetRenderDrawBlendMode to specify how the alpha channel is used.
-> 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 at SDL3/SDL_render.h 1969:34

Since: 3.2.0

sDL_GetRenderDrawColor Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr Uint8
r
a pointer filled in with the red value used to draw on the rendering target.
-> Ptr Uint8
g
a pointer filled in with the green value used to draw on the rendering target.
-> Ptr Uint8
b
a pointer filled in with the blue value used to draw on the rendering target.
-> Ptr Uint8
a
a pointer filled in with the alpha value used to draw on the rendering target; usually SDL_ALPHA_OPAQUE (255).
-> 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 at SDL3/SDL_render.h 1993:34

Since: 3.2.0

sDL_GetRenderDrawColorFloat Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr CFloat
r
a pointer filled in with the red value used to draw on the rendering target.
-> Ptr CFloat
g
a pointer filled in with the green value used to draw on the rendering target.
-> Ptr CFloat
b
a pointer filled in with the blue value used to draw on the rendering target.
-> Ptr CFloat
a
a pointer filled in with the alpha value used to draw on the rendering target.
-> 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 at SDL3/SDL_render.h 2017:34

Since: 3.2.0

sDL_SetRenderColorScale Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> CFloat
scale
the color scale value.
-> 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 at SDL3/SDL_render.h 2041:34

Since: 3.2.0

sDL_GetRenderColorScale Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr CFloat
scale
a pointer filled in with the current color scale value.
-> 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 at SDL3/SDL_render.h 2057:34

Since: 3.2.0

sDL_SetRenderDrawBlendMode Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> SDL_BlendMode
blendMode
the SDL_BlendMode to use for blending.
-> 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 at SDL3/SDL_render.h 2078:34

Since: 3.2.0

sDL_GetRenderDrawBlendMode Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr SDL_BlendMode
blendMode
a pointer filled in with the current 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 at SDL3/SDL_render.h 2094:34

Since: 3.2.0

sDL_RenderClear Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> 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 at SDL3/SDL_render.h 2114:34

Since: 3.2.0

sDL_RenderPoint Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should draw a point.
-> CFloat
x
the x coordinate of the point.
-> CFloat
y
the y coordinate of the point.
-> 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 at SDL3/SDL_render.h 2131:34

Since: 3.2.0

sDL_RenderPoints Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should draw multiple points.
-> PtrConst SDL_FPoint
points
the points to draw.
-> CInt
count
the number of points to draw.
-> 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 at SDL3/SDL_render.h 2148:34

Since: 3.2.0

sDL_RenderLine Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should draw a line.
-> CFloat
x1
the x coordinate of the start point.
-> CFloat
y1
the y coordinate of the start point.
-> CFloat
x2
the x coordinate of the end point.
-> CFloat
y2
the y coordinate of the end point.
-> 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 at SDL3/SDL_render.h 2167:34

Since: 3.2.0

sDL_RenderLines Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should draw multiple lines.
-> PtrConst SDL_FPoint
points
the points along the lines.
-> CInt
count
the number of points, drawing count-1 lines.
-> 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 at SDL3/SDL_render.h 2185:34

Since: 3.2.0

sDL_RenderRect Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should draw a rectangle.
-> PtrConst SDL_FRect
rect
a pointer to the destination rectangle, or NULL to outline the entire rendering target.
-> 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 at SDL3/SDL_render.h 2202:34

Since: 3.2.0

sDL_RenderRects Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should draw multiple rectangles.
-> PtrConst SDL_FRect
rects
a pointer to an array of destination rectangles.
-> CInt
count
the number of rectangles.
-> 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 at SDL3/SDL_render.h 2220:34

Since: 3.2.0

sDL_RenderFillRect Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should fill a rectangle.
-> PtrConst SDL_FRect
rect
a pointer to the destination rectangle, or NULL for the entire rendering target.
-> 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 at SDL3/SDL_render.h 2238:34

Since: 3.2.0

sDL_RenderFillRects Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should fill multiple rectangles.
-> PtrConst SDL_FRect
rects
a pointer to an array of destination rectangles.
-> CInt
count
the number of rectangles.
-> 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 at SDL3/SDL_render.h 2256:34

Since: 3.2.0

sDL_RenderTexture Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should copy parts of a texture.
-> Ptr SDL_Texture
texture
the source texture.
-> PtrConst SDL_FRect
srcrect
a pointer to the source rectangle, or NULL for the entire texture.
-> PtrConst SDL_FRect
dstrect
a pointer to the destination rectangle, or NULL for the entire rendering target.
-> 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 at SDL3/SDL_render.h 2278:34

Since: 3.2.0

sDL_RenderTextureRotated Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should copy parts of a texture.
-> Ptr SDL_Texture
texture
the source texture.
-> PtrConst SDL_FRect
srcrect
a pointer to the source rectangle, or NULL for the entire texture.
-> PtrConst SDL_FRect
dstrect
a pointer to the destination rectangle, or NULL for the entire rendering target.
-> CDouble
angle
an angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction.
-> PtrConst SDL_FPoint
center
a pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2).
-> SDL_FlipMode
flip
an SDL_FlipMode value stating which flipping actions should be performed on the texture.
-> 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 at SDL3/SDL_render.h 2306:34

