#pragma once /// @file Renderer.hpp /// Header-only wrapper for SDL_Renderer struct & related functions. /// For complete documentation, see src/render/Renderer.cpp /// #include #include #include #include namespace hdk::sdl { class Window; class Texture; class Renderer : public hdk::grid::SharedPtrWrapper { public: friend class Window; friend class Texture; friend std::pair CreateWindowAndRenderer( const char* title, int width, int height, SDL_WindowFlags window_flags); using hdk::grid::SharedPtrWrapper::SharedPtrWrapper; /// @todo SDL_AddVulkanRenderSemaphores /// @todo SDL_ConvertEventToRenderCoordinates /// @todo SDL_CreateGPURenderer /// @todo SDL_CreateGPURenderState static Renderer Create(SDL_Window* window, const char* driverName) { return Renderer(get_or_cache(SDL_CreateRenderer(window, driverName), SDL_DestroyRenderer)); } // SDL_CreateRendererWithProperties // https://wiki.libsdl.org/SDL3/SDL_CreateSoftwareRenderer static Renderer CreateSoftware(SDL_Surface* surface) { return Renderer(get_or_cache(SDL_CreateSoftwareRenderer(surface), SDL_DestroyRenderer)); } /// @todo SDL_CreateWindowAndRenderer /// @todo SDL_DestroyGPURenderState /// @todo SDL_DestroyRenderer /// Implemented in `../render.hpp` to avoid circular dependency with Texture Texture CreateTexture(SDL_PixelFormat format, SDL_TextureAccess access, int w, int h) const; /// Implemented in `../render.hpp` to avoid circular dependency with Texture Texture CreateTextureFromSurface(SDL_Surface* surface) const; /// Implemented in `../render.hpp` to avoid circular dependency with Texture Texture CreateTextureWithProperties(SDL_PropertiesID properties) const; bool Flush() const { return SDL_FlushRenderer(*this); } /// @todo SDL_GDKResumeRenderer /// @todo SDL_GDKSuspendRenderer bool GetOutputSize(int* w, int* h) const { return SDL_GetRenderOutputSize(*this, w, h); } bool GetDefaultTextureScaleMode(SDL_ScaleMode* scaleMode) const { return SDL_GetDefaultTextureScaleMode(*this, scaleMode); } /// @todo SDL_GetGPURendererDevice static int GetNumRenderDrivers() { return SDL_GetNumRenderDrivers(); } bool GetClipRect(SDL_Rect* rect) const { return SDL_GetRenderClipRect(*this, rect); } bool GetColorScale(float* scale) const { return SDL_GetRenderColorScale(*this, scale); } bool GetDrawBlendMode(SDL_BlendMode* blendMode) const { return SDL_GetRenderDrawBlendMode(*this, blendMode); } /* @see https://wiki.libsdl.org/SDL3/SDL_GetRenderDrawColor * @brief Get the color used for drawing operations (Fill and Line). * @param r A pointer to a Uint8 to be filled in with the red component of the drawing color. If the renderer is * invalid, this will be set to 0. * @param g A pointer to a Uint8 to be filled in with the green component of the drawing color. If the renderer is * invalid, this will be set to 0. * @param b A pointer to a Uint8 to be filled in with the blue component of the drawing color. If the renderer is * invalid, this will be set to 0. * @param a A pointer to a Uint8 to be filled in with the alpha component of the drawing color. If the renderer is * invalid, this will be set to 0. * @return bool True if the drawing color was successfully retrieved, false otherwise. */ bool GetDrawColor(Uint8* r, Uint8* g, Uint8* b, Uint8* a) const { return SDL_GetRenderDrawColor(*this, r, g, b, a); } /** @see https://wiki.libsdl.org/SDL3/SDL_GetRenderDrawColorFloat * @brief Get the color used for drawing operations (Fill and Line) as floats. * @param r A pointer to a float to be filled in with the red component of the drawing color. If the renderer is * invalid, this will be set to 0.0f. * @param g A pointer to a float to be filled in with the green component of the drawing color. If the renderer is * invalid, this will be set to 0.0f. * @param b A pointer to a float to be filled in with the blue component of the drawing color. If the renderer is * invalid, this will be set to 0.0f. * @param a A pointer to a float to be filled in with the alpha component of the drawing color. If the renderer is * invalid, this will be set to 0.0f. * @return bool True if the drawing color was successfully retrieved, false otherwise. */ bool GetDrawColorFloat(float* r, float* g, float* b, float* a) const { return SDL_GetRenderDrawColorFloat(*this, r, g, b, a); } /** @see https://wiki.libsdl.org/SDL3/SDL_GetRenderDriver * @brief Get the name of a renderer driver specified by an index. * @param index The index of display driver to query, starting at 0. * @return const char* driver name string */ static const char* GetDriver(int index) { return SDL_GetRenderDriver(index); } /** @see https://wiki.libsdl.org/SDL3/SDL_GetRenderer * @brief Get the renderer associated with a window. * @param window The window to query * @return Renderer The renderer associated with the window */ static Renderer GetFromWindow(SDL_Window* window) { /** we may not have created the renderer we get back, if not we will not own it. */ return Renderer(get_or_view(SDL_GetRenderer(window))); } /** @see https://wiki.libsdl.org/SDL3/SDL_GetRendererFromTexture * @brief Get the renderer associated with a texture. * @param texture The texture to query * @return Renderer The renderer associated with the texture */ static Renderer GetFromTexture(SDL_Texture* texture) { /** we may not have created the renderer we get back, if not we will not own it. */ return Renderer(get_or_view(SDL_GetRendererFromTexture(texture))); } /** @see https://wiki.libsdl.org/SDL3/SDL_GetRendererName * @brief Get the name of a renderer. * @return const char* The name of the renderer */ const char* GetName() const { return SDL_GetRendererName(*this); } /** @see https://wiki.libsdl.org/SDL3/SDL_GetRendererProperties * @brief Get the properties of a renderer. * @returns Properties associated with the renderer. */ Properties GetProperties() const { return Properties(SDL_GetRendererProperties(*this)); } /** @see https://wiki.libsdl.org/SDL_GetRenderLogicalPresentation * @brief device independent resolution and presentation mode * @param w pointer to store width * @param h pointer to store height * @param mode sdl enum value to store presentation mode * @return bool true on success */ bool GetLogicalPresentation(int* w, int* h, SDL_RendererLogicalPresentation* mode) const { return SDL_GetRenderLogicalPresentation(*this, w, h, mode); } /** @see https://wiki.libsdl.org/SDL3/SDL_GetRenderLogicalPresentationRect * @brief Get the logical presentation rectangle of a renderer. * @param rect pointer to store the logical presentation rectangle * @return bool true on success */ bool GetLogicalPresentationRect(SDL_FRect* rect) const { return SDL_GetRenderLogicalPresentationRect(*this, rect); } /** * @todo https://wiki.libsdl.org/SDL3/SDL_GetRenderMetalCommandEncoder * @todo https://wiki.libsdl.org/SDL3/SDL_GetRenderMetalLayer */ bool GetSafeArea(SDL_Rect* rect) const { return SDL_GetRenderSafeArea(*this, rect); } /** @see https://wiki.libsdl.org/SDL3/SDL_GetRenderScale * @brief Get the scale of the current render target. * @param scaleX A pointer to a float to be filled in with the horizontal scale factor. * @param scaleY A pointer to a float to be filled in with the vertical scale factor. * @return bool True on success */ bool GetScale(float* scaleX, float* scaleY) const { return SDL_GetRenderScale(*this, scaleX, scaleY); } /// Implemented in `../render.hpp` to avoid circular dependency with Texture Texture GetRenderTarget() const; bool GetTextureAddressMode(SDL_TextureAddressMode* u_mode, SDL_TextureAddressMode* v_mode) const { return SDL_GetRenderTextureAddressMode(*this, u_mode, v_mode); } bool GetViewport(SDL_Rect* rect) const { return SDL_GetRenderViewport(*this, rect); } bool GetVSync(int* vsync) const { return SDL_GetRenderVSync(*this, vsync); } /** @todo https://wiki.libsdl.org/SDL3/SDL_GetRenderWindow **/ bool Clear() const { return SDL_RenderClear(*this); } bool ClipEnabled() const { return SDL_RenderClipEnabled(*this); } bool CoordinatesFromWindow(float windowX, float windowY, float* rendererX, float* rendererY) const { return SDL_RenderCoordinatesFromWindow(*this, windowX, windowY, rendererX, rendererY); } bool CoordinatesToWindow(float rendererX, float rendererY, float* windowX, float* windowY) const { return SDL_RenderCoordinatesToWindow(*this, rendererX, rendererY, windowX, windowY); } bool DebugText(float x, float y, const char* text) const { return SDL_RenderDebugText(*this, x, y, text); } template bool DebugTextFormat(float x, float y, const char* fmt, Args... args) const { return SDL_RenderDebugTextFormat(*this, x, y, fmt, args...); } bool FillRect(const SDL_FRect* rect) const { return SDL_RenderFillRect(*this, rect); } bool FillRects(const SDL_FRect* rects, int count) const { return SDL_RenderFillRects(*this, rects, count); } bool RenderGeometry( SDL_Texture* texture, const SDL_Vertex* vertices, int numVertices, const int* indices, int numIndices) const { return SDL_RenderGeometry(*this, texture, vertices, numVertices, indices, numIndices); } bool RenderGeometryRaw(SDL_Texture* texture, const float* xy, int xy_stride, const SDL_FColor* color, int color_stride, const float* uv, int uv_stride, int numVertices, const void* indices, int numIndices, int sizeIndices) const { return SDL_RenderGeometryRaw(*this, texture, xy, xy_stride, color, color_stride, uv, uv_stride, numVertices, indices, numIndices, sizeIndices); } bool RenderLine(float x1, float y1, float x2, float y2) const { return SDL_RenderLine(*this, x1, y1, x2, y2); } bool RenderLines(const SDL_FPoint* points, int count) const { return SDL_RenderLines(*this, points, count); } bool RenderPoint(float x, float y) const { return SDL_RenderPoint(*this, x, y); } bool RenderPoints(const SDL_FPoint* points, int count) const { return SDL_RenderPoints(*this, points, count); } bool Present() const { return SDL_RenderPresent(*this); } Surface ReadPixels(const SDL_Rect* rect) const { return Surface(Surface::get_or_cache(SDL_RenderReadPixels(*this, rect), SDL_DestroySurface)); } bool RenderRect(const SDL_FRect* rect) const { return SDL_RenderRect(*this, rect); } bool RenderRect(const SDL_FRect&& rect) const { return SDL_RenderRect(*this, &rect); } bool RenderRects(const SDL_FRect* rects, int count) const { return SDL_RenderRects(*this, rects, count); } bool RenderTexture(SDL_Texture* texture, const SDL_FRect* src, const SDL_FRect* dst) const { return SDL_RenderTexture(*this, texture, src, dst); } bool RenderTexture9Grid(SDL_Texture* texture, const SDL_FRect* src, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect* dst) const { return SDL_RenderTexture9Grid( *this, texture, src, left_width, right_width, top_height, bottom_height, scale, dst); } bool RenderTexture9GridTiled(SDL_Texture* texture, const SDL_FRect* src, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect* dst, float tile_scale) const { return SDL_RenderTexture9GridTiled( *this, texture, src, left_width, right_width, top_height, bottom_height, scale, dst, tile_scale); } bool RenderTextureAffine(SDL_Texture* texture, const SDL_FRect* src, const SDL_FPoint* origin, const SDL_FPoint* right, const SDL_FPoint* down) const { return SDL_RenderTextureAffine(*this, texture, src, origin, right, down); } bool RenderTextureRotated(SDL_Texture* texture, const SDL_FRect* srcrect, const SDL_FRect* dstrect, double angle, const SDL_FPoint* center, SDL_FlipMode flip) const { return SDL_RenderTextureRotated(*this, texture, srcrect, dstrect, angle, center, flip); } bool RenderTextureTiled( SDL_Texture* texture, const SDL_FRect* srcrect, float scale, const SDL_FRect* dstrect, float tile_scale) const { return SDL_RenderTextureTiled(*this, texture, srcrect, scale, dstrect); } bool SetDefaultTextureScaleMode(SDL_ScaleMode scaleMode) const { return SDL_SetDefaultTextureScaleMode(*this, scaleMode); } /** @todo SDL_SetGPURenderState // https://wiki.libsdl.org/SDL3/SDL_SetGPURenderStateFragmentUniforms // https://wiki.libsdl.org/SDL3/SDL_SetGPURenderStateSamplerBindings // https://wiki.libsdl.org/SDL3/SDL_SetGPURenderStateStorageBuffers // https://wiki.libsdl.org/SDL3/SDL_SetGPURenderStateStorageTextures **/ bool SetClipRect(const SDL_Rect* rect) const { return SDL_SetRenderClipRect(*this, rect); } bool SetRenderColorScale(float scale) const { return SDL_SetRenderColorScale(*this, scale); } bool SetDrawBlendMode(SDL_BlendMode blendMode) const { return SDL_SetRenderDrawBlendMode(*this, blendMode); } bool SetDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a) const { return SDL_SetRenderDrawColor(*this, r, g, b, a); } bool SetDrawColorFloat(float r, float g, float b, float a) const { return SDL_SetRenderDrawColorFloat(*this, r, g, b, a); } bool SetLogicalPresentation(int w, int h, SDL_RendererLogicalPresentation mode) const { return SDL_SetRenderLogicalPresentation(*this, w, h, mode); } bool SetScale(float scaleX, float scaleY) const { return SDL_SetRenderScale(*this, scaleX, scaleY); } bool SetRenderTarget(SDL_Texture* texture) const { return SDL_SetRenderTarget(*this, texture); } bool SetTextureAddressMode(SDL_TextureAddressMode u_mode, SDL_TextureAddressMode v_mode) const { return SDL_SetRenderTextureAddressMode(*this, u_mode, v_mode); } bool ViewportSet() const { return SDL_RenderViewportSet(*this); } bool SetViewport(const SDL_Rect* rect) const { return SDL_SetRenderViewport(*this, rect); } bool SetViewport(const SDL_Rect&& rect) const { return SDL_SetRenderViewport(*this, &rect); } bool SetVSync(int vsync) const { return SDL_SetRenderVSync(*this, vsync); } /// Implemented in ../video.hpp to avoid circular dependency Window GetWindow() const; }; }