A headless backend. This backend does not actually render anything. This allows apps reliant on Fluid to run outside of graphical environments, provided an alternative method of access exist.
Blend two colors together; apply top on top of the bottom color. If top has maximum alpha, returns top. If alpha is zero, returns bottom.
Create a color from hex code.
Multiple color values.
Set the alpha channel for the given color, as a float.
Set the alpha channel for the given color, as a float.
Get a hex code from color.
FluidBackend is an interface making it possible to bind Fluid to a library other than Raylib.
Generate an alpha mask filled with given value.
Generate an image filled with a given color.
Generate a paletted image filled with 0-index pixels of given alpha value.
Image available to the CPU.
A paletted pixel, for use in palettedAlpha images; Stores images using an index into a palette, along with an alpha value.
Image or texture can be rendered by Fluid, for example, a texture stored in VRAM.
Wrapper over Texture that automates destruction via GC or RAII.
Struct that maintains a registry of all allocated textures. It's used to finalize textures once they have been marked for destruction. This makes it possible to mark them from any thread, while the reaper runs only on the main thread, ensuring thread safety in OpenGL backends.
Tombstones are used to ensure textures are freed on the same thread they have been created on.
This module handles input/output facilities Fluid requires to operate. It connects backends like Raylib, exposing them under a common interface so they can be changed at will.
Fluid comes with a built-in interface for Raylib.