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Sync SDL3 wiki -> header
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@ -256,6 +256,31 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
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* \sa SDL_DestroyRenderer
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* \sa SDL_GetRendererInfo
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*/
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/**
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* Create a 2D rendering context for a window, with the specified properties.
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*
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* These are the supported properties:
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*
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* - "window" (pointer) - the window where rendering is displayed
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* - "surface" (pointer) - the surface where rendering is displayed, if you
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* want a software renderer without a window
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* - "name" (string) - the name of the rendering driver to use, if a specific
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* one is desired
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* - "present_vsync" (boolean) - true if you want present synchronized with
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* the refresh rate
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*
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* \param props the properties to use
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* \returns a valid rendering context or NULL if there was an error; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateRenderer
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* \sa SDL_CreateSoftwareRenderer
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* \sa SDL_DestroyRenderer
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* \sa SDL_GetRendererInfo
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*/
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extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
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/**
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@ -337,6 +362,28 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
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* \sa SDL_GetProperty
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* \sa SDL_SetProperty
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*/
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/**
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* Get the properties associated with a renderer.
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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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* ```
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* "SDL.renderer.d3d9.device" (pointer) - the IDirect3DDevice9 associated with the renderer
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* "SDL.renderer.d3d11.device" (pointer) - the ID3D11Device associated with the renderer
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* "SDL.renderer.d3d12.device" (pointer) - the ID3D12Device associated with the renderer
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* "SDL.renderer.d3d12.command_queue" (pointer) - the ID3D12CommandQueue associated with the renderer
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* ```
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*
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* \param renderer the rendering context
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* \returns a valid property ID on success or 0 on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetProperty
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* \sa SDL_SetProperty
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*/
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extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
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/**
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@ -481,6 +528,73 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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* \sa SDL_QueryTexture
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* \sa SDL_UpdateTexture
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*/
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/**
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* Create a texture for a rendering context with the specified properties.
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*
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* These are the supported properties:
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*
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* - "format" (number) - one of the enumerated values in SDL_PixelFormatEnum,
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* defaults to the best RGBA format for the renderer
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* - "access" (number) - one of the enumerated values in SDL_TextureAccess,
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* defaults to SDL_TEXTUREACCESS_STATIC
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* - "width" (number) - the width of the texture in pixels, required
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* - "height" (number) - the height of the texture in pixels, required
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*
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* With the direct3d11 renderer:
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*
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* - "d3d11.texture" (pointer) - the ID3D11Texture2D associated with the
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* texture, if you want to wrap an existing texture.
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* - "d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U
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* plane of a YUV texture, if you want to wrap an existing texture.
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* - "d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V
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* plane of a YUV texture, if you want 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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* - "d3d12.texture" (pointer) - the ID3D12Resource associated with the
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* texture, if you want to wrap an existing texture.
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* - "d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U
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* plane of a YUV texture, if you want to wrap an existing texture.
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* - "d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V
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* plane of a YUV texture, if you want to wrap an existing texture.
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*
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* With the opengl renderer:
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*
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* - "opengl.texture" (number) - the GLuint texture associated with the
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* texture, if you want to wrap an existing texture.
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* - "opengl.texture_uv" (number) - the GLuint texture associated with the UV
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* plane of an NV12 texture, if you want to wrap an existing texture.
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* - "opengl.texture_u" (number) - the GLuint texture associated with the U
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* plane of a YUV texture, if you want to wrap an existing texture.
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* - "opengl.texture_v" (number) - the GLuint texture associated with the V
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* plane of a YUV texture, if you want to wrap an existing texture.
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*
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* With the opengles2 renderer:
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*
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* - "opengles2.texture" (number) - the GLuint texture associated with the
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* texture, if you want to wrap an existing texture.
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* - "opengles2.texture_uv" (number) - the GLuint texture associated with the
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* UV plane of an NV12 texture, if you want to wrap an existing texture.
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* - "opengles2.texture_u" (number) - the GLuint texture associated with the U
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* plane of a YUV texture, if you want to wrap an existing texture.
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* - "opengles2.texture_v" (number) - the GLuint texture associated with the V
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* plane of a YUV texture, if you want to wrap an existing texture.
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*
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* \param renderer the rendering context
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* \param props the properties to use
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* \returns a pointer to the created texture or NULL if no rendering context
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* was active, the format was unsupported, or the width or height
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* were out of range; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateTextureFromSurface
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* \sa SDL_CreateTexture
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* \sa SDL_DestroyTexture
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* \sa SDL_QueryTexture
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* \sa SDL_UpdateTexture
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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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/**
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@ -527,6 +641,65 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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* \sa SDL_GetProperty
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* \sa SDL_SetProperty
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*/
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/**
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* Get the properties associated with a texture.
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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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* With the direct3d11 renderer:
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*
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* - "SDL.texture.d3d11.texture" (pointer) - the ID3D11Texture2D associated
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* with the texture
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* - "SDL.texture.d3d11.texture_u" (pointer) - the ID3D11Texture2D associated
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* with the U plane of a YUV texture
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* - "SDL.texture.d3d11.texture_v" (pointer) - the ID3D11Texture2D associated
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* 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.texture.d3d12.texture" (pointer) - the ID3D12Resource associated
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* with the texture
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* - "SDL.texture.d3d12.texture_u" (pointer) - the ID3D12Resource associated
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* with the U plane of a YUV texture
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* - "SDL.texture.d3d12.texture_v" (pointer) - the ID3D12Resource associated
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* 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.texture.opengl.texture" (number) - the GLuint texture associated
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* with the texture
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* - "SDL.texture.opengl.texture_uv" (number) - the GLuint texture associated
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* with the UV plane of an NV12 texture
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* - "SDL.texture.opengl.texture_u" (number) - the GLuint texture associated
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* with the U plane of a YUV texture
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* - "SDL.texture.opengl.texture_v" (number) - the GLuint texture associated
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* with the V plane of a YUV texture
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* - "SDL.texture.opengl.tex_w" (float) - the texture coordinate width of the
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* texture (0.0 - 1.0)
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* - "SDL.texture.opengl.tex_h" (float) - the texture coordinate height of the
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* 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.texture.opengles2.texture" (number) - the GLuint texture associated
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* with the texture
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* - "SDL.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.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.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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*
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* \param texture the texture to query
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* \returns a valid property ID on success or 0 on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetProperty
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* \sa SDL_SetProperty
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*/
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extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
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/**
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