* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
488 lines
16 KiB
C#
488 lines
16 KiB
C#
/*******************************************************************************************
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*
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* raylib [textures] example - tiled drawing
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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 3.0, last time updated with raylib 4.2
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*
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* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
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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) 2020-2025 Vlad Adrian (@demizdor) and 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 DrawTiled : IExample
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{
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private const int OptWidth = 220;
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private const int MarginSize = 8;
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private const int ColorSize = 16;
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public string Name => "Textures / Draw Tiled";
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public string Title => "raylib [textures] example - tiled drawing";
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public ConfigFlags ConfigFlags => ConfigFlags.ResizableWindow;
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private int screenWidth;
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private int screenHeight;
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private Texture2D texPattern;
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// Coordinates for all patterns inside the texture
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private Rectangle[] recPattern;
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// Setup colors
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private Color[] colors;
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private Rectangle[] colorRec;
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private int activePattern;
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private int activeCol;
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private float scale;
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private float rotation;
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public void Init()
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{
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screenWidth = 800;
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screenHeight = 450;
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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texPattern = LoadTexture("resources/patterns.png");
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SetTextureFilter(texPattern, TextureFilter.Bilinear); // Makes the texture smoother when upscaled
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// Coordinates for all patterns inside the texture
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recPattern = new[] {
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new Rectangle(3, 3, 66, 66),
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new Rectangle(75, 3, 100, 100),
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new Rectangle(3, 75, 66, 66),
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new Rectangle(7, 156, 50, 50),
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new Rectangle(85, 106, 90, 45),
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new Rectangle(75, 154, 100, 60)
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};
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// Setup colors
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colors = new[]
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{
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Color.Black,
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Color.Maroon,
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Color.Orange,
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Color.Blue,
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Color.Purple,
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Color.Beige,
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Color.Lime,
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Color.Red,
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Color.DarkGray,
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Color.SkyBlue
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};
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colorRec = new Rectangle[colors.Length];
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// Calculate rectangle for each color
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for (int i = 0, x = 0, y = 0; i < colors.Length; i++)
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{
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colorRec[i].X = 2 + MarginSize + x;
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colorRec[i].Y = 22 + 256 + MarginSize + y;
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colorRec[i].Width = ColorSize * 2;
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colorRec[i].Height = ColorSize;
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if (i == (colors.Length / 2 - 1))
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{
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x = 0;
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y += ColorSize + MarginSize;
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}
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else
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{
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x += (ColorSize * 2 + MarginSize);
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}
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}
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activePattern = 0;
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activeCol = 0;
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scale = 1.0f;
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rotation = 0.0f;
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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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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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// Handle mouse
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if (IsMouseButtonPressed(MouseButton.Left))
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{
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var mouse = GetMousePosition();
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// Check which pattern was clicked and set it as the active pattern
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for (var i = 0; i < recPattern.Length; i++)
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{
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Rectangle rec = new(
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2 + MarginSize + recPattern[i].X,
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40 + MarginSize + recPattern[i].Y,
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recPattern[i].Width,
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recPattern[i].Height
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);
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if (CheckCollisionPointRec(mouse, rec))
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{
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activePattern = i;
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break;
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}
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}
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// Check to see which color was clicked and set it as the active color
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for (var i = 0; i < colors.Length; ++i)
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{
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if (CheckCollisionPointRec(mouse, colorRec[i]))
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{
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activeCol = i;
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break;
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}
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}
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}
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// Handle keys: change scale
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if (IsKeyPressed(KeyboardKey.Up))
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{
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scale += 0.25f;
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}
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if (IsKeyPressed(KeyboardKey.Down))
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{
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scale -= 0.25f;
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}
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if (scale > 10.0f)
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{
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scale = 10.0f;
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}
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else if (scale <= 0.0f)
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{
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scale = 0.25f;
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}
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// Handle keys: change rotation
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if (IsKeyPressed(KeyboardKey.Left))
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{
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rotation -= 25.0f;
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}
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if (IsKeyPressed(KeyboardKey.Right))
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{
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rotation += 25.0f;
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}
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// Handle keys: reset
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if (IsKeyPressed(KeyboardKey.Space))
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{
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rotation = 0.0f;
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scale = 1.0f;
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}
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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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// Draw the tiled area
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var source = recPattern[activePattern];
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Rectangle dest = new(
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OptWidth + MarginSize,
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MarginSize,
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screenWidth - OptWidth - 2 * MarginSize,
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screenHeight - 2 * MarginSize
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);
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DrawTextureTiled(texPattern, source, dest, Vector2.Zero, rotation, scale, colors[activeCol]);
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// Draw options
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var color = ColorAlpha(Color.LightGray, 0.5f);
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DrawRectangle(MarginSize, MarginSize, OptWidth - MarginSize, screenHeight - 2 * MarginSize, color);
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DrawText("Select Pattern", 2 + MarginSize, 30 + MarginSize, 10, Color.Black);
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DrawTexture(texPattern, 2 + MarginSize, 40 + MarginSize, Color.Black);
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DrawRectangle(
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2 + MarginSize + (int)recPattern[activePattern].X,
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40 + MarginSize + (int)recPattern[activePattern].Y,
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(int)recPattern[activePattern].Width,
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(int)recPattern[activePattern].Height,
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ColorAlpha(Color.DarkBlue, 0.3f)
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);
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DrawText("Select Color", 2 + MarginSize, 10 + 256 + MarginSize, 10, Color.Black);
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for (var i = 0; i < colors.Length; i++)
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{
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DrawRectangleRec(colorRec[i], colors[i]);
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if (activeCol == i)
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{
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DrawRectangleLinesEx(colorRec[i], 3, ColorAlpha(Color.White, 0.5f));
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}
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}
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DrawText("Scale (UP/DOWN to change)", 2 + MarginSize, 80 + 256 + MarginSize, 10, Color.Black);
