Copy a portion of the source texture to the current rendering target, with rotation and flipping, at subpixel precision.
Defined in <SDL3/SDL_render.h>
bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_FRect *srcrect, const SDL_FRect *dstrect,
double angle, const SDL_FPoint *center,
SDL_FlipMode flip);
SDL_Renderer * | renderer | the renderer which should copy parts of a texture. |
SDL_Texture * | texture | the source texture. |
const SDL_FRect * | srcrect | a pointer to the source rectangle, or NULL for the entire texture. |
const SDL_FRect * | dstrect | a pointer to the destination rectangle, or NULL for the entire rendering target. |
double | angle | an angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction. |
const SDL_FPoint * | 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_FlipMode | flip | an SDL_FlipMode value stating which flipping actions should be performed on the texture. |
(bool) Returns true on success or false on failure; call SDL_GetError() for more information.
You may only call this function from the main thread.
This function is available since SDL 3.1.3.