Writes a single pixel to a surface.
Defined in <SDL3/SDL_surface.h>
bool SDL_WriteSurfacePixel(SDL_Surface *surface, int x, int y, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
SDL_Surface * | surface | the surface to write. |
int | x | the horizontal coordinate, 0 <= x < width. |
int | y | the vertical coordinate, 0 <= y < height. |
Uint8 | r | the red channel value, 0-255. |
Uint8 | g | the green channel value, 0-255. |
Uint8 | b | the blue channel value, 0-255. |
Uint8 | a | the alpha channel value, 0-255. |
(bool) Returns true on success or false on failure; call SDL_GetError() for more information.
This function prioritizes correctness over speed: it is suitable for unit tests, but is not intended for use in a game engine.
Like SDL_MapRGBA, this uses the entire 0..255 range when converting color components from pixel formats with less than 8 bits per RGB component.
This function is available since SDL 3.1.3.