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Forgot to save the file before pushing. Ugh.
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src/SDL2.cs
31
src/SDL2.cs
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@ -1658,15 +1658,18 @@ namespace SDL2
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out byte b
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);
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/* texture refers to an SDL_Texture*, pixels to a void* */
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/// <summary>
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/// Use this function to lock a portion of the texture for write-only pixel access.
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/// </summary>
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/// <param name="texture"></param>
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/// <param name="rect"></param>
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/// <param name="pixels"></param>
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/// <param name="pitch"></param>
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/// <returns></returns>
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/// <param name="texture">the texture to lock for access, which was created with
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/// SDL_TEXTUREACCESS_STREAMING (refers to a SDL_Texture*)</param>
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/// <param name="rect">an SDL_Rect structure representing the area to lock for access;
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/// NULL to lock the entire texture </param>
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/// <param name="pixels">this is filled in with a pointer to the locked pixels, appropriately
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/// offset by the locked area (refers to a void*)</param>
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/// <param name="pitch">this is filled in with the pitch of the locked pixels </param>
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/// <returns>Returns 0 on success or a negative error code if the texture is not valid or
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/// was not created with SDL_TEXTUREACCESS_STREAMING; call <see cref="SDL_GetError()"/> for more information. </returns>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern int SDL_LockTexture(
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IntPtr texture,
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@ -1675,11 +1678,23 @@ namespace SDL2
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out int pitch
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);
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/* texture refers to an SDL_Texture*, pixels to a void* */
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/// <summary>
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/// Use this function to lock a portion of the texture for write-only pixel access. This overload
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/// allows for passing an IntPtr.Zero (null) rect value to lock the entire texture.
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/// </summary>
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/// <param name="texture">the texture to lock for access, which was created with
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/// SDL_TEXTUREACCESS_STREAMING (refers to a SDL_Texture*)</param>
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/// <param name="rect">an SDL_Rect structure representing the area to lock for access;
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/// NULL to lock the entire texture </param>
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/// <param name="pixels">this is filled in with a pointer to the locked pixels, appropriately
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/// offset by the locked area (refers to a void*)</param>
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/// <param name="pitch">this is filled in with the pitch of the locked pixels </param>
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/// <returns>Returns 0 on success or a negative error code if the texture is not valid or
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/// was not created with SDL_TEXTUREACCESS_STREAMING; call <see cref="SDL_GetError()"/> for more information. </returns>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern int SDL_LockTexture(
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IntPtr texture,
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ref SDL_Rect rect,
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IntPtr rect,
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out IntPtr pixels,
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out int pitch
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);
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