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  1. /*******************************************************************************************
  2. *
  3. * raylib [textures] example - Texture source and destination rectangles
  4. *
  5. * This example has been created using raylib 1.3 (www.raylib.com)
  6. * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
  7. *
  8. * Copyright (c) 2015 Ramon Santamaria (@raysan5)
  9. *
  10. ********************************************************************************************/
  11. #include "raylib.h"
  12. int main()
  13. {
  14. // Initialization
  15. //--------------------------------------------------------------------------------------
  16. int screenWidth = 800;
  17. int screenHeight = 450;
  18. InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
  19. // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
  20. Texture2D guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
  21. int frameWidth = guybrush.width/7;
  22. int frameHeight = guybrush.height;
  23. // NOTE: Source rectangle (part of the texture to use for drawing)
  24. Rectangle sourceRec = { 0, 0, frameWidth, frameHeight };
  25. // NOTE: Destination rectangle (screen rectangle where drawing part of texture)
  26. Rectangle destRec = { screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 };
  27. // NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size
  28. Vector2 origin = { frameWidth, frameHeight };
  29. int rotation = 0;
  30. SetTargetFPS(60);
  31. //--------------------------------------------------------------------------------------
  32. // Main game loop
  33. while (!WindowShouldClose()) // Detect window close button or ESC key
  34. {
  35. // Update
  36. //----------------------------------------------------------------------------------
  37. rotation++;
  38. //----------------------------------------------------------------------------------
  39. // Draw
  40. //----------------------------------------------------------------------------------
  41. BeginDrawing();
  42. ClearBackground(RAYWHITE);
  43. // NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
  44. // sourceRec defines the part of the texture we use for drawing
  45. // destRec defines the rectangle where our texture part will fit (scaling it to fit)
  46. // origin defines the point of the texture used as reference for rotation and scaling
  47. // rotation defines the texture rotation (using origin as rotation point)
  48. DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE);
  49. DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
  50. DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY);
  51. EndDrawing();
  52. //----------------------------------------------------------------------------------
  53. }
  54. // De-Initialization
  55. //--------------------------------------------------------------------------------------
  56. UnloadTexture(guybrush); // Texture unloading
  57. CloseWindow(); // Close window and OpenGL context
  58. //--------------------------------------------------------------------------------------
  59. return 0;
  60. }