Update SDL2 to 2.0.14

This commit is contained in:
Tom Kidd 2021-03-03 22:55:48 -06:00
parent 52a43ae1c4
commit 1ab25673c5
56 changed files with 3125 additions and 363 deletions

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@ -85,6 +85,16 @@ typedef struct SDL_RendererInfo
int max_texture_height; /**< The maximum texture height */
} SDL_RendererInfo;
/**
* \brief The scaling mode for a texture.
*/
typedef enum
{
SDL_ScaleModeNearest, /**< nearest pixel sampling */
SDL_ScaleModeLinear, /**< linear filtering */
SDL_ScaleModeBest /**< anisotropic filtering */
} SDL_ScaleMode;
/**
* \brief The access pattern allowed for a texture.
*/
@ -366,6 +376,35 @@ extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
SDL_BlendMode *blendMode);
/**
* \brief Set the scale mode used for texture scale operations.
*
* \param texture The texture to update.
* \param scaleMode ::SDL_ScaleMode to use for texture scaling.
*
* \return 0 on success, or -1 if the texture is not valid.
*
* \note If the scale mode is not supported, the closest supported mode is
* chosen.
*
* \sa SDL_GetTextureScaleMode()
*/
extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
SDL_ScaleMode scaleMode);
/**
* \brief Get the scale mode used for texture scale operations.
*
* \param texture The texture to query.
* \param scaleMode A pointer filled in with the current scale mode.
*
* \return 0 on success, or -1 if the texture is not valid.
*
* \sa SDL_SetTextureScaleMode()
*/
extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
SDL_ScaleMode *scaleMode);
/**
* \brief Update the given texture rectangle with new pixel data.
*
@ -430,10 +469,31 @@ extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
const SDL_Rect * rect,
void **pixels, int *pitch);
/**
* \brief Lock a portion of the texture for write-only pixel access.
* Expose it as a SDL surface.
*
* \param texture The texture to lock for access, which was created with
* ::SDL_TEXTUREACCESS_STREAMING.
* \param rect A pointer to the rectangle to lock for access. If the rect
* is NULL, the entire texture will be locked.
* \param surface This is filled in with a SDL surface representing the locked area
* Surface is freed internally after calling SDL_UnlockTexture or SDL_DestroyTexture.
*
* \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
*
* \sa SDL_UnlockTexture()
*/
extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
const SDL_Rect *rect,
SDL_Surface **surface);
/**
* \brief Unlock a texture, uploading the changes to video memory, if needed.
* If SDL_LockTextureToSurface() was called for locking, the SDL surface is freed.
*
* \sa SDL_LockTexture()
* \sa SDL_LockTextureToSurface()
*/
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
@ -558,8 +618,8 @@ extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
* \brief Set the clip rectangle for the current target.
*
* \param renderer The renderer for which clip rectangle should be set.
* \param rect A pointer to the rectangle to set as the clip rectangle, or
* NULL to disable clipping.
* \param rect A pointer to the rectangle to set as the clip rectangle,
* relative to the viewport, or NULL to disable clipping.
*
* \return 0 on success, or -1 on error
*
@ -835,6 +895,148 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
const SDL_Point *center,
const SDL_RendererFlip flip);
/**
* \brief Draw a point on the current rendering target.
*
* \param renderer The renderer which should draw a point.
* \param x The x coordinate of the point.
* \param y The y coordinate of the point.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer,
float x, float y);
/**
* \brief Draw multiple points on the current rendering target.
*
* \param renderer The renderer which should draw multiple points.
* \param points The points to draw
* \param count The number of points to draw
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer,
const SDL_FPoint * points,
int count);
/**
* \brief Draw a line on the current rendering target.
*
* \param renderer The renderer which should draw a line.
* \param x1 The x coordinate of the start point.
* \param y1 The y coordinate of the start point.
* \param x2 The x coordinate of the end point.
* \param y2 The y coordinate of the end point.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer,
float x1, float y1, float x2, float y2);
/**
* \brief Draw a series of connected lines on the current rendering target.
*
* \param renderer The renderer which should draw multiple lines.
* \param points The points along the lines
* \param count The number of points, drawing count-1 lines
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer,
const SDL_FPoint * points,
int count);
/**
* \brief Draw a rectangle on the current rendering target.
*
* \param renderer The renderer which should draw a rectangle.
* \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer,
const SDL_FRect * rect);
/**
* \brief Draw some number of rectangles on the current rendering target.
*
* \param renderer The renderer which should draw multiple rectangles.
* \param rects A pointer to an array of destination rectangles.
* \param count The number of rectangles.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer,
const SDL_FRect * rects,
int count);
/**
* \brief Fill a rectangle on the current rendering target with the drawing color.
*
* \param renderer The renderer which should fill a rectangle.
* \param rect A pointer to the destination rectangle, or NULL for the entire
* rendering target.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer,
const SDL_FRect * rect);
/**
* \brief Fill some number of rectangles on the current rendering target with the drawing color.
*
* \param renderer The renderer which should fill multiple rectangles.
* \param rects A pointer to an array of destination rectangles.
* \param count The number of rectangles.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
const SDL_FRect * rects,
int count);
/**
* \brief Copy a portion of the texture to the current rendering target.
*
* \param renderer The renderer which should copy parts of a texture.
* \param texture The source texture.
* \param srcrect A pointer to the source rectangle, or NULL for the entire
* texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the
* entire rendering target.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_FRect * dstrect);
/**
* \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center
*
* \param renderer The renderer which should copy parts of a texture.
* \param texture The source texture.
* \param srcrect A pointer to the source rectangle, or NULL for the entire
* texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the
* entire rendering target.
* \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
* \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2).
* \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_FRect * dstrect,
const double angle,
const SDL_FPoint *center,
const SDL_RendererFlip flip);
/**
* \brief Read pixels from the current rendering target.
*
@ -876,6 +1078,31 @@ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
*/
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
/**
* \brief Force the rendering context to flush any pending commands to the
* underlying rendering API.
*
* You do not need to (and in fact, shouldn't) call this function unless
* you are planning to call into OpenGL/Direct3D/Metal/whatever directly
* in addition to using an SDL_Renderer.
*
* This is for a very-specific case: if you are using SDL's render API,
* you asked for a specific renderer backend (OpenGL, Direct3D, etc),
* you set SDL_HINT_RENDER_BATCHING to "1", and you plan to make
* OpenGL/D3D/whatever calls in addition to SDL render API calls. If all of
* this applies, you should call SDL_RenderFlush() between calls to SDL's
* render API and the low-level API you're using in cooperation.
*
* In all other cases, you can ignore this function. This is only here to
* get maximum performance out of a specific situation. In all other cases,
* SDL will do the right thing, perhaps at a performance loss.
*
* This function is first available in SDL 2.0.10, and is not needed in
* 2.0.9 and earlier, as earlier versions did not queue rendering commands
* at all, instead flushing them to the OS immediately.
*/
extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
/**
* \brief Bind the texture to the current OpenGL/ES/ES2 context for use with