Ultralight  1.0.0
A fast, lightweight, HTML UI engine for native apps.
RenderTarget.h
Go to the documentation of this file.
1 #pragma once
15 #include <Ultralight/Defines.h>
16 #include <Ultralight/Bitmap.h>
17 #include <Ultralight/Geometry.h>
18 
19 namespace ultralight {
20 
21 #pragma pack(push, 1)
22 
31 struct UExport RenderTarget {
35  bool is_empty;
36 
40  uint32_t width;
41 
45  uint32_t height;
46 
51  uint32_t texture_id;
52 
56  uint32_t texture_width;
57 
61  uint32_t texture_height;
62 
66  BitmapFormat texture_format;
67 
73 
77  uint32_t render_buffer_id;
78 
79  RenderTarget();
80 };
81 
82 #pragma pack(pop)
83 
84 } // namespace ultralight
uint32_t height
The viewport height (in device coordinates).
Definition: RenderTarget.h:45
uint32_t width
The viewport width (in device coordinates).
Definition: RenderTarget.h:40
The header for the Bitmap class.
The header for various geometry definitions and helpers.
Rect uv_coords
UV coordinates of the texture (this is needed because the texture may be padded).
Definition: RenderTarget.h:72
This is a set of common JavaScriptCore Helper functions to simplify sample code.
Definition: App.h:19
BitmapFormat texture_format
The pixel format of the texture.
Definition: RenderTarget.h:66
Float Rectangle Helper.
Definition: Geometry.h:419
uint32_t texture_height
The texture height (in pixels).
Definition: RenderTarget.h:61
bool is_empty
Whether this target is empty (null texture)
Definition: RenderTarget.h:35
uint32_t texture_width
The texture width (in pixels).
Definition: RenderTarget.h:56
uint32_t texture_id
The GPUDriver-specific texture ID (you should bind the texture using your implementation of GPUDriver...
Definition: RenderTarget.h:51
Rendering details for a View, to be used with your own GPUDriver.
Definition: RenderTarget.h:31
uint32_t render_buffer_id
The GPUDriver-specific render buffer ID.
Definition: RenderTarget.h:77