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authorDavid Thompson <dthompson2@worcester.edu>2023-12-28 11:23:49 -0500
committerDavid Thompson <dthompson2@worcester.edu>2023-12-28 11:23:49 -0500
commit25c5eac5e6ca1035db1eddd7bea9ac78531da57e (patch)
tree96377006bbfee75bcf0ce208c1ef89cbdfa5b803 /manuals/guile-sdl2/Rendering.html
parent5b2e467a7e5e2ffbb0cbbf2557283be891d8206b (diff)
Delete manuals!
Good riddance! These are hosted on files.dthompson.us now!
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-<span id="Rendering"></span><div class="header">
-<p>
-Next: <a href="Blend-Modes.html" accesskey="n" rel="next">Blend Modes</a>, Previous: <a href="Surfaces.html" accesskey="p" rel="prev">Surfaces</a>, Up: <a href="API-Reference.html" accesskey="u" rel="up">API Reference</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr>
-<span id="Rendering-1"></span><h3 class="section">3.7 Rendering</h3>
-
-<div class="example">
-<pre class="example">(use-modules (sdl2 render))
-</pre></div>
-
-<dl>
-<dt id="index-make_002drenderer">Procedure: <strong>make-renderer</strong> <em>window [#:optional flags='(accelerated vsync)]</em></dt>
-<dd><p>Return a new renderer for <var>window</var> created with the options specified
-in <var>flags</var>, a list of symbols. The valid symbols that may appear in
-<var>flags</var> are:
-</p>
-<ul>
-<li> software, to use a software renderer fallback
-</li><li> accelerated, to use hardware acceleration
-</li><li> vsync, to synchronize rendering with the monitor&rsquo;s refresh rate
-</li><li> texture, for render to texture support
-</li></ul>
-</dd></dl>
-
-<dl>
-<dt id="index-renderer_003f">Procedure: <strong>renderer?</strong> <em>r</em></dt>
-<dd><p>Return <code>#t</code> if <var>r</var> is a renderer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-delete_002drenderer_0021">Procedure: <strong>delete-renderer!</strong> <em>renderer</em></dt>
-<dd><p>Delete the rendering context <var>renderer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-call_002dwith_002drenderer">Procedure: <strong>call-with-renderer</strong> <em>renderer proc</em></dt>
-<dd><p>Call <var>proc</var>, passing it <var>renderer</var> and closing <var>renderer</var> upon exit
-of <var>proc</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-clear_002drenderer">Procedure: <strong>clear-renderer</strong> <em>renderer</em></dt>
-<dd><p>Clear the rendering target <var>renderer</var> with the current drawing color.
-</p></dd></dl>
-
-<dl>
-<dt id="index-present_002drenderer">Procedure: <strong>present-renderer</strong> <em>renderer</em></dt>
-<dd><p>Display <var>renderer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-renderer_002dinteger_002dscale">Procedure: <strong>renderer-integer-scale</strong> <em>renderer</em></dt>
-<dd><p>Returns <code>#t</code> if <var>renderer</var> currently uses integer scaling and
-<code>#f</code> otherwise. Integer scaling can be used together with
-logical size to effectively restrict the drawing region to an area
-even if the window is larger than that.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002drenderer_002dinteger_002dscale_0021">Procedure: <strong>set-renderer-integer-scale!</strong> <em>renderer enable?</em></dt>
-<dd><p>If <var>enable?</var> is <code>#t</code>, enable integer scaling, otherwise
-disable it.
