Added 6 new examples

This commit is contained in:
raysan5 2016-02-11 12:26:45 +01:00
parent c69ce1d750
commit 54c7fa491e
18 changed files with 622 additions and 16 deletions

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/*******************************************************************************************
*
* raylib [core] example - Gestures Detection
*
* 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"
#include <string.h>
#define MAX_GESTURE_STRINGS 20
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection");
Vector2 touchPosition = { 0, 0 };
Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
int gesturesCount = 0;
char gestureStrings[MAX_GESTURE_STRINGS][32];
int currentGesture = GESTURE_NONE;
int lastGesture = GESTURE_NONE;
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
SetTargetFPS(30);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
lastGesture = currentGesture;
touchPosition = GetTouchPosition(0);
if (CheckCollisionPointRec(touchPosition, touchArea) && IsGestureDetected())
{
currentGesture = GetGestureType();
if (currentGesture != lastGesture)
{
// Store gesture string
switch (currentGesture)
{
case GESTURE_TAP: strcpy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
case GESTURE_DOUBLETAP: strcpy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
case GESTURE_HOLD: strcpy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
case GESTURE_DRAG: strcpy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
case GESTURE_SWIPE_RIGHT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
default: break;
}
gesturesCount++;
// Reset gestures strings
if (gesturesCount >= MAX_GESTURE_STRINGS)
{
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
gesturesCount = 0;
}
}
}
else currentGesture = GESTURE_NONE;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangleRec(touchArea, GRAY);
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE);
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f));
for (int i = 0; i < gesturesCount; i++)
{
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f));
if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY);
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON);
}
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY);
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY);
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}

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@ -5,7 +5,7 @@
* This example has been created using raylib 1.4 (www.raylib.com) * 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) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014 Ramon Santamaria (@raysan5) * Copyright (c) 2015 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/

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@ -85,8 +85,8 @@ else
# external libraries headers # external libraries headers
# GLFW3 # GLFW3
INCLUDES += -I../external/glfw3/include INCLUDES += -I../external/glfw3/include
# GLEW # GLEW - Not required any more, replaced by GLAD
INCLUDES += -I../external/glew/include #INCLUDES += -I../external/glew/include
# OpenAL Soft # OpenAL Soft
INCLUDES += -I../external/openal_soft/include INCLUDES += -I../external/openal_soft/include
endif endif
@ -102,8 +102,8 @@ else
ifneq ($(PLATFORM_OS),OSX) ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft # OpenAL Soft
LFLAGS += -L../external/openal_soft/lib/$(LIBPATH) LFLAGS += -L../external/openal_soft/lib/$(LIBPATH)
# GLEW # GLEW - Not required any more, replaced by GLAD
LFLAGS += -L../external/glew/lib/$(LIBPATH) #LFLAGS += -L../external/glew/lib/$(LIBPATH)
endif endif
endif endif
@ -126,7 +126,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
else else
# libraries for Windows desktop compiling # libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed # NOTE: GLFW3 and OpenAL Soft libraries should be installed
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32 LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lgdi32
endif endif
endif endif
endif endif
@ -161,6 +161,8 @@ EXAMPLES = \
core_random_values \ core_random_values \
core_color_select \ core_color_select \
core_drop_files \ core_drop_files \
core_storage_values \
core_gestures_detection \
core_3d_mode \ core_3d_mode \
core_3d_picking \ core_3d_picking \
core_3d_camera_free \ core_3d_camera_free \
@ -177,10 +179,14 @@ EXAMPLES = \
textures_raw_data \ textures_raw_data \
textures_formats_loading \ textures_formats_loading \
textures_particles_trail_blending \ textures_particles_trail_blending \
textures_image_processing \
textures_image_drawing \
text_sprite_fonts \ text_sprite_fonts \
text_bmfont_ttf \
text_rbmf_fonts \ text_rbmf_fonts \
text_format_text \ text_format_text \
text_font_select \ text_font_select \
text_writing_anim \
models_geometric_shapes \ models_geometric_shapes \
models_box_collisions \ models_box_collisions \
models_billboard \ models_billboard \
@ -195,8 +201,6 @@ EXAMPLES = \
audio_music_stream \ audio_music_stream \
fix_dylib \ fix_dylib \
#core_input_gamepad \
# typing 'make' will invoke the first target entry in the file, # typing 'make' will invoke the first target entry in the file,
# in this case, the 'default' target entry is raylib # in this case, the 'default' target entry is raylib
@ -217,6 +221,10 @@ core_input_keys: core_input_keys.c
core_input_mouse: core_input_mouse.c core_input_mouse: core_input_mouse.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - mouse wheel
core_mouse_wheel: core_mouse_wheel.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - gamepad input # compile [core] example - gamepad input
core_input_gamepad: core_input_gamepad.c core_input_gamepad: core_input_gamepad.c
ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM),PLATFORM_DESKTOP)
@ -225,8 +233,12 @@ else
@echo core_input_gamepad: Only supported on desktop platform @echo core_input_gamepad: Only supported on desktop platform
endif endif
# compile [core] example - mouse wheel # compile [core] example - generate random values
core_mouse_wheel: core_mouse_wheel.c core_random_values: core_random_values.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - color selection (collision detection)
core_color_select: core_color_select.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - drop files # compile [core] example - drop files
@ -237,12 +249,16 @@ else
@echo core_drop_files: Only supported on desktop platform @echo core_drop_files: Only supported on desktop platform
endif endif
# compile [core] example - generate random values # compile [core] example - storage values
core_random_values: core_random_values.c core_storage_values: core_storage_values.c
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
else
@echo core_storage_values: Only supported on desktop platform
endif
# compile [core] example - color selection (collision detection) # compile [core] example - gestures detection
core_color_select: core_color_select.c core_gestures_detection: core_gestures_detection.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - 3d mode # compile [core] example - 3d mode
@ -309,10 +325,22 @@ textures_formats_loading: textures_formats_loading.c
textures_particles_trail_blending: textures_particles_trail_blending.c textures_particles_trail_blending: textures_particles_trail_blending.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture image processing
textures_image_processing: textures_image_processing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [textures] example - texture image drawing
textures_image_drawing: textures_image_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - sprite fonts loading # compile [text] example - sprite fonts loading
text_sprite_fonts: text_sprite_fonts.c text_sprite_fonts: text_sprite_fonts.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - bmfonts and ttf loading
text_bmfont_ttf: text_bmfont_ttf.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - raylib bitmap fonts (rBMF) # compile [text] example - raylib bitmap fonts (rBMF)
text_rbmf_fonts: text_rbmf_fonts.c text_rbmf_fonts: text_rbmf_fonts.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
@ -325,6 +353,10 @@ text_format_text: text_format_text.c
text_font_select: text_font_select.c text_font_select: text_font_select.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [text] example - text writing animation
text_writing_anim: text_writing_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [models] example - basic geometric 3d shapes # compile [models] example - basic geometric 3d shapes
models_geometric_shapes: models_geometric_shapes.c models_geometric_shapes: models_geometric_shapes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)

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/*******************************************************************************************
*
* raylib [text] example - BMFont and TTF SpriteFonts loading
*
* 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"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont and ttf sprite fonts loading");
const char msgBm[64] = "THIS IS AN AngelCode SPRITE FONT";
const char msgTtf[64] = "THIS SPRITE FONT has been GENERATED from a TTF";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont fontBm = LoadSpriteFont("resources/fonts/bmfont.fnt"); // BMFont (AngelCode)
SpriteFont fontTtf = LoadSpriteFont("resources/fonts/pixantiqua.ttf"); // TTF font
Vector2 fontPosition;
fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.size, 0).x/2;
fontPosition.y = screenHeight/2 - fontBm.size/2 - 80;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update variables here...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextEx(fontBm, msgBm, fontPosition, fontBm.size, 0, MAROON);
DrawTextEx(fontTtf, msgTtf, (Vector2){ 75.0f, 240.0f }, fontTtf.size*0.8f, 2, LIME);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSpriteFont(fontBm); // AngelCode SpriteFont unloading
UnloadSpriteFont(fontTtf); // TTF SpriteFont unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [text] example - Text Writing Animation
*
* 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"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - text writing anim");
const char message[128] = "This sample illustrates a text writing\nanimation effect! Check it out! ;)";
int framesCounter = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
framesCounter++;
if (IsKeyPressed(KEY_ENTER)) framesCounter = 0;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(SubText(message, 0, framesCounter/10), 210, 160, 20, MAROON);
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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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"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
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)
ImageCrop(&cat, (Rectangle){ 170, 120, 280, 380 }); // Crop an image piece
ImageFlipHorizontal(&cat); // Flip cropped image horizontally
ImageResize(&cat, 150, 200); // Resize flipped-cropped image
Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
// Draw one image over the other with a scaling of 1.5f
ImageDraw(&parrots, cat, (Rectangle){ 0, 0, cat.width, cat.height}, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f });
ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image
UnloadImage(cat); // Unload image from RAM
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
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;
}

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/*******************************************************************************************
*
* raylib [textures] example - Image processing
*
* 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"
#include <stdlib.h> // Required for: free()
#define NUM_PROCESSES 8
typedef enum {
NONE = 0,
COLOR_GRAYSCALE,
COLOR_TINT,
COLOR_INVERT,
COLOR_CONTRAST,
COLOR_BRIGHTNESS,
FLIP_VERTICAL,
FLIP_HORIZONTAL
} ImageProcess;
static const char *processText[] = {
"NO PROCESSING",
"COLOR GRAYSCALE",
"COLOR TINT",
"COLOR INVERT",
"COLOR CONTRAST",
"COLOR BRIGHTNESS",
"FLIP VERTICAL",
"FLIP HORIZONTAL"
};
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image image = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
ImageFormat(&image, UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update)
Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
int currentProcess = NONE;
bool textureReload = false;
Rectangle selectRecs[NUM_PROCESSES];
for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40, 50 + 32*i, 150, 30 };
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_DOWN))
{
currentProcess++;
if (currentProcess > 7) currentProcess = 0;
textureReload = true;
}
else if (IsKeyPressed(KEY_UP))
{
currentProcess--;
if (currentProcess < 0) currentProcess = 7;
textureReload = true;
}
if (textureReload)
{
UnloadImage(image); // Unload current image data
image = LoadImage("resources/parrots.png"); // Re-load image data
// NOTE: Image processing is a costly CPU process to be done every frame,
// If image processing is required in a frame-basis, it should be done
// with a texture and by shaders
switch (currentProcess)
{
case COLOR_GRAYSCALE: ImageColorGrayscale(&image); break;
case COLOR_TINT: ImageColorTint(&image, GREEN); break;
case COLOR_INVERT: ImageColorInvert(&image); break;
case COLOR_CONTRAST: ImageColorContrast(&image, -40); break;
case COLOR_BRIGHTNESS: ImageColorBrightness(&image, -80); break;
case FLIP_VERTICAL: ImageFlipVertical(&image); break;
case FLIP_HORIZONTAL: ImageFlipHorizontal(&image); break;
default: break;
}
Color *pixels = GetImageData(image); // Get pixel data from image (RGBA 32bit)
UpdateTexture(texture, pixels); // Update texture with new image data
free(pixels); // Unload pixels data from RAM
textureReload = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
// Draw rectangles
for (int i = 0; i < NUM_PROCESSES; i++)
{
if (i == currentProcess)
{
DrawRectangleRec(selectRecs[i], SKYBLUE);
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE);
DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, DARKBLUE);
}
else
{
DrawRectangleRec(selectRecs[i], LIGHTGRAY);
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY);
DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, DARKGRAY);
}
}
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture from VRAM
UnloadImage(image); // Unload image from RAM
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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