func SetRenderDrawBlendMode(_renderer *Renderer, _mode int) { C.SDL_SetRenderDrawBlendMode(_renderer.Get(), C.SDL_BlendMode(_mode)) }
func (t *Texture) SetBlendMode(_blendmode int) { C.SDL_SetTextureBlendMode(t.Get(), C.SDL_BlendMode(_blendmode)) }
func (t *Texture) SetBlendMode(blendmode int) bool { ret := C.SDL_SetTextureBlendMode(t.cTexture, C.SDL_BlendMode(blendmode)) return int(ret) == 0 }
func (r *Renderer) GetDrawBlendMode() (int, bool) { bm := C.SDL_BlendMode(0) ret := C.SDL_GetRenderDrawBlendMode(r.cRenderer, &bm) return int(bm), int(ret) == 0 }
func (r *Renderer) SetDrawBlendMode(blendmode int) bool { ret := C.SDL_SetRenderDrawBlendMode(r.cRenderer, C.SDL_BlendMode(blendmode)) return int(ret) == 0 }
func (m BlendMode) c() C.SDL_BlendMode { return C.SDL_BlendMode(m) }
func (bm BlendMode) c() C.SDL_BlendMode { return C.SDL_BlendMode(C.Uint32(bm)) }