All Classes and Interfaces

Class
Description
A font of glyphs cut from images, for engines and looks whose fonts are bitmaps.
Collects a font's sheets and advances.
A family of fonts at one size, read with FreeType: a regular face, optionally bold, italic and bold italic faces, and fallback faces for characters the family lacks.
Builds a FreeTypeFont from font files or bytes.
The system clipboard through GLFW, which holds text only.
Translates GLFW's key, button and modifier codes to Strata's.
What the shader reads when it samples an image of the application's, so Strata can bring the colors into the space its target blends in: linear light when the target encodes to sRGB, sRGB-encoded values otherwise.
A rectangle of whole framebuffer pixels, such as part of a VulkanFrame's damage.
Maps a sprite id to the class path resource that holds its image, for SpriteSource.classPath(ClassLoader, SpriteResolver).
Loads the image file for a sprite id, from wherever the images live: the class path, a folder, a zip file, or images made in code.
Connects a StrataVulkan view to a GLFW window: input, size, display scale, cursor, title and close button.
A stack of Strata screens drawn with Vulkan into a pass the application records.
Turns a theme id into the class path resource that holds its theme files, for VulkanThemeSource.
A font the Vulkan canvas measures and draws text with: a FreeTypeFont, read from font files, or a BitmapFont, cut from images.
A frame StrataVulkan.prepare() drew and compared with the view's last one, for an application that keeps its image between frames and redraws only what changed.
A visual that shows an image the application owns, made by VulkanRenderer.image(long, float, float).
The platform for applications that draw with Vulkan.
Builds a VulkanPlatform.
The device resources Strata draws with on one Vulkan device: its pipeline for a VulkanTarget, the glyph atlas, sprite and pixel buffer textures, samplers and descriptor pools.
The scheduler a VulkanPlatform has unless its builder is given the application's own.
Renders one frame of a screen to pixels with Vulkan, on a device of the adapter's own with no window, as SwingSnapshot does with Java2D.
Loads sprites for the Vulkan canvas from a SpriteSource: by default the class path, at the resource a SpriteResolver names (SpriteResolver.DEFAULT unless one is given).
What Strata draws into: the attachments of the render pass, or of the dynamic rendering, that the application has begun when it calls StrataVulkan.render(VkCommandBuffer).
Measures text the way the Vulkan canvas draws it, with a VulkanFont for ordinary text, another for monospaced text, and the families the application registers under a FontId.
Finds theme files on the class path at assets/<namespace>/themes/<path>.json, next to where SpriteResolver.DEFAULT looks for sprites, or wherever a ThemePathResolver says.
Sets where translated text comes from in an application that draws with Vulkan.
Makes visuals of pixels held on the host, as the Swing adapter's SwingVisuals does for images.
The window a StrataVulkan view sits in, as far as Strata needs it: the mouse cursor and the title.