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 TypeMethodDescriptionvoidSDL3.destroyTexture(@Nullable SDL_Texture texture) Destroy the specified texture.SDL3.getRendererFromTexture(@Nullable SDL_Texture texture) Get the renderer that created an SDL_Texture.booleanSDL3.getTextureAlphaMod(@Nullable SDL_Texture texture, @Nullable BytePtr alpha) Get the additional alpha value multiplied into render copy operations.booleanSDL3.getTextureAlphaModFloat(@Nullable SDL_Texture texture, @Nullable FloatPtr alpha) Get the additional alpha value multiplied into render copy operations.booleanSDL3.getTextureBlendMode(@Nullable SDL_Texture texture, @Nullable IntPtr blendMode) Get the blend mode used for texture copy operations.booleanSDL3.getTextureColorMod(@Nullable SDL_Texture texture, @Nullable BytePtr r, @Nullable BytePtr g, @Nullable BytePtr b) Get the additional color value multiplied into render copy operations.booleanSDL3.getTextureColorModFloat(@Nullable SDL_Texture texture, @Nullable FloatPtr r, @Nullable FloatPtr g, @Nullable FloatPtr b) Get the additional color value multiplied into render copy operations.intSDL3.getTextureProperties(@Nullable SDL_Texture texture) Get the properties associated with a texture.booleanSDL3.getTextureScaleMode(@Nullable SDL_Texture texture, @Nullable IntPtr scaleMode) Get the scale mode used for texture scale operations.booleanSDL3.getTextureSize(@Nullable SDL_Texture texture, @Nullable FloatPtr w, @Nullable FloatPtr h) Get the size of a texture, as floating point values.booleanSDL3.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.booleanSDL3.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.booleanSDL3.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).booleanSDL3.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).booleanSDL3.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.booleanSDL3.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.booleanSDL3.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.booleanSDL3.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.booleanSDL3.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.booleanSDL3.setRenderTarget(@Nullable SDL_Renderer renderer, @Nullable SDL_Texture texture) Set a texture as the current rendering target.booleanSDL3.setTextureAlphaMod(@Nullable SDL_Texture texture, byte alpha) Set an additional alpha value multiplied into render copy operations.booleanSDL3.setTextureAlphaModFloat(@Nullable SDL_Texture texture, float alpha) Set an additional alpha value multiplied into render copy operations.booleanSDL3.setTextureBlendMode(@Nullable SDL_Texture texture, int blendMode) Set the blend mode for a texture, used by SDL_RenderTexture().booleanSDL3.setTextureColorMod(@Nullable SDL_Texture texture, byte r, byte g, byte b) Set an additional color value multiplied into render copy operations.booleanSDL3.setTextureColorModFloat(@Nullable SDL_Texture texture, float r, float g, float b) Set an additional color value multiplied into render copy operations.booleanSDL3.setTextureScaleMode(@Nullable SDL_Texture texture, int scaleMode) Set the scale mode used for texture scale operations.voidSDL3.unlockTexture(@Nullable SDL_Texture texture) Unlock a texture, uploading the changes to video memory, if needed.booleanSDL3.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.booleanSDL3.updateTexture(@Nullable SDL_Texture texture, @Nullable ISDL_Rect rect, MemorySegment pixels, int pitch) Update the given texture rectangle with new pixel data.booleanSDL3.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 recordRepresents a pointer toSDL_Texturehandle(s) in native memory.Methods in club.doki7.sdl3.handle that return SDL_TextureModifier and TypeMethodDescription@Nullable SDL_TextureSDL_Texture.Ptr.read()@Nullable SDL_TextureSDL_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.PtrSDL_Texture.Ptr.allocate(Arena arena, @Nullable SDL_Texture[] values) static SDL_Texture.PtrSDL_Texture.Ptr.allocateV(Arena arena, @Nullable SDL_Texture value0, @Nullable SDL_Texture... values) voidSDL_Texture.Ptr.write(long index, @Nullable SDL_Texture value) voidSDL_Texture.Ptr.write(@Nullable SDL_Texture value) voidSDL_Texture.Ptr.write(@Nullable SDL_Texture[] values) voidSDL_Texture.Ptr.writeV(@Nullable SDL_Texture value0, @Nullable SDL_Texture... values)