raylib/examples/textures/textures_draw_tiled.c

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/*******************************************************************************************
*
* raylib [textures] example - Draw part of the texture tiled
*
* This example has been created using raylib 3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2020 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define SIZEOF(A) (sizeof(A)/sizeof(A[0]))
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#define OPT_WIDTH 220 // Max width for the options container
#define MARGIN_SIZE 8 // Size for the margins
#define COLOR_SIZE 16 // Size of the color select buttons
int main(int argc, char **argv)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE); // Make the window resizable
InitWindow(screenWidth, screenHeight, "raylib [textures] example - Draw part of a texture tiled");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture texPattern = LoadTexture("resources/patterns.png");
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SetTextureFilter(texPattern, TEXTURE_FILTER_TRILINEAR); // Makes the texture smoother when upscaled
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// Coordinates for all patterns inside the texture
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const Rectangle recPattern[] = {
(Rectangle){ 3, 3, 66, 66 },
(Rectangle){ 75, 3, 100, 100 },
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(Rectangle){ 3, 75, 66, 66 },
(Rectangle){ 7, 156, 50, 50 },
(Rectangle){ 85, 106, 90, 45 },
(Rectangle){ 75, 154, 100, 60}
};
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// Setup colors
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const Color colors[] = { BLACK, MAROON, ORANGE, BLUE, PURPLE, BEIGE, LIME, RED, DARKGRAY, SKYBLUE };
enum { MAX_COLORS = SIZEOF(colors) };
Rectangle colorRec[MAX_COLORS] = { 0 };
// Calculate rectangle for each color
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for (int i = 0, x = 0, y = 0; i < MAX_COLORS; i++)
{
colorRec[i].x = 2.0f + MARGIN_SIZE + x;
colorRec[i].y = 22.0f + 256.0f + MARGIN_SIZE + y;
colorRec[i].width = COLOR_SIZE*2.0f;
colorRec[i].height = (float)COLOR_SIZE;
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if (i == (MAX_COLORS/2 - 1))
{
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x = 0;
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y += COLOR_SIZE + MARGIN_SIZE;
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}
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else x += (COLOR_SIZE*2 + MARGIN_SIZE);
}
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int activePattern = 0, activeCol = 0;
float scale = 1.0f, rotation = 0.0f;
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SetTargetFPS(60);
//---------------------------------------------------------------------------------------
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// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
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// Handle mouse
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
const Vector2 mouse = GetMousePosition();
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// Check which pattern was clicked and set it as the active pattern
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for (int i = 0; i < SIZEOF(recPattern); i++)
{
if (CheckCollisionPointRec(mouse, (Rectangle){ 2 + MARGIN_SIZE + recPattern[i].x, 40 + MARGIN_SIZE + recPattern[i].y, recPattern[i].width, recPattern[i].height }))
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{
activePattern = i;
break;
}
}
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// Check to see which color was clicked and set it as the active color
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for (int i = 0; i < MAX_COLORS; ++i)
{
if (CheckCollisionPointRec(mouse, colorRec[i]))
{
activeCol = i;
break;
}
}
}
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// Handle keys
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// Change scale
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if (IsKeyPressed(KEY_UP)) scale += 0.25f;
if (IsKeyPressed(KEY_DOWN)) scale -= 0.25f;
if (scale > 10.0f) scale = 10.0f;
else if ( scale <= 0.0f) scale = 0.25f;
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// Change rotation
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if (IsKeyPressed(KEY_LEFT)) rotation -= 25.0f;
if (IsKeyPressed(KEY_RIGHT)) rotation += 25.0f;
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// Reset
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if (IsKeyPressed(KEY_SPACE)) { rotation = 0.0f; scale = 1.0f; }
//----------------------------------------------------------------------------------
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// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
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// Draw the tiled area
DrawTextureTiled(texPattern, recPattern[activePattern], (Rectangle){(float)OPT_WIDTH+MARGIN_SIZE, (float)MARGIN_SIZE, screenWidth - OPT_WIDTH - 2.0f*MARGIN_SIZE, screenHeight - 2.0f*MARGIN_SIZE},
(Vector2){0.0f, 0.0f}, rotation, scale, colors[activeCol]);
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// Draw options
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DrawRectangle(MARGIN_SIZE, MARGIN_SIZE, OPT_WIDTH - MARGIN_SIZE, screenHeight - 2*MARGIN_SIZE, ColorAlpha(LIGHTGRAY, 0.5f));
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DrawText("Select Pattern", 2 + MARGIN_SIZE, 30 + MARGIN_SIZE, 10, BLACK);
DrawTexture(texPattern, 2 + MARGIN_SIZE, 40 + MARGIN_SIZE, BLACK);
DrawRectangle(2 + MARGIN_SIZE + (int)recPattern[activePattern].x, 40 + MARGIN_SIZE + (int)recPattern[activePattern].y, (int)recPattern[activePattern].width, (int)recPattern[activePattern].height, ColorAlpha(DARKBLUE, 0.3f));
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DrawText("Select Color", 2+MARGIN_SIZE, 10+256+MARGIN_SIZE, 10, BLACK);
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for (int i = 0; i < MAX_COLORS; i++)
{
DrawRectangleRec(colorRec[i], colors[i]);
if (activeCol == i) DrawRectangleLinesEx(colorRec[i], 3, ColorAlpha(WHITE, 0.5f));
}
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DrawText("Scale (UP/DOWN to change)", 2 + MARGIN_SIZE, 80 + 256 + MARGIN_SIZE, 10, BLACK);
DrawText(TextFormat("%.2fx", scale), 2 + MARGIN_SIZE, 92 + 256 + MARGIN_SIZE, 20, BLACK);
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DrawText("Rotation (LEFT/RIGHT to change)", 2 + MARGIN_SIZE, 122 + 256 + MARGIN_SIZE, 10, BLACK);
DrawText(TextFormat("%.0f degrees", rotation), 2 + MARGIN_SIZE, 134 + 256 + MARGIN_SIZE, 20, BLACK);
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DrawText("Press [SPACE] to reset", 2 + MARGIN_SIZE, 164 + 256 + MARGIN_SIZE, 10, DARKBLUE);
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// Draw FPS
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DrawText(TextFormat("%i FPS", GetFPS()), 2 + MARGIN_SIZE, 2 + MARGIN_SIZE, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
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// De-Initialization
//--------------------------------------------------------------------------------------
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UnloadTexture(texPattern); // Unload texture
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CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
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return 0;
}