@ -0,0 +1,115 @@ | |||
/******************************************************************************************* | |||
* | |||
* raylib [core] example - Gestures Detection | |||
* | |||
* 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) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
#include <string.h> | |||
#define MAX_GESTURE_STRINGS 20 | |||
int main() | |||
{ | |||
// Initialization | |||
//-------------------------------------------------------------------------------------- | |||
int screenWidth = 800; | |||
int screenHeight = 450; | |||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection"); | |||
Vector2 touchPosition = { 0, 0 }; | |||
Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 }; | |||
int gesturesCount = 0; | |||
char gestureStrings[MAX_GESTURE_STRINGS][32]; | |||
int currentGesture = GESTURE_NONE; | |||
int lastGesture = GESTURE_NONE; | |||
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected | |||
SetTargetFPS(30); | |||
//-------------------------------------------------------------------------------------- | |||
// Main game loop | |||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||
{ | |||
// Update | |||
//---------------------------------------------------------------------------------- | |||
lastGesture = currentGesture; | |||
touchPosition = GetTouchPosition(0); | |||
if (CheckCollisionPointRec(touchPosition, touchArea) && IsGestureDetected()) | |||
{ | |||
currentGesture = GetGestureType(); | |||
if (currentGesture != lastGesture) | |||
{ | |||
// Store gesture string | |||
switch (currentGesture) | |||
{ | |||
case GESTURE_TAP: strcpy(gestureStrings[gesturesCount], "GESTURE TAP"); break; | |||
case GESTURE_DOUBLETAP: strcpy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break; | |||
case GESTURE_HOLD: strcpy(gestureStrings[gesturesCount], "GESTURE HOLD"); break; | |||
case GESTURE_DRAG: strcpy(gestureStrings[gesturesCount], "GESTURE DRAG"); break; | |||
case GESTURE_SWIPE_RIGHT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break; | |||
case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break; | |||
case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break; | |||
case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break; | |||
default: break; | |||
} | |||
gesturesCount++; | |||
// Reset gestures strings | |||
if (gesturesCount >= MAX_GESTURE_STRINGS) | |||
{ | |||
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0"); | |||
gesturesCount = 0; | |||
} | |||
} | |||
} | |||
else currentGesture = GESTURE_NONE; | |||
//---------------------------------------------------------------------------------- | |||
// Draw | |||
//---------------------------------------------------------------------------------- | |||
BeginDrawing(); | |||
ClearBackground(RAYWHITE); | |||
DrawRectangleRec(touchArea, GRAY); | |||
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE); | |||
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5f)); | |||
for (int i = 0; i < gesturesCount; i++) | |||
{ | |||
if (i%2 == 0) DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.5f)); | |||
else DrawRectangle(10, 30 + 20*i, 200, 20, Fade(LIGHTGRAY, 0.3f)); | |||
if (i < gesturesCount - 1) DrawText(gestureStrings[i], 35, 36 + 20*i, 10, DARKGRAY); | |||
else DrawText(gestureStrings[i], 35, 36 + 20*i, 10, MAROON); | |||
} | |||
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY); | |||
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY); | |||
if (currentGesture != GESTURE_NONE) DrawCircleV(touchPosition, 30, MAROON); | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} | |||
// De-Initialization | |||
//-------------------------------------------------------------------------------------- | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
} |
@ -0,0 +1,99 @@ | |||
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/******************************************************************************************* | |||
* | |||
* raylib [text] example - BMFont and TTF SpriteFonts loading | |||
* | |||
* 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) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
int main() | |||
{ | |||
// Initialization | |||
//-------------------------------------------------------------------------------------- | |||
int screenWidth = 800; | |||
int screenHeight = 450; | |||
InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont and ttf sprite fonts loading"); | |||
const char msgBm[64] = "THIS IS AN AngelCode SPRITE FONT"; | |||
const char msgTtf[64] = "THIS SPRITE FONT has been GENERATED from a TTF"; | |||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) | |||
SpriteFont fontBm = LoadSpriteFont("resources/fonts/bmfont.fnt"); // BMFont (AngelCode) | |||
SpriteFont fontTtf = LoadSpriteFont("resources/fonts/pixantiqua.ttf"); // TTF font | |||
Vector2 fontPosition; | |||
fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.size, 0).x/2; | |||
fontPosition.y = screenHeight/2 - fontBm.size/2 - 80; | |||
SetTargetFPS(60); | |||
//-------------------------------------------------------------------------------------- | |||
// Main game loop | |||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||
{ | |||
// Update | |||
//---------------------------------------------------------------------------------- | |||
// TODO: Update variables here... | |||
//---------------------------------------------------------------------------------- | |||
// Draw | |||
//---------------------------------------------------------------------------------- | |||
BeginDrawing(); | |||
ClearBackground(RAYWHITE); | |||
DrawTextEx(fontBm, msgBm, fontPosition, fontBm.size, 0, MAROON); | |||
DrawTextEx(fontTtf, msgTtf, (Vector2){ 75.0f, 240.0f }, fontTtf.size*0.8f, 2, LIME); | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} | |||
// De-Initialization | |||
//-------------------------------------------------------------------------------------- | |||
UnloadSpriteFont(fontBm); // AngelCode SpriteFont unloading | |||
UnloadSpriteFont(fontTtf); // TTF SpriteFont unloading | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
return 0; | |||
} |
@ -0,0 +1,60 @@ | |||
/******************************************************************************************* | |||
* | |||
* raylib [text] example - Text Writing Animation | |||
* | |||
* 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) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
int main() | |||
{ | |||
// Initialization | |||
//-------------------------------------------------------------------------------------- | |||
