Struct sdl2::render::RenderTarget
[−]
[src]
pub struct RenderTarget<'renderer> { /* fields omitted */ }A handle for getting/setting the render target of the render context.
Example
use sdl2::pixels::{Color, PixelFormatEnum}; use sdl2::rect::Rect; use sdl2::render::{Renderer, Texture}; // Draw a red rectangle to a new texture fn draw_to_texture(r: &mut Renderer) -> Texture { r.render_target() .expect("This platform doesn't support render targets") .create_and_set(PixelFormatEnum::RGBA8888, 512, 512); // Start drawing r.clear(); r.set_draw_color(Color::RGB(255, 0, 0)); r.fill_rect(Rect::new(100, 100, 256, 256)); let texture: Option<Texture> = r.render_target().unwrap().reset().unwrap(); texture.unwrap() }
Methods
impl<'renderer> RenderTarget<'renderer>[src]
fn reset(&mut self) -> Result<Option<Texture>, String>
Resets the render target to the default render target.
The old render target is returned if the function is successful.
fn set(&mut self, texture: Texture) -> Result<Option<Texture>, String>
Sets the render target to the provided texture.
The texture must be created with the texture access: sdl2::render::TextureAccess::Target.
The old render target is returned if the function is successful.
fn create_and_set(&mut self,
format: PixelFormatEnum,
width: u32,
height: u32)
-> Result<Option<Texture>, IntegerOrSdlError>
format: PixelFormatEnum,
width: u32,
height: u32)
-> Result<Option<Texture>, IntegerOrSdlError>
Creates a new texture and sets it as the render target.
The old render target is returned if the function is successful.