func (r *Renderer) Clear() error { if C.SDL_RenderClear(r.c) != 0 { return getError() } return nil }
// Renderer (https://wiki.libsdl.org/SDL_RenderClear) func (renderer *Renderer) Clear() error { _ret := C.SDL_RenderClear(renderer.cptr()) if _ret < 0 { return GetError() } return nil }
func RenderClear(_renderer *Renderer) { C.SDL_RenderClear(_renderer.Get()) }
func (r *Renderer) Clear() { C.SDL_RenderClear(r.cRenderer) }
func (renderer *Renderer) Clear() int { _renderer := (*C.SDL_Renderer)(unsafe.Pointer(renderer)) return (int)(C.SDL_RenderClear(_renderer)) }
func Clear() { C.SDL_RenderClear(renderer) }
func (renderer *Renderer) Clear() int { return int(C.SDL_RenderClear(renderer.cptr())) }
func (w *Window) Clear() { C.SDL_RenderClear(w.ren) }
func (r *Renderer) Clear() { GlobalMutex.Lock() defer GlobalMutex.Unlock() C.SDL_RenderClear(r.cRenderer) }
// Clear clears the canvas with the drawing color. func (c Canvas) Clear() { if C.SDL_RenderClear(c.win.rend) < 0 { panic(sdlError()) } }