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DrawText($"{scale:F2}x", 2 + MarginSize, 92 + 256 + MarginSize, 20, Color.Black);
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DrawText("Rotation (LEFT/RIGHT to change)", 2 + MarginSize, 122 + 256 + MarginSize, 10, Color.Black);
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DrawText($"{rotation:F0} degrees", 2 + MarginSize, 134 + 256 + MarginSize, 20, Color.Black);
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DrawText("Press [SPACE] to reset", 2 + MarginSize, 164 + 256 + MarginSize, 10, Color.DarkBlue);
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// Draw FPS
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DrawText($"{GetFPS()} FPS", 2 + MarginSize, 2 + MarginSize, 20, Color.Black);
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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(texPattern); // Unload texture
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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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SetConfigFlags(ConfigFlags.ResizableWindow); // Make the window resizable
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InitWindow(800, 450, "raylib [textures] example - tiled drawing");
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SetTargetFPS(60);
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//---------------------------------------------------------------------------------------
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var game = new DrawTiled();
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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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// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
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private static void DrawTextureTiled(
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Texture2D texture,
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Rectangle source,
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Rectangle dest,
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Vector2 origin,
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float rotation,
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float scale,
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Color tint
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)
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{
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if ((texture.Id <= 0) || (scale <= 0.0f))
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{
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// Wanna see a infinite loop?!...just delete this line!
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return;
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}
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if ((source.Width == 0) || (source.Height == 0))
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{
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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(
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texture,
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new Rectangle(
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source.X,
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source.Y,
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((float)dest.Width / tileWidth) * source.Width,
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((float)dest.Height / tileHeight) * source.Height
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),
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new Rectangle(dest.X, dest.Y, dest.Width, dest.Height), origin, rotation, tint
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);
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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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var dy = 0;
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for (; dy + tileHeight < dest.Height; dy += tileHeight)
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{
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DrawTexturePro(
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texture,
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new Rectangle(
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source.X,
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source.Y,
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((float)dest.Width / tileWidth) * source.Width,
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source.Height
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),
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new Rectangle(dest.X, dest.Y + dy, dest.Width, (float)tileHeight),
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origin,
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rotation,
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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(
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texture,
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new Rectangle(
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source.X,
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source.Y,
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((float)dest.Width / tileWidth) * source.Width,
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((float)(dest.Height - dy) / tileHeight) * source.Height
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),
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new Rectangle(dest.X, dest.Y + dy, dest.Width, dest.Height - dy),
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origin,
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rotation,
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tint
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);
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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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var dx = 0;
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for (; dx + tileWidth < dest.Width; dx += tileWidth)
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{
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DrawTexturePro(
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texture,
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new Rectangle(
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source.X,
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source.Y,
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source.Width,
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((float)dest.Height / tileHeight) * source.Height
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),
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new Rectangle(dest.X + dx, dest.Y, (float)tileWidth, dest.Height),
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origin,
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rotation,
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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(
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texture,
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new Rectangle(
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source.X,
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source.Y,
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((float)(dest.Width - dx) / tileWidth) * source.Width,
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((float)dest.Height / tileHeight) * source.Height
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),
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new Rectangle(
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dest.X + dx,
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dest.Y,
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dest.Width - dx,
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dest.Height
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),
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origin,
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rotation,
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tint
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);
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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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var dx = 0;
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for (; dx + tileWidth < dest.Width; dx += tileWidth)
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{
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var dy = 0;
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for (; dy + tileHeight < dest.Height; dy += tileHeight)
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{
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DrawTexturePro(
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texture,
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source,
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new Rectangle(
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dest.X + dx,
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dest.Y + dy,
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(float)tileWidth,
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(float)tileHeight
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),
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origin,
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rotation,
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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(
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texture,
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new Rectangle(
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source.X,
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source.Y,
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source.Width,
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((float)(dest.Height - dy) / tileHeight) * source.Height
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),
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new Rectangle(
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dest.X + dx,
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dest.Y + dy,
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(float)tileWidth, dest.Height - dy
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),
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origin,
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rotation,
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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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var dy = 0;
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for (; dy + tileHeight < dest.Height; dy += tileHeight)
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{
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DrawTexturePro(
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texture,
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new Rectangle(
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source.X,
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source.Y,
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((float)(dest.Width - dx) / tileWidth) * source.Width,
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source.Height
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),
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new Rectangle(
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dest.X + dx,
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dest.Y + dy,
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dest.Width - dx,
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(float)tileHeight
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),
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origin,
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rotation,
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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(
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texture,
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new Rectangle(
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source.X,
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source.Y,
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((float)(dest.Width - dx) / tileWidth) * source.Width,
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((float)(dest.Height - dy) / tileHeight) * source.Height
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),
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new Rectangle(
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dest.X + dx,
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dest.Y + dy,
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dest.Width - dx,
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dest.Height - dy
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),
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origin,
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rotation,
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tint
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);
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}
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}
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}
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}
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}
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