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Added new function `DrawTextureTiled()` (#1291)

* Implemented DrawTextureTiled()

* Example added
pull/1297/head
Vlad Adrian 4 år sedan
committed by GitHub
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Ingen känd nyckel hittad för denna signaturen i databasen GPG-nyckel ID: 4AEE18F83AFDEB23
4 ändrade filer med 223 tillägg och 0 borttagningar
  1. Binär
      examples/textures/resources/pat.png
  2. +148
    -0
      examples/textures/textures_draw_tiled.c
  3. +1
    -0
      src/raylib.h
  4. +74
    -0
      src/textures.c

Binär
examples/textures/resources/pat.png Visa fil

Före Efter
Bredd: 256  |  Höjd: 256  |  Storlek: 7.2 KiB

+ 148
- 0
examples/textures/textures_draw_tiled.c Visa fil

@ -0,0 +1,148 @@
/*******************************************************************************************
*
* 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]))
#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;
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)
Texture ptex = LoadTexture("resources/pat.png");
SetTextureFilter(ptex, FILTER_TRILINEAR); // Makes the texture smoother when upscaled
// Coordinates for all patterns inside the texture
const Rectangle patRec[] = { (Rectangle){3,3,66,66}, (Rectangle){75,3,100,100},
(Rectangle){3,75,66,66}, (Rectangle){7,156,50,50}, (Rectangle){85,106,90,45}, (Rectangle){75,154,100,60} };
// Setup colors
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
for(int i=0, x=0, y=0; i<MAX_COLORS; i++) {
colorRec[i].x = 2+MARGIN_SIZE + x;
colorRec[i].y = 22+256+MARGIN_SIZE + y;
colorRec[i].width = COLOR_SIZE*2;
colorRec[i].height = COLOR_SIZE;
if(i == MAX_COLORS/2 - 1) {
x = 0; y += COLOR_SIZE + MARGIN_SIZE;
} else x += COLOR_SIZE * 2 + MARGIN_SIZE;
}
int activePat = 0, activeCol = 0;
float scale = 1.0f, rotation = 0.0f;
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
// Handle mouse
if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
const Vector2 mouse = GetMousePosition();
// Check which pattern was clicked and set it as the active pattern
for(int i=0; i<SIZEOF(patRec); ++i) {
if(CheckCollisionPointRec(mouse, (Rectangle){2+MARGIN_SIZE+patRec[i].x, 40+MARGIN_SIZE+patRec[i].y,patRec[i].width, patRec[i].height})) {
activePat = i;
break;
}
}
// Check to see which color was clicked and set it as the active color
for(int i=0; i<MAX_COLORS; ++i) {
if(CheckCollisionPointRec(mouse, colorRec[i])) {
activeCol = i;
break;
}
}
}
// Handle keys
// Change scale
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;
// Change rotation
if(IsKeyPressed(KEY_LEFT)) rotation -= 25.0f;
if(IsKeyPressed(KEY_RIGHT)) rotation += 25.0f;
// Reset
if(IsKeyPressed(KEY_SPACE)) { rotation = 0.0f; scale = 1.0f; }
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw the tiled area
DrawTextureTiled(ptex, patRec[activePat], (Rectangle){OPT_WIDTH+MARGIN_SIZE, MARGIN_SIZE, screenWidth - OPT_WIDTH - 2*MARGIN_SIZE, screenHeight - 2*MARGIN_SIZE},
(Vector2){0.0f, 0.0f}, rotation, scale, colors[activeCol]);
// Draw options
DrawRectangle(MARGIN_SIZE, MARGIN_SIZE, OPT_WIDTH - MARGIN_SIZE, screenHeight-2*MARGIN_SIZE, ColorAlpha(LIGHTGRAY, 0.5f));
DrawText("Select Pattern", 2+MARGIN_SIZE, 30+MARGIN_SIZE, 10, BLACK);
DrawTexture(ptex, 2+MARGIN_SIZE, 40+MARGIN_SIZE, BLACK);
DrawRectangle(2+MARGIN_SIZE + patRec[activePat].x, 40+MARGIN_SIZE+patRec[activePat].y,patRec[activePat].width, patRec[activePat].height, ColorAlpha(DARKBLUE, 0.3f));
DrawText("Select Color", 2+MARGIN_SIZE, 10+256+MARGIN_SIZE, 10, BLACK);
for(int i=0; i<MAX_COLORS; ++i) {
DrawRectangleRec(colorRec[i], colors[i]);
if(activeCol == i) DrawRectangleLinesEx(colorRec[i], 3.0f, ColorAlpha(WHITE, 0.5f));
}
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);
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);
DrawText("Press [SPACE] to reset", 2+MARGIN_SIZE, 164+256+MARGIN_SIZE, 10, DARKBLUE);
// Draw FPS
DrawText(TextFormat("%i FPS", GetFPS()), 2+MARGIN_SIZE, 2+MARGIN_SIZE, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(ptex);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

+ 1
- 0
src/raylib.h Visa fil

@ -1187,6 +1187,7 @@ RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
RLAPI void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into destRec.
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
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

+ 74
- 0
src/textures.c Visa fil

@ -3005,6 +3005,80 @@ void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangl
DrawTexturePro(texture, source, quad, origin, 0.0f, tint);
}
// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into destRec.
// NOTE: For tilling a whole texture DrawTextureQuad() is better
void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, float scale, Color tint)
{
if(texture.id <= 0 || scale <= 0.0f) return; // Wanna see a infinite loop?!...just delete this line!
int tileWidth = sourceRec.width*scale, tileHeight = sourceRec.height*scale;
if(destRec.width < tileWidth && destRec.height < tileHeight)
{
// Can fit only one tile
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
(Rectangle){destRec.x, destRec.y, destRec.width, destRec.height}, origin, rotation, tint);
}
else if(destRec.width <= tileWidth)
{
// Tiled vertically (one column)
int dy = 0;
for(;dy+tileHeight < destRec.height; dy += tileHeight) {
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, sourceRec.height}, (Rectangle){destRec.x, destRec.y + dy, destRec.width, tileHeight}, origin, rotation, tint);
}
// Fit last tile
if(dy < destRec.height) {
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
(Rectangle){destRec.x, destRec.y + dy, destRec.width, destRec.height - dy}, origin, rotation, tint);
}
}
else if(destRec.height <= tileHeight)
{
// Tiled horizontally (one row)
int dx = 0;
for(;dx+tileWidth < destRec.width; dx += tileWidth) {
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height}, (Rectangle){destRec.x + dx, destRec.y, tileWidth, destRec.height}, origin, rotation, tint);
}
// Fit last tile
if(dx < destRec.width) {
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
(Rectangle){destRec.x + dx, destRec.y, destRec.width - dx, destRec.height}, origin, rotation, tint);
}
}
else
{
// Tiled both horizontally and vertically (rows and columns)
int dx = 0;
for(;dx+tileWidth < destRec.width; dx += tileWidth) {
int dy = 0;
for(;dy+tileHeight < destRec.height; dy += tileHeight) {
DrawTexturePro(texture, sourceRec, (Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, tileHeight}, origin, rotation, tint);
}
if(dy < destRec.height) {
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
(Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, destRec.height - dy}, origin, rotation, tint);
}
}
// Fit last column of tiles
if(dx < destRec.width) {
int dy = 0;
for(;dy+tileHeight < destRec.height; dy += tileHeight) {
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, sourceRec.height},
(Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, tileHeight}, origin, rotation, tint);
}
// Draw final tile in the bottom right corner
if(dy < destRec.height) {
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
(Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, destRec.height - dy}, origin, rotation, tint);
}
}
}
}
// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
// NOTE: origin is relative to destination rectangle size
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)

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