Since: 3.2.0

sDL_RenderTextureAffine Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should copy parts of a texture.
-> Ptr SDL_Texture
texture
the source texture.
-> PtrConst SDL_FRect
srcrect
a pointer to the source rectangle, or NULL for the entire texture.
-> PtrConst SDL_FPoint
origin
a pointer to a point indicating where the top-left corner of srcrect should be mapped to, or NULL for the rendering target's origin.
-> PtrConst SDL_FPoint
right
a pointer to a point indicating where the top-right corner of srcrect should be mapped to, or NULL for the rendering target's top-right corner.
-> PtrConst SDL_FPoint
down
a pointer to a point indicating where the bottom-left corner of srcrect should be mapped to, or NULL for the rendering target's bottom-left corner.
-> 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 at SDL3/SDL_render.h 2337:34

Since: 3.2.0

sDL_RenderTextureTiled Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should copy parts of a texture.
-> Ptr SDL_Texture
texture
the source texture.
-> PtrConst SDL_FRect
srcrect
a pointer to the source rectangle, or NULL for the entire texture.
-> CFloat
scale
the scale used to transform srcrect into the destination rectangle, e.g. a 32x32 texture with a scale of 2 would fill 64x64 tiles.
-> PtrConst SDL_FRect
dstrect
a pointer to the destination rectangle, or NULL for the entire rendering target.
-> 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 at SDL3/SDL_render.h 2366:34

Since: 3.2.0

sDL_RenderTexture9Grid Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should copy parts of a texture.
-> Ptr SDL_Texture
texture
the source texture.
-> PtrConst SDL_FRect
srcrect
the SDL_Rect structure representing the rectangle to be used for the 9-grid, or NULL to use the entire texture.
-> CFloat
left_width
the width, in pixels, of the left corners in srcrect.
-> CFloat
right_width
the width, in pixels, of the right corners in srcrect.
-> CFloat
top_height
the height, in pixels, of the top corners in srcrect.
-> CFloat
bottom_height
the height, in pixels, of the bottom corners in srcrect.
-> CFloat
scale
the scale used to transform the corner of srcrect into the corner of dstrect, or 0.0f for an unscaled copy.
-> PtrConst SDL_FRect
dstrect
a pointer to the destination rectangle, or NULL for the entire rendering target.
-> 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 at SDL3/SDL_render.h 2401:34

Since: 3.2.0

sDL_RenderTexture9GridTiled Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should copy parts of a texture.
-> Ptr SDL_Texture
texture
the source texture.
-> PtrConst SDL_FRect
srcrect
the SDL_Rect structure representing the rectangle to be used for the 9-grid, or NULL to use the entire texture.
-> CFloat
left_width
the width, in pixels, of the left corners in srcrect.
-> CFloat
right_width
the width, in pixels, of the right corners in srcrect.
-> CFloat
top_height
the height, in pixels, of the top corners in srcrect.
-> CFloat
bottom_height
the height, in pixels, of the bottom corners in srcrect.
-> CFloat
scale
the scale used to transform the corner of srcrect into the corner of dstrect, or 0.0f for an unscaled copy.
-> PtrConst SDL_FRect
dstrect
a pointer to the destination rectangle, or NULL for the entire rendering target.
-> CFloat
tileScale
the scale used to transform the borders and center of srcrect into the borders and middle of dstrect, or 1.0f for an unscaled copy.
-> 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 at SDL3/SDL_render.h 2439:34

Since: 3.4.0

sDL_RenderGeometry Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr SDL_Texture
texture
(optional) The SDL texture to use.
-> PtrConst SDL_Vertex
vertices
vertices.
-> CInt
num_vertices
number of vertices.
-> PtrConst CInt
indices
(optional) An array of integer indices into the 'vertices' array, if NULL all vertices will be rendered in sequential order.
-> CInt
num_indices
number of indices.
-> 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 at SDL3/SDL_render.h 2464:34

Since: 3.2.0

sDL_RenderGeometryRaw Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr SDL_Texture
texture
(optional) The SDL texture to use.
-> PtrConst CFloat
xy
vertex positions.
-> CInt
xy_stride
byte size to move from one element to the next element.
-> PtrConst SDL_FColor
color
vertex colors (as SDL_FColor).
-> CInt
color_stride
byte size to move from one element to the next element.
-> PtrConst CFloat
uv
vertex normalized texture coordinates.
-> CInt
uv_stride
byte size to move from one element to the next element.
-> CInt
num_vertices
number of vertices.
-> PtrConst Void
indices
(optional) An array of indices into the 'vertices' arrays, if NULL all vertices will be rendered in sequential order.
-> CInt
num_indices
number of indices.
-> CInt
size_indices
index size: 1 (byte), 2 (short), 4 (int).
-> 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 at SDL3/SDL_render.h 2497:34

