TTF_GETGPUTEXTENGINEWINDING(3)

πŸ’– TTF_GetGPUTextEngineWinding(3) πŸ’–

okay bestie, so this is a page from SDL_ttf (the third one, the slay edition) and it's all about one lil function that tells you which way your GPU text engine's vertices are wound. winding order. the swirl direction. the vibe of the geometry. let's get into it πŸŒ€


✨ NAME ✨

TTF_GetGPUTextEngineWinding β€” get the winding order of the vertices returned by TTF_GetGPUTextDrawData for a particular GPU text engine. like, for this specific engine. not some other engine. this one. πŸ‘‘


πŸŽ€ HEADER FILE πŸŽ€

it lives in SDL3_ttf/SDL_ttf.h, obviously. that's where all the good stuff is.


🌸 SYNOPSIS 🌸

#include "SDL3_ttf/SDL_ttf.h"

TTF_GPUTextEngineWinding TTF_GetGPUTextEngineWinding(const TTF_TextEngine *engine);

that's it. one function, one arg, one return. clean. minimal. iconic. ✨


πŸ¦‹ FUNCTION PARAMETERS πŸ¦‹

  • engine β€” a TTF_TextEngine object that you made with TTF_CreateGPUTextEngine(). gotta be one of those, no substitutes bestie.

πŸ’œ RETURN VALUE πŸ’œ

returns a TTF_GPUTextEngineWinding β€” the winding order that the GPU text engine is using, fr fr. πŸ’…

and if things go sideways? if there's an error? you get TTF_GPU_TEXTENGINE_WINDING_INVALID back. so if you see that, something went wrong and you should lowkey go investigate. 😭


πŸ”₯ THREAD SAFETY πŸ”₯

call this one on the thread that created the engine. periodt. don't be out here calling it from some random thread, that's not the move. πŸ™ˆ

🌈 AVAILABILITY 🌈

this has been around since SDL_ttf 3.0.0, so it's been serving for a minute. no cap. πŸ‘‘


⭐ SEE ALSO ⭐

go read the setter too, iykyk 🫢


mwah πŸ’‹ that's the whole page. this came to you from the SDL_ttf crew, page version SDL_ttf 3.2.2, and yes the man page name at the bottom is literally just TTF_GetGPUTextEngineWinding(3) again because that's how man pages do. stay wound correctly, bestie πŸ’–βœ¨πŸŽ€

πŸ“¦ where this page comes from