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- /*******************************************************************************************
- *
- * raylib [core] example - Texture source and destination rectangles (adapted for HTML5 platform)
- *
- * This example has been created using raylib 1.3 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Copyright (c) 2015 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #if defined(PLATFORM_WEB)
- #include <emscripten/emscripten.h>
- #endif
- //----------------------------------------------------------------------------------
- // Global Variables Definition
- //----------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
- // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
- Texture2D scarfy;
- int frameWidth;
- int frameHeight;
- Rectangle sourceRec;
- Rectangle destRec;
- Vector2 origin;
- int rotation = 0;
- //----------------------------------------------------------------------------------
- // Module Functions Declaration
- //----------------------------------------------------------------------------------
- void UpdateDrawFrame(void); // Update and Draw one frame
- //----------------------------------------------------------------------------------
- // Main Enry Point
- //----------------------------------------------------------------------------------
- int main()
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
-
- scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
-
- frameWidth = scarfy.width/6;
- frameHeight = scarfy.height;
-
- // NOTE: On PLATFORM_WEB, NPOT textures support is limited
-
- // NOTE: Source rectangle (part of the texture to use for drawing)
- sourceRec = (Rectangle){ 0, 0, frameWidth, frameHeight };
- // NOTE: Destination rectangle (screen rectangle where drawing part of texture)
- destRec = (Rectangle){ screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 };
- // NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size
- origin = (Vector2){ frameWidth, frameHeight };
- #if defined(PLATFORM_WEB)
- emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
- #else
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- UpdateDrawFrame();
- }
- #endif
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(scarfy); // Texture unloading
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
- //----------------------------------------------------------------------------------
- // Module Functions Definition
- //----------------------------------------------------------------------------------
- void UpdateDrawFrame(void)
- {
- // 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, rotation, WHITE);
- DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
- DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY);
-
- DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
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