sdlLockTextureToSurface function

int sdlLockTextureToSurface(
  1. Pointer<SdlTexture> texture,
  2. Pointer<SdlRect> rect,
  3. Pointer<Pointer<SdlSurface>> surface
)

Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.

Besides providing an SDL_Surface instead of raw pixel data, this function operates like SDL_LockTexture.

As an optimization, the pixels made available for editing don't necessarily contain the old texture data. This is a write-only operation, and if you need to keep a copy of the texture data you should do that at the application level.

You must use SDL_UnlockTexture() to unlock the pixels and apply any changes.

The returned surface is freed internally after calling SDL_UnlockTexture() or SDL_DestroyTexture(). The caller should not free it.

\param texture the texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING \param rect a pointer to the rectangle to lock for access. If the rect is NULL, the entire texture will be locked \param surface this is filled in with an SDL surface representing the locked area \returns 0 on success, or -1 if the texture is not valid or was not created with SDL_TEXTUREACCESS_STREAMING

\since This function is available since SDL 2.0.12.

\sa SDL_LockTexture \sa SDL_UnlockTexture

extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface)

Implementation

int sdlLockTextureToSurface(Pointer<SdlTexture> texture, Pointer<SdlRect> rect,
    Pointer<Pointer<SdlSurface>> surface) {
  final sdlLockTextureToSurfaceLookupFunction = libSdl2.lookupFunction<
      Int32 Function(Pointer<SdlTexture> texture, Pointer<SdlRect> rect,
          Pointer<Pointer<SdlSurface>> surface),
      int Function(Pointer<SdlTexture> texture, Pointer<SdlRect> rect,
          Pointer<Pointer<SdlSurface>> surface)>('SDL_LockTextureToSurface');
  return sdlLockTextureToSurfaceLookupFunction(texture, rect, surface);
}