1/*******************************************************************************************
2*
3* raylib [textures] example - Image loading and drawing on it
4*
5* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
6*
7* This example has been created using raylib 1.4 (www.raylib.com)
8* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
9*
10* Copyright (c) 2016 Ramon Santamaria (@raysan5)
11*
12********************************************************************************************/
13
14#include "raylib.h"
15
16int main(void)
17{
18 // Initialization
19 //--------------------------------------------------------------------------------------
20 const int screenWidth = 800;
21 const int screenHeight = 450;
22
23 InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing");
24
25 // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
26
27 Image cat = LoadImage("resources/cat.png"); // Load image in CPU memory (RAM)
28 ImageCrop(&cat, (Rectangle){ 100, 10, 280, 380 }); // Crop an image piece
29 ImageFlipHorizontal(&cat); // Flip cropped image horizontally
30 ImageResize(&cat, 150, 200); // Resize flipped-cropped image
31
32 Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
33
34 // Draw one image over the other with a scaling of 1.5f
35 ImageDraw(&parrots, cat, (Rectangle){ 0, 0, cat.width, cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f }, WHITE);
36 ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image
37
38 // Draw on the image with a few image draw methods
39 ImageDrawPixel(&parrots, 10, 10, RAYWHITE);
40 ImageDrawCircle(&parrots, 10, 10, 5, RAYWHITE);
41 ImageDrawRectangle(&parrots, 5, 20, 10, 10, RAYWHITE);
42
43 UnloadImage(cat); // Unload image from RAM
44
45 // Load custom font for frawing on image
46 Font font = LoadFont("resources/custom_jupiter_crash.png");
47
48 // Draw over image using custom font
49 ImageDrawTextEx(&parrots, font, "PARROTS & CAT", (Vector2){ 300, 230 }, font.baseSize, -2, WHITE);
50
51 UnloadFont(font); // Unload custom spritefont (already drawn used on image)
52
53 Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
54 UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
55
56 SetTargetFPS(60);
57 //---------------------------------------------------------------------------------------
58
59 // Main game loop
60 while (!WindowShouldClose()) // Detect window close button or ESC key
61 {
62 // Update
63 //----------------------------------------------------------------------------------
64 // TODO: Update your variables here
65 //----------------------------------------------------------------------------------
66
67 // Draw
68 //----------------------------------------------------------------------------------
69 BeginDrawing();
70
71 ClearBackground(RAYWHITE);
72
73 DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE);
74 DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY);
75
76 DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY);
77 DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY);
78
79 EndDrawing();
80 //----------------------------------------------------------------------------------
81 }
82
83 // De-Initialization
84 //--------------------------------------------------------------------------------------
85 UnloadTexture(texture); // Texture unloading
86
87 CloseWindow(); // Close window and OpenGL context
88 //--------------------------------------------------------------------------------------
89
90 return 0;
91}