/******************************************************************************************* * * raylib example 04b - Texture loading and drawing a part defined by a rectangle * * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * ********************************************************************************************/ #include "raylib.h" int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib example 04b - texture rectangle"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // TODO: Update your variables here //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // TODO: Comming soon... // TIP: Use DrawTextureRec() function /* void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, float scale, Color tint); */ EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); // Texture unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }