SDL Wiki
(This is the documentation for SDL3, which is under heavy development and the API is changing! SDL2 is the current stable version!)


Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.


int SDL_LockTextureToSurface(SDL_Texture *texture,
                    const SDL_Rect *rect,
                    SDL_Surface **surface);

Function Parameters

texture the texture to lock for access, which must be created with SDL_TEXTUREACCESS_STREAMING
rect a pointer to the rectangle to lock for access. If the rect is NULL, the entire texture will be locked
surface this is filled in with an SDL surface representing the locked area

Return Value

Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.


Besides providing an SDL_Surface instead of raw pixel data, this function operates like SDL_LockTexture.

As an optimization, the pixels made available for editing don't necessarily contain the old texture data. This is a write-only operation, and if you need to keep a copy of the texture data you should do that at the application level.

You must use SDL_UnlockTexture() to unlock the pixels and apply any changes.

The returned surface is freed internally after calling SDL_UnlockTexture() or SDL_DestroyTexture(). The caller should not free it.


This function is available since SDL 3.0.0.


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