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Changing examples to use makefile

- Testing a modified version of the makefile from raylib Instead of multiple project files for examples.
- Fixed readme example
This commit is contained in:
Chris 2018-10-01 09:25:18 +01:00
commit 7008c67dfa
32 changed files with 979 additions and 9077 deletions

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using Raylib;
using static Raylib.Raylib;
public partial class Examples
{
/******************************************************************************************* * * 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) * ********************************************************************************************/ public static void 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, new Rectangle( 100, 10, 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, new Rectangle( 0, 0, cat.width, cat.height }, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f );); ImageCrop(&parrots, new Rectangle( 0, 50, parrots.width, parrots.height - 100 );); // Crop resulting image UnloadImage(cat); // Unload image from RAM // Load custom font for frawing on image Font font = LoadFont("resources/custom_jupiter_crash.png"); // Draw over image using custom font ImageDrawTextEx(&parrots, new Vector2( 300, 230 );, font, "PARROTS & CAT", font.baseSize, -2, WHITE); UnloadFont(font); // Unload custom spritefont (already drawn used on image) 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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using Raylib;
using static Raylib.Raylib;
public partial class Examples
{
/******************************************************************************************* * * 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 #define NUM_TEXTURES 7 // Currently we have 7 generation algorithms public static void 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 checked = 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(checked); textures[4] = LoadTextureFromImage(whiteNoise); textures[5] = LoadTextureFromImage(perlinNoise); textures[6] = LoadTextureFromImage(cellular); // Unload image data (CPU RAM) UnloadImage(verticalGradient); UnloadImage(horizontalGradient); UnloadImage(radialGradient); UnloadImage(checked); UnloadImage(whiteNoise); UnloadImage(perlinNoise); UnloadImage(cellular); int currentTexture = 0; SetTargetFPS(60); //--------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) { // Update //---------------------------------------------------------------------------------- if (IsMouseButtonPressed((int)Mouse.LEFT_BUTTON) || IsKeyPressed((int)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; }
}

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using Raylib;
using static Raylib.Raylib;
public partial class Examples
{
/******************************************************************************************* * * raylib [textures] example - Image loading and texture creation * * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static void Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Image image = LoadImage("resources/raylib_logo.png"); // Loaded in CPU memory (RAM) Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM) UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM //--------------------------------------------------------------------------------------- // 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, WHITE); DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); // Texture unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
}

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using Raylib;
using static Raylib.Raylib;
public partial class Examples
{
/******************************************************************************************* * * raylib [texture] example - Image text drawing using TTF generated spritefont * * 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) 2017 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static void Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [texture] example - image text drawing"); // TTF Font loading with custom generation parameters Font font = LoadFontEx("resources/KAISG.ttf", 64, 95, 0); Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM) // Draw over image using custom font ImageDrawTextEx(&parrots, new Vector2( 20, 20 );, font, "[Parrots font drawing]", font.baseSize, 0, WHITE); 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 Vector2 position = { screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 20 }; bool showFont = false; SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsKeyDown((int)Key.SPACE)) showFont = true; else showFont = false; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); if (!showFont) { // Draw texture with text already drawn inside DrawTextureV(texture, position, WHITE); // Draw text directly using sprite font DrawTextEx(font, "[Parrots font drawing]", (Vector2){ position.x + 20, position.y + 20 + 280 }, font.baseSize, 0, WHITE); } else DrawTexture(font.texture, screenWidth/2 - font.texture.width/2, 50, BLACK); DrawText("PRESS SPACE to SEE USED SPRITEFONT ", 290, 420, 10, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); // Texture unloading UnloadFont(font); // Unload custom spritefont CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
}

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