public static void CreateWindowAndRenderer(int Width, int Height, SDL.SDL_WindowFlags Window_flags, out SDLWindow Window, out SDLRenderer Renderer) { IntPtr WindowPtr; IntPtr RendererPtr; ThrowIfResultIsError(SDL.SDL_CreateWindowAndRenderer(Width, Height, Window_flags, out WindowPtr, out RendererPtr)); Window = new SDLWindow(WindowPtr); Renderer = new SDLRenderer(RendererPtr); }
public static IntPtr LoadBMPPtr(SDLRenderer Renderer, string File) { IntPtr ptr = SDL.SDL_LoadBMP(File); try { return(SDL.SDL_CreateTextureFromSurface(Renderer, ptr)); } finally { SDL.SDL_FreeSurface(ptr); } }
public void Render(SDLRenderer Renderer) { Util.ThrowIfResultIsError(SDL.SDL_RenderSetViewport(Renderer.Ptr, ref myRect)); }
public SDLTexture CreateTextureFromSurface(SDLRenderer TheRenderer) { return(new SDLTexture(SDL.SDL_CreateTextureFromSurface(TheRenderer.Ptr, myPtr))); }
public static SDLTexture CreateFromSurface(SDLRenderer Renderer, IntPtr Surface) { return(new SDLTexture(SDL.SDL_CreateTextureFromSurface(Renderer.Ptr, Surface))); }
public SDLTexture(SDLRenderer Renderer, ref SDL.SDL_PixelFormat Format, SDL.SDL_TextureAccess Access, int W, int H) { myPtr = SDL.SDL_CreateTexture(Renderer.Ptr, Format.format, (int)Access, W, H); CheckPtr(); }
public void Lock(ref SDL.SDL_Rect Rect, out IntPtr Pixels, out int Pitch, Action <SDLTexture, SDLRenderer> Action, SDLRenderer Renderer) { Util.ThrowIfResultIsError(SDL.SDL_LockTexture(myPtr, ref Rect, out Pixels, out Pitch)); try { Action(this, Renderer); } finally { SDL.SDL_UnlockTexture(myPtr); } }
public SDLTexture(SDLRenderer Renderer, uint Format, int Access, int W, int H) { myPtr = SDL.SDL_CreateTexture(Renderer.Ptr, Format, Access, W, H); CheckPtr(); }