/******************************************************************************************* * * raylib [textures] example - Draw part of the texture tiled * * Example originally created with raylib 3.0, last time updated with raylib 4.2 * * Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2020-2023 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 // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest. void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const 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 texPattern = LoadTexture("resources/patterns.png"); SetTextureFilter(texPattern, TEXTURE_FILTER_TRILINEAR); // Makes the texture smoother when upscaled // Coordinates for all patterns inside the texture const Rectangle recPattern[] = { (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 = 2.0f + MARGIN_SIZE + x; colorRec[i].y = 22.0f + 256.0f + MARGIN_SIZE + y; colorRec[i].width = COLOR_SIZE*2.0f; colorRec[i].height = (float)COLOR_SIZE; if (i == (MAX_COLORS/2 - 1)) { x = 0; y += COLOR_SIZE + MARGIN_SIZE; } else x += (COLOR_SIZE*2 + MARGIN_SIZE); } int activePattern = 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 //---------------------------------------------------------------------------------- // Handle mouse if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { const Vector2 mouse = GetMousePosition(); // Check which pattern was clicked and set it as the active pattern for (int i = 0; i < SIZEOF(recPattern); i++) { if (CheckCollisionPointRec(mouse, (Rectangle){ 2 + MARGIN_SIZE + recPattern[i].x, 40 + MARGIN_SIZE + recPattern[i].y, recPattern[i].width, recPattern[i].height })) { activePattern = 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(texPattern, recPattern[activePattern], (Rectangle){(float)OPT_WIDTH+MARGIN_SIZE, (float)MARGIN_SIZE, GetScreenWidth() - OPT_WIDTH - 2.0f*MARGIN_SIZE, GetScreenHeight() - 2.0f*MARGIN_SIZE}, (Vector2){0.0f, 0.0f}, rotation, scale, colors[activeCol]); // Draw options DrawRectangle(MARGIN_SIZE, MARGIN_SIZE, OPT_WIDTH - MARGIN_SIZE, GetScreenHeight() - 2*MARGIN_SIZE, ColorAlpha(LIGHTGRAY, 0.5f)); DrawText("Select Pattern", 2 + MARGIN_SIZE, 30 + MARGIN_SIZE, 10, BLACK); DrawTexture(texPattern, 2 + MARGIN_SIZE, 40 + MARGIN_SIZE, BLACK); 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)); 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, 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(texPattern); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest. void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, 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! if ((source.width == 0) || (source.height == 0)) return; int tileWidth = (int)(source.width*scale), tileHeight = (int)(source.height*scale); if ((dest.width < tileWidth) && (dest.height < tileHeight)) { // Can fit only one tile DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height}, (Rectangle){dest.x, dest.y, dest.width, dest.height}, origin, rotation, tint); } else if (dest.width <= tileWidth) { // Tiled vertically (one column) int dy = 0; for (;dy+tileHeight < dest.height; dy += tileHeight) { 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); } // Fit last tile if (dy < dest.height) { DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height}, (Rectangle){dest.x, dest.y + dy, dest.width, dest.height - dy}, origin, rotation, tint); } } else if (dest.height <= tileHeight) { // Tiled horizontally (one row) int dx = 0; for (;dx+tileWidth < dest.width; dx += tileWidth) { 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); } // Fit last tile if (dx < dest.width) { DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height}, (Rectangle){dest.x + dx, dest.y, dest.width - dx, dest.height}, origin, rotation, tint); } } else { // Tiled both horizontally and vertically (rows and columns) int dx = 0; for (;dx+tileWidth < dest.width; dx += tileWidth) { int dy = 0; for (;dy+tileHeight < dest.height; dy += tileHeight) { DrawTexturePro(texture, source, (Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, (float)tileHeight}, origin, rotation, tint); } if (dy < dest.height) { DrawTexturePro(texture, (Rectangle){source.x, source.y, source.width, ((float)(dest.height - dy)/tileHeight)*source.height}, (Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, dest.height - dy}, origin, rotation, tint); } } // Fit last column of tiles if (dx < dest.width) { int dy = 0; for (;dy+tileHeight < dest.height; dy += tileHeight) { DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, source.height}, (Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, (float)tileHeight}, origin, rotation, tint); } // Draw final tile in the bottom right corner if (dy < dest.height) { DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height}, (Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, dest.height - dy}, origin, rotation, tint); } } } }