Retrieves a single pixel from a surface.
Defined in <SDL3/SDL_surface.h>
int SDL_ReadSurfacePixel(SDL_Surface *surface, int x, int y, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
surface | the surface to read |
x | the horizontal coordinate, 0 <= x < width |
y | the vertical coordinate, 0 <= y < height |
r | a pointer filled in with the red channel, 0-255, or NULL to ignore this channel |
g | a pointer filled in with the green channel, 0-255, or NULL to ignore this channel |
b | a pointer filled in with the blue channel, 0-255, or NULL to ignore this channel |
a | a pointer filled in with the alpha channel, 0-255, or NULL to ignore this channel |
Returns 0 on success or a negative error code 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_GetRGBA, 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 3.0.0.