Browse Source

Added 6 new examples

raysan5 9 years ago
parent
commit
54c7fa491e

+ 115 - 0
examples/core_gestures_detection.c

@@ -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
+    //--------------------------------------------------------------------------------------
+}

BIN
examples/core_gestures_detection.png


+ 1 - 1
examples/core_storage_values.c

@@ -5,7 +5,7 @@
 *   This example has been created using raylib 1.4 (www.raylib.com)
 *   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)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *
 *
-*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
+*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
 *
 *
 ********************************************************************************************/
 ********************************************************************************************/
 
 

+ 46 - 14
examples/makefile

@@ -85,8 +85,8 @@ else
 # external libraries headers
 # external libraries headers
 # GLFW3
 # GLFW3
     INCLUDES += -I../external/glfw3/include
     INCLUDES += -I../external/glfw3/include
-# GLEW
-    INCLUDES += -I../external/glew/include
+# GLEW - Not required any more, replaced by GLAD
+    #INCLUDES += -I../external/glew/include
 # OpenAL Soft
 # OpenAL Soft
     INCLUDES += -I../external/openal_soft/include
     INCLUDES += -I../external/openal_soft/include
 endif
 endif
@@ -102,8 +102,8 @@ else
     ifneq ($(PLATFORM_OS),OSX)
     ifneq ($(PLATFORM_OS),OSX)
     # OpenAL Soft
     # OpenAL Soft
     	LFLAGS += -L../external/openal_soft/lib/$(LIBPATH)
     	LFLAGS += -L../external/openal_soft/lib/$(LIBPATH)
-	# GLEW
-    	LFLAGS += -L../external/glew/lib/$(LIBPATH)
+	# GLEW - Not required any more, replaced by GLAD
+    	#LFLAGS += -L../external/glew/lib/$(LIBPATH)
     endif
     endif
 endif
 endif
 
 
@@ -126,7 +126,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
     else
     else
         # libraries for Windows desktop compiling
         # libraries for Windows desktop compiling
         # NOTE: GLFW3 and OpenAL Soft libraries should be installed
         # NOTE: GLFW3 and OpenAL Soft libraries should be installed
-        LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
+        LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lgdi32
     endif
     endif
     endif
     endif
 endif
 endif
@@ -161,6 +161,8 @@ EXAMPLES = \
     core_random_values \
     core_random_values \
     core_color_select \
     core_color_select \
     core_drop_files \
     core_drop_files \
+    core_storage_values \
+    core_gestures_detection \
     core_3d_mode \
     core_3d_mode \
     core_3d_picking \
     core_3d_picking \
     core_3d_camera_free \
     core_3d_camera_free \
@@ -177,10 +179,14 @@ EXAMPLES = \
     textures_raw_data \
     textures_raw_data \
     textures_formats_loading \
     textures_formats_loading \
     textures_particles_trail_blending \
     textures_particles_trail_blending \
+    textures_image_processing \
+    textures_image_drawing \
     text_sprite_fonts \
     text_sprite_fonts \
+    text_bmfont_ttf \
     text_rbmf_fonts \
     text_rbmf_fonts \
     text_format_text \
     text_format_text \
     text_font_select \
     text_font_select \
+    text_writing_anim \
     models_geometric_shapes \
     models_geometric_shapes \
     models_box_collisions \
     models_box_collisions \
     models_billboard \
     models_billboard \
@@ -195,8 +201,6 @@ EXAMPLES = \
     audio_music_stream \
     audio_music_stream \
     fix_dylib \
     fix_dylib \
 
 
-    #core_input_gamepad \
-
 
 
 # typing 'make' will invoke the first target entry in the file,
 # typing 'make' will invoke the first target entry in the file,
 # in this case, the 'default' target entry is raylib
 # in this case, the 'default' target entry is raylib
@@ -217,6 +221,10 @@ core_input_keys: core_input_keys.c
 core_input_mouse: core_input_mouse.c
 core_input_mouse: core_input_mouse.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 
 
+# compile [core] example - mouse wheel
+core_mouse_wheel: core_mouse_wheel.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
 # compile [core] example - gamepad input
 # compile [core] example - gamepad input
 core_input_gamepad: core_input_gamepad.c
 core_input_gamepad: core_input_gamepad.c
 ifeq ($(PLATFORM),PLATFORM_DESKTOP)
 ifeq ($(PLATFORM),PLATFORM_DESKTOP)
@@ -225,8 +233,12 @@ else
 	@echo core_input_gamepad: Only supported on desktop platform
 	@echo core_input_gamepad: Only supported on desktop platform
 endif
 endif
 
 
-# compile [core] example - mouse wheel
-core_mouse_wheel: core_mouse_wheel.c
+# compile [core] example - generate random values
+core_random_values: core_random_values.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# compile [core] example - color selection (collision detection)
+core_color_select: core_color_select.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 
 
 # compile [core] example - drop files
 # compile [core] example - drop files
@@ -236,13 +248,17 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
 else
 else
 	@echo core_drop_files: Only supported on desktop platform
 	@echo core_drop_files: Only supported on desktop platform
 endif
 endif
-    
-# compile [core] example - generate random values
-core_random_values: core_random_values.c
+
+# compile [core] example - storage values
+core_storage_values: core_storage_values.c
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+else
+	@echo core_storage_values: Only supported on desktop platform
+endif
 
 
-# compile [core] example - color selection (collision detection)
-core_color_select: core_color_select.c
+# compile [core] example - gestures detection
+core_gestures_detection: core_gestures_detection.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 
 
 # compile [core] example - 3d mode
 # compile [core] example - 3d mode
@@ -309,9 +325,21 @@ textures_formats_loading: textures_formats_loading.c
 textures_particles_trail_blending: textures_particles_trail_blending.c
 textures_particles_trail_blending: textures_particles_trail_blending.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
     
     
+# compile [textures] example - texture image processing
+textures_image_processing: textures_image_processing.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+    
+# compile [textures] example - texture image drawing
+textures_image_drawing: textures_image_drawing.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+    
 # compile [text] example - sprite fonts loading
 # compile [text] example - sprite fonts loading
 text_sprite_fonts: text_sprite_fonts.c
 text_sprite_fonts: text_sprite_fonts.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+    
+# compile [text] example - bmfonts and ttf loading
+text_bmfont_ttf: text_bmfont_ttf.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 
 
 # compile [text] example - raylib bitmap fonts (rBMF)
 # compile [text] example - raylib bitmap fonts (rBMF)
 text_rbmf_fonts: text_rbmf_fonts.c
 text_rbmf_fonts: text_rbmf_fonts.c
@@ -325,6 +353,10 @@ text_format_text: text_format_text.c
 text_font_select: text_font_select.c
 text_font_select: text_font_select.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 
 
+# compile [text] example - text writing animation
+text_writing_anim: text_writing_anim.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
 # compile [models] example - basic geometric 3d shapes
 # compile [models] example - basic geometric 3d shapes
 models_geometric_shapes: models_geometric_shapes.c
 models_geometric_shapes: models_geometric_shapes.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)

BIN
examples/models_billboard.png


BIN
examples/resources/cat.png


+ 99 - 0
examples/resources/fonts/bmfont.fnt

@@ -0,0 +1,99 @@
+info face="Arial Black" size=-32 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=2,2 outline=0
+common lineHeight=45 base=35 scaleW=512 scaleH=256 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
+page id=0 file="bmfont.png"
+chars count=95
+char id=32   x=423   y=141   width=3     height=45    xoffset=-1    yoffset=0     xadvance=11    page=0  chnl=15
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BIN
examples/resources/fonts/bmfont.png


BIN
examples/resources/fonts/pixantiqua.ttf


BIN
examples/resources/parrots.png


+ 68 - 0
examples/text_bmfont_ttf.c

@@ -0,0 +1,68 @@
+/*******************************************************************************************
+*
+*   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;
+}

BIN
examples/text_bmfont_ttf.png


+ 60 - 0
examples/text_writing_anim.c

@@ -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;
+}

BIN
examples/text_writing_anim.png


+ 78 - 0
examples/textures_image_drawing.c

@@ -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;
+}

BIN
examples/textures_image_drawing.png


+ 154 - 0
examples/textures_image_processing.c

@@ -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;
+}

BIN
examples/textures_image_processing.png