Class SdlRender


  • public final class SdlRender
    extends Object
    Definitions from 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

    • Method Detail

      • SDL_GetNumRenderDrivers

        public static int SDL_GetNumRenderDrivers()
        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 greater or equal to 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.
        See Also:
        SDL_CreateRenderer(SDL_Window, int, int), SDL_GetRenderDriverInfo(int, SDL_RendererInfo)
      • SDL_GetRenderDriverInfo

        public static int SDL_GetRenderDriverInfo​(int index,
                                                  SDL_RendererInfo info)
        Get info about a specific 2D rendering driver for the current display.
        Parameters:
        index - the index of the driver to query information about
        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.
        See Also:
        SDL_CreateRenderer(SDL_Window, int, int), SDL_GetNumRenderDrivers()
      • SDL_CreateWindowAndRenderer

        public static int SDL_CreateWindowAndRenderer​(int width,
                                                      int height,
                                                      int windowFlags,
                                                      SDL_Window.Ref window,
                                                      SDL_Renderer.Ref renderer)
        Create a window and default renderer.
        Parameters:
        width - the width of the window
        height - the height of the window
        windowFlags - the flags used to create the window (see SDL_CreateWindow())
        window - a pointer filled with the window, or null on error
        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.
        See Also:
        SDL_CreateRenderer(SDL_Window, int, int), SdlVideo.SDL_CreateWindow(String, int, int, int, int, int)
      • SDL_GetRenderer

        public static SDL_Renderer SDL_GetRenderer​(SDL_Window window)
        Get the renderer associated with a window.
        Parameters:
        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.
        See Also:
        SDL_CreateRenderer(SDL_Window, int, int)
      • SDL_RenderGetWindow

        public static SDL_Window SDL_RenderGetWindow​(SDL_Renderer renderer)
        Get the window associated with a renderer.
        Parameters:
        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.
      • SDL_GetRendererInfo

        public static int SDL_GetRendererInfo​(SDL_Renderer renderer,
                                              SDL_RendererInfo info)
        Get information about a rendering context.
        Parameters:
        renderer - the rendering context
        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.
        See Also:
        SDL_CreateRenderer(SDL_Window, int, int)
      • SDL_GetRendererOutputSize

        public static int SDL_GetRendererOutputSize​(SDL_Renderer renderer,
                                                    com.sun.jna.ptr.IntByReference w,
                                                    com.sun.jna.ptr.IntByReference h)
        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.

        Parameters:
        renderer - the rendering context
        w - an int filled with the width
        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.
        See Also:
        SDL_GetRenderer(SDL_Window)
      • SDL_QueryTexture

        public static int SDL_QueryTexture​(SDL_Texture texture,
                                           com.sun.jna.ptr.IntByReference format,
                                           com.sun.jna.ptr.IntByReference access,
                                           com.sun.jna.ptr.IntByReference w,
                                           com.sun.jna.ptr.IntByReference h)
        Query the attributes of a texture.
        Parameters:
        texture - the texture to query
        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.
        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.
        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.
        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.
        See Also:
        SDL_CreateTexture(SDL_Renderer, int, int, int, int)
      • SDL_SetTextureColorMod

        public static int SDL_SetTextureColorMod​(SDL_Texture texture,
                                                 byte r,
                                                 byte g,
                                                 byte b)
        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.

        Parameters:
        texture - the texture to update
        r - the red color value multiplied into copy operations
        g - the green color value multiplied into copy operations
        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.
        See Also:
        SDL_GetTextureColorMod(SDL_Texture, ByteByReference, ByteByReference, ByteByReference), SDL_SetTextureAlphaMod(SDL_Texture, byte)
      • SDL_GetTextureColorMod

        public static int SDL_GetTextureColorMod​(SDL_Texture texture,
                                                 com.sun.jna.ptr.ByteByReference r,
                                                 com.sun.jna.ptr.ByteByReference g,
                                                 com.sun.jna.ptr.ByteByReference b)
        Get the additional color value multiplied into render copy operations.
        Parameters:
        texture - the texture to query
        r - a pointer filled in with the current red color value
        g - a pointer filled in with the current green color value
        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.
        See Also:
        SDL_GetTextureAlphaMod(SDL_Texture, ByteByReference), SDL_SetTextureColorMod(SDL_Texture, byte, byte, byte)
      • SDL_SetTextureAlphaMod

        public static int SDL_SetTextureAlphaMod​(SDL_Texture texture,
                                                 byte alpha)
        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.

