/******************************************************************************************* * * raylib [textures] example - Texture source and destination rectangles * * 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) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Texture2D guybrush = LoadTexture("resources/guybrush.png"); // Texture loading int frameWidth = guybrush.width/7; int frameHeight = guybrush.height; // NOTE: Source rectangle (part of the texture to use for drawing) Rectangle sourceRec = { 0, 0, frameWidth, frameHeight }; // NOTE: Destination rectangle (screen rectangle where drawing part of texture) Rectangle destRec = { screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 }; // NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size Vector2 origin = { frameWidth, frameHeight }; int rotation = 0; SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- rotation++; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE); DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY); DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(guybrush); // Texture unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }