···11#include "demo-font.h"
22+#include <stdlib.h>
33+#include <string.h>
2435static Uint32 _GetPixel(SDL_Surface *Surface, int x, int y)
46{
-7
include/SDL_gpu.h
···12131213 * \param scaleY Vertical stretch factor */
12141214DECLSPEC void SDLCALL GPU_BlitTransformX(GPU_Image* image, GPU_Rect* src_rect, GPU_Target* target, float x, float y, float pivot_x, float pivot_y, float degrees, float scaleX, float scaleY);
1215121512161216-/*! Transforms and draws the given image to the given render target.
12171217- * \param src_rect The region of the source image to use.
12181218- * \param x Destination x-position
12191219- * \param y Destination y-position
12201220- * \param matrix3x3 3x3 matrix in column-major order (index = row + column*numColumns) */
12211221-DECLSPEC void SDLCALL GPU_BlitTransformMatrix(GPU_Image* image, GPU_Rect* src_rect, GPU_Target* target, float x, float y, float* matrix3x3);
12221222-12231216/*! Renders triangles from the given set of vertices. This lets you render arbitrary 2D geometry. It is a direct path to the GPU, so the format is different than typical SDL_gpu calls.
12241217 * \param values A tightly-packed array of vertex position (e.g. x,y), texture coordinates (e.g. s,t), and color (e.g. r,g,b,a) values. Texture coordinates and color values are expected to be already normalized to 0.0 - 1.0. Pass NULL to render with only custom shader attributes.
12251218 * \param indices If not NULL, this is used to specify which vertices to use and in what order (i.e. it indexes the vertices in the 'values' array).