Classes | |
struct | GPU_RendererID |
Typedefs | |
typedef struct GPU_RendererID | GPU_RendererID |
DECLSPEC GPU_RendererEnum SDLCALL | GPU_ReserveNextRendererEnum (void) |
DECLSPEC int SDLCALL | GPU_GetNumActiveRenderers (void) |
DECLSPEC void SDLCALL | GPU_GetActiveRendererList (GPU_RendererID *renderers_array) |
DECLSPEC GPU_Renderer *SDLCALL | GPU_GetCurrentRenderer (void) |
DECLSPEC void SDLCALL | GPU_SetCurrentRenderer (GPU_RendererID id) |
DECLSPEC GPU_Renderer *SDLCALL | GPU_GetRenderer (GPU_RendererID id) |
DECLSPEC void SDLCALL | GPU_FreeRenderer (GPU_Renderer *renderer) |
DECLSPEC void SDLCALL | GPU_ResetRendererState (void) |
DECLSPEC void SDLCALL | GPU_SetCoordinateMode (GPU_bool use_math_coords) |
DECLSPEC GPU_bool SDLCALL | GPU_GetCoordinateMode (void) |
DECLSPEC void SDLCALL | GPU_SetDefaultAnchor (float anchor_x, float anchor_y) |
DECLSPEC void SDLCALL | GPU_GetDefaultAnchor (float *anchor_x, float *anchor_y) |
typedef struct GPU_RendererID GPU_RendererID |
Renderer ID object for identifying a specific renderer.
DECLSPEC void SDLCALL GPU_GetActiveRendererList | ( | GPU_RendererID * | renderers_array | ) |
Gets an array of identifiers for the active renderers.
DECLSPEC GPU_Renderer* SDLCALL GPU_GetCurrentRenderer | ( | void | ) |
DECLSPEC void SDLCALL GPU_GetDefaultAnchor | ( | float * | anchor_x, |
float * | anchor_y | ||
) |
Returns the default image blitting anchor through the given variables.
DECLSPEC int SDLCALL GPU_GetNumActiveRenderers | ( | void | ) |
Gets the number of active (created) renderers.
DECLSPEC GPU_Renderer* SDLCALL GPU_GetRenderer | ( | GPU_RendererID | id | ) |
DECLSPEC GPU_RendererEnum SDLCALL GPU_ReserveNextRendererEnum | ( | void | ) |
Gets the next enum ID that can be used for a custom renderer.
DECLSPEC void SDLCALL GPU_ResetRendererState | ( | void | ) |
Reapplies the renderer state to the backend API (e.g. OpenGL, Direct3D). Use this if you want SDL_gpu to be able to render after you've used direct backend calls.
DECLSPEC void SDLCALL GPU_SetCoordinateMode | ( | GPU_bool | use_math_coords | ) |
Sets the coordinate mode for this renderer. Target and image coordinates will be either "inverted" (0,0 is the upper left corner, y increases downward) or "mathematical" (0,0 is the bottom-left corner, y increases upward). The default is inverted (0), as this is traditional for 2D graphics.
inverted | 0 is for inverted coordinates, 1 is for mathematical coordinates |
DECLSPEC void SDLCALL GPU_SetCurrentRenderer | ( | GPU_RendererID | id | ) |
Switches the current renderer to the renderer matching the given identifier.
DECLSPEC void SDLCALL GPU_SetDefaultAnchor | ( | float | anchor_x, |
float | anchor_y | ||
) |
Sets the default image blitting anchor for newly created images.