diff --git a/examples/textures/draw_tiled/main.go b/examples/textures/draw_tiled/main.go new file mode 100644 index 0000000..9d38c18 --- /dev/null +++ b/examples/textures/draw_tiled/main.go @@ -0,0 +1,302 @@ +/******************************************************************************************* + * + * raylib [textures] example - Draw part of the texture tiled + * + * Example originally created with raylib 3.0, last time updated with raylib 4.2 + * + * Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5) + * + * 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) 2020-2024 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) + * + ********************************************************************************************/ +package main + +import ( + "fmt" + + rl "github.com/gen2brain/raylib-go/raylib" +) + +const ( + screenWidth = 800 + screenHeight = 450 + optWidth = 220 // Max width for the options container + marginSize = 8 // Size for the margins + colorSize = 16 // Size of the color select buttons +) + +func main() { + rl.SetConfigFlags(rl.FlagWindowResizable) // Make the window resizable + rl.InitWindow(screenWidth, screenHeight, "raylib [textures] example - Draw part of a texture tiled") + + // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + texPattern := rl.LoadTexture("patterns.png") + rl.SetTextureFilter(texPattern, rl.TextureFilterNearestMipLinear) // Makes the texture smoother when upscaled + + // Coordinates for all patterns inside the texture + recPattern := []rl.Rectangle{ + {3, 3, 66, 66}, + {75, 3, 100, 100}, + {3, 75, 66, 66}, + {7, 156, 50, 50}, + {85, 106, 90, 45}, + {75, 154, 100, 60}, + } + + // Setup colors + colors := []rl.Color{rl.Black, rl.Maroon, rl.Orange, rl.Blue, rl.Purple, + rl.Beige, rl.Lime, rl.Red, rl.DarkGray, rl.SkyBlue} + var maxColors = len(colors) + colorRec := make([]rl.Rectangle, maxColors) + + // Calculate rectangle for each color + var x, y float32 + for i := 0; i < maxColors; i++ { + colorRec[i].X = 2.0 + marginSize + x + colorRec[i].Y = 22.0 + 256.0 + marginSize + y + colorRec[i].Width = colorSize * 2.0 + colorRec[i].Height = colorSize + + if i == (maxColors/2 - 1) { + x = 0 + y += colorSize + marginSize + } else { + x += colorSize*2 + marginSize + } + } + + activePattern := 0 + activeCol := 0 + scale := float32(1.0) + rotation := float32(0.0) + + rl.SetTargetFPS(60) + + // Main game loop + for !rl.WindowShouldClose() { // Detect window close button or ESC key + // Handle mouse + if rl.IsMouseButtonPressed(rl.MouseButtonLeft) { + mouse := rl.GetMousePosition() + + // Check which pattern was clicked and set it as the active pattern + for i := 0; i < len(recPattern); i++ { + r := rl.Rectangle{ + X: 2 + marginSize + recPattern[i].X, + Y: 40 + marginSize + recPattern[i].Y, + Width: recPattern[i].Width, + Height: recPattern[i].Height, + } + if rl.CheckCollisionPointRec(mouse, r) { + activePattern = i + break + } + } + + // Check to see which color was clicked and set it as the active color + for i := 0; i < maxColors; i++ { + if rl.CheckCollisionPointRec(mouse, colorRec[i]) { + activeCol = i + break + } + } + } + + // Handle keys + + // Change scale + if rl.IsKeyPressed(rl.KeyUp) { + scale += 0.25 + } + if rl.IsKeyPressed(rl.KeyDown) { + scale -= 0.25 + } + scale = clamp(scale, 