/******************************************************************************************* * * raylib [textures] example - Texture source and destination rectangles * * Example originally created with raylib 1.3, last time updated with raylib 1.3 * * 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) 2015-2023 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading int frameWidth = scarfy.width/6; int frameHeight = scarfy.height; // Source rectangle (part of the texture to use for drawing) Rectangle sourceRec = { 0.0f, 0.0f, (float)frameWidth, (float)frameHeight }; // Destination rectangle (screen rectangle where drawing part of texture) Rectangle destRec = { screenWidth/2.0f, screenHeight/2.0f, frameWidth*2.0f, frameHeight*2.0f }; // Origin of the texture (rotation/scale point), it's relative to destination rectangle size Vector2 origin = { (float)frameWidth, (float)frameHeight }; int rotation = 0; SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- rotation++; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw // sourceRec defines the part of the texture we use for drawing // destRec defines the rectangle where our texture part will fit (scaling it to fit) // origin defines the point of the texture used as reference for rotation and scaling // rotation defines the texture rotation (using origin as rotation point) DrawTexturePro(scarfy, sourceRec, destRec, origin, (float)rotation, WHITE); DrawLine((int)destRec.x, 0, (int)destRec.x, screenHeight, GRAY); DrawLine(0, (int)destRec.y, screenWidth, (int)destRec.y, GRAY); DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(scarfy); // Texture unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }