114 lines
4.1 KiB
C#
114 lines
4.1 KiB
C#
/*******************************************************************************************
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*
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* raylib [textures] example - srcrec dstrec
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 1.3, last time updated with raylib 1.3
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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namespace Examples.Textures;
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public partial class SrcRecDstRec : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Textures / Src and Dst Rectangles";
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public string Title => "raylib [textures] example - srcrec dstrec";
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private Texture2D scarfy;
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private Rectangle sourceRec;
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private Rectangle destRec;
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private Vector2 origin;
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private int rotation;
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public void Init()
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{
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
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var frameWidth = scarfy.Width / 6;
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var frameHeight = scarfy.Height;
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// Source rectangle (part of the texture to use for drawing)
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sourceRec = new(0, 0, frameWidth, frameHeight);
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// Destination rectangle (screen rectangle where drawing part of texture)
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destRec = new(screenWidth / 2, screenHeight / 2, frameWidth * 2, frameHeight * 2);
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// Origin of the texture (rotation/scale point), it's relative to destination rectangle size
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origin = new(frameWidth, frameHeight);
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rotation = 0;
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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rotation++;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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// NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
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// sourceRec defines the part of the texture we use for drawing
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// destRec defines the rectangle where our texture part will fit (scaling it to fit)
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// origin defines the point of the texture used as reference for rotation and scaling
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// rotation defines the texture rotation (using origin as rotation point)
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DrawTexturePro(scarfy, sourceRec, destRec, origin, rotation, Color.White);
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DrawLine((int)destRec.X, 0, (int)destRec.X, screenHeight, Color.Gray);
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DrawLine(0, (int)destRec.Y, screenWidth, (int)destRec.Y, Color.Gray);
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DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, Color.Gray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadTexture(scarfy); // Texture unloading
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - srcrec dstrec");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new SrcRecDstRec();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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