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Added SDL_BlitSurface9Grid() and SDL_RenderTexture9Grid()
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@ -1898,6 +1898,28 @@ extern SDL_DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer,
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect);
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/**
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* Perform a scaled copy using the 9-grid algorithm to the current rendering target at subpixel precision.
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*
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* The pixels in the texture are split into a 3x3 grid, using the corner size for each corner, and the sides and center making up the remaining pixels. The corners are then scaled using `scale` and fit into the corners of the destination rectangle. The sides and center are then stretched into place to cover the remaining destination rectangle.
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*
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* \param renderer the renderer which should copy parts of a texture.
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* \param texture the source texture.
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* \param srcrect the SDL_Rect structure representing the rectangle to be
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* used for the 9-grid, or NULL to use the entire texture.
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* \param corner_size the size, in pixels, of the corner in `srcrect`.
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* \param scale the scale used to transform the corner of `srcrect` into the corner of `dstrect`, or 0.0f for an unscaled copy.
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* \param dstrect a pointer to the destination rectangle, or NULL for the
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* entire rendering target.
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_RenderTexture
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float corner_size, float scale, const SDL_FRect *dstrect);
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/**
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* Render a list of triangles, optionally using a texture and indices into the
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* vertex array Color and alpha modulation is done per vertex
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