Enum sdl2_sys::SDL_BlendOperation
source · #[repr(u32)]pub enum SDL_BlendOperation {
SDL_BLENDOPERATION_ADD = 1,
SDL_BLENDOPERATION_SUBTRACT = 2,
SDL_BLENDOPERATION_REV_SUBTRACT = 3,
SDL_BLENDOPERATION_MINIMUM = 4,
SDL_BLENDOPERATION_MAXIMUM = 5,
}
Expand description
\brief The blend operation used when combining source and destination pixel components
Variants§
SDL_BLENDOPERATION_ADD = 1
< dst + src: supported by all renderers
SDL_BLENDOPERATION_SUBTRACT = 2
< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES
SDL_BLENDOPERATION_REV_SUBTRACT = 3
< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES
SDL_BLENDOPERATION_MINIMUM = 4
< min(dst, src) : supported by D3D9, D3D11
SDL_BLENDOPERATION_MAXIMUM = 5
< max(dst, src) : supported by D3D9, D3D11
Trait Implementations§
source§impl Clone for SDL_BlendOperation
impl Clone for SDL_BlendOperation
source§fn clone(&self) -> SDL_BlendOperation
fn clone(&self) -> SDL_BlendOperation
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Hash for SDL_BlendOperation
impl Hash for SDL_BlendOperation
source§impl PartialEq for SDL_BlendOperation
impl PartialEq for SDL_BlendOperation
source§fn eq(&self, other: &SDL_BlendOperation) -> bool
fn eq(&self, other: &SDL_BlendOperation) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Copy for SDL_BlendOperation
impl Eq for SDL_BlendOperation
impl StructuralPartialEq for SDL_BlendOperation
Auto Trait Implementations§
impl Freeze for SDL_BlendOperation
impl RefUnwindSafe for SDL_BlendOperation
impl Send for SDL_BlendOperation
impl Sync for SDL_BlendOperation
impl Unpin for SDL_BlendOperation
impl UnwindSafe for SDL_BlendOperation
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more