sdlRenderReadPixels function

Pointer<SdlSurface> sdlRenderReadPixels(
  1. Pointer<SdlRenderer> renderer,
  2. Pointer<SdlRect> rect
)

Read pixels from the current rendering target.

The returned surface should be freed with SDL_DestroySurface()

WARNING: This is a very slow operation, and should not be used frequently. If you're using this on the main rendering target, it should be called after rendering and before SDL_RenderPresent().

\param renderer the rendering context. \param rect an SDL_Rect structure representing the area in pixels relative to the to current viewport, or NULL for the entire viewport. \returns a new SDL_Surface on success or NULL on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

\since This function is available since SDL 3.1.3.

extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)

Implementation

Pointer<SdlSurface> sdlRenderReadPixels(
    Pointer<SdlRenderer> renderer, Pointer<SdlRect> rect) {
  final sdlRenderReadPixelsLookupFunction = libSdl3.lookupFunction<
      Pointer<SdlSurface> Function(
          Pointer<SdlRenderer> renderer, Pointer<SdlRect> rect),
      Pointer<SdlSurface> Function(Pointer<SdlRenderer> renderer,
          Pointer<SdlRect> rect)>('SDL_RenderReadPixels');
  return sdlRenderReadPixelsLookupFunction(renderer, rect);
}