SDL3pp
A slim C++ wrapper for SDL3
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SDL::RendererBase Member List

This is the complete list of members for SDL::RendererBase, including all inherited members.

AddVulkanRenderSemaphores(Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore)SDL::RendererBaseinline
ConvertEventToRenderCoordinates(Event *event) constSDL::RendererBaseinline
CreateGPURenderState(const GPURenderStateCreateInfo &createinfo)SDL::RendererBaseinline
CreateTexture(PixelFormat format, TextureAccess access, const PointRaw &size)SDL::RendererBaseinline
CreateTextureFromSurface(SurfaceRef surface)SDL::RendererBaseinline
CreateTextureWithProperties(PropertiesRef props)SDL::RendererBaseinline
Destroy()SDL::RendererBaseinline
Flush()SDL::RendererBaseinline
get() const noexceptSDL::ResourceBaseT< RendererRaw >inline
GetClipRect() constSDL::RendererBaseinline
GetColorScale() constSDL::RendererBaseinline
GetCurrentOutputSize(int *w, int *h) constSDL::RendererBaseinline
GetCurrentOutputSize() constSDL::RendererBaseinline
GetDefaultTextureScaleMode(ScaleMode *scale_mode)SDL::RendererBaseinline
GetDrawBlendMode() constSDL::RendererBaseinline
GetDrawColor(Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a) constSDL::RendererBaseinline
GetDrawColor() constSDL::RendererBaseinline
GetDrawColorFloat(float *r, float *g, float *b, float *a) constSDL::RendererBaseinline
GetDrawColorFloat() constSDL::RendererBaseinline
GetGPUDevice()SDL::RendererBaseinline
GetLogicalPresentation(int *w, int *h, RendererLogicalPresentation *mode) constSDL::RendererBaseinline
GetLogicalPresentation(PointRaw *size, RendererLogicalPresentation *mode)SDL::RendererBaseinline
GetLogicalPresentationRect() constSDL::RendererBaseinline
GetName() constSDL::RendererBaseinline
GetOutputSize(int *w, int *h) constSDL::RendererBaseinline
GetOutputSize() constSDL::RendererBaseinline
GetProperties() constSDL::RendererBaseinline
GetRenderMetalCommandEncoder()SDL::RendererBaseinline
GetRenderMetalLayer()SDL::RendererBaseinline
GetRenderTextureAddressMode(TextureAddressMode *u_mode, TextureAddressMode *v_mode)SDL::RendererBaseinline
GetSafeArea() constSDL::RendererBaseinline
GetScale(float *scaleX, float *scaleY) constSDL::RendererBaseinline
GetScale() constSDL::RendererBaseinline
GetTarget() constSDL::RendererBaseinline
GetViewport() constSDL::RendererBaseinline
GetVSync() constSDL::RendererBaseinline
GetWindow()SDL::RendererBaseinline
IsClipEnabled() constSDL::RendererBaseinline
operator bool() constSDL::ResourceBaseT< RendererRaw >inlineexplicit
operator->() const noexceptSDL::ResourceBaseT< RendererRaw >inline
operator<=>(const ResourceBaseT &other) const=defaultSDL::ResourceBaseT< RendererRaw >
operator=(const ResourceBaseT &)=defaultSDL::ResourceBaseT< RendererRaw >protected
Present()SDL::RendererBaseinline
RawConstPointer typedefSDL::ResourceBaseT< RendererRaw >
RawPointer typedefSDL::ResourceBaseT< RendererRaw >
ReadPixels(OptionalRef< const RectRaw > rect={}) constSDL::RendererBaseinline
release() noexceptSDL::ResourceBaseT< RendererRaw >inline
RenderClear()SDL::RendererBaseinline
RenderCoordinatesFromWindow(const FPointRaw &window_coord) constSDL::RendererBaseinline
RenderCoordinatesToWindow(const FPointRaw &coord) constSDL::RendererBaseinline
RenderDebugText(const FPointRaw &p, StringParam str)SDL::RendererBaseinline
RenderDebugTextFormat(const FPointRaw &p, std::string_view fmt, ARGS... args)SDL::RendererBaseinline
RenderFillRect(OptionalRef< const FRectRaw > rect)SDL::RendererBaseinline
RenderFillRects(SpanRef< const FRectRaw > rects)SDL::RendererBaseinline
RenderGeometry(TextureRef texture, std::span< const Vertex > vertices, std::span< const int > indices={})SDL::RendererBaseinline
RenderGeometryRaw(TextureRef texture, const float *xy, int xy_stride, const FColor *color, int color_stride, const float *uv, int uv_stride, int num_vertices, const void *indices, int num_indices, int size_indices)SDL::RendererBaseinline
RenderLine(const FPointRaw &p1, const FPointRaw &p2)SDL::RendererBaseinline
RenderLines(SpanRef< const FPointRaw > points)SDL::RendererBaseinline
RenderPoint(const FPointRaw &p)SDL::RendererBaseinline
RenderPoints(SpanRef< const FPointRaw > points)SDL::RendererBaseinline
RenderRect(OptionalRef< const FRectRaw > rect)SDL::RendererBaseinline
RenderRects(SpanRef< const FRectRaw > rects)SDL::RendererBaseinline
RenderTexture(TextureRef texture, OptionalRef< const FRectRaw > srcrect, OptionalRef< const FRectRaw > dstrect)SDL::RendererBaseinline
RenderTexture9Grid(TextureRef texture, OptionalRef< const FRectRaw > srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, OptionalRef< const FRectRaw > dstrect)SDL::RendererBaseinline
RenderTexture9GridTiled(TextureRef texture, const FRectRaw &srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const FRectRaw &dstrect, float tileScale)SDL::RendererBaseinline
RenderTextureAffine(TextureRef texture, OptionalRef< const FRectRaw > srcrect, OptionalRef< const FPointRaw > origin, OptionalRef< const FPointRaw > right, OptionalRef< const FPointRaw > down)SDL::RendererBaseinline
RenderTextureRotated(TextureRef texture, OptionalRef< const FRectRaw > srcrect, OptionalRef< const FRectRaw > dstrect, double angle, OptionalRef< const FPointRaw > center, FlipMode flip=FlipMode::SDL_FLIP_NONE)SDL::RendererBaseinline
RenderTextureTiled(TextureRef texture, OptionalRef< const FRectRaw > srcrect, float scale, OptionalRef< const FRectRaw > dstrect)SDL::RendererBaseinline
ResetClipRect()SDL::RendererBaseinline
ResetTarget()SDL::RendererBaseinline
ResetViewport()SDL::RendererBaseinline
ResourceBaseT()=defaultSDL::RendererBase
ResourceBaseT(RawPointer resource)SDL::RendererBaseinline
ResourceBaseT(std::nullptr_t)SDL::RendererBaseinline
ResourceBaseT(const ResourceBaseT &)=defaultSDL::RendererBase
ResourceBaseT(ResourceBaseT &&) noexcept=defaultSDL::RendererBase
SetClipRect(OptionalRef< const RectRaw > rect)SDL::RendererBaseinline
SetColorScale(float scale)SDL::RendererBaseinline
SetDefaultTextureScaleMode(ScaleMode scale_mode)SDL::RendererBaseinline
SetDrawBlendMode(BlendMode blendMode)SDL::RendererBaseinline
SetDrawColor(ColorRaw c)SDL::RendererBaseinline
SetDrawColorFloat(const FColorRaw &c)SDL::RendererBaseinline
SetGPURenderState(GPURenderStateRef state)SDL::RendererBaseinline
SetLogicalPresentation(const PointRaw &size, RendererLogicalPresentation mode)SDL::RendererBaseinline
SetRenderTextureAddressMode(TextureAddressMode u_mode, TextureAddressMode v_mode)SDL::RendererBaseinline
SetScale(const FPointRaw &scale)SDL::RendererBaseinline
SetTarget(TextureRef texture)SDL::RendererBaseinline
SetViewport(OptionalRef< const RectRaw > rect)SDL::RendererBaseinline
SetVSync(int vsync)SDL::RendererBaseinline
ViewportSet() constSDL::RendererBaseinline
~ResourceBaseT()=defaultSDL::ResourceBaseT< RendererRaw >protected