All Classes Functions Variables Typedefs Enumerations Groups
Classes | Typedefs
Renderer Controls
Collaboration diagram for Renderer Controls:

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)
 

Detailed Description

Typedef Documentation

Renderer ID object for identifying a specific renderer.

See Also
GPU_MakeRendererID()
GPU_InitRendererByID()

Function Documentation

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  )
Returns
The current renderer
DECLSPEC void SDLCALL GPU_GetDefaultAnchor ( float *  anchor_x,
float *  anchor_y 
)

Returns the default image blitting anchor through the given variables.

See Also
GPU_GetAnchor
DECLSPEC int SDLCALL GPU_GetNumActiveRenderers ( void  )

Gets the number of active (created) renderers.

DECLSPEC GPU_Renderer* SDLCALL GPU_GetRenderer ( GPU_RendererID  id)
Returns
The renderer matching the given identifier.
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.

Parameters
inverted0 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.

See Also
GPU_SetAnchor