Uses of Record Class
club.doki7.sdl3.handle.SDL_Renderer
Packages that use SDL_Renderer
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Uses of SDL_Renderer in club.doki7.sdl3
Methods in club.doki7.sdl3 that return SDL_RendererModifier and TypeMethodDescriptionSDL3.createRenderer
(@Nullable SDL_Window window, @Nullable BytePtr name) Create a 2D rendering context for a window.SDL3.createRendererWithProperties
(int props) Create a 2D rendering context for a window, with the specified properties.SDL3.createSoftwareRenderer
(@Nullable SDL_Surface surface) Create a 2D software rendering context for a surface.SDL3.getRenderer
(@Nullable SDL_Window window) Get the renderer associated with a window.SDL3.getRendererFromTexture
(@Nullable SDL_Texture texture) Get the renderer that created an SDL_Texture.Methods in club.doki7.sdl3 with parameters of type SDL_RendererModifier and TypeMethodDescriptionboolean
SDL3.addVulkanRenderSemaphores
(@Nullable SDL_Renderer renderer, int wait_stage_mask, long wait_semaphore, long signal_semaphore) Add a set of synchronization semaphores for the current frame.boolean
SDL3.convertEventToRenderCoordinates
(@Nullable SDL_Renderer renderer, @Nullable ISDL_Event event) Convert the coordinates in an event to render coordinates.SDL3.createTexture
(@Nullable SDL_Renderer renderer, int format, int access, int w, int h) Create a texture for a rendering context.SDL3.createTextureFromSurface
(@Nullable SDL_Renderer renderer, @Nullable SDL_Surface surface) Create a texture from an existing surface.SDL3.createTextureWithProperties
(@Nullable SDL_Renderer renderer, int props) Create a texture for a rendering context with the specified properties.void
SDL3.destroyRenderer
(@Nullable SDL_Renderer renderer) Destroy the rendering context for a window and free all associated textures.boolean
SDL3.flushRenderer
(@Nullable SDL_Renderer renderer) Force the rendering context to flush any pending commands and state.boolean
SDL3.getCurrentRenderOutputSize
(@Nullable SDL_Renderer renderer, @Nullable IntPtr w, @Nullable IntPtr h) Get the current output size in pixels of a rendering context.boolean
SDL3.getRenderClipRect
(@Nullable SDL_Renderer renderer, @Nullable ISDL_Rect rect) Get the clip rectangle for the current target.boolean
SDL3.getRenderColorScale
(@Nullable SDL_Renderer renderer, @Nullable FloatPtr scale) Get the color scale used for render operations.boolean
SDL3.getRenderDrawBlendMode
(@Nullable SDL_Renderer renderer, @Nullable IntPtr blendMode) Get the blend mode used for drawing operations.boolean
SDL3.getRenderDrawColor
(@Nullable SDL_Renderer renderer, @Nullable BytePtr r, @Nullable BytePtr g, @Nullable BytePtr b, @Nullable BytePtr a) Get the color used for drawing operations (Rect, Line and Clear).boolean
SDL3.getRenderDrawColorFloat
(@Nullable SDL_Renderer renderer, @Nullable FloatPtr r, @Nullable FloatPtr g, @Nullable FloatPtr b, @Nullable FloatPtr a) Get the color used for drawing operations (Rect, Line and Clear).SDL3.getRendererName
(@Nullable SDL_Renderer renderer) Get the name of a renderer.int
SDL3.getRendererProperties
(@Nullable SDL_Renderer renderer) Get the properties associated with a renderer.boolean
SDL3.getRenderLogicalPresentation
(@Nullable SDL_Renderer renderer, @Nullable IntPtr w, @Nullable IntPtr h, @Nullable IntPtr mode) Get device independent resolution and presentation mode for rendering.boolean
SDL3.getRenderLogicalPresentationRect
(@Nullable SDL_Renderer renderer, @Nullable ISDL_FRect rect) Get the final presentation rectangle for rendering.SDL3.getRenderMetalCommandEncoder
(@Nullable SDL_Renderer renderer) Get the Metal command encoder for the current frame.SDL3.getRenderMetalLayer
(@Nullable SDL_Renderer renderer) Get the CAMetalLayer associated with the given Metal renderer.boolean
SDL3.getRenderOutputSize
(@Nullable SDL_Renderer renderer, @Nullable IntPtr w, @Nullable IntPtr h) Get the output size in pixels of a rendering context.boolean
SDL3.getRenderSafeArea
(@Nullable SDL_Renderer renderer, @Nullable ISDL_Rect rect) Get the safe area for rendering within the current viewport.boolean
