Commit Graph

52 Commits

Author SHA1 Message Date
SDL Wiki Bot aef1e56737 Sync wiki -> header 2022-03-18 17:30:05 +00:00
Sam Lantinga 40b7326b38 Added a note that SDL_RenderReadPixels() should be called before SDL_RenderPresent() 2022-03-18 10:28:38 -07:00
SDL Wiki Bot e1cf8d8748 Sync wiki -> header 2022-02-01 16:58:05 +00:00
SDL Wiki Bot b424665e08 Sync wiki -> header 2022-01-10 20:40:05 +00:00
SDL Wiki Bot 5e3f4ccc34 Sync wiki -> header 2022-01-10 20:35:04 +00:00
Sam Lantinga 120c76c84b Updated copyright for 2022 2022-01-03 09:40:21 -08:00
Sylvain b7885abc44
Fixed bug #5087: SDL_RenderGeometryRaw() passes colors as int* instead of SDL_Color* 2021-12-14 10:31:55 +01:00
Ryan C. Gordon cb4491ca60
Sync wiki -> header 2021-11-10 16:05:03 -05:00
Ryan C. Gordon b42ae3dbfe
Sync wiki -> header 2021-11-10 15:21:01 -05:00
Sam Lantinga 6f9909b609 These functions made it into 2.0.18 2021-11-09 21:11:19 -08:00
Eric Wasylishen 0d98793693
testwm2: Fix video modes menu hit detection when highdpi or logical size used (#4936)
* SDLTest_CommonDrawWindowInfo: log SDL_RenderGetScale, SDL_RenderGetLogicalSize

* testwm2: fix video modes menu hit detection in High DPI cases

- also when logical size is specified, e.g.
  `--logical 640x480 --resizable --allow-highdpi`

* add function to determine logical coordinates of renderer point when given window point

* change since to the targeted milestone

* fix typo

* rename for consistency

* Change logical coordinate type to float, since we can render with floating point precision.

* add function to convert logical to window coordinates

* testwm2: use new SDL_RenderWindowToLogical

* SDL_render.c: alternate SDL_RenderWindowToLogical/SDL_RenderLogicalToWindow

Co-authored-by: John Blat <johnblat64@protonmail.com>
Co-authored-by: John Blat <47202511+johnblat64@users.noreply.github.com>
2021-11-09 21:03:42 -08:00
Ryan C. Gordon 04f42e0468 metal: Deal better with -[CAMetalLayer nextDrawable] returning nil.
Fixes #4863.
2021-11-09 12:03:12 -05:00
SDL Wiki Bot c7dafb1556 Sync wiki -> header 2021-10-27 01:36:05 +00:00
SDL Wiki Bot 1c6414603c Sync wiki -> header 2021-10-26 15:30:06 +00:00
Misa 4a9947336c `SDL_RenderSetVSync()`: Restrict `vsync` to 0 or 1
In the future, we might want to support special swap intervals. To
prevent applications from expecting nonzero values of vsync to be the
same as "on", fail with SDL_Unsupported() if the value passed is neither
0 nor 1.
2021-09-14 16:18:02 -07:00
Misa 4549769d7d Add `SDL_RenderSetVSync()`
Currently, if an application wants to toggle VSync, they'd have to tear
down the renderer and recreate it. This patch fixes that by letting
applications call SDL_RenderSetVSync().

This is the same as the patch in #3673, except it applies to all
renderers (including PSP, even thought it seems that the VSync flag is
disabled for that renderer). Furthermore, the renderer flags also change
as well, which #3673 didn't do. It is also an API instead of using hint
callbacks (which could be potentially dangerous).

Closes #3673.
2021-09-14 09:56:29 -07:00
SDL Wiki Bot ca39f6d6cd Sync wiki -> header 2021-08-18 22:13:05 +00:00
Sylvain 93fb5a223e Remove '\brief' markup in header 'SDL_render.h' 2021-08-19 00:10:59 +02:00
Sylvain a8f89a01aa Change 'size_indice' to 'size_indices' 2021-08-19 00:10:59 +02:00
Sylvain cc37c38e30 Add SDL_RenderGeometry based on SDL_RenderGeometryRaw 2021-08-19 00:10:59 +02:00
Sylvain e481261173 Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters 2021-08-19 00:10:59 +02:00
Sylvain f73c1eff10 Use normalized texture coordinates 2021-08-19 00:10:59 +02:00
Sylvain f22fc4ca35 Add API: SDL_Vertex type and SDL_RenderGeometry 2021-08-19 00:10:59 +02:00
SDL Wiki Bot 056a42f199 Sync wiki -> header 2021-08-10 22:20:06 +00:00
Sam Lantinga f5794f9eeb Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate a user-specified pointer with an SDL texture 2021-08-10 15:17:59 -07:00
SDL Wiki Bot e94d4b8c9b Sync wiki -> header 2021-07-27 00:08:05 +00:00
SDL Wiki Bot 7edffc5798 Sync wiki -> header 2021-07-23 18:29:04 +00:00
Ryan C. Gordon c88eb7a896
Sync wiki -> header. 2021-07-14 17:07:04 -04:00
Ryan C. Gordon f8c1fc49d9
doxygen: Fix all the "\returns" so they work as part of complete sentences. 2021-07-14 14:15:30 -04:00
Ryan C. Gordon 3f40396d33
First shot at merging the wiki documentation into the headers. 2021-03-21 14:19:53 -04:00
Sylvain Becker be4cfd51c3 Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
2021-01-05 11:56:22 +01:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sam Lantinga 611403dd0e Clarified that the clip rectangle is defined relative to the viewport, and added a clip test to testviewport.c 2020-03-08 21:02:40 -07:00
Sam Lantinga a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sam Lantinga 5e19e66c73 Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode
Konrad

This was something rather trivial to add, but asked at least several times before (I did google about it as well).

It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.

I needed it for my game as well, so I took the liberty of writing it myself.

This patch adds following functions:

SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);

That way you can change texture scaling on the fly.
2019-12-22 13:39:44 -08:00
Sylvain Becker 1ae61f1009 Added a helper function SDL_LockTextureToSurface()
Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
2019-09-30 20:58:44 +02:00
Sam Lantinga 5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Ryan C. Gordon 8340b0f0e2 render: Add floating point versions of various draw APIs. 2018-10-23 01:34:03 -04:00
Ryan C. Gordon 1ecf4dfc5f render: Added SDL_RenderFlush(). 2018-10-04 16:34:44 -04:00
Sam Lantinga e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga cf3d450313 Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() 2017-12-08 14:30:10 -08:00
Sam Lantinga 2862b1465d Note that texture contents are undefined when the texture is created. 2017-08-12 13:05:26 -07:00
Sam Lantinga b3589ed6a6 Fixed bug 3492 - SDL_RenderCopyEx angle direction not documented
xyzdragon

Reading https://wiki.libsdl.org/SDL_RenderCopyEx there is no mention what the angle means. Normally in a mathematically environment positive angles translate to counter-clockwise rotations, but in SDL positive angles means clockwise rotation.
2017-08-11 13:24:18 -07:00
Sam Lantinga d0b46f1bea Fixed bug 3681 - SDL_UpateTexture documentation not specific enough about format requirement
Simon Hug

The documentation of SDL_UpateTexture does not say that the pixel data has to be in the format of the texture.
2017-08-10 11:57:19 -07:00
Sam Lantinga 45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga 3615633571 Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
2016-11-20 21:34:54 -08:00
Sam Lantinga 77305d47c2 Fixed bug 3345 - SDL_RenderClear inconsistency with ClipRect
Simon Hug

The description of the SDL_RenderClear function in the SDL_render.h header says the following:

"This function clears the entire rendering target, ignoring the viewport."

The word "entire" implies that the clipping rectangle set with SDL_RenderSetClipRect also gets ignored. This is left somewhat ambiguous if only the viewport is mentioned. Minor thing, but let's see what the implementations actually do.

The software renderer ignores the clipping rectangle when clearing. It even has a comment on this: /* By definition the clear ignores the clip rect */

Most other render drivers (opengl, opengles, opengles2, direct3d, and psp [I assume. Can't test it.]) use the scissor test for the ClipRect and don't disable it when clearing. Clearing will only happen within the clipping rectangle for these drivers.

An exception is direct3d11 which uses a clear function that ignores the scissor test.
2016-10-01 11:46:32 -07:00
Ethan Lee 167cf14c1f SDL_RenderSetIntegerScale 2016-01-05 16:39:18 -05:00
Sam Lantinga 42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Alex Szpakowski 4aae0290ea Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes. 2015-12-31 21:16:43 -04:00