0.25, 10) + + // Change rotation + if rl.IsKeyPressed(rl.KeyLeft) { + rotation -= 25.0 + } + if rl.IsKeyPressed(rl.KeyRight) { + rotation += 25.0 + } + + // Reset + if rl.IsKeyPressed(rl.KeySpace) { + rotation = 0.0 + scale = 1.0 + } + + // Draw + rl.BeginDrawing() + rl.ClearBackground(rl.RayWhite) + + // Draw the tiled area + src := rl.Rectangle{ + X: optWidth + marginSize, + Y: marginSize, + Width: float32(rl.GetScreenWidth()) - optWidth - 2.0*marginSize, + Height: float32(rl.GetScreenHeight()) - 2.0*marginSize, + } + DrawTextureTiled(texPattern, recPattern[activePattern], src, rl.Vector2{}, rotation, scale, colors[activeCol]) + + // Draw options + rl.DrawRectangle(marginSize, marginSize, optWidth-marginSize, int32(rl.GetScreenHeight())-2*marginSize, + rl.ColorAlpha(rl.LightGray, 0.5)) + + rl.DrawText("Select Pattern", 2+marginSize, 30+marginSize, 10, rl.Black) + rl.DrawTexture(texPattern, 2+marginSize, 40+marginSize, rl.Black) + rl.DrawRectangle(int32(2+marginSize+recPattern[activePattern].X), + int32(40+marginSize+recPattern[activePattern].Y), + int32(recPattern[activePattern].Width), + int32(recPattern[activePattern].Height), rl.ColorAlpha(rl.DarkBlue, 0.3)) + + rl.DrawText("Select Color", 2+marginSize, 10+256+marginSize, 10, rl.Black) + for i := 0; i < maxColors; i++ { + rl.DrawRectangleRec(colorRec[i], colors[i]) + if activeCol == i { + rl.DrawRectangleLinesEx(colorRec[i], 3, rl.ColorAlpha(rl.White, 0.5)) + } + } + + rl.DrawText("Scale (UP/DOWN to change)", 2+marginSize, 80+256+marginSize, 10, rl.Black) + rl.DrawText(fmt.Sprintf("%.2fx", scale), 2+marginSize, 92+256+marginSize, 20, rl.Black) + + rl.DrawText("Rotation (LEFT/RIGHT to change)", 2+marginSize, 122+256+marginSize, 10, rl.Black) + rl.DrawText(fmt.Sprintf("%.0f degrees", rotation), 2+marginSize, 134+256+marginSize, 20, rl.Black) + + rl.DrawText("Press [SPACE] to reset", 2+marginSize, 164+256+marginSize, 10, rl.DarkBlue) + + // Draw FPS + rl.DrawText(fmt.Sprintf("%d FPS", rl.GetFPS()), 2+marginSize, 2+marginSize, 20, rl.Black) + rl.EndDrawing() + } + + // De-Initialization + rl.UnloadTexture(texPattern) // Unload texture + + rl.CloseWindow() // Close window and OpenGL context +} + +// DrawTextureTiled draws a part of a texture (defined by a rectangle) with rotation and scale tiled into dest. +func DrawTextureTiled(texture rl.Texture2D, source, dest rl.Rectangle, origin rl.Vector2, rotation, scale float32, + tint rl.Color) { + + if (texture.ID <= 0) || (scale <= 0.0) { // Want see an infinite loop?!...just delete this line! + return + } + if (source.Width == 0) || (source.Height == 0) { + return + } + + tileWidth := source.Width * scale + tileHeight := source.Height * scale + if (dest.Width < tileWidth) && (dest.Height < tileHeight) { + // Can fit only one tile + src := rl.Rectangle{ + X: source.X, + Y: source.Y, + Width: dest.Width / tileWidth * source.Width, + Height: dest.Height / tileHeight * source.Height, + } + dst := rl.Rectangle{X: dest.X, Y: dest.Y, Width: dest.Width, Height: dest.Height} + rl.DrawTexturePro(texture, src, dst, origin, rotation, tint) + } else if dest.Width <= tileWidth { + // Tiled vertically (one column) + var dy float32 + for ; dy+tileHeight < dest.Height; dy += tileHeight { + src := rl.Rectangle{ + X: source.X, + Y: source.Y, + Width: dest.Width / tileWidth * source.Width, + Height: source.Height, + } + dst := rl.Rectangle{X: dest.X, Y: dest.Y + dy, Width: dest.Width, Height: tileHeight} + rl.DrawTexturePro(texture, src, dst, origin, rotation, tint) + } + + // Fit last tile + if dy < dest.Height { + src := rl.Rectangle{X: source.X, Y: source.Y, + Width: (dest.Width / tileWidth) * source.Width, + Height: ((dest.Height - dy) / tileHeight) * source.Height, + } + dst := rl.Rectangle{X: dest.X, Y: dest.Y + dy, Width: dest.Width, Height: dest.Height - dy} + rl.DrawTexturePro(texture, src, dst, origin, rotation, tint) + } + } else if dest.Height <= tileHeight { + // Tiled horizontally (one row) + var dx float32 + for ; dx+tileWidth < dest.Width; dx += tileWidth { + src := rl.Rectangle{ + X: source.X, Y: source.Y, Width: source.Width, + Height: (dest.Height / tileHeight) * source.Height, + } + dst := rl.Rectangle{X: dest.X + dx, Y: dest.Y, Width: tileWidth, Height: dest.Height} + rl.DrawTexturePro(texture, src, dst, origin, rotation, tint) + } + + // Fit last tile + if dx < dest.Width { + src := rl.Rectangle{ + X: source.X, Y: source.Y, Width: ((dest.Width - dx) / tileWidth) * source.Width, + Height: (dest.Height / tileHeight) * source.Height, + } + dst := rl.Rectangle{X: dest.X + dx, Y: dest.Y, Width: dest.Width - dx, Height: dest.Height} + rl.DrawTexturePro(texture, src, + dst, origin, rotation, tint) + } + } else { + // Tiled both horizontally and vertically (rows and columns) + var dx float32 + for ; dx+tileWidth < dest.Width; dx += tileWidth { + var dy float32 + for ; dy+tileHeight < dest.Height; dy += tileHeight { + dst := rl.Rectangle{X: dest.X + dx, Y: dest.Y + dy, Width: tileWidth, Height: tileHeight} + rl.DrawTexturePro(texture, source, dst, origin, rotation, tint) + } + + if dy < dest.Height { + src := rl.Rectangle{ + X: source.X, Y: source.Y, + Width: source.Width, Height: ((dest.Height - dy) / tileHeight) * source.Height, + } + dst := rl.Rectangle{ + X: dest.X + dx, Y: dest.Y + dy, + Width: tileWidth, Height: dest.Height - dy, + } + rl.DrawTexturePro(texture, src, dst, origin, rotation, tint) + } + } + + // Fit last column of tiles + if dx < dest.Width { + var dy float32 + for ; dy+tileHeight < dest.Height; dy += tileHeight { + src := rl.Rectangle{ + X: source.X, Y: source.Y, + Width: ((dest.Width - dx) / tileWidth) * source.Width, Height: source.Height, + } + dst := rl.Rectangle{X: dest.X + dx, Y: dest.Y + dy, Width: dest.Width - dx, Height: tileHeight} + rl.DrawTexturePro(texture, src, dst, origin, rotation, tint) + } + + // Draw final tile in the bottom right corner + if dy < dest.Height { + src := rl.Rectangle{ + X: source.X, Y: source.Y, + Width: ((dest.Width - dx) / tileWidth) * source.Width, + Height: ((dest.Height - dy) / tileHeight) * source.Height, + } + dst := rl.Rectangle{X: dest.X + dx, Y: dest.Y + dy, Width: dest.Width - dx, Height: dest.Height - dy} + rl.DrawTexturePro(texture, src, dst, origin, rotation, tint) + } + } + } +} + +func clamp(value, minValue, maxValue float32) float32 { + return min(maxValue, max(value, minValue)) +} diff --git a/examples/textures/draw_tiled/patterns.png b/examples/textures/draw_tiled/patterns.png new file mode 100644 index 0000000..58b3c37 Binary files /dev/null and b/examples/textures/draw_tiled/patterns.png differ