using Raylib;
using static Raylib.Raylib;

public partial class textures_image_drawing
{
    /*******************************************************************************************
    *
    *   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 int 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(ref cat, new Rectangle( 100, 10, 280, 380 ));      // Crop an image piece
        ImageFlipHorizontal(ref cat);                              // Flip cropped image horizontally
        ImageResize(ref 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(ref parrots, cat, new Rectangle( 0, 0, cat.width, cat.height ), new Rectangle( 30, 40, cat.width*1.5f, cat.height*1.5f ));
        ImageCrop(ref 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(ref parrots, new Vector2( 300, 230 ), font, "PARROTS ref 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;
    }    
}