// Texture (https://wiki.libsdl.org/SDL_GetTextureBlendMode) func (texture *Texture) GetBlendMode() (bm BlendMode, err error) { _ret := C.SDL_GetTextureBlendMode(texture.cptr(), bm.cptr()) if _ret < 0 { err = GetError() return bm, err } return bm, nil }
func (t *Texture) GetBlendMode() (BlendMode, error) { var mode C.SDL_BlendMode if C.SDL_GetTextureBlendMode(t.c, &mode) != 0 { return 0, getError() } return BlendMode(mode), nil }
func (texture *Texture) GetBlendMode(blendMode *uint32) int { _texture := (*C.SDL_Texture)(unsafe.Pointer(texture)) _blendMode := (*C.SDL_BlendMode)(unsafe.Pointer(blendMode)) return (int)(C.SDL_GetTextureBlendMode(_texture, _blendMode)) }
func (texture *Texture) GetBlendMode() (blendMode uint32, status int) { _texture := (*C.SDL_Texture)(unsafe.Pointer(texture)) _blendMode := (*C.SDL_BlendMode)(unsafe.Pointer(&blendMode)) status = (int)(C.SDL_GetTextureBlendMode(_texture, _blendMode)) return }
func (texture *Texture) GetBlendMode() (bm BlendMode, status int) { status = int(C.SDL_GetTextureBlendMode(texture.cptr(), bm.cptr())) return }