// Drawing public SDL2_GPU.GPU_Rect draw(SDL2_GPU.GPU_Target_PTR dest, float x, float y, string formatted_text) { if(formatted_text == null) return SDL2_GPU.GPU_MakeRect(x, y, 0, 0); return SDL_FontCache.FC_Draw(font, dest, x, y, formatted_text, __arglist()); }
public SDL2_GPU.GPU_Rect drawBox(SDL2_GPU.GPU_Target_PTR dest, ref SDL2_GPU.GPU_Rect box, string formatted_text) { if (formatted_text == null) { return(SDL2_GPU.GPU_MakeRect(box.x, box.y, 0, 0)); } return(SDL_FontCache.FC_DrawBox(font, dest, box, formatted_text, __arglist())); }
public SDL2_GPU.GPU_Rect draw(SDL2_GPU.GPU_Target_PTR dest, float x, float y, ref SDL.SDL_Color color, string formatted_text) { if (formatted_text == null) { return(SDL2_GPU.GPU_MakeRect(x, y, 0, 0)); } return(SDL_FontCache.FC_DrawColor(font, dest, x, y, color, formatted_text, __arglist())); }
public SDL2_GPU.GPU_Rect draw(SDL2_GPU.GPU_Target_PTR dest, float x, float y, ref Scale scale, string formatted_text) { if (formatted_text == null) { return(SDL2_GPU.GPU_MakeRect(x, y, 0, 0)); } return(SDL_FontCache.FC_DrawScale(font, dest, x, y, SDL_FontCache.FC_MakeScale(scale.x, scale.y), formatted_text, __arglist())); }
public SDL2_GPU.GPU_Rect drawColumn(SDL2_GPU.GPU_Target_PTR dest, float x, float y, UInt16 width, AlignEnum align, string formatted_text) { if (formatted_text == null) { return(SDL2_GPU.GPU_MakeRect(x, y, 0, 0)); } return(SDL_FontCache.FC_DrawColumnAlign(font, dest, x, y, width, translate_enum_NFont_to_FC(align), formatted_text, __arglist())); }
public SDL2_GPU.GPU_Rect getCharacterOffset(UInt16 position_index, int column_width, string formatted_text) { if (formatted_text == null) { return(SDL2_GPU.GPU_MakeRect(0, 0, 0, 0)); } return(SDL_FontCache.FC_GetCharacterOffset(font, position_index, column_width, formatted_text, __arglist())); }
public SDL2_GPU.GPU_Rect drawBox(SDL2_GPU.GPU_Target_PTR dest, ref SDL2_GPU.GPU_Rect box, AlignEnum align, string formatted_text) { if (formatted_text == null) { return(SDL2_GPU.GPU_MakeRect(box.x, box.y, 0, 0)); } return(SDL_FontCache.FC_DrawBoxAlign(font, dest, box, translate_enum_NFont_to_FC(align), formatted_text, __arglist())); }
public SDL2_GPU.GPU_Rect drawColumn(SDL2_GPU.GPU_Target_PTR dest, float x, float y, UInt16 width, string formatted_text) { if (formatted_text == null) { return(SDL2_GPU.GPU_MakeRect(x, y, 0, 0)); } return(SDL_FontCache.FC_DrawColumn(font, dest, x, y, width, formatted_text, __arglist())); }
public SDL2_GPU.GPU_Rect drawBox(SDL2_GPU.GPU_Target_PTR dest, ref SDL2_GPU.GPU_Rect box, ref Effect effect, string formatted_text) { if (formatted_text == null) { return(SDL2_GPU.GPU_MakeRect(box.x, box.y, 0, 0)); } return(SDL_FontCache.FC_DrawBoxEffect(font, dest, box, SDL_FontCache.FC_MakeEffect( translate_enum_NFont_to_FC(effect.alignment), SDL_FontCache.FC_MakeScale(effect.scale.x, effect.scale.y), effect.color), formatted_text, __arglist())); }
public SDL2_GPU.GPU_Rect drawColumn(SDL2_GPU.GPU_Target_PTR dest, float x, float y, UInt16 width, ref Effect effect, string formatted_text) { if (formatted_text == null) { return(SDL2_GPU.GPU_MakeRect(x, y, 0, 0)); } return(SDL_FontCache.FC_DrawColumnEffect(font, dest, x, y, width, SDL_FontCache.FC_MakeEffect( translate_enum_NFont_to_FC(effect.alignment), SDL_FontCache.FC_MakeScale(effect.scale.x, effect.scale.y), effect.color), formatted_text, __arglist())); }
public SDL2_GPU.GPU_Rect drawColumn(SDL2_GPU.GPU_Target_PTR dest, float x, float y, UInt16 width, ref Effect effect, string formatted_text) { if(formatted_text == null) return SDL2_GPU.GPU_MakeRect(x, y, 0, 0); return SDL_FontCache.FC_DrawColumnEffect(font, dest, x, y, width, SDL_FontCache.FC_MakeEffect( translate_enum_NFont_to_FC(effect.alignment), SDL_FontCache.FC_MakeScale(effect.scale.x, effect.scale.y), effect.color), formatted_text, __arglist()); }
public SDL2_GPU.GPU_Rect drawBox(SDL2_GPU.GPU_Target_PTR dest, ref SDL2_GPU.GPU_Rect box, ref Effect effect, string formatted_text) { if(formatted_text == null) return SDL2_GPU.GPU_MakeRect(box.x, box.y, 0, 0); return SDL_FontCache.FC_DrawBoxEffect(font, dest, box, SDL_FontCache.FC_MakeEffect( translate_enum_NFont_to_FC(effect.alignment), SDL_FontCache.FC_MakeScale(effect.scale.x, effect.scale.y), effect.color), formatted_text, __arglist()); }
public SDL2_GPU.GPU_Rect drawBox(SDL2_GPU.GPU_Target_PTR dest, ref SDL2_GPU.GPU_Rect box, AlignEnum align, string formatted_text) { if(formatted_text == null) return SDL2_GPU.GPU_MakeRect(box.x, box.y, 0, 0); return SDL_FontCache.FC_DrawBoxAlign(font, dest, box, translate_enum_NFont_to_FC(align), formatted_text, __arglist()); }
public SDL2_GPU.GPU_Rect drawBox(SDL2_GPU.GPU_Target_PTR dest, ref SDL2_GPU.GPU_Rect box, string formatted_text) { if(formatted_text == null) return SDL2_GPU.GPU_MakeRect(box.x, box.y, 0, 0); return SDL_FontCache.FC_DrawBox(font, dest, box, formatted_text, __arglist()); }
public static extern SDL2_GPU.GPU_Rect FC_DrawBoxAlign( FC_Font_PTR font, SDL2_GPU.GPU_Target_PTR dest, SDL2_GPU.GPU_Rect box, FC_AlignEnum align, [In()] [MarshalAs(UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof(LPUtf8StrMarshaler))] string formatted_text, __arglist);
public static extern SDL2_GPU.GPU_Rect FC_DrawColor( FC_Font_PTR font, SDL2_GPU.GPU_Target_PTR dest, float x, float y, SDL.SDL_Color color, [In()] [MarshalAs(UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof(LPUtf8StrMarshaler))] string formatted_text, __arglist);
public static extern byte FC_SetGlyphCacheLevel(FC_Font_PTR font, int cache_level, SDL2_GPU.GPU_Image_PTR cache_texture);
public static extern SDL2_GPU.GPU_Rect FC_DrawColumnEffect( FC_Font_PTR font, SDL2_GPU.GPU_Target_PTR dest, float x, float y, UInt16 width, FC_Effect effect, [In()] [MarshalAs(UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof(LPUtf8StrMarshaler))] string formatted_text, __arglist);
public SDL2_GPU.GPU_Rect draw(SDL2_GPU.GPU_Target_PTR dest, float x, float y, AlignEnum align, string formatted_text) { if(formatted_text == null) return SDL2_GPU.GPU_MakeRect(x, y, 0, 0); return SDL_FontCache.FC_DrawAlign(font, dest, x, y, translate_enum_NFont_to_FC(align), formatted_text, __arglist()); }
public static extern byte FC_InRect(float x, float y, SDL2_GPU.GPU_Rect input_rect);