// Color returns the current drawing color. func (c Canvas) color() color.Color { var r, g, b, a C.Uint8 if C.SDL_GetRenderDrawColor(c.win.rend, &r, &g, &b, &a) < 0 { panic(sdlError()) } return color.NRGBA{uint8(r), uint8(g), uint8(b), uint8(a)} }
func (renderer *Renderer) GetDrawColor(r, g, b, a *uint8) int { _renderer := (*C.SDL_Renderer)(unsafe.Pointer(renderer)) _r := (*C.Uint8)(unsafe.Pointer(r)) _g := (*C.Uint8)(unsafe.Pointer(g)) _b := (*C.Uint8)(unsafe.Pointer(b)) _a := (*C.Uint8)(unsafe.Pointer(a)) return (int)(C.SDL_GetRenderDrawColor(_renderer, _r, _g, _b, _a)) }
func (renderer *Renderer) GetDrawColor() (r, g, b, a uint8, status int) { _r := (*C.Uint8)(unsafe.Pointer(&r)) _g := (*C.Uint8)(unsafe.Pointer(&g)) _b := (*C.Uint8)(unsafe.Pointer(&b)) _a := (*C.Uint8)(unsafe.Pointer(&a)) status = int(C.SDL_GetRenderDrawColor(renderer.cptr(), _r, _g, _b, _a)) return }
func (r *Renderer) GetDrawColor() (red, g, b, a uint8, err error) { var cr, cg, cb, ca C.Uint8 if C.SDL_GetRenderDrawColor(r.c, &cr, &cg, &cb, &ca) != 0 { return 0, 0, 0, 0, getError() } return uint8(cr), uint8(cg), uint8(cb), uint8(ca), nil }
func (r *Renderer) GetDrawColor() Color { cr := C.Uint8(0) cg := C.Uint8(0) cb := C.Uint8(0) ca := C.Uint8(0) ret := C.SDL_GetRenderDrawColor(r.cRenderer, &cr, &cg, &cb, &ca) if int(ret) == 0 { return Color{uint8(cr), uint8(cg), uint8(cb), uint8(ca)} } return Color{0, 0, 0, 0} }
// Renderer (https://wiki.libsdl.org/SDL_GetRenderDrawColor) func (renderer *Renderer) GetDrawColor() (r, g, b, a uint8, err error) { _r := (*C.Uint8)(unsafe.Pointer(&r)) _g := (*C.Uint8)(unsafe.Pointer(&g)) _b := (*C.Uint8)(unsafe.Pointer(&b)) _a := (*C.Uint8)(unsafe.Pointer(&a)) _ret := C.SDL_GetRenderDrawColor(renderer.cptr(), _r, _g, _b, _a) if _ret < 0 { err = GetError() return r, g, b, a, err } return r, g, b, a, nil }