-</p></dd></dl>
-
-<dl>
-<dt id="index-renderer_002dlogical_002dsize">Procedure: <strong>renderer-logical-size</strong> <em>renderer</em></dt>
-<dd><p>Return the current logical size used by <var>renderer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002drenderer_002dlogical_002dsize_0021">Procedure: <strong>set-renderer-logical-size!</strong> <em>renderer width height</em></dt>
-<dd><p>Set the logical size of <var>renderer</var> to <var>width</var> x <var>height</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-renderer_002dscale">Procedure: <strong>renderer-scale</strong> <em>renderer</em></dt>
-<dd><p>Return the scaling factors <code>(X Y)</code> used by <var>renderer</var> to
-scale coordinates.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002drenderer_002dscale_0021">Procedure: <strong>set-renderer-scale!</strong> <em>renderer scale-x scale-y</em></dt>
-<dd><p>Set the factors by which <var>renderer</var> scales coordinates according
-to the scaling factors <var>scale-x</var> and <var>scale-y</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-renderer_002dviewport">Procedure: <strong>renderer-viewport</strong> <em>renderer</em></dt>
-<dd><p>Return the rectangle that <var>renderer</var> currently draws on. If the
-entire region is used, all values of that rectangle will be 0.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002drenderer_002dviewport_0021">Procedure: <strong>set-renderer-viewport!</strong> <em>renderer rect</em></dt>
-<dd><p>Set the drawing area for <var>renderer</var> to <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-render_002dcopy">Procedure: <strong>render-copy</strong> <em>renderer texture [#:angle 0] [#:srcrect] [#:dstrect] [#:center]</em></dt>
-<dd><p>Copy <var>texture</var> to the rendering target of <var>renderer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002drenderer_002ddraw_002dcolor_0021">Procedure: <strong>set-renderer-draw-color!</strong> <em>renderer r g b a</em></dt>
-<dd><p>Set color of <var>renderer</var> to the 32-bit color defined by the 8-bit
-color channels <var>r</var>, <var>g</var>, <var>b</var>, <var>a</var>. Each color channel
-value is in the range [0, 255].
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002drenderer_002ddraw_002dblend_002dmode_0021">Procedure: <strong>set-renderer-draw-blend-mode!</strong> <em>renderer blend-mode</em></dt>
-<dd><p>Set blend mode of <var>renderer</var> to <var>blend-mode</var>. See <a href="Blend-Modes.html">Blend Modes</a> for more information.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002drenderer_002dtarget_0021">Procedure: <strong>set-renderer-target!</strong> <em>renderer texture</em></dt>
-<dd><p>Sets the render target for <var>renderer</var> to <var>texture</var>, making all
-comming draw requests redirect to <var>texture</var>.
-</p>
-<p>Pass <code>#f</code> to reset it to the default target.
-</p></dd></dl>
-
-<dl>
-<dt id="index-renderer_002dtarget">Procedure: <strong>renderer-target</strong> <em>renderer</em></dt>
-<dd><p>Returns the current render target of <var>renderer</var> or <code>#f</code> if
-it&rsquo;s a texture.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dline">Procedure: <strong>draw-line</strong> <em>renderer x1 y1 x2 y2</em></dt>
-<dd><p>Draw a line from (<var>x1</var>, <var>y1</var>) to (<var>x2</var>, <var>y2</var>) on the
-current rendering target of <var>renderer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dlines">Procedure: <strong>draw-lines</strong> <em>renderer points</em></dt>
-<dd><p>Draw a series of connected lines from <var>points</var> on the current
-rendering target of <var>renderer</var>. Optionally, for best performance,
-<var>points</var> may instead be a bytevector packed with signed 32 bit
-integers, 2 per point (x and y).
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dpoint">Procedure: <strong>draw-point</strong> <em>renderer x y</em></dt>
-<dd><p>Draw a point at (<var>x</var>, <var>y</var>) on the current rendering target
-of <var>renderer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dpoints">Procedure: <strong>draw-points</strong> <em>renderer points</em></dt>
-<dd><p>Draw a multiple points from <var>points</var> on the current rendering
-target of <var>renderer</var>. Optionally, for best performance,
-<var>points</var> may instead be a bytevector packed with signed 32 bit
-integers, 2 per point (x and y).
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002drect">Procedure: <strong>draw-rect</strong> <em>renderer rectangle</em></dt>
-<dd><p>Draw the outline of <var>rectangle</var> onto renderer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002drects">Procedure: <strong>draw-rects</strong> <em>renderer rects</em></dt>
-<dd><p>Draw the outline of all rects in the list <var>rects</var> onto
-<var>renderer</var>. Optionally, for best performance, <var>rects</var> may
-instead be a bytevector packed with signed 32 bit integers, 4 per rect
-(x, y, width, height).
-</p></dd></dl>
-
-<dl>
-<dt id="index-fill_002drect-1">Procedure: <strong>fill-rect</strong> <em>renderer rectangle</em></dt>
-<dd><p>Fill <var>rectangle</var> onto <var>renderer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-fill_002drects">Procedure: <strong>fill-rects</strong> <em>renderer rects</em></dt>
-<dd><p>Fill the list <var>rects</var> onto <var>renderer</var>. Optionally, for best
-performance, <var>rects</var> may instead be a bytevector packed with
-signed 32 bit integers, 4 per rect (x, y, width, height).
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dtexture">Procedure: <strong>make-texture</strong> <em>renderer format access width height</em></dt>
-<dd><p>Returns a new texture for <var>renderer</var> with pixel <var>format</var>.
-<var>access</var> is one of the symbols:
-</p>
-<ul>
-<li> static, changes rarely, not lockable
-</li><li> streaming, changes frequently, lockable
-</li><li> target, can be used as a render target
-requires that renderer was created with the <code>texture</code> flag.
-</li></ul>
-</dd></dl>
-
-<dl>
-<dt id="index-query_002dtexture">Procedure: <strong>query-texture</strong> <em>texture</em></dt>
-<dd><p>Return 4 values for the format, access, width and height of a texture.
-</p></dd></dl>
-
-<dl>
-<dt id="index-surface_002d_003etexture">Procedure: <strong>surface-&gt;texture</strong> <em>renderer surface</em></dt>
-<dd><p>Convert <var>surface</var> to a texture suitable for <var>renderer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-delete_002dtexture_0021">Procedure: <strong>delete-texture!</strong> <em>texture</em></dt>
-<dd><p>Free the memory used by <var>texture</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-update_002dtexture">Procedure: <strong>update-texture</strong> <em>texture rect pixels pitch</em></dt>
-<dd><p>Update the subsection of <var>texture</var> defined by <var>rect</var> with new
-pixel data in the <var>pixels</var> bytevector. <var>pitch</var> represents the
-number of bytes in a row of pixel data, including any padding between
-rows. This is a fairly slow process: Better to use the lock/unlock
-mechanism in streaming textures.
-</p></dd></dl>
-
-<dl>
-<dt id="index-texture_002dcolor_002dmod">Procedure: <strong>texture-color-mod</strong> <em>texture</em></dt>
-<dd><p>Get color mod of <var>texture</var> as a list of the integers.
-</p></dd></dl>
-
-<dl>
-<dt id="index-texture_002dalpha_002dmod">Procedure: <strong>texture-alpha-mod</strong> <em>texture</em></dt>
-<dd><p>Get alpha mod of <var>texture</var> as a single integer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dtexture_002dcolor_002dmod_0021">Procedure: <strong>set-texture-color-mod!</strong> <em>texture r g b</em></dt>
-<dd><p>Set the color mod of <var>texture</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dtexture_002dalpha_002dmod_0021">Procedure: <strong>set-texture-alpha-mod!</strong> <em>texture a</em></dt>
-<dd><p>Set the alpha mod of <var>texture</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dtexture_002dblend_002dmode_0021">Procedure: <strong>set-texture-blend-mode!</strong> <em>texture blend-mode</em></dt>
-<dd><p>Set the blend of <var>texture</var> to <var>blend-mode</var>. See <a href="Blend-Modes.html">Blend Modes</a> for more information.
-</p></dd></dl>
-
-<hr>
-<div class="header">
-<p>
-Next: <a href="Blend-Modes.html" accesskey="n" rel="next">Blend Modes</a>, Previous: <a href="Surfaces.html" accesskey="p" rel="prev">Surfaces</a>, Up: <a href="API-Reference.html" accesskey="u" rel="up">API Reference</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
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