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|
use std::ops::Div;
use dungeon::{
Direction, Dungeon, Entity, EntityKind, Floor, Item, MAP_SIZE, PLAYER_INVENTORY_SIZE,
Player, Pos, Tile,
};
use raylib::{
RaylibHandle, RaylibThread,
camera::Camera2D,
color::Color,
math::{Rectangle, Vector2},
prelude::{RaylibDraw, RaylibMode2DExt, RaylibTextureModeExt},
text::Font,
texture::{RaylibTexture2D, RenderTexture2D, Texture2D},
};
macro_rules! downcast {
($usize:expr, $type:ty) => {
<$type>::try_from($usize).unwrap_or(<$type>::MAX)
};
}
macro_rules! rect {
{$x:expr, $y:expr, $w:expr, $h:expr $(,)?} => {
::raylib::math::Rectangle {
x: ($x) as f32,
y: ($y) as f32,
width: ($w) as f32,
height: ($h) as f32,
}
};
}
macro_rules! vec2 {
{$x:expr, $y:expr $(,)?} => {
::raylib::math::Vector2 {
x: ($x) as f32,
y: ($y) as f32,
}
};
}
/// The baseline size of all ingame sprites and tile textures
const BASE_TEXTURE_SIZE: u16 = 16;
/// The height of the wall (offset between tile layers)
const WALL_HEIGHT: u16 = 7;
/// The (prefered) view distance of the game
const VIEW_DISTANCE: u16 = 5;
/// The minimum width/height we will render to
const MIN_RENDER_SIZE: u16 = BASE_TEXTURE_SIZE * (VIEW_DISTANCE + 2 + 2);
// Tile atlas.bmp textures
const ATLAS_WALL_SIDE: (u16, u16) = (0, 0);
const ATLAS_FLOOR_FULL: (u16, u16) = (1, 0);
const ATLAS_FLOOR_EMPTY: (u16, u16) = (2, 0);
const ATLAS_WALL_TOP: (u16, u16) = (3, 0);
const ATLAS_WALL_EDGE: (u16, u16) = (0, 1);
// UI atlas.bmp textures
const ATLAS_INV_CONTAINER: (u16, u16) = (1, 1);
const ATLAS_HEART_ICON: (u16, u16) = (2, 1);
const ATLAS_DAMAGE_ICON: (u16, u16) = (3, 1);
// Misc atlas.bmp textures
const ATLAS_ERROR: (u16, u16) = (3, 3);
/// Full source rec for any texture
const FULL_SOURCE_REC: Rectangle = rect! {
0.0,
0.0,
BASE_TEXTURE_SIZE,
BASE_TEXTURE_SIZE,
};
#[derive(Debug)]
struct Textures {
// Tilemap
atlas: Texture2D,
// Entity
player: Texture2D,
// Misc
error: Texture2D,
// Fonts
nes_font: Font,
}
impl Textures {
fn new(handle: &mut RaylibHandle, thread: &RaylibThread) -> crate::Result<Self> {
let atlas = handle.load_texture(thread, "assets/atlas.bmp")?;
let player = handle.load_texture(thread, "assets/player.bmp")?;
let error = handle.load_texture(thread, "assets/error.bmp")?;
let nes_font = handle.load_font_ex(
thread,
"assets/nintendo-nes-font.otf",
BASE_TEXTURE_SIZE.into(),
None,
)?;
Ok(Self {
atlas,
player,
error,
nes_font,
})
}
fn item_texture(&self, _item: &Item) -> &Texture2D {
// TODO: make item textures
&self.error
}
}
#[derive(Debug)]
pub struct Renderer {
/* Persistant Render Data */
/// All loaded image resources/textures
textures: Textures,
/// Top layer of the tilemap (walls)
tilemap_fg: RenderTexture2D,
/// Bottom layer of the tilemap (floor and half-height walls)
tilemap_bg: RenderTexture2D,
/// Tilemap texture used for the minimap
tilemap_mm: RenderTexture2D,
/// Last computed hash of the tilemap (floor)
tiles_hash: Option<u64>,
/* Per Frame Caculated Data */
/// Current tile size we are rendering
tile_size: u16,
/// Last known FPS
fps: u32,
/// Render width of the current frame
width: u16,
/// Render height of the current frame
height: u16,
}
impl Renderer {
pub fn new(handle: &mut RaylibHandle, thread: &RaylibThread) -> crate::Result<Self> {
// Load resources
let textures = Textures::new(handle, thread)?;
// Load render textures
let tex_size = (MAP_SIZE * BASE_TEXTURE_SIZE) as u32;
let tilemap_fg = handle.load_render_texture(thread, tex_size, tex_size)?;
let tilemap_bg = handle.load_render_texture(thread, tex_size, tex_size)?;
let tilemap_mm =
handle.load_render_texture(thread, MAP_SIZE as u32, MAP_SIZE as u32)?;
Ok(Self {
textures,
tilemap_fg,
tilemap_bg,
tilemap_mm,
tiles_hash: None,
tile_size: 0,
fps: 0,
width: 0,
height: 0,
})
}
pub fn draw_frame(
&mut self,
handle: &mut RaylibHandle,
t: &RaylibThread,
dungeon: &Dungeon,
) {
self.update_per_frame_data(handle);
let mut r = handle.begin_drawing(t);
r.clear_background(Color::BLACK);
self.draw_dungeon(&mut r, t, dungeon);
self.draw_ui(&mut r, dungeon);
}
/// Update frame metadata while we still have access to the
/// `RaylibHandle`. These fields are inaccessable once it's
/// turned into a `RaylibDrawHandle`.
fn update_per_frame_data(&mut self, handle: &RaylibHandle) {
// Get last known fps
self.fps = handle.get_fps();
// Get size of framebuffer
self.width = downcast!(handle.get_render_width(), u16).max(MIN_RENDER_SIZE);
self.height = downcast!(handle.get_render_height(), u16).max(MIN_RENDER_SIZE);
// Get size (in pixels) to draw each tile
self.tile_size = {
let size = self.width.min(self.height);
let dist = VIEW_DISTANCE * 2 + 1;
let pixels = size.div(dist).max(BASE_TEXTURE_SIZE);
1 << (u16::BITS - pixels.leading_zeros())
};
}
/// Returns the Raylib Camera setup with needed 2D position/transforms
fn render_camera(&self, dungeon: &Dungeon) -> Camera2D {
let cpos = dungeon.camera();
let width = self.width;
let height = self.height;
let ui_height = self.get_ui_height();
Camera2D {
target: Vector2::from(cpos.xy())
.scale_by(self.tile_size.into())
.max(vec2! {width/2, height/2})
.min(vec2! {
(MAP_SIZE * self.tile_size) - (width/2),
(MAP_SIZE * self.tile_size) - (height/2),
}),
offset: vec2! {width/2, height/2 + ui_height/2},
rotation: 0.0,
zoom: 1.0,
}
}
/// Draws the game dungeon
fn draw_dungeon<R>(&mut self, r: &mut R, t: &RaylibThread, dungeon: &Dungeon)
where
R: RaylibDraw + RaylibMode2DExt + RaylibTextureModeExt,
{
self.update_tilemaps(r, t, &dungeon.floor);
let camera = self.render_camera(dungeon);
let mut rc = r.begin_mode2D(camera);
self.draw_bg_tilemap(&mut rc);
self.draw_entities(&mut rc, dungeon);
self.draw_fg_tilemap(&mut rc);
}
/// Updates all tilemaps
fn update_tilemaps<R>(&mut self, r: &mut R, t: &RaylibThread, floor: &Floor)
where
R: RaylibDraw + RaylibTextureModeExt,
{
let current_hash = floor.hash();
if let Some(old_hash) = self.tiles_hash
&& old_hash == current_hash
{
// Textures are up to date
return;
};
self.tiles_hash = Some(current_hash);
self.update_fg_tilemap(r, t, floor);
self.update_bg_tilemap(r, t, floor);
self.update_mm_tilemap(r, t, floor);
}
/// Draws the foregound tile map
fn update_fg_tilemap<R>(&mut self, r: &mut R, t: &RaylibThread, floor: &Floor)
where
R: RaylibDraw + RaylibTextureModeExt,
{
let size = BASE_TEXTURE_SIZE;
let mut rt = r.begin_texture_mode(t, &mut self.tilemap_fg);
rt.clear_background(Color::BLANK);
for pos in Pos::values() {
let (xs, ys) = (pos.x() * size, pos.y() * size);
// fg layer only draws a top walls
if floor.get(pos) != Tile::Wall {
continue;
};
// draw base wall top texture
rt.draw_atlas(&self.textures.atlas, ATLAS_WALL_TOP, xs, ys, size, 0.0);
// draw top wall borders
let is_wall =
|dir| pos.step(dir).map_or(Tile::Wall, |p| floor.get(p)).is_wall();
if !is_wall(Direction::North) {
rt.draw_atlas(&self.textures.atlas, ATLAS_WALL_EDGE, xs, ys, size, 0.0);
}
if !is_wall(Direction::East) {
rt.draw_atlas(&self.textures.atlas, ATLAS_WALL_EDGE, xs, ys, size, 90.0);
}
if !is_wall(Direction::South) {
rt.draw_atlas(&self.textures.atlas, ATLAS_WALL_EDGE, xs, ys, size, 180.0);
}
if !is_wall(Direction::West) {
rt.draw_atlas(&self.textures.atlas, ATLAS_WALL_EDGE, xs, ys, size, 270.0);
}
}
}
/// Draws the foregound tile map
fn update_bg_tilemap<R>(&mut self, r: &mut R, t: &RaylibThread, floor: &Floor)
where
R: RaylibDraw + RaylibTextureModeExt,
{
let size = BASE_TEXTURE_SIZE;
let mut rt = r.begin_texture_mode(t, &mut self.tilemap_bg);
rt.clear_background(Color::BLACK);
for pos in Pos::values() {
let (x, y) = pos.xy();
let tile = floor.get(pos);
let idx = match tile {
Tile::Wall => ATLAS_WALL_SIDE,
Tile::Air if (x + y) % 2 == 0 => ATLAS_FLOOR_FULL,
Tile::Air if (x + y) % 2 == 1 => ATLAS_FLOOR_EMPTY,
_ => ATLAS_ERROR,
};
rt.draw_atlas(&self.textures.atlas, idx, x * size, y * size, size, 0.0);
}
}
/// Draws the foregound tile map
fn update_mm_tilemap<R>(&mut self, r: &mut R, t: &RaylibThread, floor: &Floor)
where
R: RaylibDraw + RaylibTextureModeExt,
{
let mut rt = r.begin_texture_mode(t, &mut self.tilemap_mm);
rt.clear_background(Color::DARKGRAY);
for pos in Pos::values() {
let (x, y) = pos.xy();
let tile = floor.get(pos);
let color = match tile {
Tile::Wall => Color::DARKGRAY,
Tile::Air => Color::GRAY,
Tile::Stairs => Color::WHITE,
};
rt.draw_pixel(x.into(), y.into(), color);
}
}
/// Draw dungeon tiles (foreground layer)
fn draw_fg_tilemap<R>(&mut self, r: &mut R)
where
R: RaylibDraw,
{
r.draw_tilemap(
&self.tilemap_fg,
0,
0,
self.tile_size / BASE_TEXTURE_SIZE,
WALL_HEIGHT,
);
}
/// Draw dungeon tiles (background layer)
fn draw_bg_tilemap<R>(&mut self, r: &mut R)
where
R: RaylibDraw,
{
r.draw_tilemap(
&self.tilemap_bg,
0,
0,
self.tile_size / BASE_TEXTURE_SIZE,
0,
);
}
/// Draws the entities on the map
fn draw_entities<R>(&mut self, r: &mut R, dungeon: &Dungeon)
where
R: RaylibDraw,
{
self.draw_entity(r, &dungeon.player.entity);
for enemy in &dungeon.enemies {
self.draw_entity(r, enemy);
}
}
/// Draws an entity
fn draw_entity<R>(&self, r: &mut R, entity: &Entity)
where
R: RaylibDraw,
{
let size = self.tile_size as f32;
let (fx, fy) = entity.fpos.xy();
let texture = match entity.kind {
EntityKind::Player => &self.textures.player,
_ => &self.textures.error,
};
let (x, y) = match entity.dir {
Direction::North => (0, 0),
Direction::South => (0, 1),
Direction::East => (1, 0),
Direction::West => (1, 1),
};
let source_rec = rect! {
x * BASE_TEXTURE_SIZE,
y * BASE_TEXTURE_SIZE,
BASE_TEXTURE_SIZE,
BASE_TEXTURE_SIZE,
};
let dest_rec = rect! {
fx * size - size/2.0,
fy * size - size/2.0,
size,
size,
};
r.draw_texture_pro(
texture,
source_rec,
dest_rec,
Vector2::zero(),
0.0,
Color::WHITE,
);
}
/// Returns the known UI height for this frame
fn get_ui_height(&self) -> u16 {
self.tile_size
}
/// Returns the padding used between ui elements
fn get_ui_padding(&self) -> u16 {
self.get_ui_height() / 10
}
/// Returns the font size for the UI
fn get_ui_font_size(&self) -> u16 {
self.get_ui_height() / 4
}
/// Draws player HP, inventory, and floor number
fn draw_ui<R>(&self, r: &mut R, dungeon: &Dungeon)
where
R: RaylibDraw,
{
// Draw UI base rect
r.draw_rectangle_ext(0, 0, self.width, self.get_ui_height(), Color::BLACK);
// Draw core ui components
self.draw_minimap(r, dungeon);
self.draw_inventory(r, &dungeon.player);
self.draw_stats(r, &dungeon.player);
// Draw debug info
#[cfg(feature = "debug")]
self.draw_debug_ui(r);
}
/// Draw in game minimap
fn draw_minimap<R>(&self, r: &mut R, dungeon: &Dungeon)
where
R: RaylibDraw,
{
let padding = self.get_ui_padding();
let y = padding;
// Draw MAP vert text
let text_x = padding;
self.draw_vertical_text(r, text_x, y, "MAP", Color::WHITE);
// Draw minimap in top left of UI bar
let minimap_x = text_x + self.get_ui_font_size() + padding;
let minimap_y = padding;
let size = self.get_ui_height() - padding * 2;
r.draw_tilemap(&self.tilemap_mm, minimap_x, minimap_y, size / MAP_SIZE, 0);
// Draw minimap entity's
let dot_size = (size / MAP_SIZE).max(1);
let mut draw_dot = |pos: Pos, color| {
let (x, y) = pos.xy();
let offset_x = x * (size / MAP_SIZE);
let offset_y = y * (size / MAP_SIZE);
r.draw_rectangle_ext(
minimap_x + offset_x,
minimap_y + offset_y,
dot_size,
dot_size,
color,
);
};
// Draw enemy dots
for enemy in &dungeon.enemies {
draw_dot(enemy.pos, Color::RED);
}
// Draw player dot
draw_dot(dungeon.player.entity.pos, Color::LIME);
}
/// Draws vertical text
fn draw_vertical_text<R>(&self, r: &mut R, x: u16, y: u16, text: &str, color: Color)
where
R: RaylibDraw,
{
let font_size = self.get_ui_font_size();
let padding = self.get_ui_padding() / 2;
let spacing = font_size + padding;
let mut byte_off = 0;
for (idx_usize, char) in text.chars().enumerate() {
let idx = downcast!(idx_usize, u16);
let byte_len = char.len_utf8();
let str = &text[byte_off..byte_off + byte_len];
let char_y = y + idx * spacing;
self.draw_text(r, str, x, char_y, color);
byte_off += byte_len;
}
}
/// Draws the player's inventory
/// NOTE: Nothing is drawn if the inventory is empty
fn draw_inventory<R>(&self, r: &mut R, player: &Player)
where
R: RaylibDraw,
{
let slots = downcast!(PLAYER_INVENTORY_SIZE, u16);
let padding = self.get_ui_padding();
let font_size = self.get_ui_font_size();
let ui_height = self.get_ui_height();
let text_len = font_size + padding;
let slot_len = ui_height - padding * 2;
let slots_len = slot_len * slots;
let full_len = text_len + slots_len;
let start_x = self.width / 2 - full_len / 2;
let text_x = start_x;
let slots_x = text_x + text_len;
// Draw text
self.draw_vertical_text(r, text_x, padding, "INV", Color::WHITE);
// Draw slots
for idx in 0..PLAYER_INVENTORY_SIZE {
if idx >= PLAYER_INVENTORY_SIZE {
// This should never happen!
// Maybe use a different type??
