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			108 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			108 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [others] example - Embedded files loading (Wave and Image)
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*
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*   Example originally created with raylib 3.0, last time updated with raylib 2.5
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*
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*   Example contributed by Kristian Holmgren (@defutura) 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) 2020-2024 Kristian Holmgren (@defutura) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "resources/audio_data.h"   // Wave file exported with ExportWaveAsCode()
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#include "resources/image_data.h"   // Image file exported with ExportImageAsCode()
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [others] example - embedded files loading");
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    InitAudioDevice();              // Initialize audio device
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    // Loaded in CPU memory (RAM) from header file (audio_data.h)
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    // Same as: Wave wave = LoadWave("sound.wav");
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    Wave wave = {
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        .data = AUDIO_DATA,
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        .frameCount = AUDIO_FRAME_COUNT,
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        .sampleRate = AUDIO_SAMPLE_RATE,
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        .sampleSize = AUDIO_SAMPLE_SIZE,
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        .channels = AUDIO_CHANNELS
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    };
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    // Wave converted to Sound to be played
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    Sound sound = LoadSoundFromWave(wave);
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    // With a Wave loaded from file, after Sound is loaded, we can unload Wave
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    // but in our case, Wave is embedded in executable, in program .data segment
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    // we can not (and should not) try to free that private memory region
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    //UnloadWave(wave);             // Do not unload wave data!
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    // Loaded in CPU memory (RAM) from header file (image_data.h)
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    // Same as: Image image = LoadImage("raylib_logo.png");
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    Image image = {
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        .data = IMAGE_DATA,
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        .width = IMAGE_WIDTH,
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        .height = IMAGE_HEIGHT,
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        .format = IMAGE_FORMAT,
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        .mipmaps = 1
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    };
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    // Image converted to Texture (VRAM) to be drawn
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    Texture2D texture = LoadTextureFromImage(image);
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    // With an Image loaded from file, after Texture is loaded, we can unload Image
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    // but in our case, Image is embedded in executable, in program .data segment
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    // we can not (and should not) try to free that private memory region
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    //UnloadImage(image);           // Do not unload image data!
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    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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    //--------------------------------------------------------------------------------------
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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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        // Update
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        //----------------------------------------------------------------------------------
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        if (IsKeyPressed(KEY_SPACE)) PlaySound(sound);      // Play sound
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            DrawTexture(texture, screenWidth/2 - texture.width/2, 40, WHITE);
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            DrawText("raylib logo and sound loaded from header files", 150, 320, 20, LIGHTGRAY);
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            DrawText("Press SPACE to PLAY the sound!", 220, 370, 20, LIGHTGRAY);
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    UnloadSound(sound);     // Unload sound from VRAM
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    UnloadTexture(texture); // Unload texture from VRAM
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    CloseAudioDevice();     // Close audio device
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    CloseWindow();          // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |