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/******************************************************************************************* |
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* |
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* raylib [others] example - Embedded files loading (Wave and Image) |
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* |
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* This example has been created using raylib 3.0 (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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* |
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* Example contributed by Kristian Holmgren (@defutura) and reviewed by Ramon Santamaria (@raysan5) |
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* |
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* Copyright (c) 2020 Kristian Holmgren (@defutura) and Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include "resources/audio_data.h" // Wave file exported with ExportWaveAsCode() |
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#include "resources/image_data.h" // Image file exported with ExportImageAsCode() |
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int main(void) |
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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 [others] example - embedded files loading"); |
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InitAudioDevice(); // Initialize audio device |
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// Loaded in CPU memory (RAM) from header file (audio_data.h) |
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// Same as: Wave wave = LoadWave("sound.wav"); |
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Wave wave = { |
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.data = AUDIO_DATA, |
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.sampleCount = AUDIO_SAMPLE_COUNT, |
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.sampleRate = AUDIO_SAMPLE_RATE, |
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.sampleSize = AUDIO_SAMPLE_SIZE, |
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.channels = AUDIO_CHANNELS |
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}; |
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// Wave converted to Sound to be played |
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Sound sound = LoadSoundFromWave(wave); |
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// With a Wave loaded from file, after Sound is loaded, we can unload Wave |
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// but in our case, Wave is embedded in executable, in program .data segment |
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// we can not (and should not) try to free that private memory region |
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//UnloadWave(wave); // Do not unload wave data! |
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// Loaded in CPU memory (RAM) from header file (image_data.h) |
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// Same as: Image image = LoadImage("raylib_logo.png"); |
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Image image = { |
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.data = IMAGE_DATA, |
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.width = IMAGE_WIDTH, |
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.height = IMAGE_HEIGHT, |
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.format = IMAGE_FORMAT, |
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.mipmaps = 1 |
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}; |
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// Image converted to Texture (VRAM) to be drawn |
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Texture2D texture = LoadTextureFromImage(image); |
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// With an Image loaded from file, after Texture is loaded, we can unload Image |
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// but in our case, Image is embedded in executable, in program .data segment |
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// we can not (and should not) try to free that private memory region |
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//UnloadImage(image); // Do not unload image data! |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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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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if (IsKeyPressed(KEY_SPACE)) PlaySound(sound); // Play sound |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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DrawTexture(texture, screenWidth/2 - texture.width/2, 40, WHITE); |
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DrawText("raylib logo and sound loaded from header files", 65, 320, 20, LIGHTGRAY); |
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DrawText("Press SPACE to PLAY the sound!", 200, 360, 20, LIGHTGRAY); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadSound(sound); // Unload sound from VRAM |
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UnloadTexture(texture); // Unload texture from VRAM |
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CloseAudioDevice(); // Close audio device |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |