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	Some functions/values have been deprecated for long time but some mapping was kept for convenience. Some of those mappings have been removed...
		
			
				
	
	
		
			91 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			91 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [textures] example - Image loading and drawing on it
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*
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*   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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*
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*   This example has been created using raylib 1.4 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   Copyright (c) 2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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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 [textures] example - image drawing");
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    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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    Image cat = LoadImage("resources/cat.png");             // Load image in CPU memory (RAM)
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    ImageCrop(&cat, (Rectangle){ 100, 10, 280, 380 });      // Crop an image piece
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    ImageFlipHorizontal(&cat);                              // Flip cropped image horizontally
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    ImageResize(&cat, 150, 200);                            // Resize flipped-cropped image
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    Image parrots = LoadImage("resources/parrots.png");     // Load image in CPU memory (RAM)
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    // Draw one image over the other with a scaling of 1.5f
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    ImageDraw(&parrots, cat, (Rectangle){ 0, 0, (float)cat.width, (float)cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f }, WHITE);
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    ImageCrop(&parrots, (Rectangle){ 0, 50, (float)parrots.width, (float)parrots.height - 100 }); // Crop resulting image
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    // Draw on the image with a few image draw methods
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    ImageDrawPixel(&parrots, 10, 10, RAYWHITE);
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    ImageDrawCircle(&parrots, 10, 10, 5, RAYWHITE);
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    ImageDrawRectangle(&parrots, 5, 20, 10, 10, RAYWHITE);
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    UnloadImage(cat);       // Unload image from RAM
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    // Load custom font for frawing on image
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    Font font = LoadFont("resources/custom_jupiter_crash.png");
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    // Draw over image using custom font
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    ImageDrawTextEx(&parrots, font, "PARROTS & CAT", (Vector2){ 300, 230 }, (float)font.baseSize, -2, WHITE);
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    UnloadFont(font);       // Unload custom font (already drawn used on image)
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    Texture2D texture = LoadTextureFromImage(parrots);      // Image converted to texture, uploaded to GPU memory (VRAM)
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    UnloadImage(parrots);   // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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    SetTargetFPS(60);
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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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        // TODO: Update your variables here
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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, screenHeight/2 - texture.height/2 - 40, WHITE);
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            DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY);
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            DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY);
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            DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY);
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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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    UnloadTexture(texture);       // Texture unloading
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    CloseWindow();                // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |