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authorRay <[email protected]>2022-11-10 10:17:37 +0100
committerRay <[email protected]>2022-11-10 10:17:37 +0100
commit3888299bf5f50a828a26ce52e29db41a8764a193 (patch)
tree84995c55c77369cf1c4a795f498b0ce2f61e3e29 /examples
parent7f68c65406a8321ec192adc6abc3142ac48eb071 (diff)
downloadraylib-3888299bf5f50a828a26ce52e29db41a8764a193.tar.gz
raylib-3888299bf5f50a828a26ce52e29db41a8764a193.zip
WARNING: REMOVED: `DrawTextureTiled()`
This function implementation has been moved to the related example. Current implementation can be probably customized depending on user needs.
Diffstat (limited to 'examples')
-rw-r--r--examples/textures/textures_draw_tiled.c86
1 files changed, 86 insertions, 0 deletions
diff --git a/examples/textures/textures_draw_tiled.c b/examples/textures/textures_draw_tiled.c
index 908bf238..f68f2366 100644
--- a/examples/textures/textures_draw_tiled.c
+++ b/examples/textures/textures_draw_tiled.c
@@ -20,6 +20,9 @@
#define MARGIN_SIZE 8 // Size for the margins
#define COLOR_SIZE 16 // Size of the color select buttons
+// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
+void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint);
+
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@@ -168,3 +171,86 @@ int main(void)
return 0;
}
+// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
+void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint)
+{
+ if ((texture.id <= 0) || (scale <= 0.0f)) return; // Wanna see a infinite loop?!...just delete this line!
+ if ((source.width == 0) || (source.height == 0)) return;
+
+ int tileWidth = (int)(source.width*scale), tileHeight = (int)(source.height*scale);
+ if ((dest.width < tileWidth) && (dest.height < tileHeight))
+ {
+ // Can fit only one tile
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
+ (Rectangle){dest.x, dest.y, dest.width, dest.height}, origin, rotation, tint);
+ }
+ else if (dest.width <= tileWidth)
+ {
+ // Tiled vertically (one column)
+ int dy = 0;
+ for (;dy+tileHeight < dest.height; dy += tileHeight)
+ {
+ 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);
+ }
+
+ // Fit last tile
+ if (dy < dest.height)
+ {
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)dest.width/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
+ (Rectangle){dest.x, dest.y + dy, dest.width, dest.height - dy}, origin, rotation, tint);
+ }
+ }
+ else if (dest.height <= tileHeight)
+ {
+ // Tiled horizontally (one row)
+ int dx = 0;
+ for (;dx+tileWidth < dest.width; dx += tileWidth)
+ {
+ 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);
+ }
+
+ // Fit last tile
+ if (dx < dest.width)
+ {
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)dest.height/tileHeight)*source.height},
+ (Rectangle){dest.x + dx, dest.y, dest.width - dx, dest.height}, origin, rotation, tint);
+ }
+ }
+ else
+ {
+ // Tiled both horizontally and vertically (rows and columns)
+ int dx = 0;
+ for (;dx+tileWidth < dest.width; dx += tileWidth)
+ {
+ int dy = 0;
+ for (;dy+tileHeight < dest.height; dy += tileHeight)
+ {
+ DrawTexturePro(texture, source, (Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, (float)tileHeight}, origin, rotation, tint);
+ }
+
+ if (dy < dest.height)
+ {
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
+ (Rectangle){dest.x + dx, dest.y + dy, (float)tileWidth, dest.height - dy}, origin, rotation, tint);
+ }
+ }
+
+ // Fit last column of tiles
+ if (dx < dest.width)
+ {
+ int dy = 0;
+ for (;dy+tileHeight < dest.height; dy += tileHeight)
+ {
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, source.height},
+ (Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, (float)tileHeight}, origin, rotation, tint);
+ }
+
+ // Draw final tile in the bottom right corner
+ if (dy < dest.height)
+ {
+ DrawTexturePro(texture, (Rectangle){source.x, source.y, ((float)(dest.width - dx)/tileWidth)*source.width, ((float)(dest.height - dy)/tileHeight)*source.height},
+ (Rectangle){dest.x + dx, dest.y + dy, dest.width - dx, dest.height - dy}, origin, rotation, tint);
+ }
+ }
+ }
+}