sdlGetTextureColorModFloat function render

bool sdlGetTextureColorModFloat(
  1. Pointer<SdlTexture> texture,
  2. Pointer<Float> r,
  3. Pointer<Float> g,
  4. Pointer<Float> b,
)

Get the additional color value multiplied into render copy operations.

\param texture the texture to query. \param r a pointer filled in with the current red color value. \param g a pointer filled in with the current green color value. \param b a pointer filled in with the current blue color value. \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 3.2.0.

\sa SDL_GetTextureAlphaModFloat \sa SDL_GetTextureColorMod \sa SDL_SetTextureColorModFloat

extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b)

Implementation

bool sdlGetTextureColorModFloat(
  Pointer<SdlTexture> texture,
  Pointer<Float> r,
  Pointer<Float> g,
  Pointer<Float> b,
) {
  final sdlGetTextureColorModFloatLookupFunction = _libSdl
      .lookupFunction<
        Uint8 Function(
          Pointer<SdlTexture> texture,
          Pointer<Float> r,
          Pointer<Float> g,
          Pointer<Float> b,
        ),
        int Function(
          Pointer<SdlTexture> texture,
          Pointer<Float> r,
          Pointer<Float> g,
          Pointer<Float> b,
        )
      >('SDL_GetTextureColorModFloat');
  return sdlGetTextureColorModFloatLookupFunction(texture, r, g, b) == 1;
}