sdlRenderTextureTiled function

bool sdlRenderTextureTiled(
  1. Pointer<SdlRenderer> renderer,
  2. Pointer<SdlTexture> texture,
  3. Pointer<SdlFRect> srcrect,
  4. double scale,
  5. Pointer<SdlFRect> dstrect,
)

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 true on success or false on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

\since This function is available since SDL 3.1.3.

\sa SDL_RenderTexture

extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect)

Implementation

bool sdlRenderTextureTiled(
    Pointer<SdlRenderer> renderer,
    Pointer<SdlTexture> texture,
    Pointer<SdlFRect> srcrect,
    double scale,
    Pointer<SdlFRect> dstrect) {
  final sdlRenderTextureTiledLookupFunction = libSdl3.lookupFunction<
      Uint8 Function(Pointer<SdlRenderer> renderer, Pointer<SdlTexture> texture,
          Pointer<SdlFRect> srcrect, Float scale, Pointer<SdlFRect> dstrect),
      int Function(
          Pointer<SdlRenderer> renderer,
          Pointer<SdlTexture> texture,
          Pointer<SdlFRect> srcrect,
          double scale,
          Pointer<SdlFRect> dstrect)>('SDL_RenderTextureTiled');
  return sdlRenderTextureTiledLookupFunction(
          renderer, texture, srcrect, scale, dstrect) ==
      1;
}