3 - UTF-8 / UCS-4 Character Stream
4 > Selected with mode call
7 UTF-8 Emulation Text Mode:
8 - Emuates a character device
9 > VT-100/ANSI Control Codes
10 > Characters/Symbols are sent as UTF-8
15 > UCS-32 Codepoint (if a diacritic is encountered, the previous character is modified)
16 > 12-bit (16 encoded) Foreground
17 > 12-bit (16 encoded) Background
21 - WxH 32-bit (3x 8-bit channels) framebuffer
22 - Write to entire framebuffer
24 Accellerated Graphics:
26 > Each Node.Write call is a single command
28 + Direct (Uint16 X, Y, W, H, Uint32 Data[])
29 + Blit (Uint16 W, H, SrcX, SrxY, DstX, DstY, Uint32 Data[])
30 + Fill (Uint16 X, Y, W, H)
31 + Rect (Uint16 X, Y, W, H)
32 + Line (Uint16 X, Y, W, H)
33 + Text (Uint16 X, Y, Size, Font)
34 + ShowTile (Uint16 ID, Uint16 X, Y)
37 + int LoadFont(char *Path)
39 + int MakeTile(struct {Uint16 W, H, Uint32 Data[]} *Img)
41 - Allow fast switch between Accel/Framebuffer?
42 - Min Reqd Tile Size 32x32
43 > Tiles should be driver emulated if unavaliable by hardware
45 3D Graphics: (Can be emulated if not avaliable, or just denied)
50 + LoadTexture(Uint16 ID, W, H, Uint32 Data[])
51 + UnloadTexture(Uint16 ID)
52 + SetTexture(Uint16 ID)
53 + Triangle (Uint16 Texture, Uint32[3+3+2][3])