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+/*******************************************************************************************
+*
+* 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) 2020-2024 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);
+ }
+ }
+ }
+}