"SHADE_Managed" Retrieves the duration that the specified key has not been held or was last not been held for. The key to check. Time in seconds that the key was held. Retrieves the duration that the specified key has been held or was last held for. The key to check. Time in seconds that the key was held. Retrieves the duration that the specified key has not been held or was last not been held for. The key to check. Time in seconds that the key was held. Retrieves the duration that the specified key has been held or was last held for. The key to check. Time in seconds that the key was held. Sets the position of the mouse cursor relative to the top left corner of the window. Position of the mouse in window pixel coordinates to set. Checks if a specified mouse button is no longer pressed and was pressed before. MouseCode of the mouse button to check. True during the frame the user releases the given mouse button. Checks if a specified mouse button is pressed and was not pressed before. MouseCode of the mouse button to check. True during the frame the user pressed the given mouse button. Checks if a specified mouse button is being held down. This will also be true if GetMouseButtonDown() is true. MouseCode of the mouse button to check. True while the user holds down the mouse button specified. Checks if a specified key is no longer pressed pressed and was pressed before. KeyCode of the key to check. True during the frame the user releases the key identified by name. Checks if a specified key is pressed and was not pressed before. KeyCode of the key to check. True during the frame the user starts pressing down the key specified. Checks if a specified key is being held down. This will also be true if GetKeyDown() is true. KeyCode of the key to check. True while the user holds down the key specified. Amnount of vertical mouse scroll in this frame. Mouse position in screen coordinates relative to the top left of the window. This value is a Vector3 for compatibility with functions that have Vector3 arguments. The z component of the Vector3 is always 0 Represents the available supported mouse keycodes that can be passed into the mouse-button-based Input functions. Represents the available supported keycodes that can be passed into the key-based Input functions. Attempting to follow https://docs.unity3d.com/ScriptReference/KeyCode.html Win32 keycodes are shift-insensitive, i.e. 'A' and 'a' are the same keycode and '1' and '!' are the same keycode Static class responsible for providing access to Input-related functionality. Simple attribute to mark that a field in a Script should be serialised. Cleans up all required components for managed code. Reloads the managed script assembly. Take note that this will clear all existing scripts, ensure that the scene is saved before doing so. Equivalent to calling UnloadScriptAssembly() and then LoadScriptAssembly(). Loads the managed script assembly. Ensure this is only called after UnloadScriptAssembly() has been called. Unloads the managed script assembly. Take note that this will clear all existing scripts, ensure that the scene is saved before doing so. Initialises all required components for managed code. Name of the Managed Library that contains the C# scripts written externally. Static class that contains the functions for interfacing with the core PlushieEngine written in C++ for managing the lifecycle of managed code. Default Constructor Custom AssemblyLoadContext marked as collectible so that it can be unloaded. Time taken for Physics simulations. You should use this for operations within Script.FixedUpdate() Time taken to process the previous frame. Static class that contains the functions for working with time. Static class that wraps up certain functions in the SHPhysicsSystem so that accessing it from SHADE_Managed would not cause issues due to C++20 features. Constructor for a Tooltip attribute that fills in the description. Text to be shown when a field is hovered. Description that is to be shown in the Tooltip. Simple attribute to provide a field in a script with a tooltip. Checks if a specified file exists. File path to the file to check. True if the file exists Deletes the folder and all files in it as specified by the file path. File path to the file to delete. Deletes the file as specified by the file path. File path to the file to delete. Reads the file via the specified path that represents a build log of error and warning messages. File path to the build log of script builds done by BuildScriptAssembly() to dump and process. Registers events for the scripting system Loads all the function pointers to CLR code that we need to execute. Generates a .csproj file for editing and compiling the C# scripts. File path to the generated file. Utilises execution of a external batch file for invoking the dotnet build tool to compile C# scripts in the Assets folder into the SHADE_Scripting C# assembly DLL. Whether or not a debug build will be built. Only debug built C# assemblies can be debugged. Whether or not we are reloading the assembly, if so, unload and then reload it. Whether or not the build succeeded. Performs a redo for script inspector changes if it exists. Performs an undo for script inspector changes if it exists. Renders the set of attached Scripts for the specified Entity into the inspector.
This function is meant for consumption from native code in the inspector rendering code.
The Entity to render the Scripts of.
Creates scripts and sets fields for the specified Entity based on the specified YAML node. The Entity to deserialise a Script on to. YAML Node that contains the serialised script data. True if successfully deserialised. Performs serialization of all scripts for the specified entity into the YAML::Node specified. This node will contain all serialised scripts after calling this function. The Entity to Serialise. YAML Node that will store the serialised scripts. True if successfully serialised. Removes all Scripts attached to the specified Entity. Unlike RemoveAllScripts(), this removes all the scripts immediately. Does not do anything if the specified Entity is invalid or does not have any Scripts attached. The entity to remove the scripts from. Whether or not to call OnDestroy on the scripts. This is ignored if not in play mode. Removes all Scripts attached to the specified Entity. Does not do anything if the specified Entity is invalid or does not have any Scripts attached. The entity to remove the scripts from. Adds a Script to a specified Entity. Note that while you can call this multiple times on a specified Entity, it will work for all intents and purposes but GetScript<T>() (C# only) currently only gives you the first Script added of the specified type. The entity to add a script to. Type name of the script to add. True if successfully added. False otherwise with the error logged to the console. Shuts down the DotNetRuntime. Executes the OnCollision*()s and OnTrigger*()s of the Scripts that are attached to Entities. Executes the FixedUpdate()s of the Scripts that are attached to Entities. Reloads the managed script assembly. Take note that this will clear all existing scripts, ensure that the scene is saved before doing so. Unloads the managed script assembly. Take note that this will clear all existing scripts, ensure that the scene is saved before doing so. Loads the managed script assembly. Ensure this is only called after UnloadScriptAssembly() has been called. Initialises the DotNetRuntime and retrieves function pointers to all functions on the CLR used to interface with the engine. Manages initialisation of the DotNetRuntime and interfacing with CLR code written and executed on .NET. Deserialises a YAML node that contains a map of Scripts and copies the deserialised data into the specified object if there are matching fields. The JSON string that contains the data to copy into this Script object. The object to copy deserialised data into. Creates a JSON node that represents the specified object and its associated serialisable fields. Public fields and fields marked with the SerialiseField attribute will be serialised. The object to serialise. Checks if a specified field is a candidate for serialisation. This means that the field is public or private with the [SerialiseField] attribute. The field to check. True if the specified field is a candidate for serialisation. Retrieves a set of all non-static (instance) fields from a specified object. The object to get non-static fields from. Immutable list of non-static fields. Contains useful static functions for working with Reflection. Converts the node to a YAML string. Emits the node to the given output stream. Emits the node to the given {@link Emitter}. If there is an error in writing, {@link Emitter#good} will return false. Loads the input file as a list of YAML documents. @throws {@link ParserException} if it is malformed. @throws {@link BadFile} if the file cannot be loaded. Loads the input stream as a list of YAML documents. @throws {@link ParserException} if it is malformed. Loads the input string as a list of YAML documents. @throws {@link ParserException} if it is malformed. Loads the input string as a list of YAML documents. @throws {@link ParserException} if it is malformed. Loads the input file as a single YAML document. @throws {@link ParserException} if it is malformed. @throws {@link BadFile} if the file cannot be loaded. Loads the input stream as a single YAML document. @throws {@link ParserException} if it is malformed. Loads the input string as a single YAML document. @throws {@link ParserException} if it is malformed. Loads the input string as a single YAML document. @throws {@link ParserException} if it is malformed. Handles a "TAG" directive, which should be of the form 'handle prefix', where 'handle' is converted to 'prefix' in the file. Handles a "YAML" directive, which should be of the form 'major.minor' (like a version number). Reads any directives that are next in the queue, setting the internal {@code m_pDirectives} state. Handles the next document by calling events on the {@code eventHandler}. @throw a ParserException on error. @return false if there are no more documents Resets the parser with the given input stream. Any existing state is erased. Evaluates to true if the parser has some valid input to be read. Constructs a parser from the given input stream. The input stream must live as long as the parser. Constructs an empty parser (with no input. A parser turns a stream of bytes into one stream of "events" per YAML document in the input stream. Renders a context menu when right clicked for the scripts The Entity to render the Scripts of. The Script to render the inspector for. Renders a field specified into the inspector. The field to render. The object that contains the data of the field to render. Renders a single specified Script's inspector. The Entity to render the Scripts of. The Script to render the inspector for. Indices used internally to differentiate each rendered Script inspector. This is required to open and close each Script's inspector independently from each other. Redoes the last script inspector change if there is any. Undoes the last script inspector change if there is any. Renders a dropdown button that allows for the addition of PlushieScripts onto the specified Entity. The Entity to add PlushieScripts to. Renders the set of attached Scripts for the specified Entity into the inspector.
This function is meant for consumption from native code in the inspector rendering code.
The Entity to render the Scripts of.
Static class for Editor-related functions Processes a YAML node that contains a list of multiple scripts to be loaded into the specified Entity.

This function should only be called from native unmanaged code.
The Entity to attach the deserialised Scripts to. Pointer to the YAML::Node that contains serialized script data.
Populates a YAML node with the scripts for a specified Entity.

This function should only be called from native unmanaged code.
The Entity to Serialise. Pointer to a YAML::Node that will be populated with all of the serialised scripts and their associated fields. True if serialisation is successful. False if the buffer is too small for the serialised output.
Executes OnCollision*() and OnTrigger*() for all scripts. Executes LateUpdate() for all scripts. Executes Update() for all scripts. Executes FixedUpdate() for all scripts. Retrieves a immutable list of available scripts that can be added. Immutable list of available scripts that can be added. Cleans up data stored in the ScriptStore to free up memory for garbage collection. Cleans up scripts that were marked for deletion. This calls the OnDestroy() for these Scripts. Sets up scripts that were marked for initialization. This calls the Awake() and Start() for Scripts that have yet to have done so. Initializes the ScriptStore to allocate and pre-populate reflection data. Removes all Scripts attached to the specified Entity. Unlike RemoveAllScripts(), this removes all the scripts immediately. Does not do anything if the specified Entity is invalid or does not have any Scripts attached. The entity to remove the scripts from. Whether or not to call OnDestroy on the scripts.This is ignored if not in play mode. Removes all Scripts attached to the specified Entity. Does not do anything if the specified Entity is invalid or does not have any Scripts attached. The entity to remove the scripts from. Removes a specific script from the The entity to remove the script from. The script to remove. True if successfully removed. False otherwise. Removes all Scripts of the specified type from the specified Entity. Type of script to remove. This needs to be a default constructable Script. The entity to remove the script from. If the specified Entity is invalid. Retrieves an immutable list of all scripts attached to a specified Entity. The entity which the scripts to retrieve are attached. Immutable list of references to scripts attached to the specified Entity. This can also be null if there are no scripts at all or an invalid Entity was specified. Retrieves a immutable list of scripts from the specified Entity that matches the specified type.
Note that this function allocates. It should be used sparingly.
Type of scripts to get. This needs to be a default constructable Script. The entity which the scripts to retrieve are attached. Immutable list of references to scripts of the specified type.
Retrieves the first Script from the specified Entity's children that matches the specified type. Type of script to get. This needs to be a default constructable Script. The entity which the script to retrieve is attached. Reference to the script. This can be null if no script of the specified type is attached. If the specified Entity is invalid. Retrieves the first Script from the specified Entity that matches the specified type. Type of script to get. This needs to be a default constructable Script. The entity which the script to retrieve is attached. Reference to the script. This can be null if no script of the specified type is attached. If the specified Entity is invalid. Adds a Script to a specified Entity.
This function is meant for consumption from native code or for serialisation purposes. If you are writing in C# or C++/CLI and not doing serialisation, use AddScript<T>() instead as it is faster.
The entity to add a script to. The entity to add a script to. Out parameter handle to the Script that was created. True if successfully added. False otherwise with the error logged to the console.
Adds a Script to a specified Entity.
This function is meant for consumption from native code. If you are writing in C# or C++/CLI, use AddScript<T>() instead as it is faster.
The entity to add a script to. The entity to add a script to. True if successfully added. False otherwise with the error logged to the console.
Adds a Script to a specified Entity. Type of script to add. This needs to be a default constructable PlushieScript. The entity to add a script to. Reference to the script added. If the specified Entity is invalid. Responsible for managing all scripts attached to Entities as well as executing all lifecycle functions of scripts. Checks if two Colors are not approximately equal. Color to compare. Another Color to compare. True if all components are not approximately equal within the default tolerance value. Checks if two Colors are approximately equal. Color to compare. Another Color to compare. True if all components are approximately equal within the default tolerance value. Calculates the division of a Color with a scalar value and returns the result. Scalar to divide with. Color to divide with. The result of the scalar division. Calculates the multiplication of a Color with a scalar value and returns the result. Color to multiply with. Scalar to multiply with. The result of the scalar multiplication. Calculates the component-wise multiplication of two Colors and returns the result. Color to multiply with. Another Color to multiply with. The result of rhs subtracted from lhs. Subtracts a Color from another Color and returns the result. Color to subtract from. Another Color to subtract. The result of rhs subtracted from lhs. Adds two Colors together and returns the result. Color to add. Another Color to add. The result of lhs added to rhs Linearly interpolates between two specified points. This is most commonly used to find a point some fraction of the way along a line between two endpoints. Unlike Lerp(), t is not clamped to a range at all. The start Color, returned when t = 0.0. The end Color, returned when t = 1.0. Value used to interpolate between a and b. The interpolated Color. Linearly interpolates between two specified points. This is most commonly used to find a point some fraction of the way along a line between two endpoints. The start Color, returned when t = 0.0. The end Color, returned when t = 1.0. Value used to interpolate between a and b which is clamped to the range[0, 1]. The interpolated Vector3. Gets a unique hash for this object. Unique hash for this object. Compares equality with another unboxed object. The unboxed object to compare with. True if both objects are the same. Compares equality with an object of the same type. The object to compare with. True if both objects are the same. Alpha component of the colour. Ranges from 0.0f to 1.0f. Blue component of the colour. Ranges from 0.0f to 1.0f. Green component of the colour. Ranges from 0.0f to 1.0f. Red component of the colour. Ranges from 0.0f to 1.0f. Constructor to construct a Color with the specified components. Red component to set. Green component to set. Blue component to set. Alpha component to set. Constructor to construct a Color with the specified components with the alpha component set to 1.0f. Red component to set. Green component to set. Blue component to set. Constructor to construct a Color with the specified components with the blue and alpha component set to 1.0f. Red component to set. Green component to set. Constructor to construct a Color with the specified components with the green, blue and alpha component set to 1.0f. Red component to set. Pure yellow, mix of pure red and green. Pure magenta, mix of pure red and blue. Pure cyan, mix of pure green and blue. Pure blue. Pure green. Pure red. Pure white. Dark Gray, darker than gray. Gray, halfway between black and white. Light Gray, lighter than gray. Pure black. A static class that contains a set of default Colors. CLR version of the the SHADE Engine's Color struct which describes a Color encoded using floating point numbers that range from 0.0f to 1.0f. Creates a inline button widget.
Wraps up ImGui::Button().
Text to display. True if button was pressed.
Creates a small inline button widget.
Wraps up ImGui::SmallButton().
Text to display. True if button was pressed.
Creates a visual text widget.
Wraps up ImGui::Text().
Text to display.
Creates a menu item in the list of items for a mini popup.
Wraps up ImGui::MenuItem().
Label used to identify this widget. Whether or not the menu item was selected.
Opens the popup that was defined with the specified label.
Wraps up ImGui::OpenPopup().
Marks the end of a definition of a mini pop up that can show options.
Wraps up ImGui::EndPopup().
Marks the start of a definition of a mini pop up that can show options.
Wraps up ImGui::BeginPopup().
Label used to identify this widget. Whether or not the pop up is open.
Creates a collapsing title header.
Wraps up ImGui::CollapsingHeader().
Label for the header. True if the header is open, false otherwise.
Unindents the widgets rendered after this call.
Wraps up ImGui::Unindent().
Indents the widgets rendered after this call.
Wraps up ImGui::Indent().
Marks the end of a stack of ImGui widgets from the last PushID() call.
Wraps up ImGui::PopID().
Marks the start of a stack of ImGui widgets with the specified id.
Wraps up ImGui::PushID().
Integer-based ID.
Marks the start of a stack of ImGui widgets with the specified id.
Wraps up ImGui::PushID().
String-based ID.
Maximum length of a string supported by InputTextField() Static class that contains useful functions for Editor UI using ImGui. Redoes the last undo-ed command if it exists. Undos the last added command if it exists. Adds a command onto the stack. True if there is a redoable action in the stack. True if there is an undoable action in the stack. Command for the stack that represents a data modification. Class that is able to store a stack of actions that can be done and redone. To be called from native code when a Collision Shape has been changed. The entity which has it's collision shape changed. To be called from native code when a collision shape has been removed. The entity which has it's collision shape removed. Retrieves a ColliderBound at the specified index in the ColliderBound list and casts it to the appropriate type. Type of the ColliderBound to cast to. Index to retrieve a ColliderBound from. ColliderBound for the specified index. Retrieves a ColliderBound at the specified index in the ColliderBound list. Index to retrieve a ColliderBound from. ColliderBound for the specified index. Total number of ColliderShapes in the Collider component. Constructs a Collider Component that represents a native SHColliderComponent component tied to the specified Entity. Entity that this Component will be tied to. CLR version of the the SHADE Engine's SHColliderComponent. A single Collider component can contain one or multiple Collider Bounds. Radius of the Bounding Sphere formed by this bound. Center of the Bounding Sphere formed by this bound. Sphere-shaped Collider Bound. Position of the top right front corner of the Bounding Box formed by this bound. Position of the bottom left back corner of the Bounding Box formed by this bound. Half of the scale of the Bounding Box formed by this bound. Center of the Bounding Box formed by this bound. Box-shaped Collider Bound. Computes a Raycast and checks if there is a collision with any object. The ray to cast. Maximum distance for the raycast check. True if the ray intersects with an object in the scene. Checks if the specified point is within this shape's bounds. Point to test with. True if the point is in the shape's bounds. Base interface for all Collider Shapes. @brief The density of the collider that determines the mass of the collision shape if it is automatically computed. Must be a positive number. @brief The bounciness factor of the physics object., clamped between [0,1].
0 means the object will never bounce. 1 means the object never loses energy on a bounce.
@brief The friction coefficient of the physics object., clamped between [0,1].
0 means the object will never experience friction. 1 means the friction force against the object is equal to the applied force.
@brief Sets the mass density of the physics material. @param newDensity The density value to set. Always made positive. @brief Sets the bounciness factor of the physics material. @param newBounciness The bounciness value to set. Clamped between [0,1]. @brief Sets the friction coefficient of the physics material. @param newFriction The friction value to set. Clamped between [0,1]. @brief Default constructor for a physics material. @param friction The friction of the material. Clamped between [0,1]. Defaults to 0.4. @param bounciness The bounciness of the material. Clamped between [0,1]. @param density The mass density of the material. Always made positive. Closes the current window, and depending on the implementation, should also close the application. Retrieves the current window fullscreen status. The current window fullscreen status.. Retrieves the current window height. The current window height. Retrieves the current window width. The current window width. Static class that wraps up certain functions in the SHGraphicsSystem so that accessing it from SHADE_Managed would not cause issues due to C++20 features. @brief Perform ImGui and ImGui Backend Render @brief Start new frame for editor @brief Initialise Backend for ImGui (SDL and Vulkan backend) @param sdlWindow Pointer to SDL_Window @brief Set the Style for the editor @param style Desired style @brief Safely shutdown the editor @brief Update the editor and add to ImGui DrawList @param dt Delta-time of the frame @brief Initialise the editor @param sdlWindow pointer to SDL_Window object created in application @brief Style options @brief SHEditor static class contains editor variables and implementation of editor functions. Get the YUV conversion mode, returning the correct mode for the resolution when the current conversion mode is SDL_YUV_CONVERSION_AUTOMATIC \since This function is available since SDL 2.0.8. Get the YUV conversion mode \since This function is available since SDL 2.0.8. Set the YUV conversion mode \since This function is available since SDL 2.0.8. Perform low-level surface scaled blitting only. This is a semi-private function and it performs low-level surface blitting, assuming the input rectangles have already been clipped. \param src the SDL_Surface structure to be copied from \param srcrect the SDL_Rect structure representing the rectangle to be copied \param dst the SDL_Surface structure that is the blit target \param dstrect the SDL_Rect structure representing the rectangle that is copied into \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_BlitScaled Perform a scaled surface copy to a destination surface. SDL_UpperBlitScaled() has been replaced by SDL_BlitScaled(), which is merely a macro for this function with a less confusing name. \since This function is available since SDL 2.0.0. \sa SDL_BlitScaled Perform bilinear scaling between two surfaces of the same format, 32BPP. \since This function is available since SDL 2.0.16. Perform a fast, low quality, stretch blit between two surfaces of the same format. Please use SDL_BlitScaled() instead. \since This function is available since SDL 2.0.0. Perform low-level surface blitting only. This is a semi-private blit function and it performs low-level surface blitting, assuming the input rectangles have already been clipped. Unless you know what you're doing, you should be using SDL_BlitSurface() instead. \param src the SDL_Surface structure to be copied from \param srcrect the SDL_Rect structure representing the rectangle to be copied, or NULL to copy the entire surface \param dst the SDL_Surface structure that is the blit target \param dstrect the SDL_Rect structure representing the rectangle that is copied into \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_BlitSurface * Performs a fast blit from the source surface to the destination surface. * * This assumes that the source and destination rectangles are * the same size. If either \c srcrect or \c dstrect are NULL, the entire * surface (\c src or \c dst) is copied. The final blit rectangles are saved * in \c srcrect and \c dstrect after all clipping is performed. * * \returns 0 if the blit is successful, otherwise it returns -1. * * The blit function should not be called on a locked surface. * * The blit semantics for surfaces with and without blending and colorkey * are defined as follows: * \verbatim RGBA->RGB: Source surface blend mode set to SDL_BLENDMODE_BLEND: alpha-blend (using the source alpha-channel and per-surface alpha) SDL_SRCCOLORKEY ignored. Source surface blend mode set to SDL_BLENDMODE_NONE: copy RGB. if SDL_SRCCOLORKEY set, only copy the pixels matching the RGB values of the source color key, ignoring alpha in the comparison. RGB->RGBA: Source surface blend mode set to SDL_BLENDMODE_BLEND: alpha-blend (using the source per-surface alpha) Source surface blend mode set to SDL_BLENDMODE_NONE: copy RGB, set destination alpha to source per-surface alpha value. both: if SDL_SRCCOLORKEY set, only copy the pixels matching the source color key. RGBA->RGBA: Source surface blend mode set to SDL_BLENDMODE_BLEND: alpha-blend (using the source alpha-channel and per-surface alpha) SDL_SRCCOLORKEY ignored. Source surface blend mode set to SDL_BLENDMODE_NONE: copy all of RGBA to the destination. if SDL_SRCCOLORKEY set, only copy the pixels matching the RGB values of the source color key, ignoring alpha in the comparison. RGB->RGB: Source surface blend mode set to SDL_BLENDMODE_BLEND: alpha-blend (using the source per-surface alpha) Source surface blend mode set to SDL_BLENDMODE_NONE: copy RGB. both: if SDL_SRCCOLORKEY set, only copy the pixels matching the source color key. \endverbatim * * You should call SDL_BlitSurface() unless you know exactly how SDL * blitting works internally and how to use the other blit functions. Perform a fast blit from the source surface to the destination surface. SDL_UpperBlit() has been replaced by SDL_BlitSurface(), which is merely a macro for this function with a less confusing name. \since This function is available since SDL 2.0.0. \sa SDL_BlitSurface Perform a fast fill of a set of rectangles with a specific color. `color` should be a pixel of the format used by the surface, and can be generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an alpha component then the destination is simply filled with that alpha information, no blending takes place. If there is a clip rectangle set on the destination (set via SDL_SetClipRect()), then this function will fill based on the intersection of the clip rectangle and `rect`. \param dst the SDL_Surface structure that is the drawing target \param rects an array of SDL_Rects representing the rectangles to fill. \param count the number of rectangles in the array \param color the color to fill with \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_FillRect Perform a fast fill of a rectangle with a specific color. `color` should be a pixel of the format used by the surface, and can be generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an alpha component then the destination is simply filled with that alpha information, no blending takes place. If there is a clip rectangle set on the destination (set via SDL_SetClipRect()), then this function will fill based on the intersection of the clip rectangle and `rect`. \param dst the SDL_Surface structure that is the drawing target \param rect the SDL_Rect structure representing the rectangle to fill, or NULL to fill the entire surface \param color the color to fill with \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_FillRects Premultiply the alpha on a block of pixels. This is safe to use with src == dst, but not for other overlapping areas. This function is currently only implemented for SDL_PIXELFORMAT_ARGB8888. \param width the width of the block to convert, in pixels \param height the height of the block to convert, in pixels \param src_format an SDL_PixelFormatEnum value of the `src` pixels format \param src a pointer to the source pixels \param src_pitch the pitch of the source pixels, in bytes \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format \param dst a pointer to be filled in with premultiplied pixel data \param dst_pitch the pitch of the destination pixels, in bytes \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.18. Copy a block of pixels of one format to another format. \param width the width of the block to copy, in pixels \param height the height of the block to copy, in pixels \param src_format an SDL_PixelFormatEnum value of the `src` pixels format \param src a pointer to the source pixels \param src_pitch the pitch of the source pixels, in bytes \param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format \param dst a pointer to be filled in with new pixel data \param dst_pitch the pitch of the destination pixels, in bytes \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. Copy an existing surface to a new surface of the specified format enum. This function operates just like SDL_ConvertSurface(), but accepts an SDL_PixelFormatEnum value instead of an SDL_PixelFormat structure. As such, it might be easier to call but it doesn't have access to palette information for the destination surface, in case that would be important. \param src the existing SDL_Surface structure to convert \param pixel_format the SDL_PixelFormatEnum that the new surface is optimized for \param flags the flags are unused and should be set to 0; this is a leftover from SDL 1.2's API \returns the new SDL_Surface structure that is created or NULL if it fails; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_AllocFormat \sa SDL_ConvertSurface \sa SDL_CreateRGBSurface Copy an existing surface to a new surface of the specified format. This function is used to optimize images for faster *repeat* blitting. This is accomplished by converting the original and storing the result as a new surface. The new, optimized surface can then be used as the source for future blits, making them faster. \param src the existing SDL_Surface structure to convert \param fmt the SDL_PixelFormat structure that the new surface is optimized for \param flags the flags are unused and should be set to 0; this is a leftover from SDL 1.2's API \returns the new SDL_Surface structure that is created or NULL if it fails; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_AllocFormat \sa SDL_ConvertSurfaceFormat \sa SDL_CreateRGBSurface Get the clipping rectangle for a surface. When `surface` is the destination of a blit, only the area within the clip rectangle is drawn into. \param surface the SDL_Surface structure representing the surface to be clipped \param rect an SDL_Rect structure filled in with the clipping rectangle for the surface \since This function is available since SDL 2.0.0. \sa SDL_BlitSurface \sa SDL_SetClipRect Set the clipping rectangle for a surface. When `surface` is the destination of a blit, only the area within the clip rectangle is drawn into. Note that blits are automatically clipped to the edges of the source and destination surfaces. \param surface the SDL_Surface structure to be clipped \param rect the SDL_Rect structure representing the clipping rectangle, or NULL to disable clipping \returns SDL_TRUE if the rectangle intersects the surface, otherwise SDL_FALSE and blits will be completely clipped. \since This function is available since SDL 2.0.0. \sa SDL_BlitSurface \sa SDL_GetClipRect Get the blend mode used for blit operations. \param surface the SDL_Surface structure to query \param blendMode a pointer filled in with the current SDL_BlendMode \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_SetSurfaceBlendMode Set the blend mode used for blit operations. To copy a surface to another surface (or texture) without blending with the existing data, the blendmode of the SOURCE surface should be set to `SDL_BLENDMODE_NONE`. \param surface the SDL_Surface structure to update \param blendMode the SDL_BlendMode to use for blit blending \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_GetSurfaceBlendMode Get the additional alpha value used in blit operations. \param surface the SDL_Surface structure to query \param alpha a pointer filled in with the current alpha value \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_GetSurfaceColorMod \sa SDL_SetSurfaceAlphaMod Set an additional alpha value used in blit operations. When this surface is blitted, during the blit operation the source alpha value is modulated by this alpha value according to the following formula: `srcA = srcA * (alpha / 255)` \param surface the SDL_Surface structure to update \param alpha the alpha value multiplied into blit operations \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_GetSurfaceAlphaMod \sa SDL_SetSurfaceColorMod Get the additional color value multiplied into blit operations. \param surface the SDL_Surface structure to query \param r a pointer filled in with the current red color value \param g a pointer filled in with the current green color value \param b a pointer filled in with the current blue color value \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_GetSurfaceAlphaMod \sa SDL_SetSurfaceColorMod Set an additional color value multiplied into blit operations. When this surface is blitted, during the blit operation each source color channel is modulated by the appropriate color value according to the following formula: `srcC = srcC * (color / 255)` \param surface the SDL_Surface structure to update \param r the red color value multiplied into blit operations \param g the green color value multiplied into blit operations \param b the blue color value multiplied into blit operations \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_GetSurfaceColorMod \sa SDL_SetSurfaceAlphaMod Get the color key (transparent pixel) for a surface. The color key is a pixel of the format used by the surface, as generated by SDL_MapRGB(). If the surface doesn't have color key enabled this function returns -1. \param surface the SDL_Surface structure to query \param key a pointer filled in with the transparent pixel \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_BlitSurface \sa SDL_SetColorKey Returns whether the surface has a color key It is safe to pass a NULL `surface` here; it will return SDL_FALSE. \param surface the SDL_Surface structure to query \return SDL_TRUE if the surface has a color key, SDL_FALSE otherwise. \since This function is available since SDL 2.0.9. \sa SDL_SetColorKey \sa SDL_GetColorKey Set the color key (transparent pixel) in a surface. The color key defines a pixel value that will be treated as transparent in a blit. For example, one can use this to specify that cyan pixels should be considered transparent, and therefore not rendered. It is a pixel of the format used by the surface, as generated by SDL_MapRGB(). RLE acceleration can substantially speed up blitting of images with large horizontal runs of transparent pixels. See SDL_SetSurfaceRLE() for details. \param surface the SDL_Surface structure to update \param flag SDL_TRUE to enable color key, SDL_FALSE to disable color key \param key the transparent pixel \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_BlitSurface \sa SDL_GetColorKey Returns whether the surface is RLE enabled It is safe to pass a NULL `surface` here; it will return SDL_FALSE. \param surface the SDL_Surface structure to query \returns SDL_TRUE if the surface is RLE enabled, SDL_FALSE otherwise. \since This function is available since SDL 2.0.14. \sa SDL_SetSurfaceRLE Save a surface to a file. Convenience macro. Set the RLE acceleration hint for a surface. If RLE is enabled, color key and alpha blending blits are much faster, but the surface must be locked before directly accessing the pixels. \param surface the SDL_Surface structure to optimize \param flag 0 to disable, non-zero to enable RLE acceleration \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_BlitSurface \sa SDL_LockSurface \sa SDL_UnlockSurface Load a surface from a file. Convenience macro. Save a surface to a seekable SDL data stream in BMP format. Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the BMP directly. Other RGB formats with 8-bit or higher get converted to a 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit surface before they are saved. YUV and paletted 1-bit and 4-bit formats are not supported. \param surface the SDL_Surface structure containing the image to be saved \param dst a data stream to save to \param freedst non-zero to close the stream after being written \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_LoadBMP_RW \sa SDL_SaveBMP Load a BMP image from a seekable SDL data stream. The new surface should be freed with SDL_FreeSurface(). Not doing so will result in a memory leak. src is an open SDL_RWops buffer, typically loaded with SDL_RWFromFile. Alternitavely, you might also use the macro SDL_LoadBMP to load a bitmap from a file, convert it to an SDL_Surface and then close the file. \param src the data stream for the surface \param freesrc non-zero to close the stream after being read \returns a pointer to a new SDL_Surface structure or NULL if there was an error; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_FreeSurface \sa SDL_RWFromFile \sa SDL_LoadBMP \sa SDL_SaveBMP_RW Release a surface after directly accessing the pixels. \param surface the SDL_Surface structure to be unlocked \since This function is available since SDL 2.0.0. \sa SDL_LockSurface Set up a surface for directly accessing the pixels. Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to and read from `surface->pixels`, using the pixel format stored in `surface->format`. Once you are done accessing the surface, you should use SDL_UnlockSurface() to release it. Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to 0, then you can read and write to the surface at any time, and the pixel format of the surface will not change. \param surface the SDL_Surface structure to be locked \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_MUSTLOCK \sa SDL_UnlockSurface Set the palette used by a surface. A single palette can be shared with many surfaces. \param surface the SDL_Surface structure to update \param palette the SDL_Palette structure to use \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. Free an RGB surface. It is safe to pass NULL to this function. \param surface the SDL_Surface to free. \since This function is available since SDL 2.0.0. \sa SDL_CreateRGBSurface \sa SDL_CreateRGBSurfaceFrom \sa SDL_LoadBMP \sa SDL_LoadBMP_RW Allocate a new RGB surface with with a specific pixel format and existing pixel data. This function operates mostly like SDL_CreateRGBSurfaceFrom(), except instead of providing pixel color masks, you provide it with a predefined format from SDL_PixelFormatEnum. No copy is made of the pixel data. Pixel data is not managed automatically; you must free the surface before you free the pixel data. \param pixels a pointer to existing pixel data \param width the width of the surface \param height the height of the surface \param depth the depth of the surface in bits \param pitch the pitch of the surface in bytes \param format the SDL_PixelFormatEnum for the new surface's pixel format. \returns the new SDL_Surface structure that is created or NULL if it fails; call SDL_GetError() for more information. \since This function is available since SDL 2.0.5. \sa SDL_CreateRGBSurfaceFrom \sa SDL_CreateRGBSurfaceWithFormat \sa SDL_FreeSurface Allocate a new RGB surface with existing pixel data. This function operates mostly like SDL_CreateRGBSurface(), except it does not allocate memory for the pixel data, instead the caller provides an existing buffer of data for the surface to use. No copy is made of the pixel data. Pixel data is not managed automatically; you must free the surface before you free the pixel data. \param pixels a pointer to existing pixel data \param width the width of the surface \param height the height of the surface \param depth the depth of the surface in bits \param pitch the pitch of the surface in bytes \param Rmask the red mask for the pixels \param Gmask the green mask for the pixels \param Bmask the blue mask for the pixels \param Amask the alpha mask for the pixels \returns the new SDL_Surface structure that is created or NULL if it fails; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_CreateRGBSurface \sa SDL_CreateRGBSurfaceWithFormat \sa SDL_FreeSurface Allocate a new RGB surface with a specific pixel format. This function operates mostly like SDL_CreateRGBSurface(), except instead of providing pixel color masks, you provide it with a predefined format from SDL_PixelFormatEnum. \param flags the flags are unused and should be set to 0 \param width the width of the surface \param height the height of the surface \param depth the depth of the surface in bits \param format the SDL_PixelFormatEnum for the new surface's pixel format. \returns the new SDL_Surface structure that is created or NULL if it fails; call SDL_GetError() for more information. \since This function is available since SDL 2.0.5. \sa SDL_CreateRGBSurface \sa SDL_CreateRGBSurfaceFrom \sa SDL_FreeSurface Allocate a new RGB surface. If `depth` is 4 or 8 bits, an empty palette is allocated for the surface. If `depth` is greater than 8 bits, the pixel format is set using the [RGBA]mask parameters. The [RGBA]mask parameters are the bitmasks used to extract that color from a pixel. For instance, `Rmask` being 0xFF000000 means the red data is stored in the most significant byte. Using zeros for the RGB masks sets a default value, based on the depth. For example: ```c++ SDL_CreateRGBSurface(0,w,h,32,0,0,0,0); ``` However, using zero for the Amask results in an Amask of 0. By default surfaces with an alpha mask are set up for blending as with: ```c++ SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_BLEND) ``` You can change this by calling SDL_SetSurfaceBlendMode() and selecting a different `blendMode`. \param flags the flags are unused and should be set to 0 \param width the width of the surface \param height the height of the surface \param depth the depth of the surface in bits \param Rmask the red mask for the pixels \param Gmask the green mask for the pixels \param Bmask the blue mask for the pixels \param Amask the alpha mask for the pixels \returns the new SDL_Surface structure that is created or NULL if it fails; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_CreateRGBSurfaceFrom \sa SDL_CreateRGBSurfaceWithFormat \sa SDL_FreeSurface Reference count -- used when freeing surface info for fast blit mapping to other surfaces clipping information list of BlitMap that hold a reference to this surface information needed for surfaces requiring locks Application data associated with the surface \brief A collection of pixels used in software blitting. \note This structure should be treated as read-only, except for \c pixels, which, if not NULL, contains the raw pixel data for the surface. \brief The type of function used for surface blitting functions. Compose a custom blend mode for renderers. The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept the SDL_BlendMode returned by this function if the renderer supports it. A blend mode controls how the pixels from a drawing operation (source) get combined with the pixels from the render target (destination). First, the components of the source and destination pixels get multiplied with their blend factors. Then, the blend operation takes the two products and calculates the result that will get stored in the render target. Expressed in pseudocode, it would look like this: ```c dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor); dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor); ``` Where the functions `colorOperation(src, dst)` and `alphaOperation(src, dst)` can return one of the following: - `src + dst` - `src - dst` - `dst - src` - `min(src, dst)` - `max(src, dst)` The red, green, and blue components are always multiplied with the first, second, and third components of the SDL_BlendFactor, respectively. The fourth component is not used. The alpha component is always multiplied with the fourth component of the SDL_BlendFactor. The other components are not used in the alpha calculation. Support for these blend modes varies for each renderer. To check if a specific SDL_BlendMode is supported, create a renderer and pass it to either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will return with an error if the blend mode is not supported. This list describes the support of custom blend modes for each renderer in SDL 2.0.6. All renderers support the four blend modes listed in the SDL_BlendMode enumeration. - **direct3d**: Supports all operations with all factors. However, some factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and `SDL_BLENDOPERATION_MAXIMUM`. - **direct3d11**: Same as Direct3D 9. - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL 2.0.6. - **opengles**: Supports the `SDL_BLENDOPERATION_ADD` operation with all factors. Color and alpha factors need to be the same. OpenGL ES 1 implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT` and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha operations being different from each other. May support color and alpha factors being different from each other. - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`, `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT` operations with all factors. - **psp**: No custom blend mode support. - **software**: No custom blend mode support. Some renderers do not provide an alpha component for the default render target. The `SDL_BLENDFACTOR_DST_ALPHA` and `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this case. \param srcColorFactor the SDL_BlendFactor applied to the red, green, and blue components of the source pixels \param dstColorFactor the SDL_BlendFactor applied to the red, green, and blue components of the destination pixels \param colorOperation the SDL_BlendOperation used to combine the red, green, and blue components of the source and destination pixels \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of the source pixels \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of the destination pixels \param alphaOperation the SDL_BlendOperation used to combine the alpha component of the source and destination pixels \returns an SDL_BlendMode that represents the chosen factors and operations. \since This function is available since SDL 2.0.6. \sa SDL_SetRenderDrawBlendMode \sa SDL_GetRenderDrawBlendMode \sa SDL_SetTextureBlendMode \sa SDL_GetTextureBlendMode Calculate the intersection of a rectangle and line segment with float precision. This function is used to clip a line segment to a rectangle. A line segment contained entirely within the rectangle or that does not intersect will remain unchanged. A line segment that crosses the rectangle at either or both ends will be clipped to the boundary of the rectangle and the new coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. \param rect an SDL_FRect structure representing the rectangle to intersect \param X1 a pointer to the starting X-coordinate of the line \param Y1 a pointer to the starting Y-coordinate of the line \param X2 a pointer to the ending X-coordinate of the line \param Y2 a pointer to the ending Y-coordinate of the line \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. \since This function is available since SDL 2.0.22. Calculate a minimal rectangle enclosing a set of points with float precision. If `clip` is not NULL then only points inside of the clipping rectangle are considered. \param points an array of SDL_FPoint structures representing points to be enclosed \param count the number of structures in the `points` array \param clip an SDL_FRect used for clipping or NULL to enclose all points \param result an SDL_FRect structure filled in with the minimal enclosing rectangle \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the points were outside of the clipping rectangle. \since This function is available since SDL 2.0.22. Calculate the union of two rectangles with float precision. \param A an SDL_FRect structure representing the first rectangle \param B an SDL_FRect structure representing the second rectangle \param result an SDL_FRect structure filled in with the union of rectangles `A` and `B` \since This function is available since SDL 2.0.22. Calculate the intersection of two rectangles with float precision. If `result` is NULL then this function will return SDL_FALSE. \param A an SDL_FRect structure representing the first rectangle \param B an SDL_FRect structure representing the second rectangle \param result an SDL_FRect structure filled in with the intersection of rectangles `A` and `B` \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. \since This function is available since SDL 2.0.22. \sa SDL_HasIntersectionF Determine whether two rectangles intersect with float precision. If either pointer is NULL the function will return SDL_FALSE. \param A an SDL_FRect structure representing the first rectangle \param B an SDL_FRect structure representing the second rectangle \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. \since This function is available since SDL 2.0.22. \sa SDL_IntersectRect Returns true if the two rectangles are equal, using a default epsilon. \since This function is available since SDL 2.0.22. Returns true if the two rectangles are equal, within some given epsilon. \since This function is available since SDL 2.0.22. Returns true if the rectangle has no area. Returns true if point resides inside a rectangle. Calculate the intersection of a rectangle and line segment. This function is used to clip a line segment to a rectangle. A line segment contained entirely within the rectangle or that does not intersect will remain unchanged. A line segment that crosses the rectangle at either or both ends will be clipped to the boundary of the rectangle and the new coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. \param rect an SDL_Rect structure representing the rectangle to intersect \param X1 a pointer to the starting X-coordinate of the line \param Y1 a pointer to the starting Y-coordinate of the line \param X2 a pointer to the ending X-coordinate of the line \param Y2 a pointer to the ending Y-coordinate of the line \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. \since This function is available since SDL 2.0.0. Calculate a minimal rectangle enclosing a set of points. If `clip` is not NULL then only points inside of the clipping rectangle are considered. \param points an array of SDL_Point structures representing points to be enclosed \param count the number of structures in the `points` array \param clip an SDL_Rect used for clipping or NULL to enclose all points \param result an SDL_Rect structure filled in with the minimal enclosing rectangle \returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the points were outside of the clipping rectangle. \since This function is available since SDL 2.0.0. Calculate the union of two rectangles. \param A an SDL_Rect structure representing the first rectangle \param B an SDL_Rect structure representing the second rectangle \param result an SDL_Rect structure filled in with the union of rectangles `A` and `B` \since This function is available since SDL 2.0.0. Calculate the intersection of two rectangles. If `result` is NULL then this function will return SDL_FALSE. \param A an SDL_Rect structure representing the first rectangle \param B an SDL_Rect structure representing the second rectangle \param result an SDL_Rect structure filled in with the intersection of rectangles `A` and `B` \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. \since This function is available since SDL 2.0.0. \sa SDL_HasIntersection Determine whether two rectangles intersect. If either pointer is NULL the function will return SDL_FALSE. \param A an SDL_Rect structure representing the first rectangle \param B an SDL_Rect structure representing the second rectangle \returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise. \since This function is available since SDL 2.0.0. \sa SDL_IntersectRect Returns true if the two rectangles are equal. Returns true if the rectangle has no area. Returns true if point resides inside a rectangle. A rectangle, with the origin at the upper left (floating point). \sa SDL_FRectEmpty \sa SDL_FRectEquals \sa SDL_FRectEqualsEpsilon \sa SDL_HasIntersectionF \sa SDL_IntersectFRect \sa SDL_IntersectFRectAndLine \sa SDL_UnionFRect \sa SDL_EncloseFPoints \sa SDL_PointInFRect A rectangle, with the origin at the upper left (integer). \sa SDL_RectEmpty \sa SDL_RectEquals \sa SDL_HasIntersection \sa SDL_IntersectRect \sa SDL_IntersectRectAndLine \sa SDL_UnionRect \sa SDL_EnclosePoints The structure that defines a point (floating point) \sa SDL_EncloseFPoints \sa SDL_PointInFRect Use this function to write 64 bits in native format to a SDL_RWops as big-endian data. SDL byteswaps the data only if necessary, so the application always specifies native format, and the data written will be in big-endian format. \param dst the stream to which data will be written \param value the data to be written, in native format \returns 1 on successful write, 0 on error. \since This function is available since SDL 2.0.0. \sa SDL_WriteLE64 Use this function to write 64 bits in native format to a SDL_RWops as little-endian data. SDL byteswaps the data only if necessary, so the application always specifies native format, and the data written will be in little-endian format. \param dst the stream to which data will be written \param value the data to be written, in native format \returns 1 on successful write, 0 on error. \since This function is available since SDL 2.0.0. \sa SDL_WriteBE64 Use this function to write 32 bits in native format to a SDL_RWops as big-endian data. SDL byteswaps the data only if necessary, so the application always specifies native format, and the data written will be in big-endian format. \param dst the stream to which data will be written \param value the data to be written, in native format \returns 1 on successful write, 0 on error. \since This function is available since SDL 2.0.0. \sa SDL_WriteLE32 Use this function to write 32 bits in native format to a SDL_RWops as little-endian data. SDL byteswaps the data only if necessary, so the application always specifies native format, and the data written will be in little-endian format. \param dst the stream to which data will be written \param value the data to be written, in native format \returns 1 on successful write, 0 on error. \since This function is available since SDL 2.0.0. \sa SDL_WriteBE32 Use this function to write 16 bits in native format to a SDL_RWops as big-endian data. SDL byteswaps the data only if necessary, so the application always specifies native format, and the data written will be in big-endian format. \param dst the stream to which data will be written \param value the data to be written, in native format \returns 1 on successful write, 0 on error. \since This function is available since SDL 2.0.0. \sa SDL_WriteLE16 Use this function to write 16 bits in native format to a SDL_RWops as little-endian data. SDL byteswaps the data only if necessary, so the application always specifies native format, and the data written will be in little-endian format. \param dst the stream to which data will be written \param value the data to be written, in native format \returns 1 on successful write, 0 on error. \since This function is available since SDL 2.0.0. \sa SDL_WriteBE16 \name Write endian functions Write an item of native format to the specified endianness. Use this function to write a byte to an SDL_RWops. \param dst the SDL_RWops to write to \param value the byte value to write \returns 1 on success or 0 on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_ReadU8 Use this function to read 64 bits of big-endian data from an SDL_RWops and return in native format. SDL byteswaps the data only if necessary, so the data returned will be in the native byte order. \param src the stream from which to read data \returns 64 bits of data in the native byte order of the platform. \since This function is available since SDL 2.0.0. \sa SDL_ReadLE64 Use this function to read 64 bits of little-endian data from an SDL_RWops and return in native format. SDL byteswaps the data only if necessary, so the data returned will be in the native byte order. \param src the stream from which to read data \returns 64 bits of data in the native byte order of the platform. \since This function is available since SDL 2.0.0. \sa SDL_ReadBE64 Use this function to read 32 bits of big-endian data from an SDL_RWops and return in native format. SDL byteswaps the data only if necessary, so the data returned will be in the native byte order. \param src the stream from which to read data \returns 32 bits of data in the native byte order of the platform. \since This function is available since SDL 2.0.0. \sa SDL_ReadLE32 Use this function to read 32 bits of little-endian data from an SDL_RWops and return in native format. SDL byteswaps the data only if necessary, so the data returned will be in the native byte order. \param src the stream from which to read data \returns 32 bits of data in the native byte order of the platform. \since This function is available since SDL 2.0.0. \sa SDL_ReadBE32 Use this function to read 16 bits of big-endian data from an SDL_RWops and return in native format. SDL byteswaps the data only if necessary, so the data returned will be in the native byte order. \param src the stream from which to read data \returns 16 bits of data in the native byte order of the platform. \since This function is available since SDL 2.0.0. \sa SDL_ReadLE16 Use this function to read 16 bits of little-endian data from an SDL_RWops and return in native format. SDL byteswaps the data only if necessary, so the data returned will be in the native byte order. \param src the stream from which to read data \returns 16 bits of data in the native byte order of the platform. \since This function is available since SDL 2.0.0. \sa SDL_ReadBE16 \name Read endian functions Read an item of the specified endianness and return in native format. Use this function to read a byte from an SDL_RWops. \param src the SDL_RWops to read from \returns the read byte on success or 0 on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_WriteU8 Load all the data from a file path. The data is allocated with a zero byte at the end (null terminated) for convenience. This extra byte is not included in the value reported via `datasize`. The data should be freed with SDL_free(). Prior to SDL 2.0.10, this function was a macro wrapping around SDL_LoadFile_RW. \param file the path to read all available data from \param datasize if not NULL, will store the number of bytes read \returns the data, or NULL if there was an error. \since This function is available since SDL 2.0.10. Load all the data from an SDL data stream. The data is allocated with a zero byte at the end (null terminated) for convenience. This extra byte is not included in the value reported via `datasize`. The data should be freed with SDL_free(). \param src the SDL_RWops to read all available data from \param datasize if not NULL, will store the number of bytes read \param freesrc if non-zero, calls SDL_RWclose() on `src` before returning \returns the data, or NULL if there was an error. \since This function is available since SDL 2.0.6. Close and free an allocated SDL_RWops structure. SDL_RWclose() closes and cleans up the SDL_RWops stream. It releases any resources used by the stream and frees the SDL_RWops itself with SDL_FreeRW(). This returns 0 on success, or -1 if the stream failed to flush to its output (e.g. to disk). Note that if this fails to flush the stream to disk, this function reports an error, but the SDL_RWops is still invalid once this function returns. Prior to SDL 2.0.10, this function was a macro. \param context SDL_RWops structure to close \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.10. \sa SDL_RWFromConstMem \sa SDL_RWFromFile \sa SDL_RWFromFP \sa SDL_RWFromMem \sa SDL_RWread \sa SDL_RWseek \sa SDL_RWwrite Write to an SDL_RWops data stream. This function writes exactly `num` objects each of size `size` from the area pointed at by `ptr` to the stream. If this fails for any reason, it'll return less than `num` to demonstrate how far the write progressed. On success, it returns `num`. SDL_RWwrite is actually a function wrapper that calls the SDL_RWops's `write` method appropriately, to simplify application development. Prior to SDL 2.0.10, this function was a macro. \param context a pointer to an SDL_RWops structure \param ptr a pointer to a buffer containing data to write \param size the size of an object to write, in bytes \param num the number of objects to write \returns the number of objects written, which will be less than **num** on error; call SDL_GetError() for more information. \since This function is available since SDL 2.0.10. \sa SDL_RWclose \sa SDL_RWFromConstMem \sa SDL_RWFromFile \sa SDL_RWFromFP \sa SDL_RWFromMem \sa SDL_RWread \sa SDL_RWseek Read from a data source. This function reads up to `maxnum` objects each of size `size` from the data source to the area pointed at by `ptr`. This function may read less objects than requested. It will return zero when there has been an error or the data stream is completely read. SDL_RWread() is actually a function wrapper that calls the SDL_RWops's `read` method appropriately, to simplify application development. Prior to SDL 2.0.10, this function was a macro. \param context a pointer to an SDL_RWops structure \param ptr a pointer to a buffer to read data into \param size the size of each object to read, in bytes \param maxnum the maximum number of objects to be read \returns the number of objects read, or 0 at error or end of file; call SDL_GetError() for more information. \since This function is available since SDL 2.0.10. \sa SDL_RWclose \sa SDL_RWFromConstMem \sa SDL_RWFromFile \sa SDL_RWFromFP \sa SDL_RWFromMem \sa SDL_RWseek \sa SDL_RWwrite Determine the current read/write offset in an SDL_RWops data stream. SDL_RWtell is actually a wrapper function that calls the SDL_RWops's `seek` method, with an offset of 0 bytes from `RW_SEEK_CUR`, to simplify application development. Prior to SDL 2.0.10, this function was a macro. \param context a SDL_RWops data stream object from which to get the current offset \returns the current offset in the stream, or -1 if the information can not be determined. \since This function is available since SDL 2.0.10. \sa SDL_RWclose \sa SDL_RWFromConstMem \sa SDL_RWFromFile \sa SDL_RWFromFP \sa SDL_RWFromMem \sa SDL_RWread \sa SDL_RWseek \sa SDL_RWwrite Seek within an SDL_RWops data stream. This function seeks to byte `offset`, relative to `whence`. `whence` may be any of the following values: - `RW_SEEK_SET`: seek from the beginning of data - `RW_SEEK_CUR`: seek relative to current read point - `RW_SEEK_END`: seek relative to the end of data If this stream can not seek, it will return -1. SDL_RWseek() is actually a wrapper function that calls the SDL_RWops's `seek` method appropriately, to simplify application development. Prior to SDL 2.0.10, this function was a macro. \param context a pointer to an SDL_RWops structure \param offset an offset in bytes, relative to **whence** location; can be negative \param whence any of `RW_SEEK_SET`, `RW_SEEK_CUR`, `RW_SEEK_END` \returns the final offset in the data stream after the seek or -1 on error. \since This function is available since SDL 2.0.10. \sa SDL_RWclose \sa SDL_RWFromConstMem \sa SDL_RWFromFile \sa SDL_RWFromFP \sa SDL_RWFromMem \sa SDL_RWread \sa SDL_RWtell \sa SDL_RWwrite Use this function to get the size of the data stream in an SDL_RWops. Prior to SDL 2.0.10, this function was a macro. \param context the SDL_RWops to get the size of the data stream from \returns the size of the data stream in the SDL_RWops on success, -1 if unknown or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.10. Use this function to free an SDL_RWops structure allocated by SDL_AllocRW(). Applications do not need to use this function unless they are providing their own SDL_RWops implementation. If you just need a SDL_RWops to read/write a common data source, you should use the built-in implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc, and call the **close** method on those SDL_RWops pointers when you are done with them. Only use SDL_FreeRW() on pointers returned by SDL_AllocRW(). The pointer is invalid as soon as this function returns. Any extra memory allocated during creation of the SDL_RWops is not freed by SDL_FreeRW(); the programmer must be responsible for managing that memory in their **close** method. \param area the SDL_RWops structure to be freed \since This function is available since SDL 2.0.0. \sa SDL_AllocRW Use this function to allocate an empty, unpopulated SDL_RWops structure. Applications do not need to use this function unless they are providing their own SDL_RWops implementation. If you just need a SDL_RWops to read/write a common data source, you should use the built-in implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc. You must free the returned pointer with SDL_FreeRW(). Depending on your operating system and compiler, there may be a difference between the malloc() and free() your program uses and the versions SDL calls internally. Trying to mix the two can cause crashing such as segmentation faults. Since all SDL_RWops must free themselves when their **close** method is called, all SDL_RWops must be allocated through this function, so they can all be freed correctly with SDL_FreeRW(). \returns a pointer to the allocated memory on success, or NULL on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_FreeRW Use this function to prepare a read-only memory buffer for use with RWops. This function sets up an SDL_RWops struct based on a memory area of a certain size. It assumes the memory area is not writable. Attempting to write to this RWops stream will report an error without writing to the memory buffer. This memory buffer is not copied by the RWops; the pointer you provide must remain valid until you close the stream. Closing the stream will not free the original buffer. If you need to write to a memory buffer, you should use SDL_RWFromMem() with a writable buffer of memory instead. \param mem a pointer to a read-only buffer to feed an SDL_RWops stream \param size the buffer size, in bytes \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_RWclose \sa SDL_RWFromConstMem \sa SDL_RWFromFile \sa SDL_RWFromFP \sa SDL_RWFromMem \sa SDL_RWread \sa SDL_RWseek \sa SDL_RWtell Use this function to prepare a read-write memory buffer for use with SDL_RWops. This function sets up an SDL_RWops struct based on a memory area of a certain size, for both read and write access. This memory buffer is not copied by the RWops; the pointer you provide must remain valid until you close the stream. Closing the stream will not free the original buffer. If you need to make sure the RWops never writes to the memory buffer, you should use SDL_RWFromConstMem() with a read-only buffer of memory instead. \param mem a pointer to a buffer to feed an SDL_RWops stream \param size the buffer size, in bytes \returns a pointer to a new SDL_RWops structure, or NULL if it fails; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_RWclose \sa SDL_RWFromConstMem \sa SDL_RWFromFile \sa SDL_RWFromFP \sa SDL_RWFromMem \sa SDL_RWread \sa SDL_RWseek \sa SDL_RWtell \sa SDL_RWwrite Use this function to create an SDL_RWops structure from a standard I/O file pointer (stdio.h's `FILE*`). This function is not available on Windows, since files opened in an application on that platform cannot be used by a dynamically linked library. On some platforms, the first parameter is a `void*`, on others, it's a `FILE*`, depending on what system headers are available to SDL. It is always intended to be the `FILE*` type from the C runtime's stdio.h. \param fp the `FILE*` that feeds the SDL_RWops stream \param autoclose SDL_TRUE to close the `FILE*` when closing the SDL_RWops, SDL_FALSE to leave the `FILE*` open when the RWops is closed \returns a pointer to the SDL_RWops structure that is created, or NULL on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_RWclose \sa SDL_RWFromConstMem \sa SDL_RWFromFile \sa SDL_RWFromMem \sa SDL_RWread \sa SDL_RWseek \sa SDL_RWtell \sa SDL_RWwrite \name RWFrom functions Functions to create SDL_RWops structures from various data streams. Use this function to create a new SDL_RWops structure for reading from and/or writing to a named file. The `mode` string is treated roughly the same as in a call to the C library's fopen(), even if SDL doesn't happen to use fopen() behind the scenes. Available `mode` strings: - "r": Open a file for reading. The file must exist. - "w": Create an empty file for writing. If a file with the same name already exists its content is erased and the file is treated as a new empty file. - "a": Append to a file. Writing operations append data at the end of the file. The file is created if it does not exist. - "r+": Open a file for update both reading and writing. The file must exist. - "w+": Create an empty file for both reading and writing. If a file with the same name already exists its content is erased and the file is treated as a new empty file. - "a+": Open a file for reading and appending. All writing operations are performed at the end of the file, protecting the previous content to be overwritten. You can reposition (fseek, rewind) the internal pointer to anywhere in the file for reading, but writing operations will move it back to the end of file. The file is created if it does not exist. **NOTE**: In order to open a file as a binary file, a "b" character has to be included in the `mode` string. This additional "b" character can either be appended at the end of the string (thus making the following compound modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+"). Additional characters may follow the sequence, although they should have no effect. For example, "t" is sometimes appended to make explicit the file is a text file. This function supports Unicode filenames, but they must be encoded in UTF-8 format, regardless of the underlying operating system. As a fallback, SDL_RWFromFile() will transparently open a matching filename in an Android app's `assets`. Closing the SDL_RWops will close the file handle SDL is holding internally. \param file a UTF-8 string representing the filename to open \param mode an ASCII string representing the mode to be used for opening the file. \returns a pointer to the SDL_RWops structure that is created, or NULL on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_RWclose \sa SDL_RWFromConstMem \sa SDL_RWFromFP \sa SDL_RWFromMem \sa SDL_RWread \sa SDL_RWseek \sa SDL_RWtell \sa SDL_RWwrite Return the size of the file in this rwops, or -1 if unknown Seek to \c offset relative to \c whence, one of stdio's whence values: RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END \return the final offset in the data stream, or -1 on error. Read up to \c maxnum objects each of size \c size from the data stream to the area pointed at by \c ptr. \return the number of objects read, or 0 at error or end of file. Write exactly \c num objects each of size \c size from the area pointed at by \c ptr to data stream. \return the number of objects written, or 0 at error or end of file. Close and free an allocated SDL_RWops structure. \return 0 if successful or -1 on write error when flushing data. Clear any previous error message for this thread. \since This function is available since SDL 2.0.0. \sa SDL_GetError \sa SDL_SetError Get the last error message that was set for the current thread. This allows the caller to copy the error string into a provided buffer, but otherwise operates exactly the same as SDL_GetError(). \param errstr A buffer to fill with the last error message that was set for the current thread \param maxlen The size of the buffer pointed to by the errstr parameter \returns the pointer passed in as the `errstr` parameter. \since This function is available since SDL 2.0.14. \sa SDL_GetError Retrieve a message about the last error that occurred on the current thread. It is possible for multiple errors to occur before calling SDL_GetError(). Only the last error is returned. The message is only applicable when an SDL function has signaled an error. You must check the return values of SDL function calls to determine when to appropriately call SDL_GetError(). You should *not* use the results of SDL_GetError() to decide if an error has occurred! Sometimes SDL will set an error string even when reporting success. SDL will *not* clear the error string for successful API calls. You *must* check return values for failure cases before you can assume the error string applies. Error strings are set per-thread, so an error set in a different thread will not interfere with the current thread's operation. The returned string is internally allocated and must not be freed by the application. \returns a message with information about the specific error that occurred, or an empty string if there hasn't been an error message set since the last call to SDL_ClearError(). The message is only applicable when an SDL function has signaled an error. You must check the return values of SDL function calls to determine when to appropriately call SDL_GetError(). \since This function is available since SDL 2.0.0. \sa SDL_ClearError \sa SDL_SetError Calculate a 256 entry gamma ramp for a gamma value. \param gamma a gamma value where 0.0 is black and 1.0 is identity \param ramp an array of 256 values filled in with the gamma ramp \since This function is available since SDL 2.0.0. \sa SDL_SetWindowGammaRamp Get RGBA values from a pixel in the specified format. This function uses the entire 8-bit [0..255] range when converting color components from pixel formats with less than 8-bits per RGB component (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). If the surface has no alpha component, the alpha will be returned as 0xff (100% opaque). \param pixel a pixel value \param format an SDL_PixelFormat structure describing the format of the pixel \param r a pointer filled in with the red component \param g a pointer filled in with the green component \param b a pointer filled in with the blue component \param a a pointer filled in with the alpha component \since This function is available since SDL 2.0.0. \sa SDL_GetRGB \sa SDL_MapRGB \sa SDL_MapRGBA Get RGB values from a pixel in the specified format. This function uses the entire 8-bit [0..255] range when converting color components from pixel formats with less than 8-bits per RGB component (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). \param pixel a pixel value \param format an SDL_PixelFormat structure describing the format of the pixel \param r a pointer filled in with the red component \param g a pointer filled in with the green component \param b a pointer filled in with the blue component \since This function is available since SDL 2.0.0. \sa SDL_GetRGBA \sa SDL_MapRGB \sa SDL_MapRGBA Map an RGBA quadruple to a pixel value for a given pixel format. This function maps the RGBA color value to the specified pixel format and returns the pixel value best approximating the given RGBA color value for the given pixel format. If the specified pixel format has no alpha component the alpha value will be ignored (as it will be in formats with a palette). If the format has a palette (8-bit) the index of the closest matching color in the palette will be returned. If the pixel format bpp (color depth) is less than 32-bpp then the unused upper bits of the return value can safely be ignored (e.g., with a 16-bpp format the return value can be assigned to a Uint16, and similarly a Uint8 for an 8-bpp format). \param format an SDL_PixelFormat structure describing the format of the pixel \param r the red component of the pixel in the range 0-255 \param g the green component of the pixel in the range 0-255 \param b the blue component of the pixel in the range 0-255 \param a the alpha component of the pixel in the range 0-255 \returns a pixel value \since This function is available since SDL 2.0.0. \sa SDL_GetRGB \sa SDL_GetRGBA \sa SDL_MapRGB Map an RGB triple to an opaque pixel value for a given pixel format. This function maps the RGB color value to the specified pixel format and returns the pixel value best approximating the given RGB color value for the given pixel format. If the format has a palette (8-bit) the index of the closest matching color in the palette will be returned. If the specified pixel format has an alpha component it will be returned as all 1 bits (fully opaque). If the pixel format bpp (color depth) is less than 32-bpp then the unused upper bits of the return value can safely be ignored (e.g., with a 16-bpp format the return value can be assigned to a Uint16, and similarly a Uint8 for an 8-bpp format). \param format an SDL_PixelFormat structure describing the pixel format \param r the red component of the pixel in the range 0-255 \param g the green component of the pixel in the range 0-255 \param b the blue component of the pixel in the range 0-255 \returns a pixel value \since This function is available since SDL 2.0.0. \sa SDL_GetRGB \sa SDL_GetRGBA \sa SDL_MapRGBA Free a palette created with SDL_AllocPalette(). \param palette the SDL_Palette structure to be freed \since This function is available since SDL 2.0.0. \sa SDL_AllocPalette Set a range of colors in a palette. \param palette the SDL_Palette structure to modify \param colors an array of SDL_Color structures to copy into the palette \param firstcolor the index of the first palette entry to modify \param ncolors the number of entries to modify \returns 0 on success or a negative error code if not all of the colors could be set; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_AllocPalette \sa SDL_CreateRGBSurface Set the palette for a pixel format structure. \param format the SDL_PixelFormat structure that will use the palette \param palette the SDL_Palette structure that will be used \returns 0 on success or a negative error code on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_AllocPalette \sa SDL_FreePalette Create a palette structure with the specified number of color entries. The palette entries are initialized to white. \param ncolors represents the number of color entries in the color palette \returns a new SDL_Palette structure on success or NULL on failure (e.g. if there wasn't enough memory); call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_FreePalette Free an SDL_PixelFormat structure allocated by SDL_AllocFormat(). \param format the SDL_PixelFormat structure to free \since This function is available since SDL 2.0.0. \sa SDL_AllocFormat Create an SDL_PixelFormat structure corresponding to a pixel format. Returned structure may come from a shared global cache (i.e. not newly allocated), and hence should not be modified, especially the palette. Weird errors such as `Blit combination not supported` may occur. \param pixel_format one of the SDL_PixelFormatEnum values \returns the new SDL_PixelFormat structure or NULL on failure; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_FreeFormat Convert a bpp value and RGBA masks to an enumerated pixel format. This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't possible. \param bpp a bits per pixel value; usually 15, 16, or 32 \param Rmask the red mask for the format \param Gmask the green mask for the format \param Bmask the blue mask for the format \param Amask the alpha mask for the format \returns one of the SDL_PixelFormatEnum values \since This function is available since SDL 2.0.0. \sa SDL_PixelFormatEnumToMasks Convert one of the enumerated pixel formats to a bpp value and RGBA masks. \param format one of the SDL_PixelFormatEnum values \param bpp a bits per pixel value; usually 15, 16, or 32 \param Rmask a pointer filled in with the red mask for the format \param Gmask a pointer filled in with the green mask for the format \param Bmask a pointer filled in with the blue mask for the format \param Amask a pointer filled in with the alpha mask for the format \returns SDL_TRUE on success or SDL_FALSE if the conversion wasn't possible; call SDL_GetError() for more information. \since This function is available since SDL 2.0.0. \sa SDL_MasksToPixelFormatEnum Get the human readable name of a pixel format. \param format the pixel format to query \returns the human readable name of the specified pixel format or `SDL_PIXELFORMAT_UNKNOWN` if the format isn't recognized. \since This function is available since SDL 2.0.0. \note Everything in the pixel format structure is read-only. The bits of this structure can be directly reinterpreted as an integer-packed color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems). If a + b would overflow, return -1. Otherwise store a + b via ret and return 0. \since This function is available since SDL 2.24.0. If a * b would overflow, return -1. Otherwise store a * b via ret and return 0. \since This function is available since SDL 2.24.0. This function converts a string between encodings in one pass, returning a string that must be freed with SDL_free() or NULL on error. \since This function is available since SDL 2.0.0. Get the number of outstanding (unfreed) allocations \since This function is available since SDL 2.0.7. Replace SDL's memory allocation functions with a custom set \since This function is available since SDL 2.0.7. Get the current set of SDL memory functions \since This function is available since SDL 2.0.7. Get the original set of SDL memory functions \since This function is available since SDL 2.24.0. \endcond \file begin_code.h This file sets things up for C dynamic library function definitions, static inlined functions, and structures aligned at 4-byte alignment. If you don't like ugly C preprocessor code, don't look at this file. :) \name Floating-point constants \cond \brief An unsigned 64-bit integer type. \brief A signed 64-bit integer type. \brief An unsigned 32-bit integer type. \brief A signed 32-bit integer type. \brief An unsigned 16-bit integer type. \brief A signed 16-bit integer type. \brief An unsigned 8-bit integer type. \brief A signed 8-bit integer type. \file close_code.h This file reverses the effects of begin_code.h and should be included after you finish any function and structure declarations in your headers \file SDL_stdinc.h This is a general header that includes C language support. \file SDL_platform.h Try to get a standard set of platform defines. \file begin_code.h This file sets things up for C dynamic library function definitions, static inlined functions, and structures aligned at 4-byte alignment. If you don't like ugly C preprocessor code, don't look at this file. :) Get the name of the platform. Here are the names returned for some (but not all) supported platforms: - "Windows" - "Mac OS X" - "Linux" - "iOS" - "Android" \returns the name of the platform. If the correct platform name is not available, returns a string beginning with the text "Unknown". \since This function is available since SDL 2.0.0. *!************************************************************************* Marks the application to stop at the end of the current frame. Whether or not the application is currently in fullscreen mode or not. Retrieves the designated height of the current window. Retrieves the designated width of the current window. Whether or not the engine is in a paused state where script updates and physics are not in play. Whether or not the engine is playing. This will always be true on Publish. On Debug/Release builds, this is true when the editor is in Play Mode. It will also be true even if the editor is in Play Mode but is paused. Static class that contains useful properties for querying the state of the engine. Sets the parent of this Transform component. Entity that contains the Transform component that this Transform will be parented to. If null, unparenting will occur. If true, the transform values of this Transform component will retain their pre-parent-change global transforms. The local transform values will be modified to ensure that the global transforms do not change. Parent Transform that affects this Transform. Global scale stored by this Transform. Global euler angle rotations stored by this Transform. Global rotation quaternion stored by this Transform. Global position stored by this Transform. Local scale stored by this Transform. Local euler angle rotations stored by this Transform. Local rotation quaternion stored by this Transform. Local position stored by this Transform. Constructs a Transform Component that represents a native Transform component tied to the specified Entity. Entity that this Component will be tied to. CLR version of the SHADE Engine's TransformComponent. Compares if two float values are close enough to be the same with the specified tolerance value. One of the values to compare. The other value to compare. Tolerance for floating point comparison. True if a and b are practically the same. Compares if two float values are close enough to be the same with a tolerance of Epsilon. One of the values to compare. The other value to compare. True if a and b are practically the same. Calculates the linear parameter t that produces the interpolant value within the range [a, b]. Start value. End value. Value between start and end. Percentage of value between start and end. Linearly interpolates between a and b by t. The parameter t is not clamped and a value based on a and b is supported. If t is less than zero, or greater than one, then LerpUnclamped will result in a return value outside the range a to b. The start value. The end value. The interpolation value between the two float. The interpolated float result between the two float values. Linearly interpolates between a and b by t. The parameter t is clamped to the range [0, 1]. The start value. The end value. The interpolation value between the two float. The interpolated float result between the two float values. Converts an angle from radian representation to degree representation. Radian-based angle to convert. The specified angle in degrees. Converts an angle from degree representation to radian representation. Degree-based angle to convert. The specified angle in radians. Wraps a value if they get to low or too high. Value to wrap. Minimum value to wrap at. Maximum value to wrap at. Wrapped value. Small value used for single precision floating point comparisons. Radians-to-degrees conversion constant Degrees-to-radians conversion constant Contains utility Math functions. Logs a native exception that is formatted nicely to the output. Native exception to log. Name of the one responsible for the exception. Logs an exception that is formatted nicely to the output. Name of the one responsible for the exception. Exception to log. Logs a native exception that is formatted nicely to the output. Equivalent to calling LogException(exception, Convert::ToNative(thrower->GetType()->Name)); Native exception to log. Object that threw the exception to label the exception message. The name of the object will be used. Logs an exception that is formatted nicely to the output. Exception to log. Object that threw the exception to label the exception message. The name of the object will be used. Logs an exception that is formatted nicely to the output. Exception to log. Logs a error message to the output with a label such that it looks like this: "[Label] Message" The string to output. Name of the object that threw the error to label the error message. The name of the object will be used. Logs a error message to the output with a label such that it looks like this: "[Label] Message" The string to output. Name of the object that threw the error to label the error message. The name of the object will be used. Logs a error message to the output with a label such that it looks like this: "[Label] Message" The string to output. Object that threw the error to label the error message. The name of the object will be used. Logs a error message to the output. The string to output. Logs a error message to the output. The string to output. Logs a warning message to the output with a label such that it looks like this: "[Label] Message" The string to output. Name of the object that threw the warning to label the warning message. The name of the object will be used. Logs a warning message to the output with a label such that it looks like this: "[Label] Message" The string to output. Name of the object that threw the warning to label the warning message. The name of the object will be used. Logs a warning message to the output with a label such that it looks like this: "[Label] Message" The string to output. Object that threw the warning to label the warning message. The name of the object will be used. Logs a warning message to the output. The string to output. Logs a warning message to the output. The string to output. Logs a message to the output with a label such that it looks like this: "[Label] Message" The string to output. Name of the object that sent the message to label the message. The name of the object will be used. Logs a message to the output with a label such that it looks like this: "[Label] Message" The string to output. Name of the object that sent the message to label the message. The name of the object will be used. Logs a message to the output with a label such that it looks like this: "[Label] Message" The string to output. Object that sent the message to label the message. The name of the object will be used. Logs a message to the output. The string to output. Logs a message to the output. The string to output. Static class that contains the functions for working with time. Material used to render this Renderable. Material used to render this Renderable. Mesh used to render this Renderable. Constructs a Renderable Component that represents a native Renderable component tied to the specified Entity. Entity that this Component will be tied to. CLR version of the SHADE Engine's SHRenderableComponent. Retrieves the value of a specified property on the material. Type of property to get. Name of the property to get. Value of that property on the material. If this Material object is invalid. If the name or type was specified that does not match the material's shader's defined properties. Set the value of a specific property. Type of property to set. Name of the property to set. Value to set te property to. If this Material object is invalid. If the name or type was specified that does not match the material's shader's defined properties. Constructor for the Material Handle to the native material object. Managed counterpart of the native MaterialInstance object containing material data that can be fed to Renderables for rendering. Constructor for the Mesh Handle to the mesh object. Managed counterpart of the native Mesh object containing vertex data that can be fed to Renderables for rendering. @brief Decomposes a transformation matrix into translation, orientation and scale. @param[out] scale The scaling factor of the matrix. @param[out] orientation The orientation of the matrix. @param[out] translation The translation of the matrix. @return True if decomposition was successful. @brief Decomposes a transformation matrix into translation, euler angles and scale. @param[out] scale The scaling factor of the matrix. @param[out] rotation The euler angles of the matrix. @param[out] translation The translation of the matrix. @return True if decomposition was successful. @brief Interface for a Column-Major Row Vector 4x4 Matrix. Constructs a RigidBody Component that represents a native SHRigidBodyComponent component tied to the specified Entity. Entity that this Component will be tied to. CLR version of the the SHADE Engine's SHRigidBodyComponent. Creates an instance of the Managed representation of a Component with a native Entity. Type of Component to create. Native Entity that this Component is tied to. The created Managed representation of the Component. Static constructor to initialize static data Pointer to a function for Component manipulation operations. Contains a set of Component related data used for resolving operations for each Component. Removes a Component from the specified Entity. Type of the Component to remove. Entity object that should have the specified Component removed from/ Checks if the specified Entity has the specified Component. Type of the Component to check for. Entity object to check for the Component. True if the specified Entity has the specified Component. False otherwise. Ensures a Component on the specified Entity. Type of the Component to ensure. Entity object to ensure the Component on. Reference to the Component. Retrieves the first Component from the specified GameObjectt's children that matches the specified type. Type of the Component to get. Entity object to get the Component from. Reference to the Component or null if the Entity does not have the specified Component. Gets a Component from the specified Entity. Type of the Component to get. Entity object to get the Component from. Reference to the Component or null if the Entity does not have the specified Component. Adds a Component to the specified Entity. Type of the Component to add. Entity object that should have the specified Component added to. Reference to the Component that was added. Static class which contains functions that map Pls::ECS's Component manipulation functions to managed generic functions. Gets a unique hash for this object. Unique hash for this object. Compares equality with another unboxed object. The unboxed object to compare with. True if both objects are the same. Compares equality with an object of the same type. The object to compare with. True if both objects are the same. Entity that this Component belongs to. Constructor for BaseComponent to tie it to a specific Entity. Constructors of derived Components should call this Constructor. Entity that this Component will be tied to. Implicit conversion operator to enable checking if a component is null. Component to check. Removes all Scripts of the specified type from this GameObject. Type of PLushieScripts to remove. Retrieves a immutable list of Scripts of the specified type from this GameObject. Type of Scripts to Get. Immutable list of Scripts of the specified type. Retrieves a Script of the specified type from this GameObject. If multiple Scripts of the same specified type are added on the same GameObject, this will retrieve the first one added. Type of Script to add. Reference to the Script to retrieve. Adds a Script of the specified type to this GameObject. Type of Script to add. Reference to the created Script. Removes a Component from this GameObject. If no Component exists to begin with, nothing happens. Type of the Component to get. Gets a Component from this GameObject. Type of the Component to get. Reference to the Component or null if this GameObject does not have the specified Component. Adds a Component to this GameObject. Type of the Component to add. Reference to the Component that was added. Retrieves the GameObject that this Component belongs to. Class that serves as the base for a wrapper class to Components in native code. Called when the attached GameObject has a Collider and leaves a collision with another GameObject with a Collider2D. Information on the collision event. Called when the attached GameObject has a Collider and collides with another GameObject with a Collider in subsequent frames of collision. Information on the collision event. Called when the attached GameObject has a Collider and collides with another GameObject with a Collider in the first frame of collision. Information on the collision event. Called when the attached GameObject has a trigger Collider and leaves a collision with another GameObject with a Collider2D. Information on the collision event. Called when the attached GameObject has a trigger Collider and collides with another GameObject with a Collider in subsequent frames of collision. Information on the collision event. Called when the attached GameObject has a trigger Collider and collides with another GameObject with a Collider in the first frame of collision. Information on the collision event. Called just before the end of the frame where the attached GameObject or this script is destroyed directly or indirectly due to destruction of the owner. Called every frame after physics and collision resolution but before rendering. Called every frame before physics and collision resolution. Called every frame in sync with Physics update steps and thus in most cases will execute more than update() will. This will be called immediately before a Physics update step. Called on the first frame that the attached GameObject is active but always after Awake(). Called on the first frame that the attached GameObject is active if they are a part of the scene. Called immediately once this script is detached from a GameObject. Called immediately once this script is attached to a GameObject. Constructor for Script to tie it to a specific GameObject. Constructors of derived Scripts should call this Constructor. GameObject that this Script will be tied to. Used to call onTriggerExit(). This should be called when a trigger-type collision is detected between the attached GameObject and another GameObject. Information on the collision event. Used to call onTriggerStay(). This should be called when a trigger-type collision is detected between the attached GameObject and another GameObject. Information on the collision event. Used to call onTriggerEnter(). This should be called when a trigger-type collision is detected between the attached GameObject and another GameObject. Information on the collision event. Used to call onCollisionExit(). This should be called when a collision ends between the attached GameObject and another GameObject. Information on the collision event. Used to call onCollisionStay(). This should be called when a collision is persistent between the attached GameObject and another GameObject. Information on the collision event. Used to call onCollisionEnter(). This should be called when a collision is detected between the attached GameObject and another GameObject. Information on the collision event. Used to call onDestroy(). This should be called at the end of the frame where the attached GameObject or this script is destroyed directly or indirectly due to destruction of the owner. Used to call lateUpdate(). This should be called every frame after physics and collision resolution but before rendering. Used to call update(). This should be called every frame before physics and collision resolution. Used to call fixedUpdate(). This should be called in sync with Physics update steps and thus in most cases will execute more than Update() will. This will be called immediately before a Physics update step. Used to call start(). This should be called on the first frame that the attached GameObject is active but always after Awake(). Used to call awake(). This should be called on the first frame that the attached GameObject is active if they are a part of the scene. Used to call onDetached(). This is called immediately when this script is detached from a GameObject. Used to call onAttached(). This is called immediately when this script is attached to a GameObject. Implicit conversion operator to enable checking if a component is null. Component to check. Removes all Scripts of the specified type from this GameObject. Type of script to remove. This needs to be a default constructable Script. Retrieves a immutable list of scripts from the specified Entity that matches the specified type.
Note that this function allocates. It should be used sparingly.
Type of scripts to get. This needs to be a default constructable Script. Immutable list of references to scripts of the specified type.
Retrieves the first Script from this GameObject's children that matches the specified type. Type of script to get. This needs to be a default constructable Script. Reference to the script added Retrieves the first Script from this GameObject that matches the specified type. Type of script to get. This needs to be a default constructable Script. Reference to the script added Adds a Script to this GameObject. Type of script to add. This needs to be a default constructable Script. Reference to the script added Removes a Component from the GameObject that this Script belongs to. Type of the Component to remove. Must be derived from BaseComponent. Ensures a Component on the GameObject that this Script belongs to. Type of the Component to ensure. Must be derived from BaseComponent. Reference to the Component. Retrieves the first Component from this GameObject's children that matches the specified type. Type of the Component to get. Must be derived from BaseComponent. Reference to the Component that was retrieved. Gets a Component from the GameObject that this Script belongs to. Type of the Component to get. Must be derived from BaseComponent. Reference to the Component that was retrieved. Adds a Component to the GameObject that this Script belongs to. Type of the Component to add. Must be derived from BaseComponent. Reference to the Component that was added. GameObject that this Script belongs to. Class that forms the basis of all "script"-objects that can be attached to Entities to update each Entity's Components via C# code. The RigidBody that you are colliding with. The CollisionShape of the Collider that you are colliding with. The Collider that you are colliding with. The GameObject whose collider you are colliding with. Struct that describes a collision Checks if two GameObject references are different. GameObject to check. Another GameObject to check with. True if both Components are different. Checks if two GameObject references are the same. GameObject to check. Another GameObject to check with. True if both Components are the same. Gets a unique hash for this object. Unique hash for this object. Compares equality with another unboxed object. The unboxed object to compare with. True if both objects are the same. Compares equality with an object of the same type. The object to compare with. True if both objects are the same. Retrieves the native Entity object that this GameObject represents. Native Entity object that this GameObject represents. Retrieves the CLR Entity object that this GameObject represents. Entity object that this GameObject represents. Constructor for the GameObject. Managed numerical representation of the ECS Entity that this GameObject should represent. Constructor for the GameObject. The ECS Entity that this GameObject should represent. Removes all Scripts of the specified type from this GameObject. Type of PLushieScripts to remove. Retrieves a immutable list of Scripts of the specified type from this GameObject. Type of Scripts to retrieve. Immutable list of Scripts of the specified type. Retrieves a Script of the specified type from child GameObjects. If multiple Scripts of the same specified type are added on the same child GameObject, this will retrieve the first one added. Type of Script to retrieve. Reference to the Script to retrieve. Retrieves a Script of the specified type from this GameObject. If multiple Scripts of the same specified type are added on the same GameObject, this will retrieve the first one added. Type of Script to retrieve. Reference to the Script to retrieve. Adds a Script of the specified type to this GameObject. Type of Script to add. Reference to the created Script. Removes a Component from this GameObject. If no Component exists to begin with, nothing happens. Type of the Component to get. Ensures a Component on this GameObject. Type of the Component to ensure. Reference to the Component. Retrieves the first Component from this GameObject's children that matches the specified type. Type of the Component to get. Reference to the Component or null if neither of this GameObject's children does not have the specified Component. Gets a Component from this GameObject. Type of the Component to get. Reference to the Component or null if this GameObject does not have the specified Component. Adds a Component to this GameObject. Type of the Component to add. Reference to the Component that was added. Sets the active state of this GameObject.
The actual "activeness" of this GameObject is still dependent on the parents' active states.
Whether to activate or deactivate this GameObject.
Sets the name of this GameObject. The name to set. Native Entity ID value for this GameObject. Whether or not this Entity is active in the Scene hierarchy. Whether or not this Entity alone, is active. This does not mean that this object is active in the scene. For example, if this Entity's parent is not active, then this Entity would also be not active. Name of the object that this Entity represents. Retrieves a GameObject with the specified name. If there are multiple GameObjects with the same name, the first found GameObject will be retrieved. There is no guaranteed order of which GameObject is considered "first". Name of the GameObject to find. GameObject that has the specified name. Null if not found. Destroys the specified GameObject. Note that the specified GameObject will no longer be a valid GameObject after this function is called. The GameObject to be destroyed. Creates a new GameObject in the current Scene. If multiple Scenes are loaded, and you would like to create an object in a specific Scene, call the Scene's CreateGameObject(). GameObject that represents the newly created GameObject. Lightweight object for an PlushieEngine Entity that allows for easy access to Component and Script operations. Constructor for a Tooltip attribute that fills in the description. Text to be shown when a field is hovered. Maximum value for the Ranged field. Minimum value for the Ranged field. Simple attribute to constrain the range of values for a field on the editor. Converts from a native std::Stringto a managed String. The native std::string to convert from. Managed copy of a native std::string. Converts from a managed String to a native std::string. The managed String to convert from. Native copy of a managed String. Converts from a native Vector2 to a managed Vector2. The native Vector2 to convert from. Managed copy of a native Vector2. Converts from a native Quaternion to a managed Quaternion. The native Quaternion to convert from. Managed copy of a native Quaternion. Converts from a managed Quaternion to a native Quaternion. The managed Quaternion to convert from. Native copy of a managed Quaternion. Converts from a native Vector2 to a managed Vector2. The native Vector2 to convert from. Managed copy of a native Vector2. Converts from a managed Vector2 to a native Vector2. The managed Vector2 to convert from. Native copy of a managed Vector2. Converts from a native Vector3 to a managed Vector3. The native Vector3 to convert from. Managed copy of a native Vector3. Converts from a managed Vector3 to a native Vector3. The managed Vector3 to convert from. Native copy of a managed Vector3. Converts from a native Entity to a managed Entity (UInt32). Native Entity to convert from. Managed representation of the specified Entity. Provides functions easy and consistent syntax for converting between custom managed and native types that are aligned. Converts to true if this is a valid Handle. The library that the handle was issued by. The internal ID of the handle. Creates a ray starting at origin along direction. Source of the ray. Direction the ray travels in. The direction that a ray travels in. The start point of the ray. CLR version of the the SHADE Engine's Ray class that represents a ray in 3-Dimensional space. Are two quaternions equal to each other? Left-hand side quaternion. Right-hand side quaternion. Combines rotations lhs and rhs. Left-hand side quaternion. Right-hand side quaternion. Spherically interpolates between a and b by t. The parameter t is not clamped. Spherically interpolates between quaternions a and b by ratio t. The parameter t is clamped to the range [0, 1]. Start value, returned when t = 0. End value, returned when t = 1. Interpolation ratio. A quaternion spherically interpolated between quaternions a and b. Rotates a rotation from towards to.
The from quaternion is rotated towards to by an angular step of maxDegreesDelta (but note that the rotation will not overshoot). Negative values of maxDegreesDelta will move away from to until the rotation is exactly the opposite direction.
Converts this quaternion to one with the same orientation but with a magnitude of 1. Creates a rotation with the specified forward and upwards directions.
Z axis will be aligned with forward, X axis aligned with cross product between forward and upwards, and Y axis aligned with cross product between Z and X.
Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped. Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1]. Start value, returned when t = 0. End value, returned when t = 1. Interpolation ratio. A quaternion interpolated between quaternions a and b. Returns the Inverse of rotation. Creates a rotation which rotates from fromDirection to toDirection. Returns a rotation that rotates y degrees around the y axis, x degrees around the x axis, and z degrees around the z axis; applied in that order. The dot product between two rotations. Creates a rotation which rotates angle degrees around axis. Returns the angle in degrees between two rotations a and b.
The angle in degrees between the two vectors.
Gets a unique hash for this object. Unique hash for this object. Compares equality with another unboxed object. The unboxed object to compare with. True if both objects are the same. Compares equality with an object of the same type. The object to compare with. True if both objects are the same. Converts a rotation to angle-axis representation (angles in degrees). Creates a rotation with the specified forward and upwards directions.
The result is applied to this quaternion. If used to orient a Transform, the Z axis will be aligned with forward and the Y axis with upwards, assuming these vectors are orthogonal. Logs an error if the forward direction is zero.
The direction to look in. The vector that defines in which direction up is.
Creates a rotation which rotates from fromDirection to toDirection.
Use this to create a rotation which starts at the first Vector (fromDirection) and rotates to the second Vector (toDirection). These Vectors must be set up in a script.
Constructor to construct a Quaternion with the specified components. X-coordinate to set. Y-coordinate to set. Z-coordinate to set. W-coordinate to set. W-component of the Quaternion. Do not directly modify quaternions. Z-component of the Quaternion. Don't modify this directly unless you know quaternions inside out. Y-component of the Quaternion. Don't modify this directly unless you know quaternions inside out. X-component of the Quaternion. Don't modify this directly unless you know quaternions inside out. Shorthand for writing Quaternion(0, 0, 0, 1). CLR version of SHADE's Quaternion class that represents an orientation. Designed to closely match Unity's Quaternion struct. Explicit conversion operator to enable explicit casting from a Vector2 to a Vector3. Vector2 to convert from. Explicit conversion operator to enable explicit casting from a Vector3 to a Vector2. Vector3 to convert from. Checks if two Vector3s are not approximately equal. This is equivalent to calling !Vector3.IsNear() with default tolerance values. Vector3 to compare. Another Vector3 to compare. True if all components are not approximately equal within the default tolerance value. Checks if two Vector3s are approximately equal. This is equivalent to calling Vector3.IsNear() with default tolerance values. Vector3 to compare. Another Vector3 to compare. True if all components are approximately equal within the default tolerance value. Calculates the division of a Vector3 with a scalar value and returns the result. Scalar to divide with. Vector3 to divide with. The result of the scalar division. Calculates the multiplication of a Vector3 with a scalar value and returns the result. Vector3 to multiply with. Scalar to multiply with. The result of the scalar multiplication. Calculates the division of a Vector3 with a scalar value and returns the result. Scalar to divide with. Vector3 to divide with. The result of the scalar division. Calculates the multiplication of a Vector3 with a scalar value and returns the result. Vector3 to multiply with. Scalar to multiply with. The result of the scalar multiplication. Calculates the component-wise multiplication of two Vector3s and returns the result. Vector3 to multiply with. Another Vector3 to multiply with. The result of rhs subtracted from lhs. Subtracts a Vector3 from another Vector3 and returns the result. Vector3 to subtract from. Another Vector3 to subtract. The result of rhs subtracted from lhs. Adds two Vector3s together and returns the result. Vector3 to add. Another Vector3 to add. The result of lhs added to rhs Moves a point current towards target. Similar to Lerp(), however, the function will ensure that the distance never exceeds maxDistanceDelta. Negative values of maxDistanceDelta pushes the vector away from target The current position of the point. The target position to move to. Maximum distance moved per call. Vector representing the moved point. Linearly interpolates between two specified points. This is most commonly used to find a point some fraction of the way along a line between two endpoints. Unlike Lerp(), t is not clamped to a range at all. The start Vector3, returned when t = 0.0f. The end Vector3, returned when t = 1.0f. Value used to interpolate between a and b. The interpolated Vector3. Linearly interpolates between two specified points. This is most commonly used to find a point some fraction of the way along a line between two endpoints. The start Vector3, returned when t = 0.0f. The end Vector3, returned when t = 1.0f. Value used to interpolate between a and b which is clamped to the range[0, 1]. The interpolated Vector3. Computes and returns a Vector3 that is made from the largest components of the two specified Vector3s. Vector3 to calculate maximum Vector3 with. Another Vector3 to calculate maximum Vector3 with. The Vector3 that contains the largest components of the two specified Vector3s. Computes and returns a Vector3 that is made from the smallest components of the two specified Vector3s. Vector3 to calculate minimum Vector3 with. Another Vector3 to calculate minimum Vector3 with. The Vector3 that contains the smallest components of the two specified Vector3s. Rotates a Vector3 on the Z-axis by a specified angle in an anti-clockwise direction. A Vector3 to rotate. Angle to rotate the vector by in an anti-clockwise direction in degrees. The Vector3 that represents the rotated vector. Rotates a Vector3 on the Z-axis by a specified angle in an anti-clockwise direction. A Vector3 to rotate. Angle to rotate the vector by in an anti-clockwise direction in radians. The Vector3 that represents the rotated vector. Reflects a Vector3 across another Vector3. A Vector3 to reflect. A normal to reflect the Vector3 across. The Vector3 that represents vec reflected across normal. Computes and returns a Vector3 projection. Vector3 to project. Vector3 to project onto. The Vector3 that represents the projected vec onto direction. Computes and returns the cross product of 2 specified Vector3s. Vector3 to calculate cross product with. Another Vector3 to calculate cross product with. The cross product of the two Vector3s. Computes and returns the dot product of 2 specified Vector3s. Vector3 to calculate dot product with. Another Vector3 to calculate dot product with. Scalar value representing the dot product of the two Vector3s. Checks if two specified Vector3s are near in value. Vector3 to check if is near in value. Another Vector3 to check if is near in value. Amount of tolerance to do the comparison with. True if the two Vector3s are within the tolerance value specified Checks if two specified Vector3s are near in value. Vector3 to check if is near in value. Another Vector3 to check if is near in value. True if the two Vector3s are within the tolerance value specified Gets a unique hash for this object. Unique hash for this object. Compares equality with another unboxed object. The unboxed object to compare with. True if both objects are the same. Compares equality with an object of the same type. The object to compare with. True if both objects are the same. Checks if a specified point is near this Vector3 that represents a point. The other point to check if we are near. The amount of tolerance before we consider these points as "near". True if this Vector3 representing a point and the specified point are within the range of the specified tolerance. False otherwise. Checks if a specified point is near this Vector3 that represents a point with a tolerance value of PLS_EPSILON. The other point to check if we are near. True if this Vector3 representing a point and the specified point are within the range of the specified tolerance. False otherwise. Calculates and returns the angle of this vector from the right vector. This function returns values between -180.0f and 180.0f. Returns the angle of this vector from the right vector in degrees. Calculates and returns the angle of this vector from the right vector. This function returns values between -Math.PI and Math.PI. Returns the angle of this vector from the right vector in radians. Calculates and returns the squared magnitude of this Vector3. Returns the squared length of this Vector3. Calculates and returns the magnitude of this Vector3. Note that this function incurs a performance cost from the square root calculation. If you do not need the precise magnitude, consider using GetSqrMagnitude() instead. Returns the length of this Vector3. Creates a copy of this Vector3 and returns a normalized version. Returns a normalised copy of this Vector3. If this Vector3 is a zero vector, a zero vector will be returned. Normalises this current Vector3. This changes the data of this Vector3. If you would like to get a copy, use GetNormalised() instead. This function does nothing to a zero vector. Conversion constructor to construct a Vector3 using a Vector2. Constructor to construct a Vector3 with the specified components. X-coordinate to set. Y-coordinate to set. Z-coordinate to set. Constructor to construct a Vector3 with the specified components with the Z-component set to 0.0f. X-coordinate to set. Y-coordinate to set. Constructor to construct a Vector3 with the specified components with the Y and Z-component set to 0.0f. X-coordinate to set. Z-component of the Vector3. Y-component of the Vector3. X-component of the Vector3. Shorthand for writing Vector3(0, 0, 0). Shorthand for writing Vector3(0, 1, 0). Shorthand for writing Vector3(1, 0, 0). Shorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). Shorthand for writing Vector3(1, 1, 1). Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). Shorthand for writing Vector3(-1, 0, 0). Shorthand for writing Vector3(0, 0, 1). Shorthand for writing Vector3(0, -1, 0). Shorthand for writing Vector3(0, 0, -1). CLR version of SHADE Engine's Vector3 class that represents a 3-Dimensional Vector. Designed to closely match Unity's Vector3 struct. Checks if two Vector2s are not approximately equal. This is equivalent to calling !Vector2.IsNear() with default tolerance values. Vector2 to compare. Another Vector2 to compare. True if all components are not approximately equal within the default tolerance value. Checks if two Vector2s are approximately equal. This is equivalent to calling Vector2.IsNear() with default tolerance values. Vector2 to compare. Another Vector2 to compare. True if all components are approximately equal within the default tolerance value. Calculates the division of a Vector2 with a scalar value and returns the result. Scalar to divide with. Vector2 to divide with. The result of the scalar division. Calculates the multiplication of a Vector2 with a scalar value and returns the result. Vector2 to multiply with. Scalar to multiply with. The result of the scalar multiplication. Calculates the division of a Vector2 with a scalar value and returns the result. Scalar to divide with. Vector2 to divide with. The result of the scalar division. Calculates the multiplication of a Vector2 with a scalar value and returns the result. Vector2 to multiply with. Scalar to multiply with. The result of the scalar multiplication. Calculates the component-wise multiplication of two Vector2s and returns the result. Vector2 to multiply with. Another Vector2 to multiply with. The result of rhs subtracted from lhs. Subtracts a Vector2 from another Vector2 and returns the result. Vector2 to subtract from. Another Vector2 to subtract. The result of rhs subtracted from lhs. Adds two Vector2s together and returns the result. Vector2 to add. Another Vector2 to add. The result of lhs added to rhs Moves a point current towards target. Similar to Lerp(), however, the function will ensure that the distance never exceeds maxDistanceDelta. Negative values of maxDistanceDelta pushes the vector away from target The current position of the point. The target position to move to. Maximum distance moved per call. Vector representing the moved point. Linearly interpolates between two specified points. This is most commonly used to find a point some fraction of the way along a line between two endpoints. Unlike Lerp(), t is not clamped to a range at all. The start Vector2, returned when t = 0.0f. The end Vector2, returned when t = 1.0f. Value used to interpolate between a and b. The interpolated Vector2. Linearly interpolates between two specified points. This is most commonly used to find a point some fraction of the way along a line between two endpoints. The start Vector2, returned when t = 0.0f. The end Vector2, returned when t = 1.0f. Value used to interpolate between a and b which is clamped to the range[0, 1]. The interpolated Vector2. Computes and returns a Vector2 that is made from the largest components of the two specified Vector2s. Vector2 to calculate maximum Vector2 with. Another Vector2 to calculate maximum Vector2 with. The Vector2 that contains the largest components of the two specified Vector2s. Computes and returns a Vector2 that is made from the smallest components of the two specified Vector2s. Vector2 to calculate minimum Vector2 with. Another Vector2 to calculate minimum Vector2 with. The Vector2 that contains the smallest components of the two specified Vector2s. Rotates a Vector2 on the Z-axis by a specified angle in an anti-clockwise direction. A Vector2 to rotate. Angle to rotate the vector by in an anti-clockwise direction in degrees. The Vector2 that represents the rotated vector. Rotates a Vector2 on the Z-axis by a specified angle in an anti-clockwise direction. A Vector2 to rotate. Angle to rotate the vector by in an anti-clockwise direction in radians. The Vector2 that represents the rotated vector. Reflects a Vector2 across another Vector2. A Vector2 to reflect. A normal to reflect the Vector2 across. The Vector2 that represents vec reflected across normal. Computes and returns a Vector2 projection. Vector2 to project. Vector2 to project onto. The Vector2 that represents the projected vec onto direction. Computes a perpendicular Vector2 to the specified Vector2. Vector2 to find a perpendicular of. Whether the inward perpendicular Vector is retrieved. If true, the resultant vector is rotated 90-degrees in a counter-clockwise. The perpendicular Vector2 relative to the specified Vector2. Computes the inward perpendicular Vector2 to the specified Vector2. Equivalent to calling Perpendicular(lhs, true). This means, the resultant Vector2 is rotated 90-degrees in a counter-clockwise. Vector2 to find a perpendicular of. The perpendicular Vector2 relative to the specified Vector2. Computes and returns the dot product of 2 specified Vector2s. Vector2 to calculate dot product with. Another Vector2 to calculate dot product with. Scalar value representing the dot product of the two Vector2s. Checks if two specified Vector2s are near in value. Vector2 to check if is near in value. Another Vector2 to check if is near in value. Amount of tolerance to do the comparison with. True if the two Vector2s are within the tolerance value specified Checks if two specified Vector2s are near in value. Vector2 to check if is near in value. Another Vector2 to check if is near in value. True if the two Vector2s are within the tolerance value specified Gets a unique hash for this object. Unique hash for this object. Compares equality with another unboxed object. The unboxed object to compare with. True if both objects are the same. Compares equality with an object of the same type. The object to compare with. True if both objects are the same. Checks if a specified point is near this Vector2 that represents a point. The other point to check if we are near. The amount of tolerance before we consider these points as "near". True if this Vector2 representing a point and the specified point are within the range of the specified tolerance. False otherwise. Checks if a specified point is near this Vector2 that represents a point with a tolerance value of PLS_EPSILON. The other point to check if we are near. True if this Vector2 representing a point and the specified point are within the range of the specified tolerance. False otherwise. Calculates and returns the angle of this vector from the right vector. This function returns values between -180.0f and 180.0f. Returns the angle of this vector from the right vector in degrees. Calculates and returns the angle of this vector from the right vector. This function returns values between -Math.PI and Math.PI. Returns the angle of this vector from the right vector in radians. Calculates and returns the squared magnitude of this Vector2. Returns the squared length of this Vector2. Calculates and returns the magnitude of this Vector2. Note that this function incurs a performance cost from the square root calculation. If you do not need the precise magnitude, consider using GetSqrMagnitude() instead. Returns the length of this Vector2. Creates a copy of this Vector2 and returns a normalized version. Returns a normalised copy of this Vector2. If this Vector2 is a zero vector, a zero vector will be returned. Normalises this current Vector2. This changes the data of this Vector2. If you would like to get a copy, use GetNormalised() instead. This function does nothing to a zero vector. Constructor to construct a Vector2 with the specified components.. X-coordinate to set. Y-coordinate to set. Constructor to construct a Vector2 with the specified components with the Y-component set to 0.0f. X-coordinate to set. Y-component of the Vector2. X-component of the Vector2. Shorthand for writing Vector2(0, 0). Shorthand for writing Vector2(0, 1). Shorthand for writing Vector2(1, 0). Shorthand for writing Vector2(float.PositiveInfinity, float.PositiveInfinity). Shorthand for writing Vector2(1, 1). Shorthand for writing Vector2(float.NegativeInfinity, float.NegativeInfinity). Shorthand for writing Vector2(-1, 0). Shorthand for writing Vector2(0, -1). CLR version of SHADE Engine's Vector2 class that represents a 2-Dimensional Vector. Designed to closely match Unity's Vector2 struct. Checks if the specified entity is valid. This is done by checking if it matches Pls::Entity::INVALID. The Entity to check. True if the specified Entity is valid. Static class that contains useful utility functions for working with Entity. Manages all resources in multiple ResourceLibraries. Base class for SHResourceLibrary that holds information about the library type. Template Specialization for Handle that represents a type-less Handle. Converts to true if this is a valid Handle. Native ID type of a handle Base implementation of the Handle that is not templated to allow for holding generic non-type-specific Handles. Exception thrown when a generic Handle is being casted to the wrong type. Exception thrown when an invalid Handle was dereferenced.