Provided by: libsdl3-image-doc_3.2.4+ds-1_all bug

NAME

       IMG_LoadTextureTyped_IO - Load an image from an SDL data source into a GPU texture.

HEADER FILE

       Defined in SDL3_image/SDL_image.h

SYNOPSIS

       #include "SDL3_image/SDL_image.h"

       SDL_Texture * IMG_LoadTextureTyped_IO(SDL_Renderer *renderer, SDL_IOStream *src, bool closeio, const char *type);

DESCRIPTION

       An  SDL_Texture  represents  an  image  in  GPU  memory,  usable  by  SDL's  2D  Render  API. This can be
       significantly more efficient than using a CPU-bound SDL_Surface if you don't need to manipulate the image
       directly after loading it.

       If the loaded image has transparency or a colorkey, a texture with an  alpha  channel  will  be  created.
       Otherwise,  SDL_image  will  attempt  to  create  an  SDL_Texture in the most format that most reasonably
       represents the image data (but in many cases, this will just end up being 32-bit RGB or 32-bit RGBA).

       If closeio is true, src will be closed before returning, whether this function succeeds or not. SDL_image
       reads everything it needs from src during this call in any case.

       Even though this function accepts a file type, SDL_image may still try other decoders that are capable of
       detecting file type from the contents of the image data, but may rely on the caller-provided type  string
       for  formats  that  it  cannot  autodetect. If type is NULL, SDL_image will rely solely on its ability to
       guess the format.

       There is a separate function  to  read  files  from  disk  without  having  to  deal  with  SDL_IOStream:
       IMG_LoadTexture("filename.jpg") will call this function and manage those details for you, determining the
       file type from the filename's extension.

       There  is  also  IMG_LoadTexture_IO  (), which is equivalent to this function except that it will rely on
       SDL_image to determine what type of data it is loading, much like passing a NULL for type.

       If you would rather decode an image  to  an  SDL_Surface  (a  buffer  of  pixels  in  CPU  memory),  call
       IMG_LoadTyped_IO () instead.

       When done with the returned texture, the app should dispose of it with a call to SDL_DestroyTexture().

FUNCTION PARAMETERS

       renderer
              the SDL_Renderer to use to create the GPU texture.

       src    an SDL_IOStream that data will be read from.

       closeio
              true to close/free the SDL_IOStream before returning, false to leave it open.

       type   a filename extension that represent this data ("BMP", "GIF", "PNG", etc).

RETURN VALUE

       Returns a new texture, or NULL on error.

AVAILABILITY

       This function is available since SDL_image 3.0.0.

SEE ALSO

       (3), IMG_LoadTexture(3), (3), IMG_LoadTexture_IO(3), SDL_DestroyTexture(3)

SDL_image                                        SDL_image 3.2.4                      IMG_LoadTextureTyped_IO(3)