///
/// Simple DirectMedia Layer
/// Copyright (C) 1997-2025 Sam Lantinga
///
/// This software is provided 'as-is', without any express or implied
/// warranty. In no event will the authors be held liable for any damages
/// arising from the use of this software.
///
/// Permission is granted to anyone to use this software for any purpose,
/// including commercial applications, and to alter it and redistribute it
/// freely, subject to the following restrictions:
///
/// 1. The origin of this software must not be misrepresented; you must not
/// claim that you wrote the original software. If you use this software
/// in a product, an acknowledgment in the product documentation would be
/// appreciated but is not required.
/// 2. Altered source versions must be plainly marked as such, and must not be
/// misrepresented as being the original software.
/// 3. This notice may not be removed or altered from any source distribution.
///
/// # CategoryBlendmode
///
/// Blend modes decide how two colors will mix together. There are both
/// standard modes for basic needs and a means to create custom modes,
/// dictating what sort of math to do on what color components.
///|
/// A set of blend modes used in drawing operations.
///
/// ```c
/// typedef Uint32 SDL_BlendMode;
///
/// #define SDL_BLENDMODE_NONE 0x00000000u /**< no blending: dstRGBA = srcRGBA */
/// #define SDL_BLENDMODE_BLEND 0x00000001u /**< alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)), dstA = srcA + (dstA * (1-srcA)) */
/// #define SDL_BLENDMODE_BLEND_PREMULTIPLIED 0x00000010u /**< pre-multiplied alpha blending: dstRGBA = srcRGBA + (dstRGBA * (1-srcA)) */
/// #define SDL_BLENDMODE_ADD 0x00000002u /**< additive blending: dstRGB = (srcRGB * srcA) + dstRGB, dstA = dstA */
/// #define SDL_BLENDMODE_ADD_PREMULTIPLIED 0x00000020u /**< pre-multiplied additive blending: dstRGB = srcRGB + dstRGB, dstA = dstA */
/// #define SDL_BLENDMODE_MOD 0x00000004u /**< color modulate: dstRGB = srcRGB * dstRGB, dstA = dstA */
/// #define SDL_BLENDMODE_MUL 0x00000008u /**< color multiply: dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)), dstA = dstA */
/// #define SDL_BLENDMODE_INVALID 0x7FFFFFFFu
/// ```
pub(all) enum SDL_BlendMode {
SDL_BLENDMODE_NONE = 0x00000000
SDL_BLENDMODE_BLEND = 0x00000001
SDL_BLENDMODE_BLEND_PREMULTIPLIED = 0x00000010
SDL_BLENDMODE_ADD = 0x00000002
SDL_BLENDMODE_ADD_PREMULTIPLIED = 0x00000020
SDL_BLENDMODE_MOD = 0x00000004
SDL_BLENDMODE_MUL = 0x00000008
SDL_BLENDMODE_INVALID = 0x7FFFFFFF
}
///| The blend operation used when combining source and destination pixel
///|
/// components.
///
/// ```c
/// typedef enum SDL_BlendOperation
/// {
/// SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
/// SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D, OpenGL, OpenGLES, and Vulkan */
/// SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D, OpenGL, OpenGLES, and Vulkan */
/// SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */
/// SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */
/// } SDL_BlendOperation;
/// ```
pub(all) enum SDL_BlendOperation {
SDL_BLENDOPERATION_ADD = 1
SDL_BLENDOPERATION_SUBTRACT = 2
SDL_BLENDOPERATION_REV_SUBTRACT = 3
SDL_BLENDOPERATION_MINIMUM = 4
SDL_BLENDOPERATION_MAXIMUM = 5
}
///|
/// The normalized factor used to multiply pixel components.
///
/// ```c
/// typedef enum SDL_BlendFactor
/// {
/// SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
/// SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
/// SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */
/// SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
/// SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */
/// SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
/// SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */
/// SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
/// SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
/// SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
/// } SDL_BlendFactor;
/// ```
pub(all) enum SDL_BlendFactor {
SDL_BLENDFACTOR_ZERO = 1
SDL_BLENDFACTOR_ONE = 2
SDL_BLENDFACTOR_SRC_COLOR = 3
SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 4
SDL_BLENDFACTOR_SRC_ALPHA = 5
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 6
SDL_BLENDFACTOR_DST_COLOR = 7
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 8
SDL_BLENDFACTOR_DST_ALPHA = 9
SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 10
}
///|
/// Compose a custom blend mode for renderers.
///
/// ```c
/// extern SDL_DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
/// SDL_BlendFactor dstColorFactor,
/// SDL_BlendOperation colorOperation,
/// SDL_BlendFactor srcAlphaFactor,
/// SDL_BlendFactor dstAlphaFactor,
/// SDL_BlendOperation alphaOperation);
/// ```
pub extern "C" fn sdl_ComposeCustomBlendMode(
srcColorFactor : SDL_BlendFactor,
dstColorFactor : SDL_BlendFactor,
colorOperation : SDL_BlendOperation,
srcAlphaFactor : SDL_BlendFactor,
dstAlphaFactor : SDL_BlendFactor,
alphaOperation : SDL_BlendOperation,
) -> SDL_BlendMode = "SDL_ComposeCustomBlendMode"