break;
}
let slot_x = slots_x + slot_len * downcast!(idx, u16);
let size = ui_height - padding * 2;
// Draw slot container
r.draw_inv_atlas(
&self.textures.atlas,
ATLAS_INV_CONTAINER,
slot_x,
padding,
size,
0.0,
);
if let Some(item) = player.inventory.get(idx) {
let tex = self.textures.item_texture(item);
let item_padding = padding * 3;
let dest_rec = rect! {
slot_x + item_padding / 2,
padding+ item_padding / 2,
size - item_padding,
size - item_padding,
};
r.draw_texture_pro(
tex,
FULL_SOURCE_REC,
dest_rec,
Vector2::zero(),
0.0,
Color::WHITE,
);
}
}
}
/// Draw player health & equpped weapon damage
fn draw_stats<R>(&self, r: &mut R, player: &Player)
where
R: RaylibDraw,
{
let health = player.entity.health.unwrap_or(0);
let damage = 0; // TODO: calc damage
let padding = self.get_ui_padding();
let font_size = self.get_ui_font_size();
let text_width = font_size * 3 + padding;
let icon_width = font_size + padding;
let stats_x = self.width - text_width - icon_width;
let icon_x = stats_x;
let text_x = icon_x + icon_width;
// draw health
let heart_y = padding;
r.draw_inv_atlas(
&self.textures.atlas,
ATLAS_HEART_ICON,
icon_x,
heart_y,
icon_width,
0.0,
);
self.draw_text(
r,
&format!("x{health:02}"),
text_x,
heart_y + padding,
Color::WHITE,
);
// draw damage
let damage_y = heart_y + font_size + padding;
r.draw_inv_atlas(
&self.textures.atlas,
ATLAS_DAMAGE_ICON,
icon_x,
damage_y,
icon_width,
0.0,
);
self.draw_text(
r,
&format!("x{damage:02}"),
text_x,
damage_y + padding,
Color::WHITE,
);
}
/// Draws debug information ontop of other UI elements
/// Called by default if `debug` featue is enabled
#[cfg(feature = "debug")]
fn draw_debug_ui<R>(&self, r: &mut R)
where
R: RaylibDraw,
{
self.draw_fps(r);
}
/// Draw FPS counter (debug)
#[cfg(feature = "debug")]
fn draw_fps<R>(&self, r: &mut R)
where
R: RaylibDraw,
{
let fps_str = format!("{}", self.fps);
r.draw_text(&fps_str, 10, 10, 30, Color::YELLOW);
}
/// Draw text helper function
fn draw_text<R>(&self, r: &mut R, text: &str, x: u16, y: u16, color: Color)
where
R: RaylibDraw,
{
let font = &self.textures.nes_font;
let font_size = self.get_ui_font_size();
r.draw_text_ex(font, text, vec2! {x, y}, font_size.into(), 0.0, color);
}
}
trait Vector2Ext {
fn min(self, other: Self) -> Self;
fn max(self, other: Self) -> Self;
}
impl Vector2Ext for Vector2 {
fn min(self, other: Self) -> Self {
Self::new(self.x.min(other.x), self.y.min(other.y))
}
fn max(self, other: Self) -> Self {
Self::new(self.x.max(other.x), self.y.max(other.y))
}
}
trait RaylibDrawExt
where
Self: RaylibDraw,
{
/// Draw an atlas texture index
fn draw_atlas(
&mut self,
tex: &Texture2D,
(ax, ay): (u16, u16),
x: impl Into<f32>,
y: impl Into<f32>,
size: impl Into<f32>,
rotation: impl Into<f32>,
) {
let size_into = size.into();
let source_rec = rect! {
ax * BASE_TEXTURE_SIZE,
ay * BASE_TEXTURE_SIZE,
BASE_TEXTURE_SIZE,
BASE_TEXTURE_SIZE,
};
let dest_rec = rect! {
x.into(),
y.into(),
size_into,
size_into,
};
let origin = vec2! {
dest_rec.width / 2.0,
dest_rec.height / 2.0,
};
self.draw_texture_pro(
tex,
source_rec,
dest_rec,
origin,
rotation.into(),
Color::WHITE,
);
}
/// Draw in INV element from an atlas
fn draw_inv_atlas(
&mut self,
tex: &Texture2D,
(ax, ay): (u16, u16),
x: impl Into<f32>,
y: impl Into<f32>,
size: impl Into<f32>,
rotation: impl Into<f32>,
) {
let size_into = size.into();
self.draw_atlas(
tex,
(ax, ay),
x.into() + size_into / 2.0,
y.into() + size_into / 2.0,
size_into,
rotation,
);
}
/// Draw dungeon tiles helper function
fn draw_tilemap(
&mut self,
tex: &RenderTexture2D,
x: u16,
y: u16,
scale: u16,
offset: u16,
) {
let width = downcast!(tex.width(), u16);
let height = downcast!(tex.height(), u16);
let source_rec = rect! {
0,
0,
width,
-height.cast_signed(),
};
let dest_rec = rect! {
x,
y.cast_signed() - (offset * scale).cast_signed(),
width * scale,
height * scale,
};
let origin = Vector2::zero();
self.draw_texture_pro(tex, source_rec, dest_rec, origin, 0.0, Color::WHITE);
}
fn draw_rectangle_ext(
&mut self,
x: impl Into<i32>,
y: impl Into<i32>,
width: impl Into<i32>,
height: impl Into<i32>,
color: Color,
) {
self.draw_rectangle(x.into(), y.into(), width.into(), height.into(), color);
}
}
impl<T> RaylibDrawExt for T where T: RaylibDraw {}
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