e9143b8a8d
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58 lines
2.3 KiB
C
58 lines
2.3 KiB
C
/*******************************************************************************************
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*
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* raylib example 04a - Texture loading and drawing
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*
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* This example has been created using raylib 1.0 (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) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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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 example 04a - texture loading and drawing");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading
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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,
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screenHeight/2 - texture.height/2, WHITE);
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DrawText("this IS a texture!", 360, 370, 10, GRAY);
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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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} |