note description: "A GAME_WINDOW that is rendered by a {GAME_RENDERER_DRIVER}." author: "Louis Marchand" date: "Thu, 26 Mar 2015 19:48:35 +0000" revision: "2.0" class interface GAME_WINDOW_RENDERED create make, make_from_constraint, make_from_driver feature -- Access renderer: GAME_RENDERER -- The rendering context of Current require exists create_default_renderer -- Assign renderer with the first found GAME_RENDERER_DRIVER create_renderer (a_must_support_target_texture, a_must_sync_update, a_must_be_software_rendering, a_must_be_hardware_accelerated: BOOLEAN) -- Create a new rendering context for Current. If a_must_support_target_texture is True, -- the rendering context must permit to target to a texture instead of Current. -- If a_must_sync_update is True, the update will wait for vsync before finishing. -- If a_must_be_software_rendering is True, the renderer will always require software_not_hardware: a_must_be_software_rendering implies not a_must_be_hardware_accelerated create_renderer_from_driver (a_driver: GAME_RENDERER_DRIVER) -- Create a new rendering context using a_driver as renderer driver. update -- Print the visual buffer modification to the screen require else renderer_exists: renderer.exists feature -- Implementation dispose -- Close invariant renderer_valid: attached internal_renderer as la_renderer implies la_renderer.item = {GAME_SDL_EXTERNAL}.sdl_getrenderer (item) end -- class GAME_WINDOW_RENDERED
Generated by ISE EiffelStudio