summaryrefslogtreecommitdiff
path: root/include/SDL_render.h
Commit message (Collapse)AuthorAgeFilesLines
* Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)Sylvain Becker2021-01-051-0/+22
| | | | for renderer software, opengl, and opengles2
* Updated copyright for 2021Sam Lantinga2021-01-021-1/+1
|
* Clarified that the clip rectangle is defined relative to the viewport, and ↵Sam Lantinga2020-03-081-2/+2
| | | | added a clip test to testviewport.c
* Updated copyright date for 2020Sam Lantinga2020-01-161-1/+1
|
* Fixed bug 4914 - Expose SDL_ScaleMode and add ↵Sam Lantinga2019-12-221-0/+39
| | | | | | | | | | | | | | | | | | | SDL_SetTextureScaleMode/SDL_GetTextureScaleMode Konrad This was something rather trivial to add, but asked at least several times before (I did google about it as well). It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture. I needed it for my game as well, so I took the liberty of writing it myself. This patch adds following functions: SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode); SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode); That way you can change texture scaling on the fly.
* Added a helper function SDL_LockTextureToSurface()Sylvain Becker2019-09-301-0/+21
| | | | Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
* Updated copyright for 2019Sam Lantinga2019-01-041-1/+1
|
* render: Add floating point versions of various draw APIs.Ryan C. Gordon2018-10-231-0/+142
|
* render: Added SDL_RenderFlush().Ryan C. Gordon2018-10-041-0/+25
|
* Updated copyright for 2018Sam Lantinga2018-01-031-1/+1
|
* Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder()Sam Lantinga2017-12-081-0/+21
|
* Note that texture contents are undefined when the texture is created.Sam Lantinga2017-08-121-0/+2
|
* Fixed bug 3492 - SDL_RenderCopyEx angle direction not documentedSam Lantinga2017-08-111-1/+1
| | | | | | xyzdragon Reading https://wiki.libsdl.org/SDL_RenderCopyEx there is no mention what the angle means. Normally in a mathematically environment positive angles translate to counter-clockwise rotations, but in SDL positive angles means clockwise rotation.
* Fixed bug 3681 - SDL_UpateTexture documentation not specific enough about ↵Sam Lantinga2017-08-101-1/+4
| | | | | | | | format requirement Simon Hug The documentation of SDL_UpateTexture does not say that the pixel data has to be in the format of the texture.
* Updated copyright for 2017Sam Lantinga2017-01-011-1/+1
|
* Renaming of guard header names to quiet -Wreserved-id-macroSam Lantinga2016-11-201-3/+3
| | | | Patch contributed by Sylvain
* Fixed bug 3345 - SDL_RenderClear inconsistency with ClipRectSam Lantinga2016-10-011-1/+2
| | | | | | | | | | | | | | | | Simon Hug The description of the SDL_RenderClear function in the SDL_render.h header says the following: "This function clears the entire rendering target, ignoring the viewport." The word "entire" implies that the clipping rectangle set with SDL_RenderSetClipRect also gets ignored. This is left somewhat ambiguous if only the viewport is mentioned. Minor thing, but let's see what the implementations actually do. The software renderer ignores the clipping rectangle when clearing. It even has a comment on this: /* By definition the clear ignores the clip rect */ Most other render drivers (opengl, opengles, opengles2, direct3d, and psp [I assume. Can't test it.]) use the scissor test for the ClipRect and don't disable it when clearing. Clearing will only happen within the clipping rectangle for these drivers. An exception is direct3d11 which uses a clear function that ignores the scissor test.
* SDL_RenderSetIntegerScaleEthan Lee2016-01-051-0/+24
|
* Updated copyright to 2016Sam Lantinga2016-01-021-1/+1
|
* Updated some header comments and iOS documentation to better clarify ↵Alex Szpakowski2015-12-311-1/+1
| | | | high-dpi / retina support and screen-coordinate sizes versus pixel sizes.
* Corrected documentation of the SDL_CreateTexture() functions in header file.Philipp Wiesemann2015-08-211-2/+2
|
* Updated the copyright year to 2015Sam Lantinga2015-05-261-1/+1
|
* Fix typos in header file documentation comments.Philipp Wiesemann2015-01-301-3/+3
|
* Improved the pitch variable descriptionSam Lantinga2014-11-291-1/+1
|
* Fixed two typos in header file comment.Philipp Wiesemann2014-10-271-1/+1
|
* Render: Allow empty cliprect.J?rgen P. Tjern?2014-04-191-0/+10
| | | | | | | | | | | | This fixes an issue where an empty cliprect is treated the same as a NULL cliprect, causing the render backends to disable clipping. Also adds a new API, SDL_RenderIsClipEnabled(render) that allows you to differentiate between: - SDL_RenderSetClipRect(render, NULL) - SDL_Rect r = {0,0,0,0}; SDL_RenderSetClipRect(render, &r); Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2504
* Fixed bug 2374 - Update copyright for 2014...Sam Lantinga2014-02-021-1/+1
| | | | Is it that time already??
* Fixed a few public APIs that we accidentally neglected to mark as SDLCALL.Ryan C. Gordon2013-11-231-2/+2
| | | | Fixes Bugzilla #2262.
* Added optimized YUV texture upload path with SDL_UpdateYUVTexture()Sam Lantinga2013-09-281-0/+25
|
* Added documentation saying the render API isn't for multi-threading.Sam Lantinga2013-07-281-1/+4
|
* When the window is resized, the viewport is automatically reset.Sam Lantinga2013-05-291-2/+1
| | | | | | This resolves lots of confusion around resizable windows. Most people don't expect a viewport to be implicitly set when the renderer is created and then not to be reset to the window size if the window is resized. Added common test command line parameters --logical WxH and --scale N to test the render logical size and scaling APIs.
* Fixed bug 1622 - SDL_RenderSetViewport with empty SDL_Rect raises wrong ↵Sam Lantinga2013-05-291-0/+6
| | | | | | | | error for OpenGL rendering backend It's now legal to set an empty viewport rect - it will prevent any rendering. Also added an API to query the output size: SDL_GetRendererOutputSize()
* File style cleanup for the SDL 2.0 releaseSam Lantinga2013-05-181-114/+110
|
* Fixed Doxygen warnings.Philipp Wiesemann2013-05-181-0/+25
|
* Fixed Doxygen warnings.Philipp Wiesemann2013-05-151-1/+1
|
* Fixed bug 1843 - SDL_RenderClear prototype doxygen missingPhilipp Wiesemann2013-05-121-0/+2
| | | | | | Martin Gerhardy SDL_RenderClear prototype misses documentation for the return value
* First pass on SDL render clip rect functionalitySam Lantinga2013-05-041-0/+26
|
* Happy New Year!Sam Lantinga2013-02-151-1/+1
|
* Fixed typo in documentationSam Lantinga2013-01-271-1/+1
|
* Added SDL_GetRenderTarget() API functionSam Lantinga2012-10-121-0/+11
| | | | Also fixed a bug with setting logical size for a render target.
* Added SDL_RenderSetLogicalSize() and SDL_RenderGetLogicalSize()Sam Lantinga2012-10-011-0/+44
|
* Added SDL_RenderSetScale() and SDL_RenderGetScale()Sam Lantinga2012-10-011-0/+26
|
* Made it clear that locking a streaming texture is a write-only operation.Sam Lantinga2012-09-281-1/+1
|
* Implements SDL_GL_BindTexture and SDL_GL_UnbindTexture (#1576)Gabriel Jacobo2012-09-031-0/+22
|
* RenderCopyEx,rotation and flipping for all hardware/software backends (#1308)Gabriel Jacobo2012-06-011-0/+31
|
* Added a convenience function SDL_CreateWindowAndRenderer()Sam Lantinga2012-01-221-0/+16
|
* You need to create the texture with the SDL_TEXTUREACCESS_TARGET flag.Sam Lantinga2012-01-221-1/+1
|
* Renamed SetTargetTexture() to SetRenderTarget()Sam Lantinga2012-01-221-24/+19
|
* Added a renderer flag to expose whether a renderer supports render to texture.Sam Lantinga2012-01-191-1/+3
|
* Implementation of render targets, by Mason Wheeler and Gabriel JacoboSam Lantinga2012-01-181-1/+27
| | | | Thanks guys!