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/**
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* @file lv_draw_sdl_composite.h
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*
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*/
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#ifndef LV_DRAW_SDL_COMPOSITE_H
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#define LV_DRAW_SDL_COMPOSITE_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*********************
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* INCLUDES
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*********************/
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#include "liblvgl/lv_conf_internal.h"
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#include LV_GPU_SDL_INCLUDE_PATH
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#include "lv_draw_sdl.h"
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#include "liblvgl/misc/lv_area.h"
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#include "liblvgl/misc/lv_color.h"
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/*********************
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* DEFINES
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*********************/
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/**********************
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* TYPEDEFS
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**********************/
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typedef enum lv_draw_sdl_composite_texture_id_t {
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LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_STREAM0,
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LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_STREAM1,
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LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_TARGET0,
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LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_TARGET1,
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LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_TRANSFORM0,
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} lv_draw_sdl_composite_texture_id_t;
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/**********************
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* GLOBAL PROTOTYPES
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**********************/
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/**
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* Begin drawing with mask. Render target will be switched to a temporary texture,
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* and drawing coordinates may get clipped or translated
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* @param coords_in Original coordinates
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* @param clip_in Original clip area
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* @param extension Useful for shadows or outlines, can be NULL
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* @param coords_out Translated coords
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* @param clip_out Translated clip area
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* @param apply_area Area of actual composited texture will be drawn
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* @return true if there are any mask needs to be drawn, false otherwise
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*/
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bool lv_draw_sdl_composite_begin(lv_draw_sdl_ctx_t * ctx, const lv_area_t * coords_in, const lv_area_t * clip_in,
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const lv_area_t * extension, lv_blend_mode_t blend_mode, lv_area_t * coords_out,
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lv_area_t * clip_out, lv_area_t * apply_area);
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void lv_draw_sdl_composite_end(lv_draw_sdl_ctx_t * ctx, const lv_area_t * apply_area, lv_blend_mode_t blend_mode);
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SDL_Texture * lv_draw_sdl_composite_texture_obtain(lv_draw_sdl_ctx_t * ctx, lv_draw_sdl_composite_texture_id_t id,
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lv_coord_t w, lv_coord_t h);
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/**********************
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* MACROS
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**********************/
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#ifdef __cplusplus
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} /*extern "C"*/
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#endif
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#endif /*LV_DRAW_SDL_COMPOSITE_H*/
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