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import ector_types;
class Ector.GL.Surface (Ector.GL.Buffer, Ector.Surface)
{
[[Ector GL surface class]]
eo_prefix: ector_gl_surface;
methods {
shader_get {
[[Get shader]]
return: uint; [[Shader count]]
params {
@in flags: uint64; [[Flags]]
}
}
push {
[[Push surface to GPU]]
return: bool; [[$true on success, $false otherwise]]
params {
@in flags: uint64; [[GL flags]]
@in vertex: ptr(GLshort); [[GL vertex]]
@in vertex_count: uint; [[GL vertex count]]
@in mul_col: uint; [[Premultiplied color]]
}
}
state_define {
[[Define state]]
return: bool; [[$true on success, $false otherwise]]
params {
@in op: Efl.Gfx.Render_Op; [[Render operation]]
@in clips: array<ptr(Eina.Rect)>; [[Array of @Eina.Rect clip]]
}
}
}
implements {
Ector.Surface.renderer_factory_new;
Ector.Surface.reference_point { set; }
Efl.Object.destructor;
Efl.Object.constructor;
}
}
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