sdlLockTextureToSurface function render
- Pointer<
SdlTexture> texture, - Pointer<
SdlRect> rect, - Pointer<
Pointer< surfaceSdlSurface> >
Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.
Besides providing an SDL_Surface instead of raw pixel data, this function operates like SDL_LockTexture.
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.
The returned surface is freed internally after calling SDL_UnlockTexture() or SDL_DestroyTexture(). The caller should not free it.
\param texture the texture to lock for access, which must be created with
SDL_TEXTUREACCESS_STREAMING.
\param rect a pointer to the rectangle to lock for access. If the rect is
NULL, the entire texture will be locked.
\param surface a pointer to an SDL surface of size rect. Don't assume
any specific pixel content.
\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_LockTexture \sa SDL_UnlockTexture
extern SDL_DECLSPEC bool SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface)
Implementation
bool sdlLockTextureToSurface(
Pointer<SdlTexture> texture,
Pointer<SdlRect> rect,
Pointer<Pointer<SdlSurface>> surface,
) {
final sdlLockTextureToSurfaceLookupFunction = _libSdl
.lookupFunction<
Uint8 Function(
Pointer<SdlTexture> texture,
Pointer<SdlRect> rect,
Pointer<Pointer<SdlSurface>> surface,
),
int Function(
Pointer<SdlTexture> texture,
Pointer<SdlRect> rect,
Pointer<Pointer<SdlSurface>> surface,
)
>('SDL_LockTextureToSurface');
return sdlLockTextureToSurfaceLookupFunction(texture, rect, surface) == 1;
}