Shortened SDL property names
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1885e6b2e0
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38 changed files with 435 additions and 435 deletions
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@ -234,13 +234,13 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
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*
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* These are the supported properties:
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*
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* - `SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering
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* - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering
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* is displayed
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* - `SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER`: the surface where
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* - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where
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* rendering is displayed, if you want a software renderer without a window
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* - `SDL_PROPERTY_RENDERER_CREATE_NAME_STRING`: the name of the rendering
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* - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering
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* driver to use, if a specific one is desired
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* - `SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
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* - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
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* present synchronized with the refresh rate
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*
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* \param props the properties to use
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@ -256,10 +256,10 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
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*/
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extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
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#define SDL_PROPERTY_RENDERER_CREATE_WINDOW_POINTER "window"
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#define SDL_PROPERTY_RENDERER_CREATE_SURFACE_POINTER "surface"
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#define SDL_PROPERTY_RENDERER_CREATE_NAME_STRING "name"
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#define SDL_PROPERTY_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
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#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window"
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#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface"
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#define SDL_PROP_RENDERER_CREATE_NAME_STRING "name"
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#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
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/**
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* Create a 2D software rendering context for a surface.
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@ -326,13 +326,13 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
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*
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* The following read-only properties are provided by SDL:
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*
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* - `SDL_PROPERTY_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9
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* - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9
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* associated with the renderer
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* - `SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
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* - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
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* with the renderer
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* - `SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
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* - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
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* with the renderer
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* - `SDL_PROPERTY_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the
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* - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the
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* ID3D12CommandQueue associated with the renderer
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*
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* \param renderer the rendering context
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@ -346,10 +346,10 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
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*/
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extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
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#define SDL_PROPERTY_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
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#define SDL_PROPERTY_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
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#define SDL_PROPERTY_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
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#define SDL_PROPERTY_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
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#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
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#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
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#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
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#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
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/**
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* Get the output size in pixels of a rendering context.
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@ -447,66 +447,66 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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*
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* These are the supported properties:
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*
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* - `SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values
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* - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values
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* in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
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* - `SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values
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* - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values
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* in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
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* - `SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
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* - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
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* pixels, required
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* - `SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
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* - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
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* pixels, required
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*
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* With the direct3d11 renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
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* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
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* associated with the texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the
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* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the
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* ID3D11Texture2D associated with the U plane of a YUV texture, if you want
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* to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the
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* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the
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* ID3D11Texture2D associated with the V plane of a YUV texture, if you want
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* to wrap an existing texture.
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*
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* With the direct3d12 renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
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* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
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* associated with the texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
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* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
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* associated with the U plane of a YUV texture, if you want to wrap an
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* existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
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* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
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* associated with the V plane of a YUV texture, if you want to wrap an
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* existing texture.
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*
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* With the opengl renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
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* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
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* associated with the texture, if you want to wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint
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* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint
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* texture associated with the UV plane of an NV12 texture, if you want to
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* wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
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* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
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* associated with the U plane of a YUV texture, if you want to wrap an
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* existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
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* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
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* associated with the V plane of a YUV texture, if you want to wrap an
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* existing texture.
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*
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* With the opengles2 renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
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* texture associated with the texture, if you want to wrap an existing
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* texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
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* texture associated with the texture, if you want to wrap an existing
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* texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint
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* texture associated with the UV plane of an NV12 texture, if you want to
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* wrap an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint
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* texture associated with the U plane of a YUV texture, if you want to wrap
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* an existing texture.
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* - `SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint
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* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint
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* texture associated with the V plane of a YUV texture, if you want to wrap
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* an existing texture.
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*
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@ -526,25 +526,25 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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*/
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extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
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#define SDL_PROPERTY_TEXTURE_CREATE_FORMAT_NUMBER "format"
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#define SDL_PROPERTY_TEXTURE_CREATE_ACCESS_NUMBER "access"
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#define SDL_PROPERTY_TEXTURE_CREATE_WIDTH_NUMBER "width"
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#define SDL_PROPERTY_TEXTURE_CREATE_HEIGHT_NUMBER "height"
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#define SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
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#define SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
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#define SDL_PROPERTY_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
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#define SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
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#define SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
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#define SDL_PROPERTY_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
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#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
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#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
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#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
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#define SDL_PROPERTY_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
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#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
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#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
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#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
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#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
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#define SDL_PROPERTY_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
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#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format"
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#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access"
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#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width"
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#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height"
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#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
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#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
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#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
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#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
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#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
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#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
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#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
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#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
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#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
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#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
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#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
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#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
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#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
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#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
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#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
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/**
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@ -554,50 +554,50 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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*
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* With the direct3d11 renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
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* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
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* associated with the texture
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* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
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* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
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* associated with the U plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
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* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
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* associated with the V plane of a YUV texture
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*
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* With the direct3d12 renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
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* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
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* associated with the texture
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* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
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* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
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* associated with the U plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
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* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
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* associated with the V plane of a YUV texture
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*
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* With the opengl renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
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* associated with the texture
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
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* associated with the UV plane of an NV12 texture
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
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* associated with the U plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
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* associated with the V plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
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* target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width
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* - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width
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* of the texture (0.0 - 1.0)
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* - `SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height
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* - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height
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* of the texture (0.0 - 1.0)
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*
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* With the opengles2 renderer:
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*
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* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
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* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
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* associated with the texture
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* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
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* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
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* associated with the UV plane of an NV12 texture
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* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
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* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
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* associated with the U plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
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* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
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* associated with the V plane of a YUV texture
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* - `SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the
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* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the
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* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
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*
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* \param texture the texture to query
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@ -611,24 +611,24 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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*/
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extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
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#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
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#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
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#define SDL_PROPERTY_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
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#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
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#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
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#define SDL_PROPERTY_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
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#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
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#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
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#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
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#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
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#define SDL_PROPERTY_TEXTURE_OPENGL_TEXTURE_TARGET "SDL.texture.opengl.target"
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#define SDL_PROPERTY_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
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#define SDL_PROPERTY_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
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#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
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#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
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#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
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#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
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#define SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_TARGET "SDL.texture.opengles2.target"
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#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
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#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
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||||
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
|
||||
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
|
||||
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
|
||||
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
|
||||
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
|
||||
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
|
||||
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
|
||||
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
|
||||
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET "SDL.texture.opengl.target"
|
||||
#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
|
||||
#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
|
||||
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
|
||||
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
|
||||
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
|
||||
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
|
||||
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET "SDL.texture.opengles2.target"
|
||||
|
||||
/**
|
||||
* Get the renderer that created an SDL_Texture.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue