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render.nim

Header file for SDL 2D rendering procedures.

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 procedures must be called from the main thread. See this bug for details: http://bugzilla.libsdl.org/show_bug.cgi?id=1995

Draw a series of connected lines on the current rendering target.

renderer The renderer which should draw multiple lines.

points The points along the lines

count The number of points, drawing count-1 lines

Return 0 on success, or -1 on error.

Types

RendererInfo* = object
  name*: cstring             ## The name of the renderer
  flags*: uint32             ## Supported ``RendererFlags``
  num_texture_formats*: uint32 ## The number of available texture formats
  texture_formats*: array[16, uint32] ## The available texture formats
  max_texture_width*: cint   ## The maximum texture width
  max_texture_height*: cint  ## The maximum texture height
  
Information on the capabilities of a render driver or context
ScaleMode* {...}{.size: sizeof(cint).} = enum
  ScaleModeNearest,         ## Nearest pixel sampling
  ScaleModeLinear,          ## Linear filtering
  ScaleModeBest              ## Anisotropic filtering
The scaling mode for a texture
TextureAccess* {...}{.size: sizeof(cint).} = enum
  TEXTUREACCESS_STATIC = 0x00000000, ## Changes rarely, not lockable
  TEXTUREACCESS_STREAMING = 0x00000001, ## Changes frequently, lockable
  TEXTUREACCESS_TARGET = 0x00000002 ## Texture can be used as a render target
The access pattern allowed for a texture
TextureModulate* {...}{.size: sizeof(cint).} = enum
  TEXTUREMODULATE_NONE = 0x00000000, ## No modulation
  TEXTUREMODULATE_COLOR = 0x00000001, ## srcC = srcC * color
  TEXTUREMODULATE_ALPHA = 0x00000002 ## srcA = srcA * alpha
The texture channel modulation used in renderCopy()
RendererFlip* {...}{.size: sizeof(cint).} = enum
  FLIP_NONE = 0x00000000,   ## Do not flip
  FLIP_HORIZONTAL = 0x00000001, ## flip horizontally
  FLIP_VERTICAL = 0x00000002, ## flip vertically
  FLIP_BOTH = 0x00000003     ## flip horizontally and vertically
Flip constants for renderCopyEx()
Renderer* = pointer
An object representing rendering state
Texture* = pointer
An efficient driver-specific representation of pixel data

Consts

RENDERER_SOFTWARE* = 0x00000001
The renderer is a software fallback
RENDERER_ACCELERATED* = 0x00000002
The renderer uses hardware acceleration
RENDERER_PRESENTVSYNC* = 0x00000004
Present is synchronized with the refresh rate
RENDERER_TARGETTEXTURE* = 0x00000008
Ther render supports rendering to texture

Procs

proc getNumRenderDrivers*(): cint {...}{.cdecl, importc: "SDL_GetNumRenderDrivers",
                                    dynlib: SDL2_LIB.}

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.

See also:

getRenderDriverInfo()

createRenderer()

proc getRenderDriverInfo*(index: cint; info: ptr RendererInfo): cint {...}{.cdecl,
    importc: "SDL_GetRenderDriverInfo", dynlib: SDL2_LIB.}

Get information about a specific 2D rendering driver for the current display.

index The index of the driver to query information about.

info A pointer to an RendererInfo struct to be filled with information on the rendering driver.

Return 0 on success, -1 if the index was out of range.

See also:

ceateRenderer()

proc createWindowAndRenderer*(width: cint; height: cint; window_flags: uint32;
                              window: ptr Window; renderer: ptr Renderer): cint {...}{.
    cdecl, importc: "SDL_CreateWindowAndRenderer", dynlib: SDL2_LIB.}

Create a window and default renderer.

width The width of the window.

height The height of the window.

window_flags The flags used to create the window.

window A pointer filled with the window, or nil on error.

renderer A pointer filled with the renderer, or nil on error.

Return 0 on success, or -1 on error.

proc createRenderer*(window: Window; index: cint; flags: uint32): Renderer {...}{.
    cdecl, importc: "SDL_CreateRenderer", dynlib: SDL2_LIB.}

Create a 2D rendering context for a window.

window The window where rendering is displayed.

index The index of the rendering driver to initialize, or -1 to initialize the first one supporting the requested flags.

flags RendererFlags.

Return a valid rendering context or nil if there was an error.

See also:

createSoftwareRenderer()

getRendererInfo()

destroyRenderer()

proc createSoftwareRenderer*(surface: Surface): Renderer {...}{.cdecl,
    importc: "SDL_CreateSoftwareRenderer", dynlib: SDL2_LIB.}

Create a 2D software rendering context for a surface.

surface The surface where rendering is done.

Return a valid rendering context or nil if there was an error.

See also:

createRenderer()

destroyRenderer()

proc getRenderer*(window: Window): Renderer {...}{.cdecl, importc: "SDL_GetRenderer",
    dynlib: SDL2_LIB.}
Get the renderer associated with a window.
proc getRendererInfo*(renderer: Renderer; info: ptr RendererInfo): cint {...}{.cdecl,
    importc: "SDL_GetRendererInfo", dynlib: SDL2_LIB.}
Get information about a rendering context.
proc getRendererOutputSize*(renderer: Renderer; w: ptr cint; h: ptr cint): cint {...}{.
    cdecl, importc: "SDL_GetRendererOutputSize", dynlib: SDL2_LIB.}
Get the output size in pixels of a rendering context.
proc createTexture*(renderer: Renderer; format: uint32; access: TextureAccess;
                    w: cint; h: cint): Texture {...}{.cdecl,
    importc: "SDL_CreateTexture", dynlib: SDL2_LIB.}

Create a texture for a rendering context.

renderer The renderer.

format The format of the texture.

access One of the enumerated values in TextureAccess.

w The width of the texture in pixels.

h The height of the texture in pixels.

Return The created texture is returned, or nil if no rendering context was active, the format was unsupported, or the width or height were out of range.

Note The contents of the texture are not defined at creation.

See also:

queryTexture()

updateTexture()

destroyTexture()

proc createTextureFromSurface*(renderer: Renderer; surface: Surface): Texture {...}{.
    cdecl, importc: "SDL_CreateTextureFromSurface", dynlib: SDL2_LIB.}

Create a texture from an existing surface.

renderer The renderer.

surface The surface containing pixel data used to fill the texture.

Return The created texture is returned, or nil on error.

Note: The surface is not modified or freed by this procedure.

See also:

queryTexture()

destroyTexture()

proc queryTexture*(texture: Texture; format: ptr uint32;
                   access: ptr TextureAccess; w: ptr cint; h: ptr cint): cint {...}{.
    cdecl, importc: "SDL_QueryTexture", dynlib: SDL2_LIB.}

Query the attributes of a texture.

texture A texture to be queried.

format A pointer filled in with the raw format of the texture. The actual format may differ, but pixel transfers will use this format.

access A pointer filled in with the actual access to the texture.

w A pointer filled in with the width of the texture in pixels.

h A pointer filled in with the height of the texture in pixels.

Return 0 on success, or -1 if the texture is not valid.

proc setTextureColorMod*(texture: Texture; r: uint8; g: uint8; b: uint8): cint {...}{.
    cdecl, importc: "SDL_SetTextureColorMod", dynlib: SDL2_LIB.}

Set an additional color value used in render copy operations.

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.

Return 0 on success, or -1 if the texture is not valid or color modulation is not supported.

See also:

getTextureColorMod()

proc getTextureColorMod*(texture: Texture; r: ptr uint8; g: ptr uint8;
                         b: ptr uint8): cint {...}{.cdecl,
    importc: "SDL_GetTextureColorMod", dynlib: SDL2_LIB.}

Get the additional color value used in render copy operations.

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.

Return 0 on success, or -1 if the texture is not valid.

See also:

setTextureColorMod()

proc setTextureAlphaMod*(texture: Texture; alpha: uint8): cint {...}{.cdecl,
    importc: "SDL_SetTextureAlphaMod", dynlib: SDL2_LIB.}

Set an additional alpha value used in render copy operations.

texture The texture to update.

alpha The alpha value multiplied into copy operations.

Return 0 on success, or -1 if the texture is not valid or alpha modulation is not supported.

See also:

getTextureAlphaMod()

proc getTextureAlphaMod*(texture: Texture; alpha: ptr uint8): cint {...}{.cdecl,
    importc: "SDL_GetTextureAlphaMod", dynlib: SDL2_LIB.}

Get the additional alpha value used in render copy operations.

texture The texture to query.

alpha A pointer filled in with the current alpha value.

Return 0 on success, or -1 if the texture is not valid.

See also:

setTextureAlphaMod()

proc setTextureBlendMode*(texture: Texture; blendMode: BlendMode): cint {...}{.cdecl,
    importc: "SDL_SetTextureBlendMode", dynlib: SDL2_LIB.}

Set the blend mode used for texture copy operations.

texture The texture to update.

blendMode BlendMode to use for texture blending.

Return 0 on success, or -1 if the texture is not valid or the blend mode is not supported.

Note: If the blend mode is not supported, the closest supported mode is chosen.

See also:

getTextureBlendMode()

proc getTextureBlendMode*(texture: Texture; blendMode: ptr BlendMode): cint {...}{.
    cdecl, importc: "SDL_GetTextureBlendMode", dynlib: SDL2_LIB.}

Get the blend mode used for texture copy operations.

texture The texture to query.

blendMode A pointer filled in with the current blend mode.

Return 0 on success, or -1 if the texture is not valid.

See also:

setTextureBlendMode()

proc setTextureScaleMode*(texture: Texture; scaleMode: ScaleMode): cint {...}{.cdecl,
    importc: "SDL_SetTextureScaleMode", dynlib: SDL2_LIB.}

Set the scale mode used for texture scale operations.

texture The texture to update.

scaleMode sdl.ScaleMode to use for texture scaling.

Return 0 on success, or -1 if the texture is not valid.

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

See also:

getTextureScaleMode()

proc getTextureScaleMode*(texture: Texture; scaleMode: ptr ScaleMode): cint {...}{.
    cdecl, importc: "SDL_GetTextureScaleMode", dynlib: SDL2_LIB.}

Get the scale mode used for texture scale operations.

texture The texture to query.

scaleMode A pointer filled in with the current scale mode.

Return 0 on success, or -1 if the texture is not valid.

See also:

setTextureScaleMode()

proc updateTexture*(texture: Texture; rect: ptr Rect; pixels: pointer;
                    pitch: cint): cint {...}{.cdecl, importc: "SDL_UpdateTexture",
    dynlib: SDL2_LIB.}

Update the given texture rectangle with new pixel data.

texture The texture to update

rect A pointer to the rectangle of pixels to update, or nil 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.

The pixel data must be in the format of the texture. The pixel format can be queried with queryTexture().

Return 0 on success, or -1 if the texture is not valid.

Note: This is a fairly slow procedure.

proc updateYUVTexture*(texture: Texture; rect: ptr Rect; yPlane: ptr uint8;
                       yPitch: cint; uPlane: ptr uint8; uPitch: cint;
                       vPlane: ptr uint8; vPitch: cint): cint {...}{.cdecl,
    importc: "SDL_UpdateYUVTexture", dynlib: SDL2_LIB.}

Update a rectangle within a planar YV12 or IYUV texture with new pixel data.

texture The texture to update

rect A pointer to the rectangle of pixels to update, or nil 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.

Return 0 on success, or -1 if the texture is not valid.

Note: You can use updateTexture() as long as your pixel data is a contiguous block of Y and U/V planes in the proper order, but this procedure is available if your pixel data is not contiguous.

proc lockTexture*(texture: Texture; rect: ptr Rect; pixels: ptr pointer;
                  pitch: ptr cint): cint {...}{.cdecl, importc: "SDL_LockTexture",
    dynlib: SDL2_LIB.}

Lock a portion of the texture for write-only pixel access.

texture The texture to lock for access, which was created with TEXTUREACCESS_STREAMING.

rect A pointer to the rectangle to lock for access. If the rect is nil, the entire texture will be locked.

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.

Return 0 on success, or -1 if the texture is not valid or was not created with TEXTUREACCESS_STREAMING.

See also:

unlockTexture()

proc lockTextureToSurface*(texture: Texture; rect: ptr Rect;
                           surface: ptr Surface): cint {...}{.cdecl,
    importc: "SDL_LockTextureToSurface", dynlib: SDL2_LIB.}

Lock a portion of the texture for write-only pixel access. Expose it as a SDL surface.

texture The texture to lock for access, which was created with TEXTUREACCESS_STREAMING.

rect A pointer to the rectangle to lock for access. If the rect is nil, the entire texture will be locked.

surface This is filled in with a SDL surface representing the locked area.

Surface is freed internally after calling sdl.unlockTexture() or sdl.destroyTexture().

Return 0 on success, or -1 if the texture is not valid or was not created with TEXTUREACCESS_STREAMING.

See also:

unlockTexture()

proc unlockTexture*(texture: Texture) {...}{.cdecl, importc: "SDL_UnlockTexture",
                                        dynlib: SDL2_LIB.}

Unlock a texture, uploading the changes to video memory, if needed.

If lockTextureToSurface() was called for locking, the SDL surface is freed.

See also:

lockTexture() lockTextureToSurface()

proc renderTargetSupported*(renderer: Renderer): bool {...}{.cdecl,
    importc: "SDL_RenderTargetSupported", dynlib: SDL2_LIB.}

Determines whether a window supports the use of render targets.

renderer The renderer that will be checked.

Return true if supported, false if not.

proc setRenderTarget*(renderer: Renderer; texture: Texture): cint {...}{.cdecl,
    importc: "SDL_SetRenderTarget", dynlib: SDL2_LIB.}

Set a texture as the current rendering target.

renderer The renderer.

texture The targeted texture, which must be created with the TEXTUREACCESS_TARGET flag, or nil for the default render target

Return 0 on success, or -1 on error.

See also:

getRenderTarget()

proc getRenderTarget*(renderer: Renderer): Texture {...}{.cdecl,
    importc: "SDL_GetRenderTarget", dynlib: SDL2_LIB.}

Get the current render target or nil for the default render target.

Return The current render target.

See also:

setRenderTarget()

proc renderSetLogicalSize*(renderer: Renderer; w: cint; h: cint): cint {...}{.cdecl,
    importc: "SDL_RenderSetLogicalSize", dynlib: SDL2_LIB.}

Set device independent resolution for rendering.

renderer The renderer for which resolution should be set.

w The width of the logical resolution

h The height of the logical resolution

This procedure 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 events in the window will be filtered and scaled so they seem to arrive within the logical resolution.

Note: If this procedure results in scaling or subpixel drawing by the rendering backend, it will be handled using the appropriate quality hints.

Return 0 on success or a negative error code on failure.

See also:

renderGetLogicalSize()

renderSetScale()

renderSetViewport()

proc renderGetLogicalSize*(renderer: Renderer; w: ptr cint; h: ptr cint) {...}{.
    cdecl, importc: "SDL_RenderGetLogicalSize", dynlib: SDL2_LIB.}

Get device independent resolution for rendering.

renderer The renderer from which resolution should be queried.

w A pointer filled with the width of the logical resolution.

h A pointer filled with the height of the logical resolution.

See also:

renderSetLogicalSize()

proc renderSetIntegerScale*(renderer: Renderer; enable: bool): cint {...}{.cdecl,
    importc: "SDL_RenderSetIntegerScale", dynlib: SDL2_LIB.}

Set whether to force integer scales for resolution-independent rendering.

renderer The renderer for which integer scaling should be set.

enable Enable or disable integer scaling

This procedure 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.

See also:

renderSetLogicalSize()

proc renderGetIntegerScale*(renderer: Renderer): bool {...}{.cdecl,
    importc: "SDL_RenderGetIntegerScale", dynlib: SDL2_LIB.}

Get whether integer scales are forced for resolution-independent rendering.

renderer The renderer from which integer scaling should be queried.

See also:

renderSetIntegerScale()

proc renderSetViewport*(renderer: Renderer; rect: ptr Rect): cint {...}{.cdecl,
    importc: "SDL_RenderSetViewport", dynlib: SDL2_LIB.}

Set the drawing area for rendering on the current target.

renderer The renderer for which the drawing area should be set.

rect The rectangle representing the drawing area, or nil to set the viewport to the entire target.

The x,`y` of the viewport rect represents the origin for rendering.

Return 0 on success, or -1 on error.

Note: If the window associated with the renderer is resized, the viewport is automatically reset.

See also:

renderGetViewport()

renderSetLogicalSize()

proc renderGetViewport*(renderer: Renderer; rect: ptr Rect) {...}{.cdecl,
    importc: "SDL_RenderGetViewport", dynlib: SDL2_LIB.}

Get the drawing area for the current target.

See also:

renderSetViewport()

proc renderSetClipRect*(renderer: Renderer; rect: ptr Rect): cint {...}{.cdecl,
    importc: "SDL_RenderSetClipRect", dynlib: SDL2_LIB.}

Set the clip rectangle for the current target.

renderer The renderer for which clip rectangle should be set.

rect A pointer to the rectangle to set as the clip rectangle, or nil to disable clipping.

Return 0 on success, or -1 on error.

See also:

renderGetClipRect()

proc renderGetClipRect*(renderer: Renderer; rect: ptr Rect) {...}{.cdecl,
    importc: "SDL_RenderGetClipRect", dynlib: SDL2_LIB.}

Get the clip rectangle for the current target.

renderer The renderer from which clip rectangle should be queried.

rect A pointer filled in with the current clip rectangle, relative to the viewport, or nil to disable clipping.

See also:

renderSetClipRect()

proc renderIsClipEnabled*(renderer: Renderer): bool {...}{.cdecl,
    importc: "SDL_RenderIsClipEnabled", dynlib: SDL2_LIB.}

Get whether clipping is enabled on the given renderer.

renderer The renderer from which clip state should be queried.

See also:

renderGetClipRect()

proc renderSetScale*(renderer: Renderer; scaleX: cfloat; scaleY: cfloat): cint {...}{.
    cdecl, importc: "SDL_RenderSetScale", dynlib: SDL2_LIB.}

Set the drawing scale for rendering on the current target.

renderer The renderer for which the drawing scale should be set.

scaleX The horizontal scaling factor.

scaleY The vertical scaling factor.

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.

Note: 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.

See also:

renderGetScale()

renderSetLogicalSize()

proc renderGetScale*(renderer: Renderer; scaleX: ptr cfloat; scaleY: ptr cfloat) {...}{.
    cdecl, importc: "SDL_RenderGetScale", dynlib: SDL2_LIB.}

Get the drawing scale for the current target.

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.

See also:

renderSetScale()

proc setRenderDrawColor*(renderer: Renderer; r: uint8; g: uint8; b: uint8;
                         a: uint8): cint {...}{.cdecl,
    importc: "SDL_SetRenderDrawColor", dynlib: SDL2_LIB.}

Set the color used for drawing operations (Rect, Line and Clear).

renderer The renderer for which drawing color should be set.

r The red value used to draw on the rendering target.

g The green value used to draw on the rendering target.

b The blue value used to draw on the rendering target.

a The alpha value used to draw on the rendering target, usually ALPHA_OPAQUE (255).

Return 0 on success, or -1 on error.

proc getRenderDrawColor*(renderer: Renderer; r: ptr uint8; g: ptr uint8;
                         b: ptr uint8; a: ptr uint8): cint {...}{.cdecl,
    importc: "SDL_GetRenderDrawColor", dynlib: SDL2_LIB.}

Get the color used for drawing operations (Rect, Line and Clear).

renderer The renderer from which drawing color should be queried.

r A pointer to the red value used to draw on the rendering target.

g A pointer to the green value used to draw on the rendering target.

b A pointer to the blue value used to draw on the rendering target.

a A pointer to the alpha value used to draw on the rendering target, usually ALPHA_OPAQUE (255).

Return 0 on success, or -1 on error.

proc setRenderDrawBlendMode*(renderer: Renderer; blendMode: BlendMode): cint {...}{.
    cdecl, importc: "SDL_SetRenderDrawBlendMode", dynlib: SDL2_LIB.}

Set the blend mode used for drawing operations (Fill and Line).

renderer The renderer for which blend mode should be set.

blendMode BlendMode to use for blending.

Return 0 on success, or -1 on error

Note: If the blend mode is not supported, the closest supported mode is chosen.

