mirror of https://github.com/raysan5/raylib
Added new example: text drawing on image
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@ -292,6 +292,7 @@ EXAMPLES = \
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textures/textures_image_processing \
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textures/textures_image_drawing \
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textures/textures_image_generation \
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textures/textures_image_text \
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text/text_sprite_fonts \
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text/text_bmfont_ttf \
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text/text_raylib_fonts \
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@ -368,4 +369,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
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del *.o *.html *.js
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endif
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@echo Cleaning done
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@ -0,0 +1,83 @@
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/*******************************************************************************************
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*
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* raylib [texture] example - Image text drawing using TTF generated spritefont
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*
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* This example has been created using raylib 1.8 (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) 2017 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [texture] example - image text drawing");
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// TTF SpriteFont loading with custom generation parameters
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SpriteFont font = LoadSpriteFontEx("resources/KAISG.ttf", 64, 0, 0);
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Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
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// Draw over image using custom font
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ImageDrawTextEx(&parrots, (Vector2){ 20, 20 }, font, "[Parrots font drawing]", font.baseSize, 0, WHITE);
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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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Vector2 position = { screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 20 };
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bool showFont = false;
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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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if (IsKeyDown(KEY_SPACE)) showFont = true;
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else showFont = false;
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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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if (!showFont)
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{
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// Draw texture with text already drawn inside
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DrawTextureV(texture, position, WHITE);
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// Draw text directly using sprite font
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DrawTextEx(font, "[Parrots font drawing]", (Vector2){ position.x + 20,
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position.y + 20 + 280 }, font.baseSize, 0, WHITE);
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}
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else DrawTexture(font.texture, screenWidth/2 - font.texture.width/2, 50, BLACK);
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DrawText("PRESS SPACE to SEE USED SPRITEFONT ", 290, 420, 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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UnloadSpriteFont(font); // Unload custom spritefont
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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