SDL_RenderReadPixels() now returns a surface

Fixes https://github.com/libsdl-org/SDL/issues/8977
This commit is contained in:
Sam Lantinga 2024-02-03 10:18:12 -08:00
parent ab571633d1
commit 89b9d6cbdc
22 changed files with 216 additions and 310 deletions

View file

@ -1722,35 +1722,23 @@ extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
const void *indices, int num_indices, int size_indices);
/**
* Read pixels from the current rendering target to an array of pixels.
* Read pixels from the current rendering target.
*
* The returned surface should be freed with SDL_DestroySurface()
*
* **WARNING**: This is a very slow operation, and should not be used
* frequently. If you're using this on the main rendering target, it should be
* called after rendering and before SDL_RenderPresent().
*
* `pitch` specifies the number of bytes between rows in the destination
* `pixels` data. This allows you to write to a subrectangle or have padded
* rows in the destination. Generally, `pitch` should equal the number of
* pixels per row in the `pixels` data times the number of bytes per pixel,
* but it might contain additional padding (for example, 24bit RGB Windows
* Bitmap data pads all rows to multiples of 4 bytes).
*
* \param renderer the rendering context
* \param rect an SDL_Rect structure representing the area in pixels relative
* to the to current viewport, or NULL for the entire viewport
* \param format an SDL_PixelFormatEnum value of the desired format of the
* pixel data, or 0 to use the format of the rendering target
* \param pixels a pointer to the pixel data to copy into
* \param pitch the pitch of the `pixels` parameter
* \returns 0 on success or a negative error code on failure; call
* \returns a new SDL_Surface on success or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer,
const SDL_Rect *rect,
Uint32 format,
void *pixels, int pitch);
extern DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect);
/**
* Update the screen with any rendering performed since the previous call.