See also:

getRenderDrawBlendMode()

proc getRenderDrawBlendMode*(renderer: Renderer; blendMode: ptr BlendMode): cint {...}{.
    cdecl, importc: "SDL_GetRenderDrawBlendMode", dynlib: SDL2_LIB.}

Get the blend mode used for drawing operations.

renderer The renderer from which blend mode should be queried.

blendMode A pointer filled in with the current blend mode.

Return 0 on success, or -1 on error.

See also:

setRenderDrawBlendMode()

proc renderClear*(renderer: Renderer): cint {...}{.cdecl, importc: "SDL_RenderClear",
    dynlib: SDL2_LIB.}

Clear the current rendering target with the drawing color.

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

Return 0 on success, or -1 on error.

proc renderDrawPoint*(renderer: Renderer; x: cint; y: cint): cint {...}{.cdecl,
    importc: "SDL_RenderDrawPoint", dynlib: SDL2_LIB.}

Draw a point on the current rendering target.

renderer The renderer which should draw a point.

x The x coordinate of the point.

y The y coordinate of the point.

Return 0 on success, or -1 on error.

proc renderDrawPoints*(renderer: Renderer; points: ptr Point; count: cint): cint {...}{.
    cdecl, importc: "SDL_RenderDrawPoints", dynlib: SDL2_LIB.}

Draw multiple points on the current rendering target.

renderer The renderer which should draw multiple points.

points The points to draw.

count The number of points to draw.

Return 0 on success, or -1 on error.

proc renderDrawLine*(renderer: Renderer; x1: cint; y1: cint; x2: cint; y2: cint): cint {...}{.
    cdecl, importc: "SDL_RenderDrawLine", dynlib: SDL2_LIB.}

Draw a line on the current rendering target.

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.

Return 0 on success, or -1 on error.

proc renderDrawLines*(renderer: Renderer; points: ptr Point; count: cint): cint {...}{.
    cdecl, importc: "SDL_RenderDrawLines", dynlib: SDL2_LIB.}

Draw a series of connected lines on the current rendering target.

renderer The renderer which should draw multiple lines.

points The points along the lines.

count The number of points, drawing count-1 lines.

Return 0 on success, or -1 on error.

proc renderDrawRect*(renderer: Renderer; rect: ptr Rect): cint {...}{.cdecl,
    importc: "SDL_RenderDrawRect", dynlib: SDL2_LIB.}

Draw a rectangle on the current rendering target.

renderer The renderer which should draw a rectangle.

rect A pointer to the destination rectangle, or nil to outline the entire rendering target.

Return 0 on success, or -1 on error.

proc renderDrawRects*(renderer: Renderer; rects: ptr Rect; count: cint): cint {...}{.
    cdecl, importc: "SDL_RenderDrawRects", dynlib: SDL2_LIB.}

Draw some number of rectangles on the current rendering target.

renderer The renderer which should draw multiple rectangles.

rects A pointer to an array of destination rectangles.

count The number of rectangles.

Return 0 on success, or -1 on error.

proc renderFillRect*(renderer: Renderer; rect: ptr Rect): cint {...}{.cdecl,
    importc: "SDL_RenderFillRect", dynlib: SDL2_LIB.}

Fill a rectangle on the current rendering target with the drawing color.

renderer The renderer which should fill a rectangle.

rect A pointer to the destination rectangle, or nil for the entire rendering target.

Return 0 on success, or -1 on error.

proc renderFillRects*(renderer: Renderer; rects: ptr Rect; count: cint): cint {...}{.
    cdecl, importc: "SDL_RenderFillRects", dynlib: SDL2_LIB.}

Fill some number of rectangles on the current rendering target with the drawing color.

renderer The renderer which should fill multiple rectangles.

rects A pointer to an array of destination rectangles.

count The number of rectangles.

Return 0 on success, or -1 on error.

proc renderCopy*(renderer: Renderer; texture: Texture; srcrect: ptr Rect;
                 dstrect: ptr Rect): cint {...}{.cdecl, importc: "SDL_RenderCopy",
    dynlib: SDL2_LIB.}

Copy a portion of the texture to the current rendering target.

renderer The renderer which should copy parts of a texture.

texture The source texture.

srcrect A pointer to the source rectangle, or nil for the entire texture.

dstrect A pointer to the destination rectangle, or nil for the entire rendering target.

