sdlWriteSurfacePixel 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.
Like SDL_MapRGBA, this uses the entire 0..255 range when converting color components from pixel formats with less than 8 bits per RGB component.
\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, 0-255. \param g the green channel value, 0-255. \param b the blue channel value, 0-255. \param a the alpha channel value, 0-255. \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_WriteSurfacePixel(SDL_Surface *surface, int x, int y, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
Implementation
bool sdlWriteSurfacePixel(
Pointer<SdlSurface> surface, int x, int y, int r, int g, int b, int a) {
final sdlWriteSurfacePixelLookupFunction = libSdl3.lookupFunction<
Uint8 Function(Pointer<SdlSurface> surface, Int32 x, Int32 y, Uint8 r,
Uint8 g, Uint8 b, Uint8 a),
int Function(Pointer<SdlSurface> surface, int x, int y, int r, int g,
int b, int a)>('SDL_WriteSurfacePixel');
return sdlWriteSurfacePixelLookupFunction(surface, x, y, r, g, b, a) == 1;
}