SDL_LockTextureToSurface

Lock a portion of the texture for **write-only** pixel access, and expose it as an 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.

extern (C) nothrow @nogc extern
bool
SDL_LockTextureToSurface

Parameters

texture SDL_Texture*

The texture to lock for access, which must be created with SDL_TEXTUREACCESS_STREAMING.

rect const(SDL_Rect)*

A pointer to the rectangle to lock for access. If the rect is null, the entire texture will be locked.

surface SDL_Surface**

A pointer to an SDL_Surface of size **rect**. Don't assume any specific pixel content.

Return Value

Type: bool

true on success or false on failure; call SDL_GetError for more information.

Threadsafety: This function should only be called on the main thread.

See Also

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