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https://github.com/moonlight-stream/moonlight-qt.git
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Update Windows to SDL 2.0.10 with USE_D3D9EX
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@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -835,6 +835,148 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
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const SDL_Point *center,
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const SDL_RendererFlip flip);
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/**
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* \brief Draw a point on the current rendering target.
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*
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* \param renderer The renderer which should draw a point.
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* \param x The x coordinate of the point.
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* \param y The y coordinate of the point.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer,
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float x, float y);
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/**
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* \brief Draw multiple points on the current rendering target.
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*
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* \param renderer The renderer which should draw multiple points.
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* \param points The points to draw
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* \param count The number of points to draw
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer,
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const SDL_FPoint * points,
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int count);
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/**
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* \brief Draw a line on the current rendering target.
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*
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* \param renderer The renderer which should draw a line.
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* \param x1 The x coordinate of the start point.
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* \param y1 The y coordinate of the start point.
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* \param x2 The x coordinate of the end point.
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* \param y2 The y coordinate of the end point.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer,
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float x1, float y1, float x2, float y2);
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/**
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* \brief Draw a series of connected lines on the current rendering target.
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*
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* \param renderer The renderer which should draw multiple lines.
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* \param points The points along the lines
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* \param count The number of points, drawing count-1 lines
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer,
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const SDL_FPoint * points,
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int count);
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/**
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* \brief Draw a rectangle on the current rendering target.
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*
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* \param renderer The renderer which should draw a rectangle.
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* \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer,
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const SDL_FRect * rect);
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/**
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* \brief Draw some number of rectangles on the current rendering target.
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*
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* \param renderer The renderer which should draw multiple rectangles.
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* \param rects A pointer to an array of destination rectangles.
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* \param count The number of rectangles.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer,
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const SDL_FRect * rects,
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int count);
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/**
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* \brief Fill a rectangle on the current rendering target with the drawing color.
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*
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* \param renderer The renderer which should fill a rectangle.
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* \param rect A pointer to the destination rectangle, or NULL for the entire
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* rendering target.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer,
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const SDL_FRect * rect);
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/**
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* \brief Fill some number of rectangles on the current rendering target with the drawing color.
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*
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* \param renderer The renderer which should fill multiple rectangles.
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* \param rects A pointer to an array of destination rectangles.
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* \param count The number of rectangles.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
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const SDL_FRect * rects,
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int count);
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/**
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* \brief Copy a portion of the texture to the current rendering target.
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*
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* \param renderer The renderer which should copy parts of a texture.
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* \param texture The source texture.
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* \param srcrect A pointer to the source rectangle, or NULL for the entire
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* texture.
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* \param dstrect A pointer to the destination rectangle, or NULL for the
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* entire rendering target.
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
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SDL_Texture * texture,
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const SDL_Rect * srcrect,
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const SDL_FRect * dstrect);
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/**
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* \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center
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*
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* \param renderer The renderer which should copy parts of a texture.
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* \param texture The source texture.
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* \param srcrect A pointer to the source rectangle, or NULL for the entire
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* texture.
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* \param dstrect A pointer to the destination rectangle, or NULL for the
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* entire rendering target.
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* \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
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* \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2).
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* \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture
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*
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* \return 0 on success, or -1 on error
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*/
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extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
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SDL_Texture * texture,
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const SDL_Rect * srcrect,
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const SDL_FRect * dstrect,
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const double angle,
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const SDL_FPoint *center,
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const SDL_RendererFlip flip);
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/**
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* \brief Read pixels from the current rendering target.
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*
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@@ -876,6 +1018,31 @@ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
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*/
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extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
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/**
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* \brief Force the rendering context to flush any pending commands to the
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* underlying rendering API.
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*
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* You do not need to (and in fact, shouldn't) call this function unless
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* you are planning to call into OpenGL/Direct3D/Metal/whatever directly
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* in addition to using an SDL_Renderer.
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*
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* This is for a very-specific case: if you are using SDL's render API,
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* you asked for a specific renderer backend (OpenGL, Direct3D, etc),
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* you set SDL_HINT_RENDER_BATCHING to "1", and you plan to make
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* OpenGL/D3D/whatever calls in addition to SDL render API calls. If all of
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* this applies, you should call SDL_RenderFlush() between calls to SDL's
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* render API and the low-level API you're using in cooperation.
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*
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* In all other cases, you can ignore this function. This is only here to
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* get maximum performance out of a specific situation. In all other cases,
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* SDL will do the right thing, perhaps at a performance loss.
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*
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* This function is first available in SDL 2.0.10, and is not needed in
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* 2.0.9 and earlier, as earlier versions did not queue rendering commands
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* at all, instead flushing them to the OS immediately.
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*/
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extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
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/**
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* \brief Bind the texture to the current OpenGL/ES/ES2 context for use with
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