Uses of Record Class
club.doki7.sdl3.handle.SDL_Texture
Packages that use SDL_Texture
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Uses of SDL_Texture in club.doki7.sdl3
Methods in club.doki7.sdl3 that return SDL_TextureModifier and TypeMethodDescriptionSDL3.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.SDL3.getRenderTarget
(@Nullable SDL_Renderer renderer) Get the current render target.Methods in club.doki7.sdl3 with parameters of type SDL_TextureModifier and TypeMethodDescriptionvoid
SDL3.destroyTexture
(@Nullable SDL_Texture texture) Destroy the specified texture.SDL3.getRendererFromTexture
(@Nullable SDL_Texture texture) Get the renderer that created an SDL_Texture.boolean
SDL3.getTextureAlphaMod
(@Nullable SDL_Texture texture, @Nullable BytePtr alpha) Get the additional alpha value multiplied into render copy operations.boolean
SDL3.getTextureAlphaModFloat
(@Nullable SDL_Texture texture, @Nullable FloatPtr alpha) Get the additional alpha value multiplied into render copy operations.boolean
SDL3.getTextureBlendMode
(@Nullable SDL_Texture texture, @Nullable IntPtr blendMode) Get the blend mode used for texture copy operations.boolean
SDL3.getTextureColorMod
(@Nullable SDL_Texture texture, @Nullable BytePtr r, @Nullable BytePtr g, @Nullable BytePtr b) Get the additional color value multiplied into render copy operations.boolean
SDL3.getTextureColorModFloat
(@Nullable SDL_Texture texture, @Nullable FloatPtr r, @Nullable FloatPtr g, @Nullable FloatPtr b) Get the additional color value multiplied into render copy operations.int
SDL3.getTextureProperties
(@Nullable SDL_Texture texture) Get the properties associated with a texture.boolean
SDL3.getTextureScaleMode
(@Nullable SDL_Texture texture, @Nullable IntPtr scaleMode) Get the scale mode used for texture scale operations.boolean
SDL3.getTextureSize
(@Nullable SDL_Texture texture, @Nullable FloatPtr w, @Nullable FloatPtr h) Get the size of a texture, as floating point values.boolean
SDL3.lockTexture
(@Nullable SDL_Texture texture, @Nullable ISDL_Rect rect, @Nullable PointerPtr pixels, @Nullable IntPtr pitch) Lock a portion of the texture for write-only pixel access.boolean
SDL3.lockTextureToSurface
(@Nullable SDL_Texture texture, @Nullable ISDL_Rect rect, SDL_Surface.Ptr surface) Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.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.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.setRenderTarget
(@Nullable SDL_Renderer renderer, @Nullable SDL_Texture texture) Set a texture as the current rendering target.boolean
SDL3.setTextureAlphaMod
(@Nullable SDL_Texture texture, byte alpha) Set an additional alpha value multiplied into render copy operations.boolean
SDL3.setTextureAlphaModFloat
(@Nullable SDL_Texture texture, float alpha) Set an additional alpha value multiplied into render copy operations.boolean
SDL3.setTextureBlendMode
(@Nullable SDL_Texture texture, int blendMode) Set the blend mode for a texture, used by SDL_RenderTexture().boolean
SDL3.setTextureColorMod
(@Nullable SDL_Texture texture, byte r, byte g, byte b) Set an additional color value multiplied into render copy operations.boolean
SDL3.setTextureColorModFloat
(@Nullable SDL_Texture texture, float r, float g, float b) Set an additional color value multiplied into render copy operations.boolean
SDL3.setTextureScaleMode
(@Nullable SDL_Texture texture, int scaleMode) Set the scale mode used for texture scale operations.void
SDL3.unlockTexture
(@Nullable SDL_Texture texture) Unlock a texture, uploading the changes to video memory, if needed.boolean
SDL3.updateNVTexture
(@Nullable SDL_Texture texture, @Nullable ISDL_Rect rect, @Nullable BytePtr Yplane, int Ypitch, @Nullable BytePtr UVplane, int UVpitch) Update a rectangle within a planar NV12 or NV21 texture with new pixels.boolean
SDL3.updateTexture
(@Nullable SDL_Texture texture, @Nullable ISDL_Rect rect, MemorySegment pixels, int pitch) Update the given texture rectangle with new pixel data.boolean
SDL3.updateYUVTexture
(@Nullable SDL_Texture texture, @Nullable ISDL_Rect rect, @Nullable BytePtr Yplane, int Ypitch, @Nullable BytePtr Uplane, int Upitch, @Nullable BytePtr Vplane, int Vpitch) Update a rectangle within a planar YV12 or IYUV texture with new pixel data. -
Uses of SDL_Texture in club.doki7.sdl3.handle
Classes in club.doki7.sdl3.handle that implement interfaces with type arguments of type SDL_TextureModifier and TypeClassDescriptionstatic final record
Represents a pointer toSDL_Texture
handle(s) in native memory.Methods in club.doki7.sdl3.handle that return SDL_TextureModifier and TypeMethodDescription@Nullable SDL_Texture
SDL_Texture.Ptr.read()
@Nullable SDL_Texture
SDL_Texture.Ptr.read
(long index) Methods in club.doki7.sdl3.handle that return types with arguments of type SDL_TextureMethods in club.doki7.sdl3.handle with parameters of type SDL_TextureModifier and TypeMethodDescriptionstatic SDL_Texture.Ptr
SDL_Texture.Ptr.allocate
(Arena arena, @Nullable SDL_Texture[] values) static SDL_Texture.Ptr
SDL_Texture.Ptr.allocateV
(Arena arena, @Nullable SDL_Texture value0, @Nullable SDL_Texture... values) void
SDL_Texture.Ptr.write
(long index, @Nullable SDL_Texture value) void
SDL_Texture.Ptr.write
(@Nullable SDL_Texture value) void
SDL_Texture.Ptr.write
(@Nullable SDL_Texture[] values) void
SDL_Texture.Ptr.writeV
(@Nullable SDL_Texture value0, @Nullable SDL_Texture... values)