mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-05-28 07:29:09 +00:00
Added SDL_RenderTextureTiled()
This commit is contained in:
parent
9e55ee9391
commit
198caa54a1
6 changed files with 385 additions and 71 deletions
|
@ -1843,6 +1843,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, cons
|
|||
* \since This function is available since SDL 3.0.0.
|
||||
*
|
||||
* \sa SDL_RenderTextureRotated
|
||||
* \sa SDL_RenderTextureTiled
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
|
||||
|
||||
|
@ -1875,6 +1876,28 @@ extern SDL_DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer,
|
|||
const double angle, const SDL_FPoint *center,
|
||||
const SDL_FlipMode flip);
|
||||
|
||||
/**
|
||||
* Tile a portion of the texture to the current rendering target at subpixel
|
||||
* precision.
|
||||
*
|
||||
* The pixels in `srcrect` will be repeated as many times as needed to completely fill `dstrect`.
|
||||
*
|
||||
* \param renderer the renderer which should copy parts of a texture.
|
||||
* \param texture the source texture.
|
||||
* \param srcrect a pointer to the source rectangle, or NULL for the entire
|
||||
* texture.
|
||||
* \param scale the scale used to transform srcrect into the destination rectangle, e.g. a 32x32 texture with a scale of 2 would fill 64x64 tiles.
|
||||
* \param dstrect a pointer to the destination rectangle, or NULL for the
|
||||
* entire rendering target.
|
||||
* \returns 0 on success or a negative error code on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.0.0.
|
||||
*
|
||||
* \sa SDL_RenderTexture
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect);
|
||||
|
||||
/**
|
||||
* Render a list of triangles, optionally using a texture and indices into the
|
||||
* vertex array Color and alpha modulation is done per vertex
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue