sdlSetRenderTarget function render

bool sdlSetRenderTarget(
  1. Pointer<SdlRenderer> renderer,
  2. Pointer<SdlTexture> texture
)

Set a texture as the current rendering target.

The default render target is the window for which the renderer was created. To stop rendering to a texture and render to the window again, call this function with a NULL texture.

Viewport, cliprect, scale, and logical presentation are unique to each render target. Get and set functions for these states apply to the current render target set by this function, and those states persist on each target when the current render target changes.

\param renderer the rendering context. \param texture the targeted texture, which must be created with the SDL_TEXTUREACCESS_TARGET flag, or NULL to render to the window instead of a texture. \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_GetRenderTarget

extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)

Implementation

bool sdlSetRenderTarget(
  Pointer<SdlRenderer> renderer,
  Pointer<SdlTexture> texture,
) {
  final sdlSetRenderTargetLookupFunction = _libSdl
      .lookupFunction<
        Uint8 Function(
          Pointer<SdlRenderer> renderer,
          Pointer<SdlTexture> texture,
        ),
        int Function(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture)
      >('SDL_SetRenderTarget');
  return sdlSetRenderTargetLookupFunction(renderer, texture) == 1;
}