raylib/examples/textures/textures_image_drawing.c

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/*******************************************************************************************
*
* raylib [textures] example - Image loading and drawing on it
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
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int main(void)
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{
// Initialization
//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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
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, cat.width, cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f });
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ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image
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UnloadImage(cat); // Unload image from RAM
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// Load custom font for frawing on image
Font font = LoadFont("resources/custom_jupiter_crash.png");
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// Draw over image using custom font
ImageDrawTextEx(&parrots, (Vector2){ 300, 230 }, font, "PARROTS & CAT", font.baseSize, -2, WHITE);
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UnloadFont(font); // Unload custom spritefont (already drawn used on image)
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Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
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);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE);
DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY);
DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY);
DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}