Perform a scaled copy using the 9-grid algorithm to the current rendering target at subpixel precision.
Defined in <SDL3/SDL_render.h>
bool SDL_RenderTexture9GridTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect, float tileScale);| SDL_Renderer * | renderer | the renderer which should copy parts of a texture. |
| SDL_Texture * | texture | the source texture. |
| const SDL_FRect * | srcrect | the SDL_Rect structure representing the rectangle to be used for the 9-grid, or NULL to use the entire texture. |
| float | left_width | the width, in pixels, of the left corners in
srcrect. |
| float | right_width | the width, in pixels, of the right corners in
srcrect. |
| float | top_height | the height, in pixels, of the top corners in
srcrect. |
| float | bottom_height | the height, in pixels, of the bottom corners in
srcrect. |
| float | scale | the scale used to transform the corner of srcrect into
the corner of dstrect, or 0.0f for an unscaled copy. |
| const SDL_FRect * | dstrect | a pointer to the destination rectangle, or NULL for the entire rendering target. |
| float | tileScale | the scale used to transform the borders and center of
srcrect into the borders and middle of
dstrect, or 1.0f for an unscaled copy. |
(bool) Returns true on success or false on failure; call SDL_GetError() for more information.
The pixels in the texture are split into a 3x3 grid, using the
different corner sizes 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 tiled into place to cover the
remaining destination rectangle.
This function should only be called on the main thread.
This function is available since SDL 3.4.0.