@@ -10,36 +10,36 @@ module sdl
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// BlendMode is the blend mode used in SDL_RenderCopy() and drawing operations.
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// BlendMode is SDL_BlendMode
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pub enum BlendMode {
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- @none = C.SDL_BLENDMODE_NONE // 0x00000000, no blending dstRGBA = srcRGBA
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- blend = C.SDL_BLENDMODE_BLEND // 0x00000001, alpha blending dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) dstA = srcA + (dstA * (1-srcA))
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- add = C.SDL_BLENDMODE_ADD // 0x00000002, additive blending dstRGB = (srcRGB * srcA) + dstRGB dstA = dstA
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- mod = C.SDL_BLENDMODE_MOD // 0x00000004, color modulate dstRGB = srcRGB * dstRGB dstA = dstA
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- mul = C.SDL_BLENDMODE_MUL // 0x00000008, color multiply dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) dstA = dstA
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+ @none = C.SDL_BLENDMODE_NONE // 0x00000000, no blending dstRGBA = srcRGBA
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+ blend = C.SDL_BLENDMODE_BLEND // 0x00000001, alpha blending dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) dstA = srcA + (dstA * (1-srcA))
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+ add = C.SDL_BLENDMODE_ADD // 0x00000002, additive blending dstRGB = (srcRGB * srcA) + dstRGB dstA = dstA
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+ mod = C.SDL_BLENDMODE_MOD // 0x00000004, color modulate dstRGB = srcRGB * dstRGB dstA = dstA
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+ mul = C.SDL_BLENDMODE_MUL // 0x00000008, color multiply dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) dstA = dstA
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invalid = C.SDL_BLENDMODE_INVALID // 0x7FFFFFFF
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}
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// BlendOperation is the blend operation used when combining source and destination pixel components
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// BlendOperation is C.SDL_BlendOperation
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pub enum BlendOperation {
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- add = C.SDL_BLENDOPERATION_ADD // 0x1, dst + src: supported by all renderers
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- subtract = C.SDL_BLENDOPERATION_SUBTRACT // 0x2, src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES
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+ add = C.SDL_BLENDOPERATION_ADD // 0x1, dst + src: supported by all renderers
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+ subtract = C.SDL_BLENDOPERATION_SUBTRACT // 0x2, src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES
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rev_subtract = C.SDL_BLENDOPERATION_REV_SUBTRACT // 0x3, dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES
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- minimum = C.SDL_BLENDOPERATION_MINIMUM // 0x4, min(dst, src) : supported by D3D9, D3D11
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- maximum = C.SDL_BLENDOPERATION_MAXIMUM // 0x5 max(dst, src) : supported by D3D9, D3D11
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+ minimum = C.SDL_BLENDOPERATION_MINIMUM // 0x4, min(dst, src) : supported by D3D9, D3D11
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+ maximum = C.SDL_BLENDOPERATION_MAXIMUM // 0x5 max(dst, src) : supported by D3D9, D3D11
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}
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// BlendFactor is the normalized factor used to multiply pixel components
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// BlendFactor is C.SDL_BlendFactor
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pub enum BlendFactor {
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- zero = C.SDL_BLENDFACTOR_ZERO // 0x1, 0, 0, 0, 0
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- one = C.SDL_BLENDFACTOR_ONE // 0x2, 1, 1, 1, 1
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- src_color = C.SDL_BLENDFACTOR_SRC_COLOR // 0x3, srcR, srcG, srcB, srcA
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+ zero = C.SDL_BLENDFACTOR_ZERO // 0x1, 0, 0, 0, 0
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+ one = C.SDL_BLENDFACTOR_ONE // 0x2, 1, 1, 1, 1
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+ src_color = C.SDL_BLENDFACTOR_SRC_COLOR // 0x3, srcR, srcG, srcB, srcA
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one_minus_src_color = C.SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR // 0x4, 1-srcR, 1-srcG, 1-srcB, 1-srcA
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- src_alpha = C.SDL_BLENDFACTOR_SRC_ALPHA // 0x5, srcA, srcA, srcA, srcA
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+ src_alpha = C.SDL_BLENDFACTOR_SRC_ALPHA // 0x5, srcA, srcA, srcA, srcA
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one_minus_src_alpha = C.SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA // 0x6, 1-srcA, 1-srcA, 1-srcA, 1-srcA
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- dst_color = C.SDL_BLENDFACTOR_DST_COLOR // 0x7, dstR, dstG, dstB, dstA
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+ dst_color = C.SDL_BLENDFACTOR_DST_COLOR // 0x7, dstR, dstG, dstB, dstA
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one_minus_dst_color = C.SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR // 0x8, 1-dstR, 1-dstG, 1-dstB, 1-dstA
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- dst_alpha = C.SDL_BLENDFACTOR_DST_ALPHA // 0x9, dstA, dstA, dstA, dstA
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+ dst_alpha = C.SDL_BLENDFACTOR_DST_ALPHA // 0x9, dstA, dstA, dstA, dstA
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one_minus_dst_alpha = C.SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA // 0xA, 1-dstA, 1-dstA, 1-dstA, 1-dstA
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}
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