imgLoadTypedIo function image
Load an image from an SDL data source into a software surface.
An SDL_Surface is a buffer of pixels in memory accessible by the CPU. Use this if you plan to hand the data to something else or manipulate it further in code.
There are no guarantees about what format the new SDL_Surface data will be; in many cases, SDL_image will attempt to supply a surface that exactly matches the provided image, but in others it might have to convert (either because the image is in a format that SDL doesn't directly support or because it's compressed data that could reasonably uncompress to various formats and SDL_image had to pick one). You can inspect an SDL_Surface for its specifics, and use SDL_ConvertSurface to then migrate to any supported format.
If the image format supports a transparent pixel, SDL will set the colorkey for the surface. You can enable RLE acceleration on the surface afterwards by calling: SDL_SetSurfaceColorKey(image, SDL_RLEACCEL, image->format->colorkey);
If closeio
is true, src
will be closed before returning, whether this
function succeeds or not. SDL_image reads everything it needs from src
during this call in any case.
Even though this function accepts a file type, SDL_image may still try
other decoders that are capable of detecting file type from the contents of
the image data, but may rely on the caller-provided type string for formats
that it cannot autodetect. If type
is NULL, SDL_image will rely solely on
its ability to guess the format.
There is a separate function to read files from disk without having to deal
with SDL_IOStream: IMG_Load("filename.jpg")
will call this function and
manage those details for you, determining the file type from the filename's
extension.
There is also IMG_Load_IO(), which is equivalent to this function except that it will rely on SDL_image to determine what type of data it is loading, much like passing a NULL for type.
If you are using SDL's 2D rendering API, there is an equivalent call to load images directly into an SDL_Texture for use by the GPU without using a software surface: call IMG_LoadTextureTyped_IO() instead.
When done with the returned surface, the app should dispose of it with a call to SDL_DestroySurface().
\param src an SDL_IOStream that data will be read from. \param closeio true to close/free the SDL_IOStream before returning, false to leave it open. \param type a filename extension that represent this data ("BMP", "GIF", "PNG", etc). \returns a new SDL surface, or NULL on error.
\since This function is available since SDL_image 3.0.0.
\sa IMG_Load \sa IMG_Load_IO
extern SDL_DECLSPEC SDL_Surface * SDLCALL IMG_LoadTyped_IO(SDL_IOStream *src, bool closeio, const char *type)
Implementation
Pointer<SdlSurface> imgLoadTypedIo(
Pointer<SdlIoStream> src,
bool closeio,
String? type,
) {
final imgLoadTypedIoLookupFunction = _libImage
.lookupFunction<
Pointer<SdlSurface> Function(
Pointer<SdlIoStream> src,
Uint8 closeio,
Pointer<Utf8> type,
),
Pointer<SdlSurface> Function(
Pointer<SdlIoStream> src,
int closeio,
Pointer<Utf8> type,
)
>('IMG_LoadTyped_IO');
final typePointer = type != null ? type.toNativeUtf8() : nullptr;
final result = imgLoadTypedIoLookupFunction(
src,
closeio ? 1 : 0,
typePointer,
);
calloc.free(typePointer);
return result;
}