sdlLockTexture function
- Pointer<
SdlTexture> texture, - Pointer<
SdlRect> rect, - Pointer<
Pointer< pixels,NativeType> > - Pointer<
Int32> pitch,
Lock a portion of the texture for write-only pixel access.
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.
\param texture the texture to lock for access, which was created with
SDL_TEXTUREACCESS_STREAMING
.
\param rect an SDL_Rect structure representing the area to lock for access;
NULL to lock the entire texture.
\param pixels this is filled in with a pointer to the locked pixels,
appropriately offset by the locked area.
\param pitch this is filled in with the pitch of the locked pixels; the
pitch is the length of one row in bytes.
\returns true on success or false if the texture is not valid or was not
created with SDL_TEXTUREACCESS_STREAMING
; 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_LockTextureToSurface \sa SDL_UnlockTexture
extern SDL_DECLSPEC bool SDLCALL SDL_LockTexture(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
Implementation
bool sdlLockTexture(Pointer<SdlTexture> texture, Pointer<SdlRect> rect,
Pointer<Pointer<NativeType>> pixels, Pointer<Int32> pitch) {
final sdlLockTextureLookupFunction = libSdl3.lookupFunction<
Uint8 Function(Pointer<SdlTexture> texture, Pointer<SdlRect> rect,
Pointer<Pointer<NativeType>> pixels, Pointer<Int32> pitch),
int Function(
Pointer<SdlTexture> texture,
Pointer<SdlRect> rect,
Pointer<Pointer<NativeType>> pixels,
Pointer<Int32> pitch)>('SDL_LockTexture');
return sdlLockTextureLookupFunction(texture, rect, pixels, pitch) == 1;
}