        Parameters:
        texture - the texture to update
        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.
        See Also:
        SDL_GetTextureAlphaMod(SDL_Texture, ByteByReference), SDL_SetTextureColorMod(SDL_Texture, byte, byte, byte)
      • SDL_SetTextureBlendMode

        public static int SDL_SetTextureBlendMode​(SDL_Texture texture,
                                                  int blendMode)
        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.

        Parameters:
        texture - the texture to update
        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.
        See Also:
        SDL_GetTextureBlendMode(SDL_Texture, SDL_BlendMode.Ref), SDL_RenderCopy(SDL_Renderer, SDL_Texture, SDL_Rect, SDL_Rect)
      • SDL_GetTextureBlendMode

        public static int SDL_GetTextureBlendMode​(SDL_Texture texture,
                                                  SDL_BlendMode.Ref blendMode)
        Get the blend mode used for texture copy operations.
        Parameters:
        texture - the texture to query
        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.
        See Also:
        SDL_SetTextureBlendMode(SDL_Texture, int)
      • SDL_SetTextureScaleMode

        public static int SDL_SetTextureScaleMode​(SDL_Texture texture,
                                                  int scaleMode)
        Set the scale mode used for texture scale operations.

        If the scale mode is not supported, the closest supported mode is chosen.

        Parameters:
        texture - The texture to update.
        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.
        See Also:
        SDL_GetTextureScaleMode(SDL_Texture, SDL_ScaleMode.Ref)
      • SDL_GetTextureScaleMode

        public static int SDL_GetTextureScaleMode​(SDL_Texture texture,
                                                  SDL_ScaleMode.Ref scaleMode)
        Get the scale mode used for texture scale operations.
        Parameters:
        texture - the texture to query.
        scaleMode - a pointer filled in with the current scale mode.
        Returns:
        0 on success, or -1 if the texture is not valid.
        Since:
        This function is available since SDL 2.0.12.
        See Also:
        SDL_SetTextureScaleMode(SDL_Texture, int)
      • SDL_SetTextureUserData

        public static int SDL_SetTextureUserData​(SDL_Texture texture,
                                                 com.sun.jna.Pointer userdata)
        Associate a user-specified pointer with a texture.
        Parameters:
        texture - the texture to update.
        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.
        See Also:
        SDL_GetTextureUserData(SDL_Texture)
      • SDL_GetTextureUserData

        public static com.sun.jna.Pointer SDL_GetTextureUserData​(SDL_Texture texture)
        Get the user-specified pointer associated with a texture
        Parameters:
        texture - the texture to query.
        Returns:
        the pointer associated with the texture, or null if the texture is not valid.
        Since:
        This function is available since SDL 2.0.18.
        See Also:
        SDL_SetTextureUserData(SDL_Texture, Pointer)
      • SDL_UpdateTexture

        public static int SDL_UpdateTexture​(SDL_Texture texture,
                                            SDL_Rect rect,
                                            com.sun.jna.Pointer pixels,
                                            int pitch)
        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.

        Parameters:
        texture - the texture to update
        rect - an SDL_Rect structure representing the area to update, or null to update the entire texture
        pixels - the raw pixel data in the format of the texture
        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.
        See Also:
        SDL_CreateTexture(SDL_Renderer, int, int, int, int), SDL_LockTexture(SDL_Texture, SDL_Rect, PointerByReference, IntByReference), SDL_UnlockTexture(SDL_Texture)
      • SDL_UpdateYUVTexture

        public static int SDL_UpdateYUVTexture​(SDL_Texture texture,
                                               SDL_Rect rect,
                                               com.sun.jna.Pointer yPlane,
                                               int yPitch,
                                               com.sun.jna.Pointer uPlane,
                                               int uPitch,
                                               com.sun.jna.Pointer vPlane,
                                               int vPitch)
        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.

        Parameters:
        texture - the texture to update
        rect - a pointer to the rectangle of pixels to update, or null to update the entire texture
        yPlane - the raw pixel data for the Y plane
        yPitch - the number of bytes between rows of pixel data for the Y plane
        uPlane - the raw pixel data for the U plane
        uPitch - the number of bytes between rows of pixel data for the U plane
        vPlane - the raw pixel data for the V plane
        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.
        See Also:
        SDL_UpdateTexture(SDL_Texture, SDL_Rect, Pointer, int)
      • SDL_UpdateNVTexture

        public static int SDL_UpdateNVTexture​(SDL_Texture texture,
                                              SDL_Rect rect,
                                              com.sun.jna.Pointer yPlane,
                                              int yPitch,
                                              com.sun.jna.Pointer uvPlane,
                                              int uvPitch)
        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.

        Parameters:
        texture - the texture to update
        rect - a pointer to the rectangle of pixels to update, or null to update the entire texture.
        yPlane - the raw pixel data for the Y plane.
        yPitch - the number of bytes between rows of pixel data for the Y plane.
        uvPlane - the raw pixel data for the UV plane.
        uvPitch - the number of bytes between rows of pixel data for the UV plane.
        Returns:
        0 on success, or -1 if the texture is not valid.
        Since:
        This function is available since SDL 2.0.16.
      • SDL_LockTexture

        public static int SDL_LockTexture​(SDL_Texture texture,
                                          SDL_Rect rect,
                                          com.sun.jna.ptr.PointerByReference pixels,
                                          com.sun.jna.ptr.IntByReference pitch)
        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.

        Parameters:
        texture - the texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING
        rect - an SDL_Rect structure representing the area to lock for access; null to lock the entire texture
        pixels - this is filled in with a pointer to the locked pixels, appropriately offset by the locked area
        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.
        See Also:
        SDL_UnlockTexture(SDL_Texture)
      • SDL_LockTextureToSurface

        public static int SDL_LockTextureToSurface​(SDL_Texture texture,
                                                   SDL_Rect rect,
                                                   SDL_Surface.Ref surface)
        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.

        Parameters:
        texture - the texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING
        rect - a pointer to the rectangle to lock for access. If the rect is null, the entire texture will be locked
        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.
        See Also:
        SDL_LockTexture(SDL_Texture, SDL_Rect, PointerByReference, IntByReference), SDL_UnlockTexture(SDL_Texture)
      • SDL_UnlockTexture

        public static void SDL_UnlockTexture​(SDL_Texture texture)
        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.

        Parameters:
        texture - a texture locked by SDL_LockTexture()
        Since:
        This function is available since SDL 2.0.0.
        See Also:
        SDL_LockTexture(SDL_Texture, SDL_Rect, PointerByReference, IntByReference)
      • SDL_RenderTargetSupported

        public static boolean SDL_RenderTargetSupported​(SDL_Renderer renderer)
        Determine whether a renderer supports the use of render targets.
        Parameters:
        renderer - the renderer that will be checked
        Returns:
        true if supported or false if not.
        Since:
        This function is available since SDL 2.0.0.
        See Also:
        SDL_SetRenderTarget(SDL_Renderer, SDL_Texture)
      • SDL_SetRenderTarget

        public static int SDL_SetRenderTarget​(SDL_Renderer renderer,
                                              SDL_Texture texture)
        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.

        Parameters:
        renderer - the rendering context
        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.
        See Also:
        SDL_GetRenderTarget(SDL_Renderer)
      • SDL_GetRenderTarget

        public static SDL_Texture SDL_GetRenderTarget​(SDL_Renderer renderer)
        Get the current render target.

        The default render target is the window for which the renderer was created, and is reported a null here.

        Parameters:
        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.
        See Also:
        SDL_SetRenderTarget(SDL_Renderer, SDL_Texture)
      • SDL_RenderSetLogicalSize

        public static int SDL_RenderSetLogicalSize​(SDL_Renderer renderer,
                                                   int w,
                                                   int h)
        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.

        Parameters:
        renderer - the renderer for which resolution should be set
        w - the width of the logical resolution
        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.
        See Also:
        SDL_RenderGetLogicalSize(SDL_Renderer, IntByReference, IntByReference)
      • SDL_RenderGetLogicalSize

        public static void SDL_RenderGetLogicalSize​(SDL_Renderer renderer,
                                                    com.sun.jna.ptr.IntByReference w,
                                                    com.sun.jna.ptr.IntByReference 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.

        Parameters:
        renderer - a rendering context
        w - an int to be filled with the width
        h - an int to be filled with the height
        Since:
        This function is available since SDL 2.0.0.
        See Also:
        SDL_RenderSetLogicalSize(SDL_Renderer, int, int)
      • SDL_RenderSetIntegerScale

        public static int SDL_RenderSetIntegerScale​(SDL_Renderer renderer,
                                                    boolean enable)
        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.

        Parameters:
        renderer - the renderer for which integer scaling should be set
        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.
        See Also:
        SDL_RenderGetIntegerScale(SDL_Renderer), SDL_RenderSetLogicalSize(SDL_Renderer, int, int)
      • SDL_RenderGetIntegerScale

        public static boolean SDL_RenderGetIntegerScale​(SDL_Renderer renderer)
        Get whether integer scales are forced for resolution-independent rendering.
        Parameters:
        renderer - the renderer from which integer scaling should be queried
        Returns:
        true if integer scales are forced or false if not and on failure; call SDL_GetError() for more information.
        Since:
        This function is available since SDL 2.0.5.
        See Also:
        SDL_RenderSetIntegerScale(SDL_Renderer, boolean)
      • SDL_RenderSetViewport

        public static int SDL_RenderSetViewport​(SDL_Renderer renderer,
                                                SDL_Rect rect)
        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.

        Parameters:
        renderer - the rendering context
        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.
        See Also:
        SDL_RenderGetViewport(SDL_Renderer, SDL_Rect)
      • SDL_RenderGetViewport

        public static void SDL_RenderGetViewport​(SDL_Renderer renderer,
                                                 SDL_Rect rect)
        Get the drawing area for the current target.
        Parameters:
        renderer - the rendering context
        rect - an SDL_Rect structure filled in with the current drawing area
        Since:
        This function is available since SDL 2.0.0.
        See Also:
        SDL_RenderSetViewport(SDL_Renderer, SDL_Rect)
      • SDL_RenderSetClipRect

        public static int SDL_RenderSetClipRect​(SDL_Renderer renderer,
                                                SDL_Rect rect)
        Set the clip rectangle for rendering on the specified target.
        Parameters:
        renderer - the rendering context for which clip rectangle should be set
        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.
        See Also:
        SDL_RenderGetClipRect(SDL_Renderer, SDL_Rect), SDL_RenderIsClipEnabled(SDL_Renderer)
      • SDL_RenderSetScale

        public static int SDL_RenderSetScale​(SDL_Renderer renderer,
                                             float scaleX,
                                             float scaleY)
        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.

        Parameters:
        renderer - a rendering context
        scaleX - the horizontal scaling factor
        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.
        See Also:
        SDL_RenderGetScale(SDL_Renderer, FloatByReference, FloatByReference), SDL_RenderSetLogicalSize(SDL_Renderer, int, int)
      • SDL_RenderGetScale

        public static void SDL_RenderGetScale​(SDL_Renderer renderer,
                                              com.sun.jna.ptr.FloatByReference scaleX,
                                              com.sun.jna.ptr.FloatByReference scaleY)
        Get the drawing scale for the current target.
        Parameters:
        renderer - the renderer from which drawing scale should be queried
        scaleX - a pointer filled in with the horizontal scaling factor
        scaleY - a pointer filled in with the vertical scaling factor
        Since:
        This function is available since SDL 2.0.0.
        See Also:
        SDL_RenderSetScale(SDL_Renderer, float, float)
      • SDL_GetRenderDrawColor

        public static int SDL_GetRenderDrawColor​(SDL_Renderer renderer,
                                                 com.sun.jna.ptr.ByteByReference r,
                                                 com.sun.jna.ptr.ByteByReference g,
                                                 com.sun.jna.ptr.ByteByReference b,
                                                 com.sun.jna.ptr.ByteByReference a)
        Get the color used for drawing operations (Rect, Line and Clear).
        Parameters:
        renderer - the rendering context
        r - a pointer filled in with the red value used to draw on the rendering target
        g - a pointer filled in with the green value used to draw on the rendering target
        b - a pointer filled in with the blue value used to draw on the rendering target
        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.
        See Also:
        SDL_SetRenderDrawColor(SDL_Renderer, byte, byte, byte, byte)
      • SDL_GetRenderDrawBlendMode

        public static int SDL_GetRenderDrawBlendMode​(SDL_Renderer renderer,
                                                     SDL_BlendMode.Ref blendMode)
        Get the blend mode used for drawing operations.
        Parameters:
        renderer - the rendering context
        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.
        See Also:
        SDL_SetRenderDrawBlendMode(SDL_Renderer, int)
      • SDL_RenderClear

        public static int SDL_RenderClear​(SDL_Renderer renderer)
        Clear the current rendering target with the drawing color.

        This function clears the entire rendering target, ignoring the viewport and the clip rectangle.

        Parameters:
        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.
        See Also:
        SDL_SetRenderDrawColor(SDL_Renderer, byte, byte, byte, byte)
      • SDL_RenderCopyEx

        public static int SDL_RenderCopyEx​(SDL_Renderer renderer,
                                           SDL_Texture texture,
                                           SDL_Rect srcRect,
                                           SDL_Rect dstRect,
                                           double angle,
                                           SDL_Point center,
                                           int flip)
        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().

        This is a Java-style version of a raw C-style function. Prefer this function over the raw C-style one.

        Parameters:
        renderer - the rendering context
        texture - the source texture
        srcRect - the source SDL_Rect structure or null for the entire texture
        dstRect - the destination SDL_Rect structure or null for the entire rendering target
        angle - an angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
        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)
        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.
        See Also:
        SDL_RenderCopy(SDL_Renderer, SDL_Texture, SDL_Rect, SDL_Rect), SDL_SetTextureAlphaMod(SDL_Texture, byte), SDL_SetTextureBlendMode(SDL_Texture, int), SDL_SetTextureColorMod(SDL_Texture, byte, byte, byte)
      • SDL_RenderCopyEx

        public static int SDL_RenderCopyEx​(SDL_Renderer renderer,
                                           SDL_Texture texture,
                                           SDL_Rect srcRect,
                                           SDL_Rect dstRect,
                                           double angle,
                                           com.sun.jna.Pointer center,
                                           int flip)
        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().

        This is a raw C-style version of the function. Prefer Java-style version SDL_RenderCopyEx(SDL_Renderer, SDL_Texture, SDL_Rect, SDL_Rect, double, SDL_Point, int).

        Parameters:
        renderer - the rendering context
        texture - the source texture
        srcRect - the source SDL_Rect structure or null for the entire texture
        dstRect - the destination SDL_Rect structure or null for the entire rendering target
        angle - an angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
        center - a pointer to an SDL_Point struct indicating the point around which dstRect will be rotated (if null, rotation will be done around dstRect.w / 2, dstRect.h / 2)
        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.
        See Also:
        SDL_RenderCopy(SDL_Renderer, SDL_Texture, SDL_Rect, SDL_Rect), SDL_SetTextureAlphaMod(SDL_Texture, byte), SDL_SetTextureBlendMode(SDL_Texture, int), SDL_SetTextureColorMod(SDL_Texture, byte, byte, byte)
      • SDL_RenderDrawPointF

        public static int SDL_RenderDrawPointF​(SDL_Renderer renderer,
                                               float x,
                                               float y)
        Draw a point on the current rendering target at subpixel precision.
        Parameters:
        renderer - The renderer which should draw a point.
        x - The x coordinate of the point.
        y - The y coordinate of the point.
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderDrawPointsF

        public static int SDL_RenderDrawPointsF​(SDL_Renderer renderer,
                                                List<SDL_FPoint> fPoints)
        Draw multiple points on the current rendering target at subpixel precision.

        This is a Java-style version of a raw C-style function. Prefer this function over the raw C-style one.

        Parameters:
        renderer - The renderer which should draw multiple points.
        fPoints - The points to draw
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderDrawPointsF

        public static int SDL_RenderDrawPointsF​(SDL_Renderer renderer,
                                                com.sun.jna.Pointer fPoints,
                                                int count)
        Draw multiple points on the current rendering target at subpixel precision.

        This is a raw C-style version of the function. Prefer Java-style version SDL_RenderDrawPointsF(SDL_Renderer, List).

        Parameters:
        renderer - The renderer which should draw multiple points.
        fPoints - The points to draw
        count - The number of points to draw
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderDrawLineF

        public static int SDL_RenderDrawLineF​(SDL_Renderer renderer,
                                              float x1,
                                              float y1,
                                              float x2,
                                              float y2)
        Draw a line on the current rendering target at subpixel precision.
        Parameters:
        renderer - The renderer which should draw a line.
        x1 - The x coordinate of the start point.
        y1 - The y coordinate of the start point.
        x2 - The x coordinate of the end point.
        y2 - The y coordinate of the end point.
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderDrawLinesF

        public static int SDL_RenderDrawLinesF​(SDL_Renderer renderer,
                                               List<SDL_FPoint> fPoints)
        Draw a series of connected lines on the current rendering target at subpixel precision.

        This is a Java-style version of a raw C-style function. Prefer this function over the raw C-style one.

        Parameters:
        renderer - The renderer which should draw multiple lines.
        fPoints - The points along the lines
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderDrawLinesF

        public static int SDL_RenderDrawLinesF​(SDL_Renderer renderer,
                                               com.sun.jna.Pointer fPoints,
                                               int count)
        Draw a series of connected lines on the current rendering target at subpixel precision.

        This is a raw C-style version of the function. Prefer Java-style version SDL_RenderDrawLinesF(SDL_Renderer, List).

        Parameters:
        renderer - The renderer which should draw multiple lines.
        fPoints - The points along the lines
        count - The number of points, drawing count-1 lines
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderDrawRectF

        public static int SDL_RenderDrawRectF​(SDL_Renderer renderer,
                                              SDL_FRect rect)
        Draw a rectangle on the current rendering target at subpixel precision.
        Parameters:
        renderer - The renderer which should draw a rectangle.
        rect - A pointer to the destination rectangle, or null to outline the entire rendering target.
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderDrawRectsF

        public static int SDL_RenderDrawRectsF​(SDL_Renderer renderer,
                                               ContiguousArrayList<SDL_FRect> fRects)
        Draw some number of rectangles on the current rendering target at subpixel precision.

        This is a Java-style version of a raw C-style function. Prefer this function over the raw C-style one.

        Parameters:
        renderer - The renderer which should draw multiple rectangles.
        fRects - A pointer to an array of destination rectangles.
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderDrawRectsF

        public static int SDL_RenderDrawRectsF​(SDL_Renderer renderer,
                                               com.sun.jna.Pointer fRects,
                                               int count)
        Draw some number of rectangles on the current rendering target at subpixel precision.

        This is a raw C-style version of the function. Prefer Java-style version SDL_RenderDrawRectsF(SDL_Renderer, ContiguousArrayList).

        Parameters:
        renderer - The renderer which should draw multiple rectangles.
        fRects - A pointer to an array of destination rectangles.
        count - The number of rectangles.
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderFillRectF

        public static int SDL_RenderFillRectF​(SDL_Renderer renderer,
                                              SDL_FRect rect)
        Fill a rectangle on the current rendering target with the drawing color at subpixel precision.
        Parameters:
        renderer - The renderer which should fill a rectangle.
        rect - A pointer to the destination rectangle, or null for the entire rendering target.
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderFillRectsF

        public static int SDL_RenderFillRectsF​(SDL_Renderer renderer,
                                               ContiguousArrayList<SDL_FRect> fRects)
        Fill some number of rectangles on the current rendering target with the drawing color at subpixel precision.

        This is a Java-style version of a raw C-style function. Prefer this function over the raw C-style one.

        Parameters:
        renderer - The renderer which should fill multiple rectangles.
        fRects - A pointer to an array of destination rectangles.
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderFillRectsF

        public static int SDL_RenderFillRectsF​(SDL_Renderer renderer,
                                               com.sun.jna.Pointer rects,
                                               int count)
        Fill some number of rectangles on the current rendering target with the drawing color at subpixel precision.

        This is a raw C-style version of the function. Prefer Java-style version SDL_RenderFillRectsF(SDL_Renderer, ContiguousArrayList).

        Parameters:
        renderer - The renderer which should fill multiple rectangles.
        rects - A pointer to an array of destination rectangles.
        count - The number of rectangles.
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderCopyF

        public static int SDL_RenderCopyF​(SDL_Renderer renderer,
                                          SDL_Texture texture,
                                          SDL_Rect srcRect,
                                          SDL_FRect dstFRect)
        Copy a portion of the texture to the current rendering target at subpixel precision.
        Parameters:
        renderer - The renderer which should copy parts of a texture.
        texture - The source texture.
        srcRect - A pointer to the source rectangle, or null for the entire texture.
        dstFRect - A pointer to the destination rectangle, or null for the entire rendering target.
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderCopyExF

        public static int SDL_RenderCopyExF​(SDL_Renderer renderer,
                                            SDL_Texture texture,
                                            SDL_Rect srcRect,
                                            SDL_FRect dstFRect,
                                            double angle,
                                            SDL_FPoint center,
                                            int flip)
        Copy a portion of the source texture to the current rendering target, with rotation and flipping, at subpixel precision.

        This is a Java-style version of a raw C-style function. Prefer this function over the raw C-style one.

        Parameters:
        renderer - The renderer which should copy parts of a texture.
        texture - The source texture.
        srcRect - A pointer to the source rectangle, or null for the entire texture.
        dstFRect - A pointer to the destination rectangle, or null for the entire rendering target.
        angle - An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
        center - An SDL_FPoint indicating the point around which dstFRect will be rotated (if null, rotation will be done around dstFRect.w/2, dstFRect.h/2).
        flip - An SDL_RendererFlip value stating which flipping actions should be performed on the texture
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderCopyExF

        public static int SDL_RenderCopyExF​(SDL_Renderer renderer,
                                            SDL_Texture texture,
                                            SDL_Rect srcRect,
                                            SDL_FRect dstFRect,
                                            double angle,
                                            com.sun.jna.Pointer center,
                                            int flip)
        Copy a portion of the source texture to the current rendering target, with rotation and flipping, at subpixel precision.

        This is a raw C-style version of the function. Prefer Java-style version SDL_RenderCopyExF(SDL_Renderer, SDL_Texture, SDL_Rect, SDL_FRect, double, SDL_FPoint, int).

        Parameters:
        renderer - The renderer which should copy parts of a texture.
        texture - The source texture.
        srcRect - A pointer to the source rectangle, or null for the entire texture.
        dstFRect - A pointer to the destination rectangle, or null for the entire rendering target.
        angle - An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
        center - A pointer to an SDL_FPoint indicating the point around which dstFRect will be rotated (if null, rotation will be done around dstFRect.w/2, dstFRect.h/2).
        flip - An SDL_RendererFlip value stating which flipping actions should be performed on the texture
        Returns:
        0 on success, or -1 on error
        Since:
        This function is available since SDL 2.0.10.
      • SDL_RenderGeometry

        public static int SDL_RenderGeometry​(SDL_Renderer renderer,
                                             SDL_Texture texture,
                                             List<SDL_Vertex> vertices,
                                             int[] indices)
        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).

        This is a Java-style version of a raw C-style function. Prefer this function over the raw C-style one.

        Parameters:
        renderer - The rendering context.
        texture - (optional) The SDL texture to use.
        vertices - Vertices.
        indices - (optional) An array of integer indices into the 'vertices' array, if null all vertices will be rendered in sequential order.
        Returns:
        0 on success, or -1 if the operation is not supported
        Since:
        This function is available since SDL 2.0.18.
        See Also:
        SDL_RenderGeometryRaw(SDL_Renderer, SDL_Texture, Pointer, int, Pointer, int, Pointer, int, int, Pointer, int, int), SDL_Vertex
      • SDL_RenderGeometry

        public static int SDL_RenderGeometry​(SDL_Renderer renderer,
                                             SDL_Texture texture,
                                             com.sun.jna.Pointer vertices,
                                             int numVertices,
                                             com.sun.jna.Pointer indices,
                                             int numIndices)
        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).

        This is a raw C-style version of the function. Prefer Java-style version SDL_RenderGeometry(SDL_Renderer, SDL_Texture, List, int[]).

        Parameters:
        renderer - The rendering context.
        texture - (optional) The SDL texture to use.
        vertices - Vertices.
        numVertices - Number of vertices.
        indices - (optional) An array of integer indices into the 'vertices' array, if null all vertices will be rendered in sequential order.
        numIndices - Number of indices.
        Returns:
        0 on success, or -1 if the operation is not supported
        Since:
        This function is available since SDL 2.0.18.
        See Also:
        SDL_RenderGeometryRaw(SDL_Renderer, SDL_Texture, Pointer, int, Pointer, int, Pointer, int, int, Pointer, int, int), SDL_Vertex
      • SDL_RenderGeometryRaw

        public static int SDL_RenderGeometryRaw​(SDL_Renderer renderer,
                                                SDL_Texture texture,
                                                com.sun.jna.Pointer xy,
                                                int xyStride,
                                                com.sun.jna.Pointer color,
                                                int colorStride,
                                                com.sun.jna.Pointer uv,
                                                int uvStride,
                                                int numVertices,
                                                com.sun.jna.Pointer indices,
                                                int numIndices,
                                                int sizeIndices)
        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).
        Parameters:
        renderer - The rendering context.
        texture - (optional) The SDL texture to use.
        xy - Vertex positions
        xyStride - Byte size to move from one element to the next element
        color - Vertex colors (as SDL_Color)
        colorStride - Byte size to move from one element to the next element
        uv - Vertex normalized texture coordinates
        uvStride - Byte size to move from one element to the next element
        numVertices - Number of vertices.
        indices - (optional) An array of indices into the 'vertices' arrays, if null all vertices will be rendered in sequential order.
        numIndices - Number of indices.
        sizeIndices - Index size: 1 (byte), 2 (short), 4 (int)
        Returns:
        0 on success, or -1 if the operation is not supported
        Since:
        This function is available since SDL 2.0.18.
        See Also:
        SDL_RenderGeometry(SDL_Renderer, SDL_Texture, List, int[]), SDL_Vertex
      • SDL_RenderReadPixels

        public static int SDL_RenderReadPixels​(SDL_Renderer renderer,
                                               SDL_Rect rect,
                                               int format,
                                               com.sun.jna.Pointer pixels,
                                               int pitch)
        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).

        Parameters:
        renderer - the rendering context
        rect - an SDL_Rect structure representing the area to read, or null for the entire render target
        format - an SDL_PixelFormatEnum value of the desired format of the pixel data, or 0 to use the format of the rendering target
        pixels - a pointer to the pixel data to copy into
        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.
      • SDL_DestroyRenderer

        public static void SDL_DestroyRenderer​(SDL_Renderer renderer)
        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().
        Parameters:
        renderer - the rendering context
        Since:
        This function is available since SDL 2.0.0.
        See Also:
        SDL_CreateRenderer(SDL_Window, int, int)
      • SDL_RenderFlush

        public static int SDL_RenderFlush​(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.

        Parameters:
        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.
      • SDL_GL_BindTexture

        public static int SDL_GL_BindTexture​(SDL_Texture texture,
                                             com.sun.jna.ptr.FloatByReference texw,
                                             com.sun.jna.ptr.FloatByReference texh)
        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.

        Parameters:
        texture - the texture to bind to the current OpenGL/ES/ES2 context
        texw - a pointer to a float value which will be filled with the texture width or null if you don't need that value
        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.
        See Also:
        SdlVideo.SDL_GL_MakeCurrent(SDL_Window, SDL_GLContext), SDL_GL_UnbindTexture(SDL_Texture)
      • SDL_RenderGetMetalLayer

        public static com.sun.jna.Pointer SDL_RenderGetMetalLayer​(SDL_Renderer renderer)
        Get the CAMetalLayer associated with the given Metal renderer.

        This function returns raw pointer, so SDL doesn't have to include Metal's headers, but it can be safely cast to a pointer to CAMetalLayer.

        Parameters:
        renderer - The renderer to query
        Returns:
        a pointer CAMetalLayer on success, or null if the renderer isn't a Metal renderer
        Since:
        This function is available since SDL 2.0.8.
        See Also:
        SDL_RenderGetMetalCommandEncoder(SDL_Renderer)
      • SDL_RenderGetMetalCommandEncoder

        public static com.sun.jna.Pointer SDL_RenderGetMetalCommandEncoder​(SDL_Renderer renderer)
        Get the Metal command encoder for the current frame

        This function returns raw pointer, 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!

        Parameters:
        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.
        See Also:
        SDL_RenderGetMetalLayer(SDL_Renderer)
      • SDL_RenderSetVSync

        public static int SDL_RenderSetVSync​(SDL_Renderer renderer,
                                             int vsync)
        Toggle VSync of the given renderer.
        Parameters:
        renderer - The renderer to toggle
        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.