Ember
A C++ 20 'game engine' built with SDL3 with wide platform support.
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This is the complete list of members for Renderer, including all inherited members.
_batches | Renderer | protected |
_ft | Renderer | protected |
_projection | Renderer | protected |
_texture_sizes | Renderer | protected |
_textures | Renderer | protected |
_view | Renderer | protected |
calc_display() | Renderer | protected |
clear(glm::vec4 color=glm::vec4(0.0f, 0.0f, 0.0f, 0.0f))=0 | Renderer | pure virtual |
current_font_name | Renderer | protected |
destroy()=0 | Renderer | pure virtual |
draw_circle(float center_x, float center_y, float rotation, float radius, const glm::vec4 &color, bool filled=true, int segments=32, int z_index=0)=0 | Renderer | pure virtual |
draw_line(float x1, float y1, float x2, float y2, float thickness, float rotation, const glm::vec4 &color, int z_index=0)=0 | Renderer | pure virtual |
draw_polygon(const std::vector< glm::vec2 > &points, float rotation, const glm::vec4 &color, bool filled=true, int z_index=0)=0 | Renderer | pure virtual |
draw_rect(Rect2 rect, float rotation, const glm::vec4 &color, bool filled=true, int z_index=0)=0 | Renderer | pure virtual |
draw_text(const std::string &text, float x, float y, float rotation, float scale, const glm::vec4 &color, const std::string &font_alias="", int z_index=0, const UberShader &uber_shader=UberShader::none(), int ft_size=0)=0 | Renderer | pure virtual |
draw_texture(const Texture *texture, const Rect2 &dest_rect, float rotation, const glm::vec4 &color, const Rect2 &src_rect, int z_index, bool flip_h=false, bool flip_v=false, const UberShader &uber_shader={})=0 | Renderer | pure virtual |
draw_triangle(float x1, float y1, float x2, float y2, float x3, float y3, float rotation, const glm::vec4 &color, bool filled=true, int z_index=0)=0 | Renderer | pure virtual |
flush()=0 | Renderer | pure virtual |
fonts | Renderer | protected |
get_context()=0 | Renderer | pure virtual |
get_framebuffer_texture() const | Renderer | inlinevirtual |
get_loaded_fonts_name() | Renderer | inlinevirtual |
get_loaded_textures() | Renderer | inlinevirtual |
get_texture(const std::string &path)=0 | Renderer | pure virtual |
get_texture_size(Uint32 texture_id) const =0 | Renderer | protectedpure virtual |
get_view_matrix() const | Renderer | |
initialize()=0 | Renderer | pure virtual |
load_font(const std::string &font_path, const std::string &font_alias, int font_size=48)=0 | Renderer | pure virtual |
load_texture(const std::string &path)=0 | Renderer | pure virtual |
present()=0 | Renderer | pure virtual |
render_fbo()=0 | Renderer | protectedpure virtual |
resize_viewport(int view_width, int view_height)=0 | Renderer | pure virtual |
rotate_point(const glm::vec2 &point, const glm::vec2 ¢er, float radians) | Renderer | protected |
set_context(const void *ctx)=0 | Renderer | pure virtual |
set_default_font(const std::string &font_name)=0 | Renderer | protectedpure virtual |
set_effect_uniforms(const UberShader &uber_shader, const glm::vec2 &texture_size=glm::vec2(1, 1))=0 | Renderer | protectedpure virtual |
set_view_matrix(const glm::mat4 &view_matrix=glm::mat4(1.f)) | Renderer | |
submit(const BatchKey &key, float x, float y, float w, float h, float u0, float v0, float u1, float v1, const glm::vec4 &color, float rotation=0.0f, bool is_filled=true) | Renderer | protected |
Type | Renderer | |
unload_font(const Font &font)=0 | Renderer | pure virtual |
unload_texture(Uint32 id)=0 | Renderer | pure virtual |
Viewport | Renderer | |
Window | Renderer | |
~Renderer()=default | Renderer | virtual |