aboutsummaryrefslogtreecommitdiff
path: root/deps/raylib/examples/textures/textures_npatch_drawing.c
blob: 5fb39996b6388831cce45e1fa8ed240c58f712b6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
/*******************************************************************************************
*
*   raylib [textures] example - N-patch drawing
*
*   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
*   Example originally created with raylib 2.0, last time updated with raylib 2.5
*
*   Example contributed by Jorge A. Gomes (@overdev) 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) 2018-2024 Jorge A. Gomes (@overdev) and 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] example - N-patch drawing");

    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
    Texture2D nPatchTexture = LoadTexture("resources/ninepatch_button.png");

    Vector2 mousePosition = { 0 };
    Vector2 origin = { 0.0f, 0.0f };

    // Position and size of the n-patches
    Rectangle dstRec1 = { 480.0f, 160.0f, 32.0f, 32.0f };
    Rectangle dstRec2 = { 160.0f, 160.0f, 32.0f, 32.0f };
    Rectangle dstRecH = { 160.0f, 93.0f, 32.0f, 32.0f };
    Rectangle dstRecV = { 92.0f, 160.0f, 32.0f, 32.0f };

    // A 9-patch (NPATCH_NINE_PATCH) changes its sizes in both axis
    NPatchInfo ninePatchInfo1 = { (Rectangle){ 0.0f, 0.0f, 64.0f, 64.0f }, 12, 40, 12, 12, NPATCH_NINE_PATCH };
    NPatchInfo ninePatchInfo2 = { (Rectangle){ 0.0f, 128.0f, 64.0f, 64.0f }, 16, 16, 16, 16, NPATCH_NINE_PATCH };

    // A horizontal 3-patch (NPATCH_THREE_PATCH_HORIZONTAL) changes its sizes along the x axis only
    NPatchInfo h3PatchInfo = { (Rectangle){ 0.0f,  64.0f, 64.0f, 64.0f }, 8, 8, 8, 8, NPATCH_THREE_PATCH_HORIZONTAL };

    // A vertical 3-patch (NPATCH_THREE_PATCH_VERTICAL) changes its sizes along the y axis only
    NPatchInfo v3PatchInfo = { (Rectangle){ 0.0f, 192.0f, 64.0f, 64.0f }, 6, 6, 6, 6, NPATCH_THREE_PATCH_VERTICAL };

    SetTargetFPS(60);
    //---------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        mousePosition = GetMousePosition();

        // Resize the n-patches based on mouse position
        dstRec1.width = mousePosition.x - dstRec1.x;
        dstRec1.height = mousePosition.y - dstRec1.y;
        dstRec2.width = mousePosition.x - dstRec2.x;
        dstRec2.height = mousePosition.y - dstRec2.y;
        dstRecH.width = mousePosition.x - dstRecH.x;
        dstRecV.height = mousePosition.y - dstRecV.y;

        // Set a minimum width and/or height
        if (dstRec1.width < 1.0f) dstRec1.width = 1.0f;
        if (dstRec1.width > 300.0f) dstRec1.width = 300.0f;
        if (dstRec1.height < 1.0f) dstRec1.height = 1.0f;
        if (dstRec2.width < 1.0f) dstRec2.width = 1.0f;
        if (dstRec2.width > 300.0f) dstRec2.width = 300.0f;
        if (dstRec2.height < 1.0f) dstRec2.height = 1.0f;
        if (dstRecH.width < 1.0f) dstRecH.width = 1.0f;
        if (dstRecV.height < 1.0f) dstRecV.height = 1.0f;
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            // Draw the n-patches
            DrawTextureNPatch(nPatchTexture, ninePatchInfo2, dstRec2, origin, 0.0f, WHITE);
            DrawTextureNPatch(nPatchTexture, ninePatchInfo1, dstRec1, origin, 0.0f, WHITE);
            DrawTextureNPatch(nPatchTexture, h3PatchInfo, dstRecH, origin, 0.0f, WHITE);
            DrawTextureNPatch(nPatchTexture, v3PatchInfo, dstRecV, origin, 0.0f, WHITE);

            // Draw the source texture
            DrawRectangleLines(5, 88, 74, 266, BLUE);
            DrawTexture(nPatchTexture, 10, 93, WHITE);
            DrawText("TEXTURE", 15, 360, 10, DARKGRAY);

            DrawText("Move the mouse to stretch or shrink the n-patches", 10, 20, 20, DARKGRAY);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(nPatchTexture);       // Texture unloading

    CloseWindow();                // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}