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;
    }
        
}