/** * @file lv_draw_sdl_composite.h * */ #ifndef LV_DRAW_SDL_COMPOSITE_H #define LV_DRAW_SDL_COMPOSITE_H #ifdef __cplusplus extern "C" { #endif /********************* * INCLUDES *********************/ #include "../../lv_conf_internal.h" #include LV_GPU_SDL_INCLUDE_PATH #include "lv_draw_sdl.h" #include "../../misc/lv_area.h" #include "../../misc/lv_color.h" /********************* * DEFINES *********************/ /********************** * TYPEDEFS **********************/ typedef enum lv_draw_sdl_composite_texture_id_t { LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_STREAM0, LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_STREAM1, LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_TARGET0, LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_TARGET1, } lv_draw_sdl_composite_texture_id_t; /********************** * GLOBAL PROTOTYPES **********************/ /** * Begin drawing with mask. Render target will be switched to a temporary texture, * and drawing coordinates may get clipped or translated * @param coords_in Original coordinates * @param clip_in Original clip area * @param extension Useful for shadows or outlines, can be NULL * @param coords_out Translated coords * @param clip_out Translated clip area * @param apply_area Area of actual composited texture will be drawn * @return true if there are any mask needs to be drawn, false otherwise */ bool lv_draw_sdl_composite_begin(lv_draw_sdl_ctx_t * ctx, const lv_area_t * coords_in, const lv_area_t * clip_in, const lv_area_t * extension, lv_blend_mode_t blend_mode, lv_area_t * coords_out, lv_area_t * clip_out, lv_area_t * apply_area); void lv_draw_sdl_composite_end(lv_draw_sdl_ctx_t * ctx, const lv_area_t * apply_area, lv_blend_mode_t blend_mode); SDL_Texture * lv_draw_sdl_composite_texture_obtain(lv_draw_sdl_ctx_t * ctx, lv_draw_sdl_composite_texture_id_t id, lv_coord_t w, lv_coord_t h); /********************** * MACROS **********************/ #ifdef __cplusplus } /*extern "C"*/ #endif #endif /*LV_DRAW_SDL_COMPOSITE_H*/