/******************************************************************************************* * * raylib [textures] example - srcrec dstrec * * Example complexity rating: [★★★☆] 3/4 * * 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) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Textures; public partial class SrcRecDstRec : IExample { private const int screenWidth = 800; private const int screenHeight = 450; public string Name => "Textures / Src and Dst Rectangles"; public string Title => "raylib [textures] example - srcrec dstrec"; private Texture2D scarfy; private Rectangle sourceRec; private Rectangle destRec; private Vector2 origin; private int rotation; public void Init() { // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) scarfy = LoadTexture("resources/scarfy.png"); // Texture loading var frameWidth = scarfy.Width / 6; var frameHeight = scarfy.Height; // Source rectangle (part of the texture to use for drawing) sourceRec = new(0, 0, frameWidth, frameHeight); // Destination rectangle (screen rectangle where drawing part of texture) destRec = new(screenWidth / 2, screenHeight / 2, frameWidth * 2, frameHeight * 2); // Origin of the texture (rotation/scale point), it's relative to destination rectangle size origin = new(frameWidth, frameHeight); rotation = 0; } public void Update() { // Update //---------------------------------------------------------------------------------- rotation++; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.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, Color.White); DrawLine((int)destRec.X, 0, (int)destRec.X, screenHeight, Color.Gray); DrawLine(0, (int)destRec.Y, screenWidth, (int)destRec.Y, Color.Gray); DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, Color.Gray); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { UnloadTexture(scarfy); // Texture unloading } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [textures] example - srcrec dstrec"); SetTargetFPS(60); //-------------------------------------------------------------------------------------- var game = new SrcRecDstRec(); game.Init(); // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }