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authorFox Caminiti <fox@foxcam.net>2022-12-22 13:29:02 -0500
committerFox Caminiti <fox@foxcam.net>2022-12-22 13:29:02 -0500
commit375c120d30456738897c4bd775e38aa1db7d239c (patch)
tree5b365a6233cf736db15fa52fcfac4ba80a986217 /dependencies/include/SDL/SDL_render.h
parent4854647d659f75ac6cf4575b61d1dcfd25865791 (diff)
v3.1
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+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 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
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * \file SDL_render.h
+ *
+ * Header file for SDL 2D rendering functions.
+ *
+ * This API supports the following features:
+ * * single pixel points
+ * * single pixel lines
+ * * filled rectangles
+ * * texture images
+ *
+ * The primitives may be drawn in opaque, blended, or additive modes.
+ *
+ * The texture images may be drawn in opaque, blended, or additive modes.
+ * They can have an additional color tint or alpha modulation applied to
+ * them, and may also be stretched with linear interpolation.
+ *
+ * This API is designed to accelerate simple 2D operations. You may
+ * want more functionality such as polygons and particle effects and
+ * in that case you should use SDL's OpenGL/Direct3D support or one
+ * of the many good 3D engines.
+ *
+ * These functions must be called from the main thread.
+ * See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995
+ */
+
+#ifndef SDL_render_h_
+#define SDL_render_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_rect.h"
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Flags used when creating a rendering context
+ */
+typedef enum
+{
+ SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */
+ SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware
+ acceleration */
+ SDL_RENDERER_PRESENTVSYNC = 0x00000004, /**< Present is synchronized
+ with the refresh rate */
+ SDL_RENDERER_TARGETTEXTURE = 0x00000008 /**< The renderer supports
+ rendering to texture */
+} SDL_RendererFlags;
+
+/**
+ * Information on the capabilities of a render driver or context.
+ */
+typedef struct SDL_RendererInfo
+{
+ const char *name; /**< The name of the renderer */
+ Uint32 flags; /**< Supported ::SDL_RendererFlags */
+ Uint32 num_texture_formats; /**< The number of available texture formats */
+ Uint32 texture_formats[16]; /**< The available texture formats */
+ int max_texture_width; /**< The maximum texture width */
+ int max_texture_height; /**< The maximum texture height */
+} SDL_RendererInfo;
+
+/**
+ * Vertex structure
+ */
+typedef struct SDL_Vertex
+{
+ SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
+ SDL_Color color; /**< Vertex color */
+ SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
+} SDL_Vertex;
+
+/**
+ * The scaling mode for a texture.
+ */
+typedef enum
+{
+ SDL_ScaleModeNearest, /**< nearest pixel sampling */
+ SDL_ScaleModeLinear, /**< linear filtering */
+ SDL_ScaleModeBest /**< anisotropic filtering */
+} SDL_ScaleMode;
+
+/**
+ * The access pattern allowed for a texture.
+ */
+typedef enum
+{
+ SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
+ SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
+ SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
+} SDL_TextureAccess;
+
+/**
+ * The texture channel modulation used in SDL_RenderCopy().
+ */
+typedef enum
+{
+ SDL_TEXTUREMODULATE_NONE = 0x00000000, /**< No modulation */
+ SDL_TEXTUREMODULATE_COLOR = 0x00000001, /**< srcC = srcC * color */
+ SDL_TEXTUREMODULATE_ALPHA = 0x00000002 /**< srcA = srcA * alpha */
+} SDL_TextureModulate;
+
+/**
+ * Flip constants for SDL_RenderCopyEx
+ */
+typedef enum
+{
+ SDL_FLIP_NONE = 0x00000000, /**< Do not flip */
+ SDL_FLIP_HORIZONTAL = 0x00000001, /**< flip horizontally */
+ SDL_FLIP_VERTICAL = 0x00000002 /**< flip vertically */
+} SDL_RendererFlip;
+
+/**
+ * A structure representing rendering state
+ */
+struct SDL_Renderer;
+typedef struct SDL_Renderer SDL_Renderer;
+
+/**
+ * An efficient driver-specific representation of pixel data
+ */
+struct SDL_Texture;
+typedef struct SDL_Texture SDL_Texture;
+
+/* Function prototypes */
+
+/**
+ * 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 a number >= 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_GetRenderDriverInfo
+ */
+extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
+
+/**
+ * Get info about a specific 2D rendering driver for the current display.
+ *
+ * \param index the index of the driver to query information about
+ * \param info an SDL_RendererInfo structure to be filled with information on
+ * the rendering driver
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_GetNumRenderDrivers
+ */
+extern DECLSPEC int SDLCALL SDL_GetRenderDriverInfo(int index,
+ SDL_RendererInfo * info);
+
+/**
+ * Create a window and default renderer.
+ *
+ * \param width the width of the window
+ * \param height the height of the window
+ * \param window_flags the flags used to create the window (see
+ * SDL_CreateWindow())
+ * \param window a pointer filled with the window, or NULL on error
+ * \param renderer a pointer filled with the renderer, or NULL on error
+ * \returns 0 on success, or -1 on error; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_CreateWindow
+ */
+extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(
+ int width, int height, Uint32 window_flags,
+ SDL_Window **window, SDL_Renderer **renderer);
+
+
+/**
+ * Create a 2D rendering context for a window.
+ *
+ * \param window the window where rendering is displayed
+ * \param index the index of the rendering driver to initialize, or -1 to
+ * initialize the first one supporting the requested flags
+ * \param flags 0, or one or more SDL_RendererFlags OR'd together
+ * \returns a valid rendering context or NULL if there was an error; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSoftwareRenderer
+ * \sa SDL_DestroyRenderer
+ * \sa SDL_GetNumRenderDrivers
+ * \sa SDL_GetRendererInfo
+ */
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
+ int index, Uint32 flags);
+
+/**
+ * Create a 2D software rendering context for a surface.
+ *
+ * Two other API 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.
+ *
+ * \param surface the SDL_Surface structure representing the surface where
+ * rendering is done
+ * \returns a valid rendering context or NULL if there was an error; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_CreateWindowRenderer
+ * \sa SDL_DestroyRenderer
+ */
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface * surface);
+
+/**
+ * Get the renderer associated with a window.
+ *
+ * \param window the window to query
+ * \returns the rendering context on success or NULL on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ */
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window * window);
+
+/**
+ * Get the window associated with a renderer.
+ *
+ * \param renderer the renderer to query
+ * \returns the window on success or NULL on failure; call SDL_GetError() for
+ * more information.
+ *
+ * \since This function is available since SDL 2.0.22.
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_RenderGetWindow(SDL_Renderer *renderer);
+
+/**
+ * Get information about a rendering context.
+ *
+ * \param renderer the rendering context
+ * \param info an SDL_RendererInfo structure filled with information about the
+ * current renderer
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ */
+extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer * renderer,
+ SDL_RendererInfo * info);
+
+/**
+ * Get the output size in pixels of a rendering context.
+ *
+ * Due to high-dpi displays, you might end up with a rendering context that
+ * has more pixels than the window that contains it, so use this instead of
+ * SDL_GetWindowSize() to decide how much drawing area you have.
+ *
+ * \param renderer the rendering context
+ * \param w an int filled with the width
+ * \param h an int filled with the height
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRenderer
+ */
+extern DECLSPEC int SDLCALL SDL_GetRendererOutputSize(SDL_Renderer * renderer,
+ int *w, int *h);
+
+/**
+ * Create a texture for a rendering context.
+ *
+ * You can set the texture scaling method by setting
+ * `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
+ *
+ * \param renderer the rendering context
+ * \param format one of the enumerated values in SDL_PixelFormatEnum
+ * \param access one of the enumerated values in SDL_TextureAccess
+ * \param w the width of the texture in pixels
+ * \param h the height of the texture in pixels
+ * \returns a pointer to the created texture or NULL if no rendering context
+ * was active, the format was unsupported, or the width or height
+ * were out of range; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTextureFromSurface
+ * \sa SDL_DestroyTexture
+ * \sa SDL_QueryTexture
+ * \sa SDL_UpdateTexture
+ */
+extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
+ Uint32 format,
+ int access, int w,
+ int h);
+
+/**
+ * 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. Use SDL_QueryTexture() to query the pixel format of
+ * the texture.
+ *
+ * \param renderer the rendering context
+ * \param surface the SDL_Surface structure containing pixel data used to fill
+ * the texture
+ * \returns the created texture or NULL on failure; call SDL_GetError() for
+ * more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTexture
+ * \sa SDL_DestroyTexture
+ * \sa SDL_QueryTexture
+ */
+extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface);
+
+/**
+ * Query the attributes of a texture.
+ *
+ * \param texture the texture to query
+ * \param format a pointer filled in with the raw format of the texture; the
+ * actual format may differ, but pixel transfers will use this
+ * format (one of the SDL_PixelFormatEnum values). This argument
+ * can be NULL if you don't need this information.
+ * \param access a pointer filled in with the actual access to the texture
+ * (one of the SDL_TextureAccess values). This argument can be
+ * NULL if you don't need this information.
+ * \param 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.
+ * \param 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.
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTexture
+ */
+extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture * texture,
+ Uint32 * format, int *access,
+ int *w, int *h);
+
+/**
+ * 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 -1
+ * if color modulation is not supported.
+ *
+ * \param texture the texture to update
+ * \param r the red color value multiplied into copy operations
+ * \param g the green color value multiplied into copy operations
+ * \param b the blue color value multiplied into copy operations
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureColorMod
+ * \sa SDL_SetTextureAlphaMod
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture * texture,
+ Uint8 r, Uint8 g, Uint8 b);
+
+
+/**
+ * Get the additional color value multiplied into render copy operations.
+ *
+ * \param texture the texture to query
+ * \param r a pointer filled in with the current red color value
+ * \param g a pointer filled in with the current green color value
+ * \param b a pointer filled in with the current blue color value
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureAlphaMod
+ * \sa SDL_SetTextureColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture * texture,
+ Uint8 * r, Uint8 * g,
+ Uint8 * b);
+
+/**
+ * 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 -1
+ * if alpha modulation is not supported.
+ *
+ * \param texture the texture to update
+ * \param alpha the source alpha value multiplied into copy operations
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureAlphaMod
+ * \sa SDL_SetTextureColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture * texture,
+ Uint8 alpha);
+
+/**
+ * Get the additional alpha value multiplied into render copy operations.
+ *
+ * \param texture the texture to query
+ * \param alpha a pointer filled in with the current alpha value
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureColorMod
+ * \sa SDL_SetTextureAlphaMod
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture * texture,
+ Uint8 * alpha);
+
+/**
+ * Set the blend mode for a texture, used by SDL_RenderCopy().
+ *
+ * If the blend mode is not supported, the closest supported mode is chosen
+ * and this function returns -1.
+ *
+ * \param texture the texture to update
+ * \param blendMode the SDL_BlendMode to use for texture blending
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetTextureBlendMode
+ * \sa SDL_RenderCopy
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
+ SDL_BlendMode blendMode);
+
+/**
+ * Get the blend mode used for texture copy operations.
+ *
+ * \param texture the texture to query
+ * \param blendMode a pointer filled in with the current SDL_BlendMode
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetTextureBlendMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
+ SDL_BlendMode *blendMode);
+
+/**
+ * Set the scale mode used for texture scale operations.
+ *
+ * If the scale mode is not supported, the closest supported mode is chosen.
+ *
+ * \param texture The texture to update.
+ * \param scaleMode the SDL_ScaleMode to use for texture scaling.
+ * \returns 0 on success, or -1 if the texture is not valid.
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_GetTextureScaleMode
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
+ SDL_ScaleMode scaleMode);
+
+/**
+ * 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.
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_SetTextureScaleMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
+ SDL_ScaleMode *scaleMode);
+
+/**
+ * Associate a user-specified pointer with a texture.
+ *
+ * \param texture the texture to update.
+ * \param userdata the pointer to associate with the texture.
+ * \returns 0 on success, or -1 if the texture is not valid.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_GetTextureUserData
+ */
+extern DECLSPEC int SDLCALL SDL_SetTextureUserData(SDL_Texture * texture,
+ void *userdata);
+
+/**
+ * Get the user-specified pointer associated with a texture
+ *
+ * \param texture the texture to query.
+ * \return the pointer associated with the texture, or NULL if the texture is
+ * not valid.
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_SetTextureUserData
+ */
+extern DECLSPEC void * SDLCALL SDL_GetTextureUserData(SDL_Texture * texture);
+
+/**
+ * Update the given texture rectangle with new pixel data.
+ *
+ * The pixel data must be in the pixel format of the texture. Use
+ * SDL_QueryTexture() to query the pixel format of the texture.
+ *
+ * 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.
+ *
+ * \param texture the texture to update
+ * \param rect an SDL_Rect structure representing the area to update, or NULL
+ * to update the entire texture
+ * \param pixels the raw pixel data in the format of the texture
+ * \param pitch the number of bytes in a row of pixel data, including padding
+ * between lines
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTexture
+ * \sa SDL_LockTexture
+ * \sa SDL_UnlockTexture
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
+ const SDL_Rect * rect,
+ const void *pixels, int pitch);
+
+/**
+ * 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.
+ *
+ * \param texture the texture to update
+ * \param rect a pointer to the rectangle of pixels to update, or NULL to
+ * update the entire texture
+ * \param Yplane the raw pixel data for the Y plane
+ * \param Ypitch the number of bytes between rows of pixel data for the Y
+ * plane
+ * \param Uplane the raw pixel data for the U plane
+ * \param Upitch the number of bytes between rows of pixel data for the U
+ * plane
+ * \param Vplane the raw pixel data for the V plane
+ * \param Vpitch the number of bytes between rows of pixel data for the V
+ * plane
+ * \returns 0 on success or -1 if the texture is not valid; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.1.
+ *
+ * \sa SDL_UpdateTexture
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
+ const SDL_Rect * rect,
+ const Uint8 *Yplane, int Ypitch,
+ const Uint8 *Uplane, int Upitch,
+ const Uint8 *Vplane, int Vpitch);
+
+/**
+ * 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.
+ *
+ * \param texture the texture to update
+ * \param rect a pointer to the rectangle of pixels to update, or NULL to
+ * update the entire texture.
+ * \param Yplane the raw pixel data for the Y plane.
+ * \param Ypitch the number of bytes between rows of pixel data for the Y
+ * plane.
+ * \param UVplane the raw pixel data for the UV plane.
+ * \param UVpitch the number of bytes between rows of pixel data for the UV
+ * plane.
+ * \return 0 on success, or -1 if the texture is not valid.
+ *
+ * \since This function is available since SDL 2.0.16.
+ */
+extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture * texture,
+ const SDL_Rect * rect,
+ const Uint8 *Yplane, int Ypitch,
+ const Uint8 *UVplane, int UVpitch);
+
+/**
+ * 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.
+ *
+ * \param texture the texture to lock for access, which was created with
+ * `SDL_TEXTUREACCESS_STREAMING`
+ * \param rect an SDL_Rect structure representing the area to lock for access;
+ * NULL to lock the entire texture
+ * \param pixels this is filled in with a pointer to the locked pixels,
+ * appropriately offset by the locked area
+ * \param pitch this is filled in with the pitch of the locked pixels; the
+ * pitch is the length of one row in bytes
+ * \returns 0 on success or a negative error code if the texture is not valid
+ * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_UnlockTexture
+ */
+extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
+ const SDL_Rect * rect,
+ void **pixels, int *pitch);
+
+/**
+ * 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.
+ *
+ * \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 an SDL surface representing the
+ * locked area
+ * \returns 0 on success, or -1 if the texture is not valid or was not created
+ * with `SDL_TEXTUREACCESS_STREAMING`
+ *
+ * \since This function is available since SDL 2.0.12.
+ *
+ * \sa SDL_LockTexture
+ * \sa SDL_UnlockTexture
+ */
+extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
+ const SDL_Rect *rect,
+ SDL_Surface **surface);
+
+/**
+ * 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.
+ *
+ * \param texture a texture locked by SDL_LockTexture()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_LockTexture
+ */
+extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
+
+/**
+ * Determine whether a renderer supports the use of render targets.
+ *
+ * \param renderer the renderer that will be checked
+ * \returns SDL_TRUE if supported or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderTarget
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
+
+/**
+ * Set a texture as the current rendering target.
+ *
+ * Before using this function, you should check the
+ * `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if
+ * render targets are supported.
+ *
+ * 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`.
+ *
+ * \param renderer the rendering context
+ * \param 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.
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRenderTarget
+ */
+extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer,
+ SDL_Texture *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.
+ *
+ * \param renderer the rendering context
+ * \returns the current render target or NULL for the default render target.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderTarget
+ */
+extern DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
+
+/**
+ * Set a device independent resolution for rendering.
+ *
+ * This function uses the viewport and scaling functionality to allow a fixed
+ * logical resolution for rendering, regardless of the actual output
+ * resolution. If the actual output resolution doesn't have the same aspect
+ * ratio the output rendering will be centered within the output display.
+ *
+ * If the output display is a window, mouse and touch events in the window
+ * will be filtered and scaled so they seem to arrive within the logical
+ * resolution. The SDL_HINT_MOUSE_RELATIVE_SCALING hint controls whether
+ * relative motion events are also scaled.
+ *
+ * If this function results in scaling or subpixel drawing by the rendering
+ * backend, it will be handled using the appropriate quality hints.
+ *
+ * \param renderer the renderer for which resolution should be set
+ * \param w the width of the logical resolution
+ * \param h the height of the logical resolution
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderGetLogicalSize
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h);
+
+/**
+ * Get device independent resolution for rendering.
+ *
+ * When using the main rendering target (eg no target texture is set): this
+ * may return 0 for `w` and `h` if the SDL_Renderer has never had its logical
+ * size set by SDL_RenderSetLogicalSize(). Otherwise it returns the logical
+ * width and height.
+ *
+ * When using a target texture: Never return 0 for `w` and `h` at first. Then
+ * it returns the logical width and height that are set.
+ *
+ * \param renderer a rendering context
+ * \param w an int to be filled with the width
+ * \param h an int to be filled with the height
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h);
+
+/**
+ * Set whether to force integer scales for resolution-independent rendering.
+ *
+ * This function restricts the logical viewport to integer values - that is,
+ * when a resolution is between two multiples of a logical size, the viewport
+ * size is rounded down to the lower multiple.
+ *
+ * \param renderer the renderer for which integer scaling should be set
+ * \param enable enable or disable the integer scaling for rendering
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_RenderGetIntegerScale
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetIntegerScale(SDL_Renderer * renderer,
+ SDL_bool enable);
+
+/**
+ * Get whether integer scales are forced for resolution-independent rendering.
+ *
+ * \param renderer the renderer from which integer scaling should be queried
+ * \returns SDL_TRUE if integer scales are forced or SDL_FALSE if not and on
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.5.
+ *
+ * \sa SDL_RenderSetIntegerScale
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer);
+
+/**
+ * Set the drawing area for rendering on the current target.
+ *
+ * When the window is resized, the viewport is reset to fill the entire new
+ * window size.
+ *
+ * \param renderer the rendering context
+ * \param rect the SDL_Rect structure representing the drawing area, or NULL
+ * to set the viewport to the entire target
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderGetViewport
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer,
+ const SDL_Rect * rect);
+
+/**
+ * Get the drawing area for the current target.
+ *
+ * \param renderer the rendering context
+ * \param rect an SDL_Rect structure filled in with the current drawing area
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderSetViewport
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
+ SDL_Rect * rect);
+
+/**
+ * Set the clip rectangle for rendering on the specified target.
+ *
+ * \param renderer the rendering context for which clip rectangle should be
+ * set
+ * \param rect an SDL_Rect structure representing the clip area, relative to
+ * the viewport, or NULL to disable clipping
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderGetClipRect
+ * \sa SDL_RenderIsClipEnabled
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
+ const SDL_Rect * rect);
+
+/**
+ * Get the clip rectangle for the current target.
+ *
+ * \param renderer the rendering context from which clip rectangle should be
+ * queried
+ * \param rect an SDL_Rect structure filled in with the current clipping area
+ * or an empty rectangle if clipping is disabled
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderIsClipEnabled
+ * \sa SDL_RenderSetClipRect
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetClipRect(SDL_Renderer * renderer,
+ SDL_Rect * rect);
+
+/**
+ * Get whether clipping is enabled on the given renderer.
+ *
+ * \param renderer the renderer from which clip state should be queried
+ * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_RenderGetClipRect
+ * \sa SDL_RenderSetClipRect
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RenderIsClipEnabled(SDL_Renderer * renderer);
+
+
+/**
+ * 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.
+ *
+ * \param renderer a rendering context
+ * \param scaleX the horizontal scaling factor
+ * \param scaleY the vertical scaling factor
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderGetScale
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetScale(SDL_Renderer * renderer,
+ float scaleX, float scaleY);
+
+/**
+ * Get the drawing scale for the current target.
+ *
+ * \param renderer the renderer from which drawing scale should be queried
+ * \param scaleX a pointer filled in with the horizontal scaling factor
+ * \param scaleY a pointer filled in with the vertical scaling factor
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderSetScale
+ */
+extern DECLSPEC void SDLCALL SDL_RenderGetScale(SDL_Renderer * renderer,
+ float *scaleX, float *scaleY);
+
+/**
+ * Get logical coordinates of point in renderer when given real coordinates of
+ * point in window.
+ *
+ * Logical coordinates will differ from real coordinates when render is scaled
+ * and logical renderer size set
+ *
+ * \param renderer the renderer from which the logical coordinates should be
+ * calculated
+ * \param windowX the real X coordinate in the window
+ * \param windowY the real Y coordinate in the window
+ * \param logicalX the pointer filled with the logical x coordinate
+ * \param logicalY the pointer filled with the logical y coordinate
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_RenderGetScale
+ * \sa SDL_RenderSetScale
+ * \sa SDL_RenderGetLogicalSize
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC void SDLCALL SDL_RenderWindowToLogical(SDL_Renderer * renderer,
+ int windowX, int windowY,
+ float *logicalX, float *logicalY);
+
+
+/**
+ * Get real coordinates of point in window when given logical coordinates of
+ * point in renderer.
+ *
+ * Logical coordinates will differ from real coordinates when render is scaled
+ * and logical renderer size set
+ *
+ * \param renderer the renderer from which the window coordinates should be
+ * calculated
+ * \param logicalX the logical x coordinate
+ * \param logicalY the logical y coordinate
+ * \param windowX the pointer filled with the real X coordinate in the window
+ * \param windowY the pointer filled with the real Y coordinate in the window
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_RenderGetScale
+ * \sa SDL_RenderSetScale
+ * \sa SDL_RenderGetLogicalSize
+ * \sa SDL_RenderSetLogicalSize
+ */
+extern DECLSPEC void SDLCALL SDL_RenderLogicalToWindow(SDL_Renderer * renderer,
+ float logicalX, float logicalY,
+ int *windowX, int *windowY);
+
+/**
+ * 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().
+ *
+ * \param renderer the rendering context
+ * \param r the red value used to draw on the rendering target
+ * \param g the green value used to draw on the rendering target
+ * \param b the blue value used to draw on the rendering target
+ * \param 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
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRenderDrawColor
+ * \sa SDL_RenderClear
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ */
+extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer * renderer,
+ Uint8 r, Uint8 g, Uint8 b,
+ Uint8 a);
+
+/**
+ * Get the color used for drawing operations (Rect, Line and Clear).
+ *
+ * \param renderer the rendering context
+ * \param r a pointer filled in with the red value used to draw on the
+ * rendering target
+ * \param g a pointer filled in with the green value used to draw on the
+ * rendering target
+ * \param b a pointer filled in with the blue value used to draw on the
+ * rendering target
+ * \param a a pointer filled in with the alpha value used to draw on the
+ * rendering target; usually `SDL_ALPHA_OPAQUE` (255)
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer * renderer,
+ Uint8 * r, Uint8 * g, Uint8 * b,
+ Uint8 * a);
+
+/**
+ * Set the blend mode used for drawing operations (Fill and Line).
+ *
+ * If the blend mode is not supported, the closest supported mode is chosen.
+ *
+ * \param renderer the rendering context
+ * \param blendMode the SDL_BlendMode to use for blending
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRenderDrawBlendMode
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ */
+extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer,
+ SDL_BlendMode blendMode);
+
+/**
+ * Get the blend mode used for drawing operations.
+ *
+ * \param renderer the rendering context
+ * \param blendMode a pointer filled in with the current SDL_BlendMode
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderDrawBlendMode
+ */
+extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
+ SDL_BlendMode *blendMode);
+
+/**
+ * Clear the current rendering target with the drawing color.
+ *
+ * This function clears the entire rendering target, ignoring the viewport and
+ * the clip rectangle.
+ *
+ * \param renderer the rendering context
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
+
+/**
+ * Draw a point on the current rendering target.
+ *
+ * SDL_RenderDrawPoint() draws a single point. If you want to draw multiple,
+ * use SDL_RenderDrawPoints() instead.
+ *
+ * \param renderer the rendering context
+ * \param x the x coordinate of the point
+ * \param y the y coordinate of the point
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(SDL_Renderer * renderer,
+ int x, int y);
+
+/**
+ * Draw multiple points on the current rendering target.
+ *
+ * \param renderer the rendering context
+ * \param points an array of SDL_Point structures that represent the points to
+ * draw
+ * \param count the number of points to draw
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(SDL_Renderer * renderer,
+ const SDL_Point * points,
+ int count);
+
+/**
+ * Draw a line on the current rendering target.
+ *
+ * SDL_RenderDrawLine() draws the line to include both end points. If you want
+ * to draw multiple, connecting lines use SDL_RenderDrawLines() instead.
+ *
+ * \param renderer the rendering context
+ * \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
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLine(SDL_Renderer * renderer,
+ int x1, int y1, int x2, int y2);
+
+/**
+ * Draw a series of connected lines on the current rendering target.
+ *
+ * \param renderer the rendering context
+ * \param points an array of SDL_Point structures representing points along
+ * the lines
+ * \param count the number of points, drawing count-1 lines
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLines(SDL_Renderer * renderer,
+ const SDL_Point * points,
+ int count);
+
+/**
+ * Draw a rectangle on the current rendering target.
+ *
+ * \param renderer the rendering context
+ * \param rect an SDL_Rect structure representing the rectangle to draw, or
+ * NULL to outline the entire rendering target
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
+ const SDL_Rect * rect);
+
+/**
+ * Draw some number of rectangles on the current rendering target.
+ *
+ * \param renderer the rendering context
+ * \param rects an array of SDL_Rect structures representing the rectangles to
+ * be drawn
+ * \param count the number of rectangles
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
+ const SDL_Rect * rects,
+ int count);
+
+/**
+ * Fill a rectangle on the current rendering target with the drawing color.
+ *
+ * The current drawing color is set by SDL_SetRenderDrawColor(), and the
+ * color's alpha value is ignored unless blending is enabled with the
+ * appropriate call to SDL_SetRenderDrawBlendMode().
+ *
+ * \param renderer the rendering context
+ * \param rect the SDL_Rect structure representing the rectangle to fill, or
+ * NULL for the entire rendering target
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderPresent
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
+ const SDL_Rect * rect);
+
+/**
+ * Fill some number of rectangles on the current rendering target with the
+ * drawing color.
+ *
+ * \param renderer the rendering context
+ * \param rects an array of SDL_Rect structures representing the rectangles to
+ * be filled
+ * \param count the number of rectangles
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderPresent
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
+ const SDL_Rect * rects,
+ int count);
+
+/**
+ * Copy a portion of the texture to the current rendering target.
+ *
+ * The texture is blended with the destination based on its blend mode set
+ * with SDL_SetTextureBlendMode().
+ *
+ * The texture color is affected based on its color modulation set by
+ * SDL_SetTextureColorMod().
+ *
+ * The texture alpha is affected based on its alpha modulation set by
+ * SDL_SetTextureAlphaMod().
+ *
+ * \param renderer the rendering context
+ * \param texture the source texture
+ * \param srcrect the source SDL_Rect structure or NULL for the entire texture
+ * \param dstrect the destination SDL_Rect structure or NULL for the entire
+ * rendering target; the texture will be stretched to fill the
+ * given rectangle
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderCopyEx
+ * \sa SDL_SetTextureAlphaMod
+ * \sa SDL_SetTextureBlendMode
+ * \sa SDL_SetTextureColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Rect * srcrect,
+ const SDL_Rect * dstrect);
+
+/**
+ * Copy a portion of the texture to the current rendering, with optional
+ * rotation and flipping.
+ *
+ * Copy a portion of the texture to the current rendering target, optionally
+ * rotating it by angle around the given center and also flipping it
+ * top-bottom and/or left-right.
+ *
+ * The texture is blended with the destination based on its blend mode set
+ * with SDL_SetTextureBlendMode().
+ *
+ * The texture color is affected based on its color modulation set by
+ * SDL_SetTextureColorMod().
+ *
+ * The texture alpha is affected based on its alpha modulation set by
+ * SDL_SetTextureAlphaMod().
+ *
+ * \param renderer the rendering context
+ * \param texture the source texture
+ * \param srcrect the source SDL_Rect structure or NULL for the entire texture
+ * \param dstrect the destination SDL_Rect structure 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 a SDL_RendererFlip value stating which flipping actions should
+ * be performed on the texture
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderCopy
+ * \sa SDL_SetTextureAlphaMod
+ * \sa SDL_SetTextureBlendMode
+ * \sa SDL_SetTextureColorMod
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Rect * srcrect,
+ const SDL_Rect * dstrect,
+ const double angle,
+ const SDL_Point *center,
+ const SDL_RendererFlip flip);
+
+
+/**
+ * Draw a point on the current rendering target at subpixel precision.
+ *
+ * \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
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer,
+ float x, float y);
+
+/**
+ * Draw multiple points on the current rendering target at subpixel precision.
+ *
+ * \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
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer,
+ const SDL_FPoint * points,
+ int count);
+
+/**
+ * Draw a line on the current rendering target at subpixel precision.
+ *
+ * \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
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer,
+ float x1, float y1, float x2, float y2);
+
+/**
+ * Draw a series of connected lines on the current rendering target at
+ * subpixel precision.
+ *
+ * \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
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer,
+ const SDL_FPoint * points,
+ int count);
+
+/**
+ * Draw a rectangle on the current rendering target at subpixel precision.
+ *
+ * \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
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer,
+ const SDL_FRect * rect);
+
+/**
+ * Draw some number of rectangles on the current rendering target at subpixel
+ * precision.
+ *
+ * \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
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer,
+ const SDL_FRect * rects,
+ int count);
+
+/**
+ * Fill a rectangle on the current rendering target with the drawing color at
+ * subpixel precision.
+ *
+ * \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
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer,
+ const SDL_FRect * rect);
+
+/**
+ * Fill some number of rectangles on the current rendering target with the
+ * drawing color at subpixel precision.
+ *
+ * \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
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
+ const SDL_FRect * rects,
+ int count);
+
+/**
+ * Copy a portion of the texture to the current rendering target at subpixel
+ * precision.
+ *
+ * \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
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Rect * srcrect,
+ const SDL_FRect * dstrect);
+
+/**
+ * Copy a portion of the source texture to the current rendering target, with
+ * rotation and flipping, at subpixel precision.
+ *
+ * \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
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+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);
+
+/**
+ * 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).
+ *
+ * \param renderer The rendering context.
+ * \param texture (optional) The SDL texture to use.
+ * \param vertices Vertices.
+ * \param num_vertices Number of vertices.
+ * \param indices (optional) An array of integer indices into the 'vertices'
+ * array, if NULL all vertices will be rendered in sequential
+ * order.
+ * \param num_indices Number of indices.
+ * \return 0 on success, or -1 if the operation is not supported
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_RenderGeometryRaw
+ * \sa SDL_Vertex
+ */
+extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
+ SDL_Texture *texture,
+ const SDL_Vertex *vertices, int num_vertices,
+ const int *indices, int num_indices);
+
+/**
+ * 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).
+ *
+ * \param renderer The rendering context.
+ * \param texture (optional) The SDL texture to use.
+ * \param xy Vertex positions
+ * \param xy_stride Byte size to move from one element to the next element
+ * \param color Vertex colors (as SDL_Color)
+ * \param color_stride Byte size to move from one element to the next element
+ * \param uv Vertex normalized texture coordinates
+ * \param uv_stride Byte size to move from one element to the next element
+ * \param num_vertices Number of vertices.
+ * \param indices (optional) An array of indices into the 'vertices' arrays,
+ * if NULL all vertices will be rendered in sequential order.
+ * \param num_indices Number of indices.
+ * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
+ * \return 0 on success, or -1 if the operation is not supported
+ *
+ * \since This function is available since SDL 2.0.18.
+ *
+ * \sa SDL_RenderGeometry
+ * \sa SDL_Vertex
+ */
+extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
+ SDL_Texture *texture,
+ const float *xy, int xy_stride,
+ const SDL_Color *color, int color_stride,
+ const float *uv, int uv_stride,
+ int num_vertices,
+ const void *indices, int num_indices, int size_indices);
+
+/**
+ * Read pixels from the current rendering target to an array of pixels.
+ *
+ * **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().
+ *
+ * `pitch` specifies the number of bytes between rows in the destination
+ * `pixels` data. This allows you to write to a subrectangle or have padded
+ * rows in the destination. Generally, `pitch` should equal the number of
+ * pixels per row in the `pixels` data times the number of bytes per pixel,
+ * but it might contain additional padding (for example, 24bit RGB Windows
+ * Bitmap data pads all rows to multiples of 4 bytes).
+ *
+ * \param renderer the rendering context
+ * \param rect an SDL_Rect structure representing the area to read, or NULL
+ * for the entire render target
+ * \param format an SDL_PixelFormatEnum value of the desired format of the
+ * pixel data, or 0 to use the format of the rendering target
+ * \param pixels a pointer to the pixel data to copy into
+ * \param pitch the pitch of the `pixels` parameter
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer * renderer,
+ const SDL_Rect * rect,
+ Uint32 format,
+ void *pixels, int pitch);
+
+/**
+ * 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_RenderDrawLine() 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.
+ *
+ * \param renderer the rendering context
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_RenderClear
+ * \sa SDL_RenderDrawLine
+ * \sa SDL_RenderDrawLines
+ * \sa SDL_RenderDrawPoint
+ * \sa SDL_RenderDrawPoints
+ * \sa SDL_RenderDrawRect
+ * \sa SDL_RenderDrawRects
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
+
+/**
+ * Destroy the specified texture.
+ *
+ * Passing NULL or an otherwise invalid texture will set the SDL error message
+ * to "Invalid texture".
+ *
+ * \param texture the texture to destroy
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateTexture
+ * \sa SDL_CreateTextureFromSurface
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
+
+/**
+ * Destroy the rendering context for a window and free associated textures.
+ *
+ * If `renderer` is NULL, this function will return immediately after setting
+ * the SDL error message to "Invalid renderer". See SDL_GetError().
+ *
+ * \param renderer the rendering context
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ */
+extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
+
+/**
+ * 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.
+ *
+ * \param renderer the rendering context
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.10.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
+
+
+/**
+ * Bind an OpenGL/ES/ES2 texture to the current context.
+ *
+ * This is for use with OpenGL instructions when rendering OpenGL primitives
+ * directly.
+ *
+ * If not NULL, `texw` and `texh` will be filled with the width and height
+ * values suitable for the provided texture. In most cases, both will be 1.0,
+ * however, on systems that support the GL_ARB_texture_rectangle extension,
+ * these values will actually be the pixel width and height used to create the
+ * texture, so this factor needs to be taken into account when providing
+ * texture coordinates to OpenGL.
+ *
+ * You need a renderer to create an SDL_Texture, therefore you can only use
+ * this function with an implicit OpenGL context from SDL_CreateRenderer(),
+ * not with your own OpenGL context. If you need control over your OpenGL
+ * context, you need to write your own texture-loading methods.
+ *
+ * Also note that SDL may upload RGB textures as BGR (or vice-versa), and
+ * re-order the color channels in the shaders phase, so the uploaded texture
+ * may have swapped color channels.
+ *
+ * \param texture the texture to bind to the current OpenGL/ES/ES2 context
+ * \param texw a pointer to a float value which will be filled with the
+ * texture width or NULL if you don't need that value
+ * \param texh a pointer to a float value which will be filled with the
+ * texture height or NULL if you don't need that value
+ * \returns 0 on success, or -1 if the operation is not supported; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_MakeCurrent
+ * \sa SDL_GL_UnbindTexture
+ */
+extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
+
+/**
+ * Unbind an OpenGL/ES/ES2 texture from the current context.
+ *
+ * See SDL_GL_BindTexture() for examples on how to use these functions
+ *
+ * \param texture the texture to unbind from the current OpenGL/ES/ES2 context
+ * \returns 0 on success, or -1 if the operation is not supported
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GL_BindTexture
+ * \sa SDL_GL_MakeCurrent
+ */
+extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
+
+/**
+ * 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 *`.
+ *
+ * \param renderer The renderer to query
+ * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
+ * Metal renderer
+ *
+ * \since This function is available since SDL 2.0.8.
+ *
+ * \sa SDL_RenderGetMetalCommandEncoder
+ */
+extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
+
+/**
+ * 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>`.
+ *
+ * Note that as of SDL 2.0.18, 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 backbacker. Check your return values!
+ *
+ * \param renderer The renderer to query
+ * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
+ * renderer isn't a Metal renderer or there was an error.
+ *
+ * \since This function is available since SDL 2.0.8.
+ *
+ * \sa SDL_RenderGetMetalLayer
+ */
+extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
+
+/**
+ * Toggle VSync of the given renderer.
+ *
+ * \param renderer The renderer to toggle
+ * \param vsync 1 for on, 0 for off. All other values are reserved
+ * \returns a 0 int on success, or non-zero on failure
+ *
+ * \since This function is available since SDL 2.0.18.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderSetVSync(SDL_Renderer* renderer, int vsync);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_render_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */