sdl3/sdl_render library

Functions

sdlAddVulkanRenderSemaphores(Pointer<SdlRenderer> renderer, int waitStageMask, int waitSemaphore, int signalSemaphore) → bool render
Add a set of synchronization semaphores for the current frame.
sdlConvertEventToRenderCoordinates(Pointer<SdlRenderer> renderer, Pointer<SdlEvent> event) → bool render
Convert the coordinates in an event to render coordinates.
sdlCreateGpuRenderer(Pointer<SdlGpuDevice> device, Pointer<SdlWindow> window) → Pointer<SdlRenderer> render
Create a 2D GPU rendering context.
sdlCreateGpuRenderState(Pointer<SdlRenderer> renderer, Pointer<SdlGpuRenderStateCreateInfo> createinfo) → Pointer<SdlGpuRenderState> render
Create custom GPU render state.
sdlCreateRenderer(Pointer<SdlWindow> window, String? name) → Pointer<SdlRenderer> render
Create a 2D rendering context for a window.
sdlCreateRendererWithProperties(int props) → Pointer<SdlRenderer> render
Create a 2D rendering context for a window, with the specified properties.
sdlCreateSoftwareRenderer(Pointer<SdlSurface> surface) → Pointer<SdlRenderer> render
Create a 2D software rendering context for a surface.
sdlCreateTexture(Pointer<SdlRenderer> renderer, int format, int access, int w, int h) → Pointer<SdlTexture> render
Create a texture for a rendering context.
sdlCreateTextureFromSurface(Pointer<SdlRenderer> renderer, Pointer<SdlSurface> surface) → Pointer<SdlTexture> render
Create a texture from an existing surface.
sdlCreateTextureWithProperties(Pointer<SdlRenderer> renderer, int props) → Pointer<SdlTexture> render
Create a texture for a rendering context with the specified properties.
sdlCreateWindowAndRenderer(String? title, int width, int height, int windowFlags, Pointer<Pointer<SdlWindow>> window, Pointer<Pointer<SdlRenderer>> renderer) → bool render
Create a window and default renderer.
sdlDestroyGpuRenderState(Pointer<SdlGpuRenderState> state) → void render
Destroy custom GPU render state.
sdlDestroyRenderer(Pointer<SdlRenderer> renderer) → void render
Destroy the rendering context for a window and free all associated textures.
sdlDestroyTexture(Pointer<SdlTexture> texture) → void render
Destroy the specified texture.
sdlFlushRenderer(Pointer<SdlRenderer> renderer) → bool render
Force the rendering context to flush any pending commands and state.
sdlGdkResumeRenderer(Pointer<SdlRenderer> renderer) → void render
Call this to resume Render operations on Xbox after receiving the SDL_EVENT_WILL_ENTER_FOREGROUND event.
sdlGdkSuspendRenderer(Pointer<SdlRenderer> renderer) → void render
Call this to suspend Render operations on Xbox after receiving the SDL_EVENT_DID_ENTER_BACKGROUND event.
sdlGetCurrentRenderOutputSize(Pointer<SdlRenderer> renderer, Pointer<Int32> w, Pointer<Int32> h) → bool render
Get the current output size in pixels of a rendering context.
sdlGetDefaultTextureScaleMode(Pointer<SdlRenderer> renderer, Pointer<Int32> scaleMode) → bool render
Get default texture scale mode of the given renderer.
sdlGetGpuRendererDevice(Pointer<SdlRenderer> renderer) → Pointer<SdlGpuDevice> render
Return the GPU device used by a renderer.
sdlGetNumRenderDrivers() → int render
Get the number of 2D rendering drivers available for the current display.
sdlGetRenderClipRect(Pointer<SdlRenderer> renderer, Pointer<SdlRect> rect) → bool render
Get the clip rectangle for the current target.
sdlGetRenderClipRectFloat(Pointer<SdlRenderer> renderer, Pointer<SdlFRect> rect) → bool render
Get the clip rectangle for the current target.
sdlGetRenderColorScale(Pointer<SdlRenderer> renderer, Pointer<Float> scale) → bool render
Get the color scale used for render operations.
sdlGetRenderDrawBlendMode(Pointer<SdlRenderer> renderer, Pointer<Uint32> blendMode) → bool render
Get the blend mode used for drawing operations.
sdlGetRenderDrawColor(Pointer<SdlRenderer> renderer, Pointer<Uint8> r, Pointer<Uint8> g, Pointer<Uint8> b, Pointer<Uint8> a) → bool render
Get the color used for drawing operations (Rect, Line and Clear).
sdlGetRenderDrawColorFloat(Pointer<SdlRenderer> renderer, Pointer<Float> r, Pointer<Float> g, Pointer<Float> b, Pointer<Float> a) → bool render
Get the color used for drawing operations (Rect, Line and Clear).
sdlGetRenderDriver(int index) → String? render
Use this function to get the name of a built in 2D rendering driver.
sdlGetRenderer(Pointer<SdlWindow> window) → Pointer<SdlRenderer> render
Get the renderer associated with a window.
sdlGetRendererFromTexture(Pointer<SdlTexture> texture) → Pointer<SdlRenderer> render
Get the renderer that created an SDL_Texture.
sdlGetRendererName(Pointer<SdlRenderer> renderer) → String? render
Get the name of a renderer.
sdlGetRendererProperties(Pointer<SdlRenderer> renderer) → int render
Get the properties associated with a renderer.
sdlGetRenderLogicalPresentation(Pointer<SdlRenderer> renderer, Pointer<Int32> w, Pointer<Int32> h, Pointer<Int32> mode) → bool render
Get device independent resolution and presentation mode for rendering.
sdlGetRenderLogicalPresentationRect(Pointer<SdlRenderer> renderer, Pointer<SdlFRect> rect) → bool render
Get the final presentation rectangle for rendering.
sdlGetRenderMetalCommandEncoder(Pointer<SdlRenderer> renderer) → Pointer<Void> render
Get the Metal command encoder for the current frame.
sdlGetRenderMetalLayer(Pointer<SdlRenderer> renderer) → Pointer<Void> render
Get the CAMetalLayer associated with the given Metal renderer.
sdlGetRenderOutputSize(Pointer<SdlRenderer> renderer, Pointer<Int32> w, Pointer<Int32> h) → bool render
Get the output size in pixels of a rendering context.
sdlGetRenderSafeArea(Pointer<SdlRenderer> renderer, Pointer<SdlRect> rect) → bool render
Get the safe area for rendering within the current viewport.
sdlGetRenderScale(Pointer<SdlRenderer> renderer, Pointer<Float> scaleX, Pointer<Float> scaleY) → bool render
Get the drawing scale for the current target.
sdlGetRenderTarget(Pointer<SdlRenderer> renderer) → Pointer<SdlTexture> render
Get the current render target.
sdlGetRenderTextureAddressMode(Pointer<SdlRenderer> renderer, Pointer<Int32> uMode, Pointer<Int32> vMode) → bool render
Get the texture addressing mode used in SDL_RenderGeometry().
sdlGetRenderViewport(Pointer<SdlRenderer> renderer, Pointer<SdlRect> rect) → bool render
Get the drawing area for the current target.
sdlGetRenderViewportFloat(Pointer<SdlRenderer> renderer, Pointer<SdlFRect> rect) → bool render
Get the drawing area for the current target.
sdlGetRenderVSync(Pointer<SdlRenderer> renderer, Pointer<Int32> vsync) → bool render
Get VSync of the given renderer.
sdlGetRenderWindow(Pointer<SdlRenderer> renderer) → Pointer<SdlWindow> render
Get the window associated with a renderer.
sdlGetTextureAlphaMod(Pointer<SdlTexture> texture, Pointer<Uint8> alpha) → bool render
Get the additional alpha value multiplied into render copy operations.
sdlGetTextureAlphaModFloat(Pointer<SdlTexture> texture, Pointer<Float> alpha) → bool render
Get the additional alpha value multiplied into render copy operations.
sdlGetTextureBlendMode(Pointer<SdlTexture> texture, Pointer<Uint32> blendMode) → bool render
Get the blend mode used for texture copy operations.
sdlGetTextureColorMod(Pointer<SdlTexture> texture, Pointer<Uint8> r, Pointer<Uint8> g, Pointer<Uint8> b) → bool render
Get the additional color value multiplied into render copy operations.
sdlGetTextureColorModFloat(Pointer<SdlTexture> texture, Pointer<Float> r, Pointer<Float> g, Pointer<Float> b) → bool render
Get the additional color value multiplied into render copy operations.
sdlGetTexturePalette(Pointer<SdlTexture> texture) → Pointer<SdlPalette> render
Get the palette used by a texture.
sdlGetTextureProperties(Pointer<SdlTexture> texture) → int render
Get the properties associated with a texture.
sdlGetTextureScaleMode(Pointer<SdlTexture> texture, Pointer<Int32> scaleMode) → bool render
Get the scale mode used for texture scale operations.
sdlGetTextureSize(Pointer<SdlTexture> texture, Pointer<Float> w, Pointer<Float> h) → bool render
Get the size of a texture, as floating point values.
sdlLockTexture(Pointer<SdlTexture> texture, Pointer<SdlRect> rect, Pointer<Pointer<Void>> pixels, Pointer<Int32> pitch) → bool render
Lock a portion of the texture for write-only pixel access.
sdlLockTextureToSurface(Pointer<SdlTexture> texture, Pointer<SdlRect> rect, Pointer<Pointer<SdlSurface>> surface) → bool render
Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.
sdlRenderClear(Pointer<SdlRenderer> renderer) → bool render
Clear the current rendering target with the drawing color.
sdlRenderClipEnabled(Pointer<SdlRenderer> renderer) → bool render
Get whether clipping is enabled on the given render target.
sdlRenderCoordinatesFromWindow(Pointer<SdlRenderer> renderer, double windowX, double windowY, Pointer<Float> x, Pointer<Float> y) → bool render
Get a point in render coordinates when given a point in window coordinates.
sdlRenderCoordinatesToWindow(Pointer<SdlRenderer> renderer, double x, double y, Pointer<Float> windowX, Pointer<Float> windowY) → bool render
Get a point in window coordinates when given a point in render coordinates.
sdlRenderDebugText(Pointer<SdlRenderer> renderer, double x, double y, String? str) → bool render
Draw debug text to an SDL_Renderer.
sdlRenderDebugTextFormat(Pointer<SdlRenderer> renderer, double x, double y, String? fmt) → bool render
Draw debug text to an SDL_Renderer.
sdlRenderFillRect(Pointer<SdlRenderer> renderer, Pointer<SdlFRect> rect) → bool render
Fill a rectangle on the current rendering target with the drawing color at subpixel precision.
sdlRenderFillRects(Pointer<SdlRenderer> renderer, Pointer<SdlFRect> rects, int count) → bool render
Fill some number of rectangles on the current rendering target with the drawing color at subpixel precision.
sdlRenderGeometry(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, Pointer<SdlVertex> vertices, int numVertices, Pointer<Int32> indices, int numIndices) → bool render
Render a list of triangles, optionally using a texture and indices into the vertex array.
sdlRenderGeometryRaw(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, Pointer<Float> xy, int xyStride, Pointer<SdlFColor> color, int colorStride, Pointer<Float> uv, int uvStride, int numVertices, Pointer<Void> indices, int numIndices, int sizeIndices) → bool render
Render a list of triangles, optionally using a texture and indices into the vertex arrays.
sdlRenderLine(Pointer<SdlRenderer> renderer, double x1, double y1, double x2, double y2) → bool render
Draw a line on the current rendering target at subpixel precision.
sdlRenderLines(Pointer<SdlRenderer> renderer, Pointer<SdlFPoint> points, int count) → bool render
Draw a series of connected lines on the current rendering target at subpixel precision.
sdlRenderPoint(Pointer<SdlRenderer> renderer, double x, double y) → bool render
Draw a point on the current rendering target at subpixel precision.
sdlRenderPoints(Pointer<SdlRenderer> renderer, Pointer<SdlFPoint> points, int count) → bool render
Draw multiple points on the current rendering target at subpixel precision.
sdlRenderPresent(Pointer<SdlRenderer> renderer) → bool render
Update the screen with any rendering performed since the previous call.
sdlRenderReadPixels(Pointer<SdlRenderer> renderer, Pointer<SdlRect> rect) → Pointer<SdlSurface> render
Read pixels from the current rendering target.
sdlRenderRect(Pointer<SdlRenderer> renderer, Pointer<SdlFRect> rect) → bool render
Draw a rectangle on the current rendering target at subpixel precision.
sdlRenderRects(Pointer<SdlRenderer> renderer, Pointer<SdlFRect> rects, int count) → bool render
Draw some number of rectangles on the current rendering target at subpixel precision.
sdlRenderTexture(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, Pointer<SdlFRect> srcrect, Pointer<SdlFRect> dstrect) → bool render
Copy a portion of the texture to the current rendering target at subpixel precision.
sdlRenderTexture9Grid(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, Pointer<SdlFRect> srcrect, double leftWidth, double rightWidth, double topHeight, double bottomHeight, double scale, Pointer<SdlFRect> dstrect) → bool render
Perform a scaled copy using the 9-grid algorithm to the current rendering target at subpixel precision.
sdlRenderTexture9GridTiled(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, Pointer<SdlFRect> srcrect, double leftWidth, double rightWidth, double topHeight, double bottomHeight, double scale, Pointer<SdlFRect> dstrect, double tileScale) → bool render
Perform a scaled copy using the 9-grid algorithm to the current rendering target at subpixel precision.
sdlRenderTextureAffine(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, Pointer<SdlFRect> srcrect, Pointer<SdlFPoint> origin, Pointer<SdlFPoint> right, Pointer<SdlFPoint> down) → bool render
Copy a portion of the source texture to the current rendering target, with affine transform, at subpixel precision.
sdlRenderTextureRotated(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, Pointer<SdlFRect> srcrect, Pointer<SdlFRect> dstrect, double angle, Pointer<SdlFPoint> center, int flip) → bool render
Copy a portion of the source texture to the current rendering target, with rotation and flipping, at subpixel precision.
sdlRenderTextureTiled(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, Pointer<SdlFRect> srcrect, double scale, Pointer<SdlFRect> dstrect) → bool render
Tile a portion of the texture to the current rendering target at subpixel precision.
sdlRenderViewportSet(Pointer<SdlRenderer> renderer) → bool render
Return whether an explicit rectangle was set as the viewport.
sdlSetDefaultTextureScaleMode(Pointer<SdlRenderer> renderer, int scaleMode) → bool render
Set default scale mode for new textures for given renderer.
sdlSetGpuRenderState(Pointer<SdlRenderer> renderer, Pointer<SdlGpuRenderState> state) → bool render
Set custom GPU render state.
sdlSetGpuRenderStateFragmentUniforms(Pointer<SdlGpuRenderState> state, int slotIndex, Pointer<Void> data, int length) → bool render
Set fragment shader uniform variables in a custom GPU render state.
sdlSetGpuRenderStateSamplerBindings(Pointer<SdlGpuRenderState> state, int numSamplerBindings, Pointer<SdlGpuTextureSamplerBinding> samplerBindings) → bool render
Set sampler bindings variables in a custom GPU render state.
sdlSetGpuRenderStateStorageBuffers(Pointer<SdlGpuRenderState> state, int numStorageBuffers, Pointer<Pointer<SdlGpuBuffer>> storageBuffers) → bool render
Set storage buffers variables in a custom GPU render state.
sdlSetGpuRenderStateStorageTextures(Pointer<SdlGpuRenderState> state, int numStorageTextures, Pointer<Pointer<SdlGpuTexture>> storageTextures) → bool render
Set storage textures variables in a custom GPU render state.
sdlSetRenderClipRect(Pointer<SdlRenderer> renderer, Pointer<SdlRect> rect) → bool render
Set the clip rectangle for rendering on the specified target.
sdlSetRenderClipRectFloat(Pointer<SdlRenderer> renderer, Pointer<SdlFRect> rect) → bool render
Set the clip rectangle for rendering on the specified target.
sdlSetRenderColorScale(Pointer<SdlRenderer> renderer, double scale) → bool render
Set the color scale used for render operations.
sdlSetRenderDrawBlendMode(Pointer<SdlRenderer> renderer, int blendMode) → bool render
Set the blend mode used for drawing operations.
sdlSetRenderDrawColor(Pointer<SdlRenderer> renderer, int r, int g, int b, int a) → bool render
Set the color used for drawing operations.
sdlSetRenderDrawColorFloat(Pointer<SdlRenderer> renderer, double r, double g, double b, double a) → bool render
Set the color used for drawing operations (Rect, Line and Clear).
sdlSetRenderLogicalPresentation(Pointer<SdlRenderer> renderer, int w, int h, int mode) → bool render
Set a device-independent resolution and presentation mode for rendering.
sdlSetRenderScale(Pointer<SdlRenderer> renderer, double scaleX, double scaleY) → bool render
Set the drawing scale for rendering on the current target.
sdlSetRenderTarget(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture) → bool render
Set a texture as the current rendering target.
sdlSetRenderTextureAddressMode(Pointer<SdlRenderer> renderer, int uMode, int vMode) → bool render
Set the texture addressing mode used in SDL_RenderGeometry().
sdlSetRenderViewport(Pointer<SdlRenderer> renderer, Pointer<SdlRect> rect) → bool render
Set the drawing area for rendering on the current target.
sdlSetRenderViewportFloat(Pointer<SdlRenderer> renderer, Pointer<SdlFRect> rect) → bool render
Set the drawing area for rendering on the current target.
sdlSetRenderVSync(Pointer<SdlRenderer> renderer, int vsync) → bool render
Toggle VSync of the given renderer.
sdlSetTextureAlphaMod(Pointer<SdlTexture> texture, int alpha) → bool render
Set an additional alpha value multiplied into render copy operations.
sdlSetTextureAlphaModFloat(Pointer<SdlTexture> texture, double alpha) → bool render
Set an additional alpha value multiplied into render copy operations.
sdlSetTextureBlendMode(Pointer<SdlTexture> texture, int blendMode) → bool render
Set the blend mode for a texture.
sdlSetTextureColorMod(Pointer<SdlTexture> texture, int r, int g, int b) → bool render
Set an additional color value multiplied into render copy operations.
sdlSetTextureColorModFloat(Pointer<SdlTexture> texture, double r, double g, double b) → bool render
Set an additional color value multiplied into render copy operations.
sdlSetTexturePalette(Pointer<SdlTexture> texture, Pointer<SdlPalette> palette) → bool render
Set the palette used by a texture.
sdlSetTextureScaleMode(Pointer<SdlTexture> texture, int scaleMode) → bool render
Set the scale mode used for texture scale operations.
sdlUnlockTexture(Pointer<SdlTexture> texture) → void render
Unlock a texture, uploading the changes to video memory, if needed.
sdlUpdateNvTexture(Pointer<SdlTexture> texture, Pointer<SdlRect> rect, Pointer<Uint8> yplane, int ypitch, Pointer<Uint8> uVplane, int uVpitch) → bool render
Update a rectangle within a planar NV12 or NV21 texture with new pixels.
sdlUpdateTexture(Pointer<SdlTexture> texture, Pointer<SdlRect> rect, Pointer<Void> pixels, int pitch) → bool render
Update the given texture rectangle with new pixel data.
sdlUpdateYuvTexture(Pointer<SdlTexture> texture, Pointer<SdlRect> rect, Pointer<Uint8> yplane, int ypitch, Pointer<Uint8> uplane, int upitch, Pointer<Uint8> vplane, int vpitch) → bool render
Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
sdlxConvertEventToRenderCoordinates(Pointer<SdlRenderer> renderer, SdlxEvent event) → SdlxEvent? render
Convert the coordinates in an event to render coordinates.
sdlxCreateGpuRenderState(Pointer<SdlRenderer> renderer, SdlxGpuRenderStateCreateInfo createinfo) → Pointer<SdlGpuRenderState> render
Create custom GPU render state.
sdlxCreateWindowAndRenderer(String title, int width, int height, int windowFlags) → ({Pointer<SdlRenderer> renderer, Pointer<SdlWindow> window})? render
Create a window and default renderer.
sdlxGetCurrentRenderOutputSize(Pointer<SdlRenderer> renderer) → ({int h, int w})? render
Get the current output size in pixels of a rendering context.
sdlxGetDefaultTextureScaleMode(Pointer<SdlRenderer> renderer) → int? render
Get default texture scale mode of the given renderer.
sdlxGetRenderClipRect(Pointer<SdlRenderer> renderer) → SdlxRect? render
Get the clip rectangle for the current target.
sdlxGetRenderClipRectFloat(Pointer<SdlRenderer> renderer) → SdlxFRect? render
Get the clip rectangle for the current target.
sdlxGetRenderColorScale(Pointer<SdlRenderer> renderer) → double? render
Get the color scale used for render operations.
sdlxGetRenderDrawBlendMode(Pointer<SdlRenderer> renderer) → int? render
Get the blend mode used for drawing operations.
sdlxGetRenderDrawColor(Pointer<SdlRenderer> renderer) → SdlxColor? render
Get the color used for drawing operations (Rect, Line and Clear).
sdlxGetRenderDrawColorFloat(Pointer<SdlRenderer> renderer) → SdlxFColor? render
Get the color used for drawing operations (Rect, Line and Clear).
sdlxGetRenderLogicalPresentation(Pointer<SdlRenderer> renderer) → ({int h, int mode, int w})? render
Get device independent resolution and presentation mode for rendering.
sdlxGetRenderLogicalPresentationRect(Pointer<SdlRenderer> renderer) → SdlxFRect? render
Get the final presentation rectangle for rendering.
sdlxGetRenderOutputSize(Pointer<SdlRenderer> renderer) → ({int h, int w})? render
Get the output size in pixels of a rendering context.
sdlxGetRenderSafeArea(Pointer<SdlRenderer> renderer) → SdlxRect? render
Get the safe area for rendering within the current viewport.
sdlxGetRenderScale(Pointer<SdlRenderer> renderer) → ({double scaleX, double scaleY})? render
Get the drawing scale for the current target.
sdlxGetRenderTextureAddressMode(Pointer<SdlRenderer> renderer) → ({int uMode, int vMode})? render
Get the texture addressing mode used in SDL_RenderGeometry().
sdlxGetRenderViewport(Pointer<SdlRenderer> renderer) → SdlxRect? render
Get the drawing area for the current target.
sdlxGetRenderViewportFloat(Pointer<SdlRenderer> renderer) → SdlxFRect? render
Get the drawing area for the current target.
sdlxGetRenderVSync(Pointer<SdlRenderer> renderer) → int? render
Get VSync of the given renderer.
sdlxGetTextureAlphaMod(Pointer<SdlTexture> texture) → int? render
Get the additional alpha value multiplied into render copy operations.
sdlxGetTextureAlphaModFloat(Pointer<SdlTexture> texture) → double? render
Get the additional alpha value multiplied into render copy operations.
sdlxGetTextureBlendMode(Pointer<SdlTexture> texture) → int? render
Get the blend mode used for texture copy operations.
sdlxGetTextureColorMod(Pointer<SdlTexture> texture) → ({int b, int g, int r})? render
Get the additional color value multiplied into render copy operations.
sdlxGetTextureColorModFloat(Pointer<SdlTexture> texture) → ({double b, double g, double r})? render
Get the additional color value multiplied into render copy operations.
sdlxGetTextureScaleMode(Pointer<SdlTexture> texture) → int? render
Get the scale mode used for texture scale operations.
sdlxGetTextureSize(Pointer<SdlTexture> texture) → ({double h, double w})? render
Get the size of a texture, as floating point values.
sdlxLockTexture(Pointer<SdlTexture> texture, {SdlxRect? rect}) → ({int pitch, Pointer<Void> pixels})? render
Lock a portion of the texture for write-only pixel access.
sdlxRenderCoordinatesFromWindow(Pointer<SdlRenderer> renderer, double windowX, double windowY) → ({double x, double y})? render
Get a point in render coordinates when given a point in window coordinates.
sdlxRenderCoordinatesToWindow(Pointer<SdlRenderer> renderer, double x, double y) → ({double windowX, double windowY})? render
Get a point in window coordinates when given a point in render coordinates.
sdlxRenderFillRect(Pointer<SdlRenderer> renderer, SdlxFRect? rect) → bool render
Fill a rectangle on the current rendering target with the drawing color at subpixel precision.
sdlxRenderFillRects(Pointer<SdlRenderer> renderer, List<SdlxFRect> rects) → bool render
Fill some number of rectangles on the current rendering target with the drawing color at subpixel precision.
sdlxRenderGeometry(Pointer<SdlRenderer> renderer, List<SdlxVertex> vertices, {Pointer<SdlTexture>? texture, List<int>? indices}) → bool render
Render a list of triangles, optionally using a texture and indices into the vertex array.
sdlxRenderGeometryRaw(Pointer<SdlRenderer> renderer, List<SdlxFPoint> positions, {Pointer<SdlTexture>? texture, List<SdlxFColor>? colors, List<SdlxFPoint>? texCoords, List<int>? indices}) → bool render
Render a list of triangles, optionally using a texture and indices into the vertex arrays.
sdlxRenderLine(Pointer<SdlRenderer> renderer, SdlxFPoint p1, SdlxFPoint p2) → bool render
Draw a line on the current rendering target at subpixel precision.
sdlxRenderLines(Pointer<SdlRenderer> renderer, List<SdlxFPoint> points) → bool render
Draw a series of connected lines on the current rendering target at subpixel precision.
sdlxRenderPoint(Pointer<SdlRenderer> renderer, SdlxFPoint point) → bool render
Draw a point on the current rendering target at subpixel precision.
sdlxRenderPoints(Pointer<SdlRenderer> renderer, List<SdlxFPoint> points) → bool render
Draw multiple points on the current rendering target at subpixel precision.
sdlxRenderReadPixels(Pointer<SdlRenderer> renderer, SdlxRect? rect) → Pointer<SdlSurface> render
Read pixels from the current rendering target.
sdlxRenderRect(Pointer<SdlRenderer> renderer, SdlxFRect? rect) → bool render
Draw a rectangle on the current rendering target at subpixel precision.
sdlxRenderRects(Pointer<SdlRenderer> renderer, List<SdlxFRect> rects) → bool render
Draw some number of rectangles on the current rendering target at subpixel precision.
sdlxRenderTexture(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, {SdlxFRect? srcrect, SdlxFRect? dstrect}) → bool render
Copy a portion of the texture to the current rendering target at subpixel precision.
sdlxRenderTexture9Grid(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, {required double leftWidth, required double rightWidth, required double topHeight, required double bottomHeight, SdlxFRect? srcrect, double scale = 1, SdlxFRect? dstrect}) → bool render
Perform a scaled copy using the 9-grid algorithm to the current rendering target at subpixel precision.
sdlxRenderTexture9GridTiled(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, {required double leftWidth, required double rightWidth, required double topHeight, required double bottomHeight, SdlxFRect? srcrect, double scale = 1, SdlxFRect? dstrect, double tileScale = 1}) → bool
sdlxRenderTextureAffine(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, {SdlxFRect? srcrect, SdlxFPoint? origin, SdlxFPoint? right, SdlxFPoint? down}) → bool render
Copy a portion of the source texture to the current rendering target, with affine transform, at subpixel precision.
sdlxRenderTextureRotated(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, {SdlxFRect? srcrect, SdlxFRect? dstrect, double angle = 0, SdlxFPoint? center, int flip = SdlkFlip.none}) → bool render
Copy a portion of the source texture to the current rendering target, with rotation and flipping, at subpixel precision.
sdlxRenderTextureTiled(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture, {SdlxFRect? srcrect, double scale = 1, SdlxFRect? dstrect}) → bool render
Tile a portion of the texture to the current rendering target at subpixel precision.
sdlxSetGpuRenderStateSamplerBindings(Pointer<SdlGpuRenderState> state, List<SdlxGpuTextureSamplerBinding> samplerBindings) → bool render
Set sampler bindings variables in a custom GPU render state.
sdlxSetGpuRenderStateStorageBuffers(Pointer<SdlGpuRenderState> state, List<Pointer<SdlGpuBuffer>> storageBuffers) → bool render
Set storage buffers variables in a custom GPU render state.
sdlxSetGpuRenderStateStorageTextures(Pointer<SdlGpuRenderState> state, List<Pointer<SdlGpuTexture>> storageTextures) → bool render
Set storage textures variables in a custom GPU render state.
sdlxSetRenderClipRect(Pointer<SdlRenderer> renderer, SdlxRect? rect) → bool render
Set the clip rectangle for rendering on the specified target.
sdlxSetRenderClipRectFloat(Pointer<SdlRenderer> renderer, SdlxFRect? rect) → bool render
Set the clip rectangle for rendering on the specified target.
sdlxSetRenderDrawColor(Pointer<SdlRenderer> renderer, SdlxColor color) → bool render
Set the color used for drawing operations.
sdlxSetRenderDrawColorFloat(Pointer<SdlRenderer> renderer, SdlxFColor color) → bool render
Set the color used for drawing operations (Rect, Line and Clear).
sdlxSetRenderViewport(Pointer<SdlRenderer> renderer, SdlxRect? rect) → bool render
Set the drawing area for rendering on the current target.
sdlxSetRenderViewportFloat(Pointer<SdlRenderer> renderer, SdlxFRect? rect) → bool render
Set the drawing area for rendering on the current target.
sdlxSetTextureColorMod(Pointer<SdlTexture> texture, SdlxColor color) → bool render
Set an additional color value multiplied into render copy operations.
sdlxSetTextureColorModFloat(Pointer<SdlTexture> texture, SdlxFColor color) → bool render
Set an additional color value multiplied into render copy operations.
sdlxUpdateNvTexture(Pointer<SdlTexture> texture, {SdlxRect? rect, List<int>? yplane, List<int>? uVplane}) → bool render
Update a rectangle within a planar NV12 or NV21 texture with new pixels.
sdlxUpdateTexture(Pointer<SdlTexture> texture, Pointer<Void> pixels, int pitch, {SdlxRect? rect}) → bool render
Update the given texture rectangle with new pixel data.
sdlxUpdateYuvTexture(Pointer<SdlTexture> texture, {SdlxRect? rect, List<int>? yplane, List<int>? uplane, List<int>? vplane}) → bool render
Update a rectangle within a planar YV12 or IYUV texture with new pixel data.