mirror of https://github.com/raysan5/raylib
Merge pull request #616 from overdev/master
[Feature Request] 9-patch drawing function
This commit is contained in:
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00f5f2ead2
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/*******************************************************************************************
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*
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* raylib [textures] example - 9-patch drawing
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*
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* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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*
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* This example has been created using raylib 2.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - 9-patch drawing");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture2D nPatchTexture = LoadTexture("resources/ninepatch_button.png");
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Vector2 mousePosition;
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Vector2 origin = {0.0f, 0.0f};
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// The location and size of the n-patches.
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Rectangle dstRec1 = {480.0f, 160.0f, 32.0f, 32.0f};
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Rectangle dstRec2 = {160.0f, 160.0f, 32.0f, 32.0f};
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Rectangle dstRecH = {160.0f, 93.0f, 32.0f, 32.0f}; // this rec's height is ignored
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Rectangle dstRecV = {92.0f, 160.0f, 32.0f, 32.0f}; // this rec's width is ignored
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// A 9-patch (NPT_9PATCH) changes its sizes in both axis
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NPatchInfo ninePatchInfo1 = {(Rectangle){0.0f, 0.0f, 64.0f, 64.0f}, 12, 40, 12, 12, NPT_9PATCH };
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NPatchInfo ninePatchInfo2 = {(Rectangle){0.0f, 128.0f, 64.0f, 64.0f}, 16, 16, 16, 16, NPT_9PATCH };
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// A horizontal 3-patch (NPT_3PATCH_HORIZONTAL) changes its sizes along the x axis only
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NPatchInfo h3PatchInfo = {(Rectangle){0.0f, 64.0f, 64.0f, 64.0f}, 8, 8, 8, 8, NPT_3PATCH_HORIZONTAL };
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// A vertical 3-patch (NPT_3PATCH_VERTICAL) changes its sizes along the y axis only
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NPatchInfo v3PatchInfo = {(Rectangle){0.0f, 192.0f, 64.0f, 64.0f}, 6, 6, 6, 6, NPT_3PATCH_VERTICAL };
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SetTargetFPS(60);
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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mousePosition = GetMousePosition();
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// resize the n-patches based on mouse position.
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dstRec1.width = mousePosition.x - dstRec1.x;
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dstRec1.height = mousePosition.y - dstRec1.y;
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dstRec2.width = mousePosition.x - dstRec2.x;
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dstRec2.height = mousePosition.y - dstRec2.y;
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dstRecH.width = mousePosition.x - dstRecH.x;
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dstRecV.height = mousePosition.y - dstRecV.y;
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// set a minimum width and/or height
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if (dstRec1.width < 1.0f) dstRec1.width = 1.0f;
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if (dstRec1.width > 300.0f) dstRec1.width = 300.0f;
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if (dstRec1.height < 1.0f) dstRec1.height = 1.0f;
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if (dstRec2.width < 1.0f) dstRec2.width = 1.0f;
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if (dstRec2.width > 300.0f) dstRec2.width = 300.0f;
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if (dstRec2.height < 1.0f) dstRec2.height = 1.0f;
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if (dstRecH.width < 1.0f) dstRecH.width = 1.0f;
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if (dstRecV.height < 1.0f) dstRecV.height = 1.0f;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw the n-patches
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DrawTextureNPatch(nPatchTexture, ninePatchInfo2, dstRec2, origin, 0.0f, WHITE);
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DrawTextureNPatch(nPatchTexture, ninePatchInfo1, dstRec1, origin, 0.0f, WHITE);
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DrawTextureNPatch(nPatchTexture, h3PatchInfo, dstRecH, origin, 0.0f, WHITE);
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DrawTextureNPatch(nPatchTexture, v3PatchInfo, dstRecV, origin, 0.0f, WHITE);
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// Draw the source texture
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DrawRectangleLines( 5, 88, 74, 266, BLUE);
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DrawTexture(nPatchTexture, 10, 93, WHITE);
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DrawText("TEXTURE", 15, 360, 10, DARKGRAY);
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DrawRectangle( 10, 10, 250, 73, Fade(SKYBLUE, 0.5));
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DrawRectangleLines( 10, 10, 250, 73, BLUE);
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DrawText("9-Patch and 3-Patch example", 20, 20, 10, BLACK);
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DrawText(" Move the mouse to stretch or", 40, 40, 10, DARKGRAY);
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DrawText(" shrink the n-patches.", 40, 60, 10, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(nPatchTexture); // Texture unloading
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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17
src/raylib.h
17
src/raylib.h
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@ -412,6 +412,15 @@ typedef struct RenderTexture2D {
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// RenderTexture type, same as RenderTexture2D
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typedef RenderTexture2D RenderTexture;
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typedef struct NPatchInfo {
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Rectangle sourceRec; // Region in the texture
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int left; // left border offset
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int top; // top border offset
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int right; // right border offset
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int bottom; // bottom border offset
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int type; // layout of the n-patch: 3x3, 1x3 or 3x1
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} NPatchInfo;
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// Font character info
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typedef struct CharInfo {
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int value; // Character value (Unicode)
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@ -729,6 +738,13 @@ typedef enum {
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HMD_SONY_PSVR
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} VrDeviceType;
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// Type of n-patch
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typedef enum {
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NPT_9PATCH = 0, // 3x3
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NPT_3PATCH_VERTICAL, // 1x3
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NPT_3PATCH_HORIZONTAL // 3x1
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} NPatchType;
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// Callbacks to be implemented by users
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typedef void (*TraceLogCallback)(int msgType, const char *text, va_list args);
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@ -999,6 +1015,7 @@ RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);
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RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
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RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely.
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//------------------------------------------------------------------------------------
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// Font Loading and Text Drawing Functions (Module: text)
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196
src/textures.c
196
src/textures.c
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@ -2331,6 +2331,202 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
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}
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}
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void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint)
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{
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if (texture.id > 0)
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{
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float width = (float)texture.width;
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float height = (float)texture.height;
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float patchWidth = (destRec.width <= 0.0f)? 0.0f : destRec.width;
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float patchHeight = (destRec.height <= 0.0f)? 0.0f : destRec.height;
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if (nPatchInfo.sourceRec.width < 0) nPatchInfo.sourceRec.x -= nPatchInfo.sourceRec.width;
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if (nPatchInfo.sourceRec.height < 0) nPatchInfo.sourceRec.y -= nPatchInfo.sourceRec.height;
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if (nPatchInfo.type == NPT_3PATCH_HORIZONTAL) patchHeight = nPatchInfo.sourceRec.height;
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if (nPatchInfo.type == NPT_3PATCH_VERTICAL) patchWidth = nPatchInfo.sourceRec.width;
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bool drawCenter = true;
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bool drawMiddle = true;
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float leftBorder = (float)nPatchInfo.left;
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float topBorder = (float)nPatchInfo.top;
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float rightBorder = (float)nPatchInfo.right;
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float bottomBorder = (float)nPatchInfo.bottom;
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// adjust the lateral (left and right) border widths in case patchWidth < texture.width
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if (patchWidth <= (leftBorder + rightBorder) && nPatchInfo.type != NPT_3PATCH_VERTICAL)
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{
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drawCenter = false;
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leftBorder = (leftBorder / (leftBorder + rightBorder)) * patchWidth;
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rightBorder = patchWidth - leftBorder;
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}
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// adjust the lateral (top and bottom) border heights in case patchHeight < texture.height
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if (patchHeight <= (topBorder + bottomBorder) && nPatchInfo.type != NPT_3PATCH_HORIZONTAL)
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{
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drawMiddle = false;
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topBorder = (topBorder / (topBorder + bottomBorder)) * patchHeight;
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bottomBorder = patchHeight - topBorder;
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}
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Vector2 vertA, vertB, vertC, vertD;
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vertA.x = 0.0f; // outer left
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vertA.y = 0.0f; // outer top
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vertB.x = leftBorder; // inner left
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vertB.y = topBorder; // inner top
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vertC.x = patchWidth - rightBorder; // inner right
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vertC.y = patchHeight - bottomBorder; // inner bottom
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vertD.x = patchWidth; // outer right
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vertD.y = patchHeight; // outer bottom
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Vector2 coordA, coordB, coordC, coordD;
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coordA.x = nPatchInfo.sourceRec.x / width;
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coordA.y = nPatchInfo.sourceRec.y / height;
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coordB.x = (nPatchInfo.sourceRec.x + leftBorder) / width;
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coordB.y = (nPatchInfo.sourceRec.y + topBorder) / height;
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coordC.x = (nPatchInfo.sourceRec.x + nPatchInfo.sourceRec.width - rightBorder) / width;
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coordC.y = (nPatchInfo.sourceRec.y + nPatchInfo.sourceRec.height - bottomBorder) / height;
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coordD.x = (nPatchInfo.sourceRec.x + nPatchInfo.sourceRec.width) / width;
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coordD.y = (nPatchInfo.sourceRec.y + nPatchInfo.sourceRec.height) / height;
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rlEnableTexture(texture.id);
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rlPushMatrix();
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rlTranslatef(destRec.x, destRec.y, 0);
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rlRotatef(rotation, 0, 0, 1);
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rlTranslatef(-origin.x, -origin.y, 0);
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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if (nPatchInfo.type == NPT_9PATCH)
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{
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// ------------------------------------------------------------
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// TOP-LEFT QUAD
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); // Top-left corner for texture and quad
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if (drawCenter)
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{
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// TOP-CENTER QUAD
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-left corner for texture and quad
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}
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// TOP-RIGHT QUAD
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-left corner for texture and quad
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if (drawMiddle)
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{
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// ------------------------------------------------------------
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// MIDDLE-LEFT QUAD
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rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Top-left corner for texture and quad
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if (drawCenter)
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{
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// MIDDLE-CENTER QUAD
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rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Top-left corner for texture and quad
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}
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// MIDDLE-RIGHT QUAD
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rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Top-left corner for texture and quad
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}
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// ------------------------------------------------------------
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// BOTTOM-LEFT QUAD
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rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Top-left corner for texture and quad
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if (drawCenter)
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{
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// BOTTOM-CENTER QUAD
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rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Top-left corner for texture and quad
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}
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// BOTTOM-RIGHT QUAD
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rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Top-left corner for texture and quad
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}
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else if (nPatchInfo.type == NPT_3PATCH_VERTICAL)
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{
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// TOP QUAD
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// -----------------------------------------------------------
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// Texture coords Vertices
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); // Top-left corner for texture and quad
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if (drawCenter)
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{
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// MIDDLE QUAD
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// -----------------------------------------------------------
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// Texture coords Vertices
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rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Top-left corner for texture and quad
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}
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// BOTTOM QUAD
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// -----------------------------------------------------------
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// Texture coords Vertices
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rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Top-left corner for texture and quad
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}
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else if (nPatchInfo.type == NPT_3PATCH_HORIZONTAL)
|
||||
{
|
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// LEFT QUAD
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||||
// -----------------------------------------------------------
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// Texture coords Vertices
|
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rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y); // Bottom-left corner for texture and quad
|
||||
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); // Top-left corner for texture and quad
|
||||
if (drawCenter)
|
||||
{
|
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// CENTER QUAD
|
||||
// -----------------------------------------------------------
|
||||
// Texture coords Vertices
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||||
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-left corner for texture and quad
|
||||
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-right corner for texture and quad
|
||||
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-right corner for texture and quad
|
||||
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-left corner for texture and quad
|
||||
}
|
||||
// RIGHT QUAD
|
||||
// -----------------------------------------------------------
|
||||
// Texture coords Vertices
|
||||
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-left corner for texture and quad
|
||||
rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y); // Bottom-right corner for texture and quad
|
||||
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); // Top-right corner for texture and quad
|
||||
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-left corner for texture and quad
|
||||
}
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
|
||||
rlDisableTexture();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
Loading…
Reference in New Issue