int screenWidth = 800; | |||
int screenHeight = 450; | |||
InitWindow(screenWidth, screenHeight, "raylib [text] example - text writing anim"); | |||
const char message[128] = "This sample illustrates a text writing\nanimation effect! Check it out! ;)"; | |||
int framesCounter = 0; | |||
SetTargetFPS(60); | |||
//-------------------------------------------------------------------------------------- | |||
// Main game loop | |||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||
{ | |||
// Update | |||
//---------------------------------------------------------------------------------- | |||
framesCounter++; | |||
if (IsKeyPressed(KEY_ENTER)) framesCounter = 0; | |||
//---------------------------------------------------------------------------------- | |||
// Draw | |||
//---------------------------------------------------------------------------------- | |||
BeginDrawing(); | |||
ClearBackground(RAYWHITE); | |||
DrawText(SubText(message, 0, framesCounter/10), 210, 160, 20, MAROON); | |||
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY); | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} | |||
// De-Initialization | |||
//-------------------------------------------------------------------------------------- | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
return 0; | |||
} |
@ -0,0 +1,78 @@ | |||
/******************************************************************************************* | |||
* | |||
* 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) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
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(&cat, (Rectangle){ 170, 120, 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, (Rectangle){ 0, 0, cat.width, cat.height}, (Rectangle){ 30, 40, cat.width*1.5f, cat.height*1.5f }); | |||
ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image | |||
UnloadImage(cat); // Unload image from RAM | |||
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; | |||
} |
@ -0,0 +1,154 @@ | |||
/******************************************************************************************* | |||
* | |||
* raylib [textures] example - Image processing | |||
* | |||
* 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) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
#include <stdlib.h> // Required for: free() | |||
#define NUM_PROCESSES 8 | |||
typedef enum { | |||
NONE = 0, | |||
COLOR_GRAYSCALE, | |||
COLOR_TINT, | |||
COLOR_INVERT, | |||
COLOR_CONTRAST, | |||
COLOR_BRIGHTNESS, | |||
FLIP_VERTICAL, | |||
FLIP_HORIZONTAL | |||
} ImageProcess; | |||
static const char *processText[] = { | |||
"NO PROCESSING", | |||
"COLOR GRAYSCALE", | |||
"COLOR TINT", | |||
"COLOR INVERT", | |||
"COLOR CONTRAST", | |||
"COLOR BRIGHTNESS", | |||
"FLIP VERTICAL", | |||
"FLIP HORIZONTAL" | |||
}; | |||
int main() | |||
{ | |||
// Initialization | |||
//-------------------------------------------------------------------------------------- | |||
int screenWidth = 800; | |||
int screenHeight = 450; | |||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing"); | |||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) | |||
Image image = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM) | |||
ImageFormat(&image, UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) | |||
Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM) | |||
int currentProcess = NONE; | |||
bool textureReload = false; | |||
Rectangle selectRecs[NUM_PROCESSES]; | |||
for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40, 50 + 32*i, 150, 30 }; | |||
SetTargetFPS(60); | |||
//--------------------------------------------------------------------------------------- | |||
// Main game loop | |||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||
{ | |||
// Update | |||
//---------------------------------------------------------------------------------- | |||
if (IsKeyPressed(KEY_DOWN)) | |||
{ | |||
currentProcess++; | |||
if (currentProcess > 7) currentProcess = 0; | |||
textureReload = true; | |||
} | |||
else if (IsKeyPressed(KEY_UP)) | |||
{ | |||
currentProcess--; | |||
if (currentProcess < 0) currentProcess = 7; | |||
textureReload = true; | |||
} | |||
if (textureReload) | |||
{ | |||
UnloadImage(image); // Unload current image data | |||
image = LoadImage("resources/parrots.png"); // Re-load image data | |||
// NOTE: Image processing is a costly CPU process to be done every frame, | |||
// If image processing is required in a frame-basis, it should be done | |||
// with a texture and by shaders | |||
switch (currentProcess) | |||
{ | |||
case COLOR_GRAYSCALE: ImageColorGrayscale(&image); break; | |||
case COLOR_TINT: ImageColorTint(&image, GREEN); break; | |||
case COLOR_INVERT: ImageColorInvert(&image); break; | |||
case COLOR_CONTRAST: ImageColorContrast(&image, -40); break; | |||
case COLOR_BRIGHTNESS: ImageColorBrightness(&image, -80); break; | |||
case FLIP_VERTICAL: ImageFlipVertical(&image); break; | |||
case FLIP_HORIZONTAL: ImageFlipHorizontal(&image); break; | |||
default: break; | |||
} | |||
Color *pixels = GetImageData(image); // Get pixel data from image (RGBA 32bit) | |||
UpdateTexture(texture, pixels); // Update texture with new image data | |||
free(pixels); // Unload pixels data from RAM | |||
textureReload = false; | |||
} | |||
//---------------------------------------------------------------------------------- | |||
// Draw | |||
//---------------------------------------------------------------------------------- | |||
BeginDrawing(); | |||
ClearBackground(RAYWHITE); | |||
DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY); | |||
// Draw rectangles | |||
for (int i = 0; i < NUM_PROCESSES; i++) | |||
{ | |||
if (i == currentProcess) | |||
{ | |||
DrawRectangleRec(selectRecs[i], SKYBLUE); | |||
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE); | |||
DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, DARKBLUE); | |||
} | |||
else | |||
{ | |||
DrawRectangleRec(selectRecs[i], LIGHTGRAY); | |||
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY); | |||
DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, DARKGRAY); | |||
} | |||
} | |||
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE); | |||
DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK); | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} | |||
// De-Initialization | |||
//-------------------------------------------------------------------------------------- | |||
UnloadTexture(texture); // Unload texture from VRAM | |||
UnloadImage(image); // Unload image from RAM | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
return 0; | |||
} |