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Fixed line endings

- Line endings were not correct causing files to not display correctly.
This commit is contained in:
ChrisDill 2018-10-23 21:57:39 +01:00
commit 6271af0eb3
70 changed files with 7119 additions and 523 deletions

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@ -3,5 +3,109 @@ using static Raylib.Raylib;
public partial class textures_image_generation
{
/******************************************************************************************* * * raylib [textures] example - Procedural images generation * * This example has been created using raylib 1.8 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2O17 Wilhem Barbier (@nounoursheureux) * ********************************************************************************************/ public const int NUM_TEXTURES = 7; public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation"); Image verticalGradient = GenImageGradientV(screenWidth, screenHeight, RED, BLUE); Image horizontalGradient = GenImageGradientH(screenWidth, screenHeight, RED, BLUE); Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, WHITE, BLACK); Image isChecked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE); Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f); Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f); Image cellular = GenImageCellular(screenWidth, screenHeight, 32); Texture2D[] textures = new Texture2D[NUM_TEXTURES]; textures[0] = LoadTextureFromImage(verticalGradient); textures[1] = LoadTextureFromImage(horizontalGradient); textures[2] = LoadTextureFromImage(radialGradient); textures[3] = LoadTextureFromImage(isChecked); textures[4] = LoadTextureFromImage(whiteNoise); textures[5] = LoadTextureFromImage(perlinNoise); textures[6] = LoadTextureFromImage(cellular); // Unload image data (CPU RAM) UnloadImage(verticalGradient); UnloadImage(horizontalGradient); UnloadImage(radialGradient); UnloadImage(isChecked); UnloadImage(whiteNoise); UnloadImage(perlinNoise); UnloadImage(cellular); int currentTexture = 0; SetTargetFPS(60); //--------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) { // Update //---------------------------------------------------------------------------------- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsKeyPressed(KEY_RIGHT)) { currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawTexture(textures[currentTexture], 0, 0, WHITE); DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f)); DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f)); DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE); switch(currentTexture) { case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break; case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break; case 2: DrawText("RADIAL GRADIENT", 580, 10, 20, LIGHTGRAY); break; case 3: DrawText("CHECKED", 680, 10, 20, RAYWHITE); break; case 4: DrawText("WHITE NOISE", 640, 10, 20, RED); break; case 5: DrawText("PERLIN NOISE", 630, 10, 20, RAYWHITE); break; case 6: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); break; default: break; } EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // Unload textures data (GPU VRAM) for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
/*******************************************************************************************
*
* raylib [textures] example - Procedural images generation
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2O17 Wilhem Barbier (@nounoursheureux)
*
********************************************************************************************/
public const int NUM_TEXTURES = 7;
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - procedural images generation");
Image verticalGradient = GenImageGradientV(screenWidth, screenHeight, RED, BLUE);
Image horizontalGradient = GenImageGradientH(screenWidth, screenHeight, RED, BLUE);
Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, WHITE, BLACK);
Image isChecked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE);
Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f);
Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
Texture2D[] textures = new Texture2D[NUM_TEXTURES];
textures[0] = LoadTextureFromImage(verticalGradient);
textures[1] = LoadTextureFromImage(horizontalGradient);
textures[2] = LoadTextureFromImage(radialGradient);
textures[3] = LoadTextureFromImage(isChecked);
textures[4] = LoadTextureFromImage(whiteNoise);
textures[5] = LoadTextureFromImage(perlinNoise);
textures[6] = LoadTextureFromImage(cellular);
// Unload image data (CPU RAM)
UnloadImage(verticalGradient);
UnloadImage(horizontalGradient);
UnloadImage(radialGradient);
UnloadImage(isChecked);
UnloadImage(whiteNoise);
UnloadImage(perlinNoise);
UnloadImage(cellular);
int currentTexture = 0;
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsKeyPressed(KEY_RIGHT))
{
currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(textures[currentTexture], 0, 0, WHITE);
DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);
switch(currentTexture)
{
case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break;
case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break;
case 2: DrawText("RADIAL GRADIENT", 580, 10, 20, LIGHTGRAY); break;
case 3: DrawText("CHECKED", 680, 10, 20, RAYWHITE); break;
case 4: DrawText("WHITE NOISE", 640, 10, 20, RED); break;
case 5: DrawText("PERLIN NOISE", 630, 10, 20, RAYWHITE); break;
case 6: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload textures data (GPU VRAM)
for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}