// Texture (https://wiki.libsdl.org/SDL_SetTextureBlendMode) func (texture *Texture) SetBlendMode(bm BlendMode) error { _ret := C.SDL_SetTextureBlendMode(texture.cptr(), bm.c()) if _ret < 0 { return GetError() } return nil }
func (t *Texture) SetBlendMode(mode BlendMode) error { if C.SDL_SetTextureBlendMode(t.c, mode.c()) != 0 { return getError() } return nil }
func texFromImage(rend *C.SDL_Renderer, img *image.NRGBA) *C.SDL_Texture { b := img.Bounds() w, h := b.Dx(), b.Dy() fmt := C.SDL_PIXELFORMAT_ABGR8888 acc := C.SDL_TEXTUREACCESS_STATIC tex := C.SDL_CreateTexture(rend, C.Uint32(fmt), C.int(acc), C.int(w), C.int(h)) if tex == nil { panic(sdlError()) } if C.SDL_UpdateTexture(tex, nil, unsafe.Pointer(&img.Pix[0]), C.int(img.Stride)) < 0 { panic(sdlError()) } if C.SDL_SetTextureBlendMode(tex, C.SDL_BLENDMODE_BLEND) < 0 { panic(sdlError()) } return tex }
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 (texture *Texture) SetBlendMode(blendMode uint32) int { _texture := (*C.SDL_Texture)(unsafe.Pointer(texture)) _blendMode := (C.SDL_BlendMode)(C.Uint32(blendMode)) return (int)(C.SDL_SetTextureBlendMode(_texture, _blendMode)) }
func (texture *Texture) SetBlendMode(bm BlendMode) int { return int(C.SDL_SetTextureBlendMode(texture.cptr(), bm.c())) }