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/*******************************************************************************************
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*
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* raylib [textures] example - Texture source and destination rectangles
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
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int frameWidth = scarfy.width/6;
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int frameHeight = scarfy.height;
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// NOTE: Source rectangle (part of the texture to use for drawing)
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Rectangle sourceRec = { 0, 0, frameWidth, frameHeight };
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// NOTE: Destination rectangle (screen rectangle where drawing part of texture)
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Rectangle destRec = { screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 };
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// NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size
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Vector2 origin = { frameWidth, frameHeight };
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int rotation = 0;
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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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rotation++;
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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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// NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
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// sourceRec defines the part of the texture we use for drawing
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// destRec defines the rectangle where our texture part will fit (scaling it to fit)
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// origin defines the point of the texture used as reference for rotation and scaling
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// rotation defines the texture rotation (using origin as rotation point)
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DrawTexturePro(scarfy, sourceRec, destRec, origin, rotation, WHITE);
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DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
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DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY);
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DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
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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(scarfy); // Texture unloading
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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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