sdlSetRenderViewport function render

bool sdlSetRenderViewport(
  1. Pointer<SdlRenderer> renderer,
  2. Pointer<SdlRect> rect
)

Set the drawing area for rendering on the current target.

Drawing will clip to this area (separately from any clipping done with SDL_SetRenderClipRect), and the top left of the area will become coordinate (0, 0) for future drawing commands.

The area's width and height must be >= 0.

Each render target has its own viewport. This function sets the viewport for the current render target.

\param renderer the rendering context. \param rect the SDL_Rect structure representing the drawing area, or NULL to set the viewport to the entire target. \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_GetRenderViewport \sa SDL_RenderViewportSet

extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect)

Implementation

bool sdlSetRenderViewport(
  Pointer<SdlRenderer> renderer,
  Pointer<SdlRect> rect,
) {
  final sdlSetRenderViewportLookupFunction = _libSdl
      .lookupFunction<
        Uint8 Function(Pointer<SdlRenderer> renderer, Pointer<SdlRect> rect),
        int Function(Pointer<SdlRenderer> renderer, Pointer<SdlRect> rect)
      >('SDL_SetRenderViewport');
  return sdlSetRenderViewportLookupFunction(renderer, rect) == 1;
}