Size: 2137
Comment: Removed remark about flipping not possible.
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← Revision 8 as of 2015-01-28 20:44:20 ⇥
Size: 2139
Comment: Fixed two typos.
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Use this function to copy a portion of the texture to the current rendering target, optionally rotating it by angle around the given center and also flipping it top-bottom and/or left-right | Use this function to copy a portion of the texture to the current rendering target, optionally rotating it by angle around the given center and also flipping it top-bottom and/or left-right. |
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||'''center'''||a pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done aroud dstrect.w/2, dstrect.h/2)|| | ||'''center'''||a pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2)|| |
SDL_RenderCopyEx
Use this function to copy a portion of the texture to the current rendering target, optionally rotating it by angle around the given center and also flipping it top-bottom and/or left-right.
Contents
Syntax
int SDL_RenderCopyEx(SDL_Renderer* renderer,
SDL_Texture* texture,
const SDL_Rect* srcrect,
const SDL_Rect* dstrect,
const double angle,
const SDL_Point* center,
const SDL_RendererFlip flip)
Function Parameters
renderer |
the rendering context |
texture |
the source texture; see Remarks for details |
srcrect |
the source SDL_Rect structure or NULL for the entire texture |
dstrect |
the destination SDL_Rect structure or NULL for the entire rendering target |
angle |
an angle in degrees that indicates the rotation that will be applied to dstrect |
center |
a pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2) |
flip |
a SDL_RendererFlip value stating which flipping actions should be performed on the texture |
Return Value
Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.
Code Examples
You can add your code example here
Remarks
The texture is blended with the destination based on its blend mode set with SDL_SetTextureBlendMode().
The texture color is affected based on its color modulation set by SDL_SetTextureColorMod().
The texture alpha is affected based on its alpha modulation set by SDL_SetTextureAlphaMod().