Return 0 on success, or -1 on error.

proc renderCopyEx*(renderer: Renderer; texture: Texture; srcrect: ptr Rect;
                   dstrect: ptr Rect; angle: cdouble; center: ptr Point;
                   flip: RendererFlip): cint {...}{.cdecl,
    importc: "SDL_RenderCopyEx", dynlib: SDL2_LIB.}

Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center.

renderer The renderer which should copy parts of a texture.

texture The source texture.

srcrect A pointer to the source rectangle, or nil for the entire texture.

dstrect A pointer to the destination rectangle, or nil 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 nil, rotation will be done around dstrect.w/2, dstrect.h/2).

flip RendererFlip value stating which flipping actions should be performed on the texture.

Return 0 on success, or -1 on error.

proc renderDrawPointF*(renderer: Renderer; x: cfloat; y: cfloat): cint {...}{.cdecl,
    importc: "SDL_RenderDrawPointF", dynlib: SDL2_LIB.}

Draw a point on the current rendering target.

renderer The renderer which should draw a point.

x The x coordinate of the point.

y The y coordinate of the point.

Return 0 on success, or -1 on error.

proc renderDrawPointsF*(renderer: Renderer; points: ptr FPoint; count: cint): cint {...}{.
    cdecl, importc: "SDL_RenderDrawPointsF", dynlib: SDL2_LIB.}

Draw multiple points on the current rendering target.

renderer The renderer which should draw multiple points.

points The points to draw

count The number of points to draw

Return 0 on success, or -1 on error.

proc renderDrawLineF*(renderer: Renderer; x1: cfloat; y1: cfloat; x2: cfloat;
                      y2: cfloat): cint {...}{.cdecl, importc: "SDL_RenderDrawLineF",
    dynlib: SDL2_LIB.}

Draw a line on the current rendering target.

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.

Return 0 on success, or -1 on error.

proc renderDrawLinesF*(renderer: Renderer; points: ptr FPoint; count: cint): cint {...}{.
    cdecl, importc: "SDL_RenderDrawLinesF", dynlib: SDL2_LIB.}
proc renderDrawRectF*(renderer: Renderer; rect: ptr FRect): cint {...}{.cdecl,
    importc: "SDL_RenderDrawRectF", dynlib: SDL2_LIB.}

Draw a rectangle on the current rendering target.

renderer The renderer which should draw a rectangle.

rect A pointer to the destination rectangle, or nil to outline the entire rendering target.

Return 0 on success, or -1 on error.

proc renderDrawRectsF*(renderer: Renderer; rects: ptr FRect; count: cint): cint {...}{.
    cdecl, importc: "SDL_RenderDrawRectsF", dynlib: SDL2_LIB.}

Draw some number of rectangles on the current rendering target.

renderer The renderer which should draw multiple rectangles.

rects A pointer to an array of destination rectangles.

count The number of rectangles.

Return 0 on success, or -1 on error.

proc renderFillRectF*(renderer: Renderer; rect: ptr FRect): cint {...}{.cdecl,
    importc: "SDL_RenderFillRectF", dynlib: SDL2_LIB.}

Fill a rectangle on the current rendering target with the drawing color.

renderer The renderer which should fill a rectangle.

rect A pointer to the destination rectangle, or nil for the entire rendering target.

Return 0 on success, or -1 on error.

proc renderFillRectsF*(renderer: Renderer; rects: ptr FRect; count: cint): cint {...}{.
    cdecl, importc: "SDL_RenderFillRectsF", dynlib: SDL2_LIB.}

Fill some number of rectangles on the current rendering target with the drawing color.

renderer The renderer which should fill multiple rectangles.

rects A pointer to an array of destination rectangles.

count The number of rectangles.

Return 0 on success, or -1 on error.

proc renderCopyF*(renderer: Renderer; texture: Texture; srcrect: ptr Rect;
                  dstrect: ptr FRect): cint {...}{.cdecl, importc: "SDL_RenderCopyF",
    dynlib: SDL2_LIB.}

Copy a portion of the texture to the current rendering target.

renderer The renderer which should copy parts of a texture.

texture The source texture.

srcrect A pointer to the source rectangle, or nil for the entire texture.

dstrect A pointer to the destination rectangle, or nil for the entire rendering target.

Return 0 on success, or -1 on error.

proc renderCopyExF*(renderer: Renderer; texture: Texture; srcrect: ptr Rect;
                    dstrect: ptr FRect; angle: cdouble; center: ptr FPoint;
                    flip: RendererFlip): cint {...}{.cdecl,
    importc: "SDL_RenderCopyExF", dynlib: SDL2_LIB.}

Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center

renderer The renderer which should copy parts of a texture.

texture The source texture.

srcrect A pointer to the source rectangle, or nil for the entire texture.

dstrect A pointer to the destination rectangle, or nil 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 nil, rotation will be done around dstrect.w/2, dstrect.h/2).

flip A RendererFlip value stating which flipping actions should be performed on the texture.

Return 0 on success, or -1 on error.

proc renderReadPixels*(renderer: Renderer; rect: ptr Rect; format: uint32;
                       pixels: pointer; pitch: cint): cint {...}{.cdecl,
    importc: "SDL_RenderReadPixels", dynlib: SDL2_LIB.}

Read pixels from the current rendering target.

renderer The renderer from which pixels should be read.

rect A pointer to the rectangle to read, or nil for the entire render target.

format The desired format of the pixel data, or 0 to use the formatof the rendering target.

pixels A pointer to be filled in with the pixel data.

pitch The pitch of the pixels parameter.

Return 0 on success, or -1 if pixel reading is not supported.

Warning: This is a very slow operation, and should not be used frequently.

proc renderPresent*(renderer: Renderer) {...}{.cdecl, importc: "SDL_RenderPresent",
    dynlib: SDL2_LIB.}
Update the screen with rendering performed.
proc destroyTexture*(texture: Texture) {...}{.cdecl, importc: "SDL_DestroyTexture",
    dynlib: SDL2_LIB.}

Destroy the specified texture.

See also:

createTexture()

createTextureFromSurface()

proc destroyRenderer*(renderer: Renderer) {...}{.cdecl,
    importc: "SDL_DestroyRenderer", dynlib: SDL2_LIB.}

Destroy the rendering context for a window and free associated textures.

See also:

createRenderer()

proc renderFlush*(renderer: Renderer): cint {...}{.cdecl, importc: "SDL_RenderFlush",
    dynlib: SDL2_LIB.}

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 procedure 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 procedure. 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 procedure 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.

proc glBindTexture*(texture: Texture; texw: ptr cfloat; texh: ptr cfloat): cint {...}{.
    cdecl, importc: "SDL_GL_BindTexture", dynlib: SDL2_LIB.}

Bind the texture to the current OpenGL/ES/ES2 context for use with OpenGL instructions.

texture The SDL texture to bind.

texw A pointer to a float that will be filled with the texture width.

texh A pointer to a float that will be filled with the texture height.

Return 0 on success, or -1 if the operation is not supported.

proc glUnbindTexture*(texture: Texture): cint {...}{.cdecl,
    importc: "SDL_GL_UnbindTexture", dynlib: SDL2_LIB.}

Unbind a texture from the current OpenGL/ES/ES2 context.

texture The SDL texture to unbind.

Return 0 on success, or -1 if the operation is not supported.

proc renderGetMetalLayer*(renderer: Renderer): pointer {...}{.cdecl,
    importc: "SDL_RenderGetMetalLayer", dynlib: SDL2_LIB.}

Get the CAMetalLayer associated with the given Metal renderer.

renderer The renderer to query.

Return CAMetalLayer* on success, or nil if the renderer isn't a Metal renderer.

See also:

renderGetMetalCommandEncoder()

proc renderGetMetalCommandEncoder*(renderer: Renderer): pointer {...}{.cdecl,
    importc: "SDL_RenderGetMetalCommandEncoder", dynlib: SDL2_LIB.}

Get the Metal command encoder for the current frame.

renderer The renderer to query.

Return id<MTLRenderCommandEncoder> on success, or nil if the renderer isn't a Metal renderer.

See also:

renderGetMetalLayer()

Templates

template setTextureColorMod*(texture: Texture; color: Color): untyped
template getTextureColorMod*(texture: Texture; color: Color): untyped
template setRenderDrawColor*(renderer: Renderer; color: Color): untyped
template getRenderDrawColor*(renderer: Renderer; color: Color): untyped