SDL3.getRenderScale
(@Nullable SDL_Renderer renderer, @Nullable FloatPtr scaleX, @Nullable FloatPtr scaleY) Get the drawing scale for the current target.SDL3.getRenderTarget
(@Nullable SDL_Renderer renderer) Get the current render target.boolean
SDL3.getRenderViewport
(@Nullable SDL_Renderer renderer, @Nullable ISDL_Rect rect) Get the drawing area for the current target.boolean
SDL3.getRenderVSync
(@Nullable SDL_Renderer renderer, @Nullable IntPtr vsync) Get VSync of the given renderer.SDL3.getRenderWindow
(@Nullable SDL_Renderer renderer) Get the window associated with a renderer.boolean
SDL3.renderClear
(@Nullable SDL_Renderer renderer) Clear the current rendering target with the drawing color.boolean
SDL3.renderClipEnabled
(@Nullable SDL_Renderer renderer) Get whether clipping is enabled on the given render target.boolean
SDL3.renderCoordinatesFromWindow
(@Nullable SDL_Renderer renderer, float window_x, float window_y, @Nullable FloatPtr x, @Nullable FloatPtr y) Get a point in render coordinates when given a point in window coordinates.boolean
SDL3.renderCoordinatesToWindow
(@Nullable SDL_Renderer renderer, float x, float y, @Nullable FloatPtr window_x, @Nullable FloatPtr window_y) Get a point in window coordinates when given a point in render coordinates.boolean
SDL3.renderDebugText
(@Nullable SDL_Renderer renderer, float x, float y, @Nullable BytePtr str) Draw debug text to an SDL_Renderer.boolean
SDL3.renderFillRect
(@Nullable SDL_Renderer renderer, @Nullable ISDL_FRect rect) Fill a rectangle on the current rendering target with the drawing color at subpixel precision.boolean
SDL3.renderFillRects
(@Nullable SDL_Renderer renderer, @Nullable ISDL_FRect rects, int count) Fill some number of rectangles on the current rendering target with the drawing color at subpixel precision.boolean
SDL3.renderGeometry
(@Nullable SDL_Renderer renderer, @Nullable SDL_Texture texture, @Nullable ISDL_Vertex vertices, int num_vertices, @Nullable IntPtr indices, int num_indices) Render a list of triangles, optionally using a texture and indices into the vertex array Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).boolean
SDL3.renderGeometryRaw
(@Nullable SDL_Renderer renderer, @Nullable SDL_Texture texture, @Nullable FloatPtr xy, int xy_stride, @Nullable ISDL_FColor color, int color_stride, @Nullable FloatPtr uv, int uv_stride, int num_vertices, MemorySegment indices, int num_indices, int size_indices) Render a list of triangles, optionally using a texture and indices into the vertex arrays Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).boolean
SDL3.renderLine
(@Nullable SDL_Renderer renderer, float x1, float y1, float x2, float y2) Draw a line on the current rendering target at subpixel precision.boolean
SDL3.renderLines
(@Nullable SDL_Renderer renderer, @Nullable ISDL_FPoint points, int count) Draw a series of connected lines on the current rendering target at subpixel precision.boolean
SDL3.renderPoint
(@Nullable SDL_Renderer renderer, float x, float y) Draw a point on the current rendering target at subpixel precision.boolean
SDL3.renderPoints
(@Nullable SDL_Renderer renderer, @Nullable ISDL_FPoint points, int count) Draw multiple points on the current rendering target at subpixel precision.boolean
SDL3.renderPresent
(@Nullable SDL_Renderer renderer) Update the screen with any rendering performed since the previous call.SDL3.renderReadPixels
(@Nullable SDL_Renderer renderer, @Nullable ISDL_Rect rect) Read pixels from the current rendering target.boolean
SDL3.renderRect
(@Nullable SDL_Renderer renderer, @Nullable ISDL_FRect rect) Draw a rectangle on the current rendering target at subpixel precision.boolean
SDL3.renderRects
(@Nullable SDL_Renderer renderer, @Nullable ISDL_FRect rects, int count) Draw some number of rectangles on the current rendering target at subpixel precision.boolean
SDL3.renderTexture
(@Nullable SDL_Renderer renderer, @Nullable SDL_Texture texture, @Nullable ISDL_FRect srcrect, @Nullable ISDL_FRect dstrect) Copy a portion of the texture to the current rendering target at subpixel precision.boolean
