GameApi 28
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GameApi::TextureApi Class Reference

#include <GameApi.hh>

Public Member Functions

IMPORT TextureApi (Env &e)
IMPORT BufferRefF prepare_fb (FB bitmap, Low_GLuint &id)
IMPORT TXID send_fb_to_gpu (BufferRefF ref, Low_GLuint id)
IMPORT std::vector< BufferRef > prepare_many_buf (EveryApi &ev, std::vector< BM > vec, std::vector< int > types, bool mipmaps, std::vector< std::string > id_labels, std::vector< Low_GLuint > &res)
IMPORT std::vector< TXID > prepare_many_txid (EveryApi &ev, std::vector< BufferRef > vec, std::vector< Low_GLuint > ids, std::vector< int > types, bool mipmaps, std::vector< std::string > id_labels)
IMPORT ARR grab_to_bm_array (BM bm)
IMPORT ARR send_screenshots_via_key_array (EveryApi &ev, ML ml3, int key, float time_delta, int num)
IMPORT PBO create_pbo (int sx, int sy)
IMPORT ML upload_bm_to_pbo (BM bm, PBO p)
IMPORT ML upload_txid_to_pbo (TXID tx, PBO p)
IMPORT BM pbo_to_bitmap (PBO p)
IMPORT TXID pbo_to_txid (PBO p)
IMPORT ML grab_to_server (BM bm, int id, int num)
IMPORT ML send_screenshots_via_key_to_server (EveryApi &ev, ML ml3, int key, float time_delta, int num)
IMPORT ML prepare_key_anim (ML next, std::vector< ML > keyed, int key, float time_delta, std::vector< std::string > filenames)
IMPORT ML save_screenshots_via_key (EveryApi &ev, ML ml3, int key, float time_delta, int num)
IMPORT ML save_screenshot_via_key (EveryApi &ev, ML ml3, int key, std::string filename)
IMPORT BM grab_screen_bitmap (EveryApi &ev)
IMPORT ML prepare_key (ML next, ML keyed, int key)
IMPORT ARR grab_screen (EveryApi &ev, RUN r)
IMPORT RUN combine_screens (RUN r1, RUN r2)
IMPORT TX tex_plane (int sx, int sy)
IMPORT TX tex_bitmap (BM bm)
IMPORT int unique_id ()
IMPORT TX tex_assign (TX tx, int id, int x, int y, BM bm)
IMPORT TX tex_coord (TX tx, int id, int x, int y, int width, int height)
IMPORT Q get_tex_coord (TX tx, int id)
Q get_tex_coord_1 (TX tx, int id)
IMPORT TXID prepare (TX tx, bool is_srgb=true, bool text_render=false)
IMPORT TXID bufferref_to_txid (TXID old, const BufferRef &buf)
IMPORT TXID webcam_txid (int num)
IMPORT TXID webcam_txid_slow (EveryApi &ev, int num)
IMPORT TXID webcam_txid_win (EveryApi &ev, int sx, int sy, int num)
IMPORT TXID webcam_txid_linux (EveryApi &ev, int sx, int sy, int num)
IMPORT TXID webcam_txid_emscripten (EveryApi &ev, int sx, int sy, int num)
IMPORT TXID webcam_txid_generic (EveryApi &ev, int sx, int sy, int num)
IMPORT TXID videofile_txid_generic (EveryApi &ev, int sx, int sy, std::string url)
IMPORT TXID videofile_txid_emscripten (EveryApi &ev, int sx, int sy, std::string url, int num)
IMPORT TXID videofile_txid_win32 (EveryApi &ev, int sx, int sy, std::string url)
IMPORT ML vr_overlay (TXID id, std::string key, std::string name, int sx, int sy)
IMPORT std::vector< TXID > prepare_many (EveryApi &ev, std::vector< BM > vec, std::vector< int > types=std::vector< int >(), bool mipmaps=true, std::vector< std::string > id_labels=std::vector< std::string >(), std::vector< bool > is_srgb=std::vector< bool >())
IMPORT TXID prepare_cubemap (EveryApi &ev, BM right, BM left, BM top, BM bottom, BM back, BM front)
IMPORT void use (TXID tx, int i=0)
IMPORT void use_many (std::vector< TXID > vec, int i=0)
IMPORT void unuse (TXID tx)
IMPORT void delete_texid (TXID tx)
IMPORT void delete_texid (std::vector< TXID > vec)
IMPORT VA bind (VA va, TXID tx)
IMPORT VA bind_many (VA va, std::vector< TXID > tx, std::vector< int > types=std::vector< int >())
IMPORT VA bind_cubemap (VA va, TXID id)
IMPORT VA bind_arr (VA va, TXA tx)
IMPORT TXA prepare_arr (EveryApi &ev, std::vector< BM > vec, int sx, int sy)
IMPORT BM to_bitmap (EveryApi &ev, TXID id)
IMPORT ML forward_to_txid (VA va, ML mainloop, TXID id)

Constructor & Destructor Documentation

◆ TextureApi()

EXPORT GameApi::TextureApi::TextureApi ( GameApi::Env & e)
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Member Function Documentation

◆ bind()

EXPORT GameApi::VA GameApi::TextureApi::bind ( GameApi::VA va,
GameApi::TXID tx )
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◆ bind_arr()

EXPORT GameApi::VA GameApi::TextureApi::bind_arr ( GameApi::VA va,
GameApi::TXA tx )
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◆ bind_cubemap()

EXPORT GameApi::VA GameApi::TextureApi::bind_cubemap ( GameApi::VA va,
GameApi::TXID tx )

◆ bind_many()

EXPORT GameApi::VA GameApi::TextureApi::bind_many ( GameApi::VA va,
std::vector< TXID > tx,
std::vector< int > types = std::vector<int>() )

◆ bufferref_to_txid()

GameApi::TXID GameApi::TextureApi::bufferref_to_txid ( GameApi::TXID old,
const BufferRef & buf )

◆ combine_screens()

EXPORT GameApi::RUN GameApi::TextureApi::combine_screens ( RUN r1,
RUN r2 )
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◆ create_pbo()

GameApi::PBO GameApi::TextureApi::create_pbo ( int sx,
int sy )
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◆ delete_texid() [1/2]

EXPORT void GameApi::TextureApi::delete_texid ( std::vector< TXID > vec)

◆ delete_texid() [2/2]

EXPORT void GameApi::TextureApi::delete_texid ( TXID tx)
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◆ forward_to_txid()

GameApi::ML GameApi::TextureApi::forward_to_txid ( VA va,
ML mainloop,
TXID id )

◆ get_tex_coord()

EXPORT GameApi::Q GameApi::TextureApi::get_tex_coord ( TX tx,
int id )
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◆ get_tex_coord_1()

GameApi::Q GameApi::TextureApi::get_tex_coord_1 ( TX tx,
int id )
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◆ grab_screen()

EXPORT GameApi::ARR GameApi::TextureApi::grab_screen ( EveryApi & ev,
RUN r )
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◆ grab_screen_bitmap()

GameApi::BM GameApi::TextureApi::grab_screen_bitmap ( EveryApi & ev)
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◆ grab_to_bm_array()

GameApi::ARR GameApi::TextureApi::grab_to_bm_array ( BM bm)

◆ grab_to_server()

GameApi::ML GameApi::TextureApi::grab_to_server ( BM bm,
int id,
int num )

◆ pbo_to_bitmap()

GameApi::BM GameApi::TextureApi::pbo_to_bitmap ( PBO p)
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◆ pbo_to_txid()

GameApi::TXID GameApi::TextureApi::pbo_to_txid ( PBO p)
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◆ prepare()

EXPORT GameApi::TXID GameApi::TextureApi::prepare ( TX tx,
bool is_srgb = true,
bool text_render = false )
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◆ prepare_arr()

EXPORT GameApi::TXA GameApi::TextureApi::prepare_arr ( EveryApi & ev,
std::vector< BM > vec,
int sx,
int sy )
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◆ prepare_cubemap()

EXPORT GameApi::TXID GameApi::TextureApi::prepare_cubemap ( EveryApi & ev,
BM right,
BM left,
BM top,
BM bottom,
BM back,
BM front )

◆ prepare_fb()

EXPORT BufferRefF GameApi::TextureApi::prepare_fb ( FB bitmap,
Low_GLuint & id )

◆ prepare_key()

GameApi::ML GameApi::TextureApi::prepare_key ( ML next,
ML keyed,
int key )
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◆ prepare_key_anim()

GameApi::ML GameApi::TextureApi::prepare_key_anim ( ML next,
std::vector< ML > keyed,
int key,
float time_delta,
std::vector< std::string > filenames )
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◆ prepare_many()

EXPORT std::vector< GameApi::TXID > GameApi::TextureApi::prepare_many ( EveryApi & ev,
std::vector< BM > vec,
std::vector< int > types = std::vector<int>(),
bool mipmaps = true,
std::vector< std::string > id_labels = std::vector<std::string>(),
std::vector< bool > is_srgb = std::vector<bool>() )

◆ prepare_many_buf()

EXPORT std::vector< BufferRef > GameApi::TextureApi::prepare_many_buf ( GameApi::EveryApi & ev,
std::vector< BM > vec,
std::vector< int > types,
bool mipmaps,
std::vector< std::string > id_labels,
std::vector< Low_GLuint > & res )

◆ prepare_many_txid()

EXPORT std::vector< GameApi::TXID > GameApi::TextureApi::prepare_many_txid ( EveryApi & ev,
std::vector< BufferRef > vec,
std::vector< Low_GLuint > ids,
std::vector< int > types,
bool mipmaps,
std::vector< std::string > id_labels )

◆ save_screenshot_via_key()

GameApi::ML GameApi::TextureApi::save_screenshot_via_key ( EveryApi & ev,
GameApi::ML ml3,
int key,
std::string filename )
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◆ save_screenshots_via_key()

GameApi::ML GameApi::TextureApi::save_screenshots_via_key ( EveryApi & ev,
GameApi::ML ml3,
int key,
float time_delta,
int num )
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◆ send_fb_to_gpu()

EXPORT GameApi::TXID GameApi::TextureApi::send_fb_to_gpu ( BufferRefF ref,
Low_GLuint id )

◆ send_screenshots_via_key_array()

GameApi::ARR GameApi::TextureApi::send_screenshots_via_key_array ( EveryApi & ev,
GameApi::ML ml3,
int key,
float time_delta,
int num )

◆ send_screenshots_via_key_to_server()

GameApi::ML GameApi::TextureApi::send_screenshots_via_key_to_server ( EveryApi & ev,
GameApi::ML ml3,
int key,
float time_delta,
int num )

◆ tex_assign()

EXPORT GameApi::TX GameApi::TextureApi::tex_assign ( GameApi::TX tex,
int id,
int x,
int y,
GameApi::BM bm )
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◆ tex_bitmap()

EXPORT GameApi::TX GameApi::TextureApi::tex_bitmap ( GameApi::BM bm)
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◆ tex_coord()

EXPORT GameApi::TX GameApi::TextureApi::tex_coord ( GameApi::TX tex,
int id,
int x,
int y,
int width,
int height )
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◆ tex_plane()

EXPORT GameApi::TX GameApi::TextureApi::tex_plane ( int sx,
int sy )
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◆ to_bitmap()

EXPORT GameApi::BM GameApi::TextureApi::to_bitmap ( GameApi::EveryApi & ev,
TXID id )
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◆ unique_id()

EXPORT int GameApi::TextureApi::unique_id ( )

◆ unuse()

EXPORT void GameApi::TextureApi::unuse ( TXID tx)

◆ upload_bm_to_pbo()

GameApi::ML GameApi::TextureApi::upload_bm_to_pbo ( BM bm,
PBO p )
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◆ upload_txid_to_pbo()

GameApi::ML GameApi::TextureApi::upload_txid_to_pbo ( TXID tx,
PBO p )

◆ use()

EXPORT void GameApi::TextureApi::use ( TXID tx,
int i = 0 )

◆ use_many()

EXPORT void GameApi::TextureApi::use_many ( std::vector< TXID > vec,
int i = 0 )

◆ videofile_txid_emscripten()

IMPORT TXID GameApi::TextureApi::videofile_txid_emscripten ( EveryApi & ev,
int sx,
int sy,
std::string url,
int num )
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◆ videofile_txid_generic()

GameApi::TXID GameApi::TextureApi::videofile_txid_generic ( EveryApi & ev,
int sx,
int sy,
std::string url )
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◆ videofile_txid_win32()

IMPORT TXID GameApi::TextureApi::videofile_txid_win32 ( EveryApi & ev,
int sx,
int sy,
std::string url )
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◆ vr_overlay()

IMPORT ML GameApi::TextureApi::vr_overlay ( TXID id,
std::string key,
std::string name,
int sx,
int sy )
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◆ webcam_txid()

IMPORT TXID GameApi::TextureApi::webcam_txid ( int num)
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◆ webcam_txid_emscripten()

IMPORT TXID GameApi::TextureApi::webcam_txid_emscripten ( EveryApi & ev,
int sx,
int sy,
int num )
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◆ webcam_txid_generic()

GameApi::TXID GameApi::TextureApi::webcam_txid_generic ( EveryApi & ev,
int sx,
int sy,
int num )
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◆ webcam_txid_linux()

IMPORT TXID GameApi::TextureApi::webcam_txid_linux ( EveryApi & ev,
int sx,
int sy,
int num )
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◆ webcam_txid_slow()

IMPORT TXID GameApi::TextureApi::webcam_txid_slow ( EveryApi & ev,
int num )
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◆ webcam_txid_win()

GameApi::TXID GameApi::TextureApi::webcam_txid_win ( EveryApi & ev,
int sx,
int sy,
int num )
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The documentation for this class was generated from the following files: