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@@ -20,6 +20,9 @@
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#define MARGIN_SIZE 8 // Size for the margins
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#define COLOR_SIZE 16 // Size of the color select buttons
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+// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
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+void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint);
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+
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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@@ -168,3 +171,86 @@ int main(void)
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return 0;
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}
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+// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
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+void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint)
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+{
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+ if ((texture.id <= 0) || (scale <= 0.0f)) return; // Wanna see a infinite loop?!...just delete this line!
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+ if ((source.width == 0) || (source.height == 0)) return;
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+
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+ int tileWidth = (int)(source.width*scale), tileHeight = (int)(source.height*scale);
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+ if ((dest.width < tileWidth) && (dest.height < tileHeight))
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+ {
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+ // Can fit only one tile
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+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
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+ (Rectangle){dest.x, dest.y, dest.width, dest.height}, origin, rotation, tint);
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+ }
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+ else if (dest.width <= tileWidth)
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+ {
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+ // Tiled vertically (one column)
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+ int dy = 0;
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+ for (;dy+tileHeight < dest.height; dy += tileHeight)
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+ {
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+ 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);
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+ }
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+
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+ // Fit last tile
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+ if (dy < dest.height)
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+ {
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+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
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+ (Rectangle){dest.x, dest.y + dy, dest.width, dest.height - dy}, origin, rotation, tint);
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+ }
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+ }
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+ else if (dest.height <= tileHeight)
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+ {
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+ // Tiled horizontally (one row)
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+ int dx = 0;
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+ for (;dx+tileWidth < dest.width; dx += tileWidth)
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+ {
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+ 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);
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+ }
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+
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+ // Fit last tile
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+ if (dx < dest.width)
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+ {
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+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
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+ (Rectangle){dest.x + dx, dest.y, dest.width - dx, dest.height}, origin, rotation, tint);
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+ }
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+ }
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+ else
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+ {
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+ // Tiled both horizontally and vertically (rows and columns)
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+ int dx = 0;
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+ for (;dx+tileWidth < dest.width; dx += tileWidth)
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+ {
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+ int dy = 0;
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+ for (;dy+tileHeight < dest.height; dy += tileHeight)
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+ {
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+ DrawTexturePro(texture, source, (Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, (float)tileHeight}, origin, rotation, tint);
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+ }
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+
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+ if (dy < dest.height)
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+ {
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+ DrawTexturePro(texture, (Rectangle){source.x, source.y, source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
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+ (Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, dest.height - dy}, origin, rotation, tint);
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+ }
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+ }
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+
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+ // Fit last column of tiles
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+ if (dx < dest.width)
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+ {
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+ int dy = 0;
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+ for (;dy+tileHeight < dest.height; dy += tileHeight)
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+ {
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+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, source.height},
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+ (Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, (float)tileHeight}, origin, rotation, tint);
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+ }
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+
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+ // Draw final tile in the bottom right corner
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+ if (dy < dest.height)
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+ {
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+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
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+ (Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, dest.height - dy}, origin, rotation, tint);
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+ }
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+ }
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+ }
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+}
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