SDL3.renderTexture9Grid
(@Nullable SDL_Renderer renderer, @Nullable SDL_Texture texture, @Nullable ISDL_FRect srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, @Nullable ISDL_FRect dstrect) Perform a scaled copy using the 9-grid algorithm to the current rendering target at subpixel precision.boolean
SDL3.renderTextureAffine
(@Nullable SDL_Renderer renderer, @Nullable SDL_Texture texture, @Nullable ISDL_FRect srcrect, @Nullable ISDL_FPoint origin, @Nullable ISDL_FPoint right, @Nullable ISDL_FPoint down) Copy a portion of the source texture to the current rendering target, with affine transform, at subpixel precision.boolean
SDL3.renderTextureRotated
(@Nullable SDL_Renderer renderer, @Nullable SDL_Texture texture, @Nullable ISDL_FRect srcrect, @Nullable ISDL_FRect dstrect, double angle, @Nullable ISDL_FPoint center, int flip) Copy a portion of the source texture to the current rendering target, with rotation and flipping, at subpixel precision.boolean
SDL3.renderTextureTiled
(@Nullable SDL_Renderer renderer, @Nullable SDL_Texture texture, @Nullable ISDL_FRect srcrect, float scale, @Nullable ISDL_FRect dstrect) Tile a portion of the texture to the current rendering target at subpixel precision.boolean
SDL3.renderViewportSet
(@Nullable SDL_Renderer renderer) Return whether an explicit rectangle was set as the viewport.boolean
SDL3.setRenderClipRect
(@Nullable SDL_Renderer renderer, @Nullable ISDL_Rect rect) Set the clip rectangle for rendering on the specified target.boolean
SDL3.setRenderColorScale
(@Nullable SDL_Renderer renderer, float scale) Set the color scale used for render operations.boolean
SDL3.setRenderDrawBlendMode
(@Nullable SDL_Renderer renderer, int blendMode) Set the blend mode used for drawing operations (Fill and Line).boolean
SDL3.setRenderDrawColor
(@Nullable SDL_Renderer renderer, byte r, byte g, byte b, byte a) Set the color used for drawing operations.boolean
SDL3.setRenderDrawColorFloat
(@Nullable SDL_Renderer renderer, float r, float g, float b, float a) Set the color used for drawing operations (Rect, Line and Clear).boolean
SDL3.setRenderLogicalPresentation
(@Nullable SDL_Renderer renderer, int w, int h, int mode) Set a device-independent resolution and presentation mode for rendering.boolean
SDL3.setRenderScale
(@Nullable SDL_Renderer renderer, float scaleX, float scaleY) Set the drawing scale for rendering on the current target.boolean
SDL3.setRenderTarget
(@Nullable SDL_Renderer renderer, @Nullable SDL_Texture texture) Set a texture as the current rendering target.boolean
SDL3.setRenderViewport
(@Nullable SDL_Renderer renderer, @Nullable ISDL_Rect rect) Set the drawing area for rendering on the current target.boolean
SDL3.setRenderVSync
(@Nullable SDL_Renderer renderer, int vsync) Toggle VSync of the given renderer. -
Uses of SDL_Renderer in club.doki7.sdl3.handle
Classes in club.doki7.sdl3.handle that implement interfaces with type arguments of type SDL_RendererModifier and TypeClassDescriptionstatic final record
Represents a pointer toSDL_Renderer
handle(s) in native memory.Methods in club.doki7.sdl3.handle that return SDL_RendererModifier and TypeMethodDescription@Nullable SDL_Renderer
SDL_Renderer.Ptr.read()
@Nullable SDL_Renderer
SDL_Renderer.Ptr.read
(long index) Methods in club.doki7.sdl3.handle that return types with arguments of type SDL_RendererMethods in club.doki7.sdl3.handle with parameters of type SDL_RendererModifier and TypeMethodDescriptionstatic SDL_Renderer.Ptr
SDL_Renderer.Ptr.allocate
(Arena arena, @Nullable SDL_Renderer[] values) static SDL_Renderer.Ptr
SDL_Renderer.Ptr.allocateV
(Arena arena, @Nullable SDL_Renderer value0, @Nullable SDL_Renderer... values) void
SDL_Renderer.Ptr.write
(long index, @Nullable SDL_Renderer value) void
SDL_Renderer.Ptr.write
(@Nullable SDL_Renderer value) void
SDL_Renderer.Ptr.write
(@Nullable SDL_Renderer[] values) void
SDL_Renderer.Ptr.writeV
(@Nullable SDL_Renderer value0, @Nullable SDL_Renderer... values)