sdlWriteSurfacePixelFloat function
Writes a single pixel to a surface.
This function prioritizes correctness over speed: it is suitable for unit tests, but is not intended for use in a game engine.
\param surface the surface to write. \param x the horizontal coordinate, 0 <= x < width. \param y the vertical coordinate, 0 <= y < height. \param r the red channel value, normally in the range 0-1. \param g the green channel value, normally in the range 0-1. \param b the blue channel value, normally in the range 0-1. \param a the alpha channel value, normally in the range 0-1. \returns true on success or false on failure; call SDL_GetError() for more information.
\since This function is available since SDL 3.1.3.
extern SDL_DECLSPEC bool SDLCALL SDL_WriteSurfacePixelFloat(SDL_Surface *surface, int x, int y, float r, float g, float b, float a)
Implementation
bool sdlWriteSurfacePixelFloat(Pointer<SdlSurface> surface, int x, int y,
double r, double g, double b, double a) {
final sdlWriteSurfacePixelFloatLookupFunction = libSdl3.lookupFunction<
Uint8 Function(Pointer<SdlSurface> surface, Int32 x, Int32 y, Float r,
Float g, Float b, Float a),
int Function(Pointer<SdlSurface> surface, int x, int y, double r,
double g, double b, double a)>('SDL_WriteSurfacePixelFloat');
return sdlWriteSurfacePixelFloatLookupFunction(surface, x, y, r, g, b, a) ==
1;
}