I need to rotate picture by pressing arrows.

 rotate(dots, 90, 150, 120, size.cx, size.cy); PlgBlt(dc, dots, my_dc, 0, 0, size.cx, size.cy, my_mask, 0, 0); 

There is a function - rotate. But I don't know where to put this part. When I put it into WM_TIMER - happens nothing. In WM_PAINT - too. What's wrong? Where put this code and where call this?

Here is WM_PAINT and WM_TIMER

case WM_PAINT: dc = BeginPaint(hwnd, &ps); GetClientRect(hwnd, &rect); BitBlt(mdc, 0, 0, info.bmWidth, info.bmHeight, bdc, 0, 0, SRCCOPY); MaskBlt(mdc, my_pos.x, my_pos.y, my_size.cx, my_size.cy, my_dc, 0, 0, my_mask, 0, 0, MAKEROP4(SRCCOPY, SRCPAINT)); BitBlt(dc, 0, 0, rect.right, rect.bottom, mdc, 0, 0, SRCCOPY); EndPaint(hwnd, &ps); break; case WM_TIMER: if(LOWORD(wParam) == 777u) { if(GetAsyncKeyState(VK_LEFT)) { if (GreatFuncLeftRight(my_pos.x,my_pos.y)) { my_pos.x -= 2; } else my_pos.x-=0; } if(GetAsyncKeyState(VK_RIGHT)) { if (GreatFuncLeftRightReverse(my_pos.x,my_pos.y)) { my_pos.x += 2; } else my_pos.x+=0; } if(GetAsyncKeyState(VK_UP)) { if (GreatFuncUpDown(my_pos.x,my_pos.y)) { my_pos.y -= 2; } else my_pos.y-=0;// вверх } if(GetAsyncKeyState(VK_DOWN)) { if (GreatFuncUpDownReverse(my_pos.x,my_pos.y)) { my_pos.y += 2; } else my_pos.y+=0; } InvalidateRect(hwnd, NULL, FALSE); } break; 

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