Returns current global active text shader (queries g_2D_activeTextShader, 0=default rendering).
Takes no parameters.
Returns shader handle (positive integer if custom shader active, 0 if default rendering).
Shaders
Parameters & Returns
Parameters
This function takes no parameters.
Returns
Int
Quick Summary
Returns current global active text shader (queries g_2D_activeTextShader, 0=default rendering).
Takes no parameters.
Returns shader handle (positive integer if custom shader active, 0 if default rendering).
Technical Exegesis...
Returns current global active text shader (queries g_2D_activeTextShader, 0=default rendering). Takes no parameters. Returns shader handle (positive integer if custom shader active, 0 if default rendering). Reads g_2D_activeTextShader (global variable set by b2dSetTextShader). Use to query shader state (check if custom shader active), save/restore shader (store before changing, restore after), or conditional logic (different behavior based on active shader).
Returns current global active text shader (queries g_2D_activeTextShader, 0=default rendering). Takes no parameters. Returns shader handle (positive integer if custom shader active, 0 if default rendering). Reads g_2D_activeTextShader (global variable set by b2dSetTextShader). Use to query shader state (check if custom shader active), save/restore shader (store before changing, restore after), or conditional logic (different behavior based on active shader). Return values: 0 (default rendering, no custom shader active), positive integer (valid shader handle from b2dLoadTextShader, currently active). Use cases: (1) Save/restore (oldShader=b2dGetTextShader(): b2dSetTextShader(tempShader): draw text: b2dSetTextShader(oldShader)), (2) Conditional (If b2dGetTextShader()=0 Then no shader active), (3) State query (currentShader=b2dGetTextShader(): If currentShader=outlineShader Then already set), (4) Debug (Print "Active text shader: "+b2dGetTextShader()). Common patterns: query = shader=b2dGetTextShader() read current; check default = If b2dGetTextShader()=0 Then no custom shader. Performance: cost zero (simple global variable read, trivial operation), safe to call frequently (can query every frame without overhead). Validation: always returns valid integer (0 or positive shader handle), may return freed shader (if shader was freed but still set as active, handle may be invalid, use will fall back to default). Related: b2dSetTextShader sets active (value returned by this function), b2dLoadTextShader loads shader (creates handles returned by this function), b2dText uses active shader (uses shader from this function).