// GL_GetAttribute (https://wiki.libsdl.org/SDL_GL_GetAttribute) func GL_GetAttribute(attr GLattr) (int, error) { var _value C.int if C.SDL_GL_GetAttribute(attr.c(), &_value) != 0 { return int(_value), GetError() } return int(_value), nil }
func GL_GetAttribute(attr int) (int, error) { var value C.int = 0 ret := C.SDL_GL_GetAttribute(C.SDL_GLattr(attr), &value) if ret == 0 { return int(value), NewSDLError() } return int(value), nil }
func GL_GetAttribute(attr GLattr) (int, error) { var val C.int if C.SDL_GL_GetAttribute(C.SDL_GLattr(attr), &val) != 0 { return 0, getError() } return int(val), nil }
func GL_GetAttribute(attribute uint32) (value int, status int) { _attribute := (C.SDL_GLattr)(attribute) var _value, _status C.int _status = (C.SDL_GL_GetAttribute(_attribute, &_value)) return int(_status), int(_value) }
func GL_GetAttribute(attribute uint32, value *int) int { _attribute := (C.SDL_GLattr)(attribute) _value := (*C.int)(unsafe.Pointer(value)) return (int)(C.SDL_GL_GetAttribute(_attribute, _value)) }
func GL_GetAttribute(attr GLattr) (value int, status int) { var _value, _status C.int _status = (C.SDL_GL_GetAttribute(attr.c(), &_value)) return int(_status), int(_value) }
// Get an attribute of the OpenGL subsystem from the windowing // interface, such as glX. This is of course different from getting // the values from SDL's internal OpenGL subsystem, which only // stores the values you request before initialization. // // Developers should track the values they pass into SDL_GL_SetAttribute // themselves if they want to retrieve these values. // extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int* value); func GLGetAttribute(attr int) (int, int) { var value C.int res := int(C.SDL_GL_GetAttribute(C.SDL_GLattr(attr), &value)) return res, int(value) }