chore: clean recommit
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134 changed files with 15442 additions and 10648 deletions
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@ -1,13 +1,17 @@
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/*******************************************************************************************
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*
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* raylib [textures] example - Retrieve image data from texture: GetTextureData()
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* raylib [textures] example - to image
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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*
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* This example has been created using raylib 1.3 (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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* Example originally created with raylib 1.3, last time updated with raylib 4.0
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -15,58 +19,77 @@ using static Raylib_cs.Raylib;
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namespace Examples.Textures;
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public class ToImage
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public partial class ToImage : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Textures / Texture to Image";
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public string Title => "raylib [textures] example - to image";
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private Texture2D texture;
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public void Init()
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{
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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var image = LoadImage("resources/raylib-cs_logo.png"); // Load image data into CPU memory (RAM)
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texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (RAM -> VRAM)
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UnloadImage(image); // Unload image data from CPU memory (RAM)
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image = LoadImageFromTexture(texture); // Load image from GPU texture (VRAM -> RAM)
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UnloadTexture(texture); // Unload texture from GPU memory (VRAM)
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texture = LoadTextureFromImage(image); // Recreate texture from retrieved image data (RAM -> VRAM)
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UnloadImage(image); // Unload retrieved image data from CPU memory (RAM)
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}
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public void Update()
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{
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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var x = screenWidth / 2 - texture.Width / 2;
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var y = screenHeight / 2 - texture.Height / 2;
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DrawTexture(texture, x, y, Color.White);
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DrawText("this IS a texture loaded from an image!", 300, 370, 10, Color.Gray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadTexture(texture); // Texture unloading
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - to image");
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Image image = LoadImage("resources/raylib-cs_logo.png");
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Texture2D texture = LoadTextureFromImage(image);
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UnloadImage(image);
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image = LoadImageFromTexture(texture);
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UnloadTexture(texture);
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texture = LoadTextureFromImage(image);
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UnloadImage(image);
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//---------------------------------------------------------------------------------------
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var game = new ToImage();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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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(Color.RayWhite);
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int x = screenWidth / 2 - texture.Width / 2;
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int y = screenHeight / 2 - texture.Height / 2;
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DrawTexture(texture, x, y, Color.White);
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DrawText("this IS a texture loaded from an image!", 300, 370, 10, Color.Gray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture);
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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