mirror of https://github.com/raysan5/raylib
257 lines
11 KiB
C
257 lines
11 KiB
C
/*******************************************************************************************
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*
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* raylib [textures] example - Draw part of the texture tiled
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*
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* Example originally created with raylib 3.0, last time updated with raylib 4.2
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*
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* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2020-2024 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define SIZEOF(A) (sizeof(A)/sizeof(A[0]))
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#define OPT_WIDTH 220 // Max width for the options container
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#define MARGIN_SIZE 8 // Size for the margins
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#define COLOR_SIZE 16 // Size of the color select buttons
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// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
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void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE); // Make the window resizable
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - Draw part of a texture tiled");
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// 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[] = {
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(Rectangle){ 3, 3, 66, 66 },
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(Rectangle){ 75, 3, 100, 100 },
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(Rectangle){ 3, 75, 66, 66 },
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(Rectangle){ 7, 156, 50, 50 },
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(Rectangle){ 85, 106, 90, 45 },
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(Rectangle){ 75, 154, 100, 60}
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};
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// Setup colors
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const Color colors[] = { BLACK, MAROON, ORANGE, BLUE, PURPLE, BEIGE, LIME, RED, DARKGRAY, SKYBLUE };
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enum { MAX_COLORS = SIZEOF(colors) };
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Rectangle colorRec[MAX_COLORS] = { 0 };
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// Calculate rectangle for each color
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for (int i = 0, x = 0, y = 0; i < MAX_COLORS; i++)
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{
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colorRec[i].x = 2.0f + MARGIN_SIZE + x;
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colorRec[i].y = 22.0f + 256.0f + MARGIN_SIZE + y;
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colorRec[i].width = COLOR_SIZE*2.0f;
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colorRec[i].height = (float)COLOR_SIZE;
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if (i == (MAX_COLORS/2 - 1))
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{
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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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}
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int activePattern = 0, activeCol = 0;
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float scale = 1.0f, rotation = 0.0f;
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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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// Handle mouse
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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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++)
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{
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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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{
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activePattern = i;
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break;
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}
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}
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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)
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{
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if (CheckCollisionPointRec(mouse, colorRec[i]))
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{
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activeCol = i;
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break;
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}
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}
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}
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// Handle keys
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// Change scale
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if (IsKeyPressed(KEY_UP)) scale += 0.25f;
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if (IsKeyPressed(KEY_DOWN)) scale -= 0.25f;
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if (scale > 10.0f) scale = 10.0f;
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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;
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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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//----------------------------------------------------------------------------------
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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 tiled area
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DrawTextureTiled(texPattern, recPattern[activePattern], (Rectangle){(float)OPT_WIDTH+MARGIN_SIZE, (float)MARGIN_SIZE, GetScreenWidth() - OPT_WIDTH - 2.0f*MARGIN_SIZE, GetScreenHeight() - 2.0f*MARGIN_SIZE},
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(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, GetScreenHeight() - 2*MARGIN_SIZE, ColorAlpha(LIGHTGRAY, 0.5f));
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DrawText("Select Pattern", 2 + MARGIN_SIZE, 30 + MARGIN_SIZE, 10, BLACK);
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DrawTexture(texPattern, 2 + MARGIN_SIZE, 40 + MARGIN_SIZE, BLACK);
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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++)
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{
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DrawRectangleRec(colorRec[i], colors[i]);
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if (activeCol == i) DrawRectangleLinesEx(colorRec[i], 3, ColorAlpha(WHITE, 0.5f));
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}
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DrawText("Scale (UP/DOWN to change)", 2 + MARGIN_SIZE, 80 + 256 + MARGIN_SIZE, 10, BLACK);
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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);
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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);
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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(texPattern); // Unload texture
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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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// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
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void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint)
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{
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if ((texture.id <= 0) || (scale <= 0.0f)) return; // Wanna see a infinite loop?!...just delete this line!
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if ((source.width == 0) || (source.height == 0)) return;
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int tileWidth = (int)(source.width*scale), tileHeight = (int)(source.height*scale);
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if ((dest.width < tileWidth) && (dest.height < tileHeight))
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{
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// Can fit only one tile
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DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
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(Rectangle){dest.x, dest.y, dest.width, dest.height}, origin, rotation, tint);
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}
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else if (dest.width <= tileWidth)
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{
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// Tiled vertically (one column)
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int dy = 0;
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for (;dy+tileHeight < dest.height; dy += tileHeight)
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{
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DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, source.height}, (Rectangle){dest.x, dest.y + dy, dest.width, (float)tileHeight}, origin, rotation, tint);
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}
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// Fit last tile
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if (dy < dest.height)
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{
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DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
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(Rectangle){dest.x, dest.y + dy, dest.width, dest.height - dy}, origin, rotation, tint);
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}
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}
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else if (dest.height <= tileHeight)
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{
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// Tiled horizontally (one row)
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int dx = 0;
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for (;dx+tileWidth < dest.width; dx += tileWidth)
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{
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DrawTexturePro(texture, (Rectangle){source.x, source.y, source.width, ((float)dest.height/tileHeight)*source.height}, (Rectangle){dest.x + dx, dest.y, (float)tileWidth, dest.height}, origin, rotation, tint);
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}
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// Fit last tile
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if (dx < dest.width)
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{
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DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
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(Rectangle){dest.x + dx, dest.y, dest.width - dx, dest.height}, origin, rotation, tint);
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}
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}
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else
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{
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// Tiled both horizontally and vertically (rows and columns)
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int dx = 0;
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for (;dx+tileWidth < dest.width; dx += tileWidth)
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{
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int dy = 0;
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for (;dy+tileHeight < dest.height; dy += tileHeight)
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{
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DrawTexturePro(texture, source, (Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, (float)tileHeight}, origin, rotation, tint);
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}
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if (dy < dest.height)
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{
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DrawTexturePro(texture, (Rectangle){source.x, source.y, source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
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(Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, dest.height - dy}, origin, rotation, tint);
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}
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}
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// Fit last column of tiles
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if (dx < dest.width)
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{
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int dy = 0;
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for (;dy+tileHeight < dest.height; dy += tileHeight)
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{
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DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, source.height},
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(Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, (float)tileHeight}, origin, rotation, tint);
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}
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// Draw final tile in the bottom right corner
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if (dy < dest.height)
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{
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DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
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(Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, dest.height - dy}, origin, rotation, tint);
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}
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}
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}
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}
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