sdlWriteSurfacePixelFloat function

bool sdlWriteSurfacePixelFloat(
  1. Pointer<SdlSurface> surface,
  2. int x,
  3. int y,
  4. double r,
  5. double g,
  6. double b,
  7. double a,
)

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;
}