sdlGetRenderDrawColor function

bool sdlGetRenderDrawColor(
  1. Pointer<SdlRenderer> renderer,
  2. Pointer<Uint8> r,
  3. Pointer<Uint8> g,
  4. Pointer<Uint8> b,
  5. Pointer<Uint8> a,
)

Get the color used for drawing operations (Rect, Line and Clear).

\param renderer the rendering context. \param r a pointer filled in with the red value used to draw on the rendering target. \param g a pointer filled in with the green value used to draw on the rendering target. \param b a pointer filled in with the blue value used to draw on the rendering target. \param a a pointer filled in with the alpha value used to draw on the rendering target; usually SDL_ALPHA_OPAQUE (255). \returns true on success or false 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.

\sa SDL_GetRenderDrawColorFloat \sa SDL_SetRenderDrawColor

extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a)

Implementation

bool sdlGetRenderDrawColor(Pointer<SdlRenderer> renderer, Pointer<Uint8> r,
    Pointer<Uint8> g, Pointer<Uint8> b, Pointer<Uint8> a) {
  final sdlGetRenderDrawColorLookupFunction = libSdl3.lookupFunction<
      Uint8 Function(Pointer<SdlRenderer> renderer, Pointer<Uint8> r,
          Pointer<Uint8> g, Pointer<Uint8> b, Pointer<Uint8> a),
      int Function(
          Pointer<SdlRenderer> renderer,
          Pointer<Uint8> r,
          Pointer<Uint8> g,
          Pointer<Uint8> b,
          Pointer<Uint8> a)>('SDL_GetRenderDrawColor');
  return sdlGetRenderDrawColorLookupFunction(renderer, r, g, b, a) == 1;
}