feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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@ -1,13 +1,17 @@
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/*******************************************************************************************
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*
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* raylib [textures] example - Image loading and drawing on it
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* raylib [textures] example - image drawing
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*
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* Example complexity rating: [★★☆☆] 2/4
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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 1.4 (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 1.4, last time updated with raylib 1.4
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*
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* Copyright (c) 2016 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) 2016-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -16,85 +20,99 @@ using static Raylib_cs.Raylib;
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namespace Examples.Textures;
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public class ImageDrawing
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public partial class ImageDrawing : IExample
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{
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public static int Main()
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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 / Image Drawing";
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public string Title => "raylib [textures] example - image drawing";
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private Texture2D texture;
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public void Init()
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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 - image drawing");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Image cat = LoadImage("resources/cat.png");
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ImageCrop(ref cat, new Rectangle(100, 10, 280, 380));
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ImageFlipHorizontal(ref cat);
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ImageResize(ref cat, 150, 200);
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var cat = LoadImage("resources/cat.png"); // Load image in CPU memory (RAM)
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ImageCrop(ref cat, new Rectangle(100, 10, 280, 380)); // Crop an image piece
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ImageFlipHorizontal(ref cat); // Flip cropped image horizontally
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ImageResize(ref cat, 150, 200); // Resize flipped-cropped image
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Image parrots = LoadImage("resources/parrots.png");
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var parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
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// Draw one image over the other with a scaling of 1.5f
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Rectangle src = new(0, 0, cat.Width, cat.Height);
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ImageDraw(ref parrots, cat, src, new Rectangle(30, 40, cat.Width * 1.5f, cat.Height * 1.5f), Color.White);
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ImageCrop(ref parrots, new Rectangle(0, 50, parrots.Width, parrots.Height - 100));
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ImageCrop(ref parrots, new Rectangle(0, 50, parrots.Width, parrots.Height - 100)); // Crop resulting image
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// Draw on the image with a few image draw methods
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ImageDrawPixel(ref parrots, 10, 10, Color.RayWhite);
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ImageDrawCircle(ref parrots, 10, 10, 5, Color.RayWhite);
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ImageDrawCircleLines(ref parrots, 10, 10, 5, Color.RayWhite);
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ImageDrawRectangle(ref parrots, 5, 20, 10, 10, Color.RayWhite);
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UnloadImage(cat);
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UnloadImage(cat); // Unload image from RAM
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// Load custom font for frawing on image
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Font font = LoadFont("resources/fonts/custom_jupiter_crash.png");
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// Load custom font for drawing on image
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var font = LoadFont("resources/custom_jupiter_crash.png");
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// Draw over image using custom font
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ImageDrawTextEx(ref parrots, font, "PARROTS & CAT", new Vector2(300, 230), font.BaseSize, -2, Color.White);
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// Unload custom spritefont (already drawn used on image)
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UnloadFont(font);
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UnloadFont(font); // Unload custom font (already drawn used on image)
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Texture2D texture = LoadTextureFromImage(parrots);
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UnloadImage(parrots);
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texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
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UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from 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 - 40, Color.White);
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DrawRectangleLines(x, y - 40, texture.Width, texture.Height, Color.DarkGray);
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DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, Color.DarkGray);
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DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, Color.DarkGray);
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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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InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing");
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SetTargetFPS(60);
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//---------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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var game = new ImageDrawing();
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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 - 40, Color.White);
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DrawRectangleLines(x, y - 40, texture.Width, texture.Height, Color.DarkGray);
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DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, Color.DarkGray);
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string text = "Source images have been cropped, scaled, flipped and copied one over the other.";
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DrawText(text, 90, 370, 10, Color.DarkGray);
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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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