raylib/examples/textures/textures_srcrec_dstrec.c

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/*******************************************************************************************
*
* raylib [textures] example - Texture source and destination rectangles
*
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* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
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int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
int frameWidth = scarfy.width/6;
int frameHeight = scarfy.height;
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// Source rectangle (part of the texture to use for drawing)
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Rectangle sourceRec = { 0.0f, 0.0f, frameWidth, frameHeight };
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// Destination rectangle (screen rectangle where drawing part of texture)
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Rectangle destRec = { screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 };
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// Origin of the texture (rotation/scale point), it's relative to destination rectangle size
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Vector2 origin = { frameWidth, frameHeight };
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int rotation = 0;
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SetTargetFPS(60);
//--------------------------------------------------------------------------------------
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// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
rotation++;
//----------------------------------------------------------------------------------
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// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
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ClearBackground(RAYWHITE);
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// NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
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// sourceRec defines the part of the texture we use for drawing
// destRec defines the rectangle where our texture part will fit (scaling it to fit)
// origin defines the point of the texture used as reference for rotation and scaling
// rotation defines the texture rotation (using origin as rotation point)
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DrawTexturePro(scarfy, sourceRec, destRec, origin, (float)rotation, WHITE);
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DrawLine((int)destRec.x, 0, (int)destRec.x, screenHeight, GRAY);
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DrawLine(0, (int)destRec.y, screenWidth, (int)destRec.y, GRAY);
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DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
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EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(scarfy); // Texture unloading
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CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
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return 0;
}