Since: 3.2.0

sDL_SetRenderTextureAddressMode Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> SDL_TextureAddressMode
u_mode
the SDL_TextureAddressMode to use for horizontal texture coordinates in SDL_RenderGeometry().
-> SDL_TextureAddressMode
v_mode
the SDL_TextureAddressMode to use for vertical texture coordinates in SDL_RenderGeometry().
-> 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 at SDL3/SDL_render.h 2524:34

Since: 3.4.0

sDL_GetRenderTextureAddressMode Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Ptr SDL_TextureAddressMode
u_mode
a pointer filled in with the SDL_TextureAddressMode to use for horizontal texture coordinates in SDL_RenderGeometry(), may be NULL.
-> Ptr SDL_TextureAddressMode
v_mode
a pointer filled in with the SDL_TextureAddressMode to use for vertical texture coordinates in SDL_RenderGeometry(), may be NULL.
-> 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 at SDL3/SDL_render.h 2545:34

Since: 3.4.0

sDL_RenderReadPixels Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> PtrConst SDL_Rect
rect
an SDL_Rect structure representing the area to read, which will be clipped to the current viewport, or NULL for the entire viewport.
-> 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 at SDL3/SDL_render.h 2572:43

Since: 3.2.0

sDL_RenderPresent Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> 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 sDL_RenderPresent 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_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 at SDL3/SDL_render.h 2621:34

Since: 3.2.0

sDL_DestroyTexture Source #

Arguments

:: Ptr SDL_Texture
texture
the texture to destroy.
-> 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 at SDL3/SDL_render.h 2638:34

Since: 3.2.0

sDL_DestroyRenderer Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> 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 at SDL3/SDL_render.h 2654:34

Since: 3.2.0

sDL_FlushRenderer Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> 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 at SDL3/SDL_render.h 2687:34

Since: 3.2.0

sDL_GetRenderMetalLayer Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer to query.
-> 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 at SDL3/SDL_render.h 2705:36

Since: 3.2.0

sDL_GetRenderMetalCommandEncoder Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer to query.
-> 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 at SDL3/SDL_render.h 2728:36

Since: 3.2.0

sDL_AddVulkanRenderSemaphores Source #

Arguments

:: Ptr SDL_Renderer
renderer
the rendering context.
-> Uint32
wait_stage_mask
the VkPipelineStageFlags for the wait.
-> Sint64
wait_semaphore
a VkSempahore to wait on before rendering the current frame, or 0 if not needed.
-> Sint64
signal_semaphore
a VkSempahore that SDL will signal when rendering for the current frame is complete, or 0 if not needed.
-> 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 at SDL3/SDL_render.h 2759:34

Since: 3.2.0

sDL_SetRenderVSync Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer to toggle.
-> CInt
vsync
the vertical refresh sync interval.
-> 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 at SDL3/SDL_render.h 2784:34

Since: 3.2.0

sDL_GetRenderVSync Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer to toggle.
-> Ptr CInt
vsync
an int filled with the current vertical refresh sync interval. See SDL_SetRenderVSync() for the meaning of the value.
-> 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 at SDL3/SDL_render.h 2804:34

Since: 3.2.0

sDL_RenderDebugText Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer which should draw a line of text.
-> CFloat
x
the x coordinate where the top-left corner of the text will draw.
-> CFloat
y
the y coordinate where the top-left corner of the text will draw.
-> PtrConst CChar
str
the string to render.
-> 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 at SDL3/SDL_render.h 2856:34

Since: 3.2.0

sDL_SetDefaultTextureScaleMode Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer to update.
-> SDL_ScaleMode
scale_mode
the scale mode to change to for new textures.
-> 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 at SDL3/SDL_render.h 2902:34

Since: 3.4.0

sDL_GetDefaultTextureScaleMode Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer to get data from.
-> Ptr SDL_ScaleMode
scale_mode
a SDL_ScaleMode filled with current default scale mode. See SDL_SetDefaultTextureScaleMode() for the meaning of the value.
-> 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 at SDL3/SDL_render.h 2920:34

Since: 3.4.0

sDL_CreateGPURenderState Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer to use.
-> PtrConst SDL_GPURenderStateCreateInfo
createinfo
a struct describing the GPU render state to create.
-> 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 at SDL3/SDL_render.h 2974:50

Since: 3.4.0

sDL_SetGPURenderStateFragmentUniforms Source #

Arguments

:: Ptr SDL_GPURenderState
state
the state to modify.
-> Uint32
slot_index
the fragment uniform slot to push data to.
-> PtrConst Void
data
client data to write.
-> Uint32
length
the length of the data to write.
-> 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 at SDL3/SDL_render.h 2994:34

Since: 3.4.0

sDL_SetGPURenderState Source #

Arguments

:: Ptr SDL_Renderer
renderer
the renderer to use.
-> Ptr SDL_GPURenderState
state
the state to to use, or NULL to clear custom GPU render state.
-> 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 at SDL3/SDL_render.h 3012:34

Since: 3.4.0

sDL_DestroyGPURenderState Source #

Arguments

:: Ptr SDL_GPURenderState
state
the state to destroy.
-> 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 at SDL3/SDL_render.h 3026:34

Since: 3.4.0