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/*
 * Tuxánci 2 - A first person shooter
 * Copyright (C) 2007-2011  Tuxánci Development Team
 * Copyright (C) 2025-2026  Connor Thomson
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <https://www.gnu.org/licenses/>.
 */

#ifndef TA_SDL_H
#define TA_SDL_H

#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>

void ta_sdl_init(SDL_InitFlags flags);
void ta_sdl_shutdown(void);
SDL_Window *ta_sdl_create_window(const char *title, int width, int height);
SDL_IOStream *ta_sdl_io_from_file(const char *file, const char *mode);
SDL_IOStream *ta_sdl_io_from_mem(void *mem, size_t size);
void ta_sdl_get_window_size(SDL_Window *window, int *width, int *height);
SDL_GPUDevice *ta_sdl_create_gpu_device(void);
void ta_sdl_claim_window_for_gpu_device(SDL_GPUDevice *device, SDL_Window *window);
SDL_GPUShader *ta_sdl_create_gpu_shader(SDL_GPUDevice *device, const SDL_GPUShaderCreateInfo *createinfo);
SDL_GPUGraphicsPipeline *ta_sdl_create_gpu_graphics_pipeline(SDL_GPUDevice *device, const SDL_GPUGraphicsPipelineCreateInfo *createinfo);
SDL_GPUTexture *ta_sdl_create_gpu_texture(SDL_GPUDevice *device, const SDL_GPUTextureCreateInfo *createinfo);
SDL_GPUSampler *ta_sdl_create_gpu_sampler(SDL_GPUDevice *device, const SDL_GPUSamplerCreateInfo *createinfo);
SDL_GPUTransferBuffer *ta_sdl_create_gpu_transfer_buffer(SDL_GPUDevice *device, const SDL_GPUTransferBufferCreateInfo *createinfo);
void *ta_sdl_map_gpu_transfer_buffer(SDL_GPUDevice *device, SDL_GPUTransferBuffer *transfer_buffer, bool cycle);
SDL_GPUCommandBuffer *ta_sdl_acquire_gpu_command_buffer(SDL_GPUDevice *device);
SDL_GPUCopyPass *ta_sdl_begin_gpu_copy_pass(SDL_GPUCommandBuffer *command_buffer);
SDL_GPURenderPass *ta_sdl_begin_gpu_render_pass(SDL_GPUCommandBuffer *command_buffer, const SDL_GPUColorTargetInfo *color_target_infos, Uint32 num_color_targets, const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info);
void ta_sdl_wait_and_acquire_gpu_swapchain_texture(SDL_GPUCommandBuffer *commandbuffer, SDL_Window *window, SDL_GPUTexture **swapchain_texture);
void ta_sdl_submit_gpu_command_buffer(SDL_GPUCommandBuffer *command_buffer);
SDL_Surface *ta_sdl_convert_surface(SDL_Surface *surface, SDL_PixelFormat format);
void ta_sdl_set_window_fullscreen(SDL_Window *window, bool fullscreen);

#endif // TA_SDL_H