+void SDLBlitTexture(Bitmap *bitmap,
+ int src_x, int src_y, int width, int height,
+ int dst_x, int dst_y, int mask_mode)
+{
+#if defined(TARGET_SDL2)
+#if USE_RENDERER
+ SDL_Texture *texture;
+ SDL_Rect src_rect;
+ SDL_Rect dst_rect;
+
+ texture =
+ (mask_mode == BLIT_MASKED ? bitmap->texture_masked : bitmap->texture);
+
+ if (texture == NULL)
+ return;
+
+ src_rect.x = src_x;
+ src_rect.y = src_y;
+ src_rect.w = width;
+ src_rect.h = height;
+
+ dst_rect.x = dst_x;
+ dst_rect.y = dst_y;
+ dst_rect.w = width;
+ dst_rect.h = height;
+
+ SDL_RenderCopy(sdl_renderer, texture, &src_rect, &dst_rect);
+#endif
+#endif
+}
+