srcrec dstrec
There is no browser build of this example yet.
Is it the same as C?
- Desktop:verified The Zig version renders a final frame that is byte-identical to the C example.
- Browser:not checked yet The browser comparison does not cover this example yet.
//! raylib [textures] example - srcrec dstrec
//!
//! Zig-API translation of examples/textures/textures_srcrec_dstrec.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
const rl = @import("raylib");
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [textures] example - srcrec dstrec");
defer rl.closeWindow(); // Close window and OpenGL context
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
const scarfy = try rl.loadTexture("resources/scarfy.png"); // Texture loading
defer rl.unloadTexture(scarfy); // Texture unloading
const frame_width: f32 = @floatFromInt(@divTrunc(scarfy.width, 6));
const frame_height: f32 = @floatFromInt(scarfy.height);
// Source rectangle (part of the texture to use for drawing)
const source_rec: rl.Rectangle = .{ .x = 0.0, .y = 0.0, .width = frame_width, .height = frame_height };
// Destination rectangle (screen rectangle where drawing part of texture)
const dest_rec: rl.Rectangle = .{ .x = screen_width / 2.0, .y = screen_height / 2.0, .width = frame_width * 2.0, .height = frame_height * 2.0 };
// Origin of the texture (rotation/scale point), it's relative to destination rectangle size
const origin: rl.Vector2 = .{ .x = frame_width, .y = frame_height };
var rotation: i32 = 0;
rl.setTargetFPS(60);
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
rotation += 1;
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
// 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)
rl.drawTexturePro(scarfy, source_rec, dest_rec, origin, @floatFromInt(rotation), .white);
rl.drawLine(@intFromFloat(dest_rec.x), 0, @intFromFloat(dest_rec.x), screen_height, .gray);
rl.drawLine(0, @intFromFloat(dest_rec.y), screen_width, @intFromFloat(dest_rec.y), .gray);
rl.drawText("(c) Scarfy sprite by Eiden Marsal", screen_width - 200, screen_height - 20, 10, .gray);
}
}/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - srcrec dstrec");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
int frameWidth = scarfy.width/6;
int frameHeight = scarfy.height;
// Source rectangle (part of the texture to use for drawing)
Rectangle sourceRec = { 0.0f, 0.0f, (float)frameWidth, (float)frameHeight };
// Destination rectangle (screen rectangle where drawing part of texture)
Rectangle destRec = { screenWidth/2.0f, screenHeight/2.0f, frameWidth*2.0f, frameHeight*2.0f };
// Origin of the texture (rotation/scale point), it's relative to destination rectangle size
Vector2 origin = { (float)frameWidth, (float)frameHeight };
int rotation = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
rotation++;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(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, (float)rotation, WHITE);
DrawLine((int)destRec.x, 0, (int)destRec.x, screenHeight, GRAY);
DrawLine(0, (int)destRec.y, screenWidth, (int)destRec.y, GRAY);
DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(scarfy); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.