Shipwright/OTRGui/libs/raylib/examples/others/embedded_files_loading.c

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/*******************************************************************************************
*
* raylib [others] example - Embedded files loading (Wave and Image)
*
* This example has been created using raylib 3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Kristian Holmgren (@defutura) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2020 Kristian Holmgren (@defutura) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "resources/audio_data.h" // Wave file exported with ExportWaveAsCode()
#include "resources/image_data.h" // Image file exported with ExportImageAsCode()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [others] example - embedded files loading");
InitAudioDevice(); // Initialize audio device
// Loaded in CPU memory (RAM) from header file (audio_data.h)
// Same as: Wave wave = LoadWave("sound.wav");
Wave wave = {
.data = AUDIO_DATA,
.frameCount = AUDIO_FRAME_COUNT,
.sampleRate = AUDIO_SAMPLE_RATE,
.sampleSize = AUDIO_SAMPLE_SIZE,
.channels = AUDIO_CHANNELS
};
// Wave converted to Sound to be played
Sound sound = LoadSoundFromWave(wave);
// With a Wave loaded from file, after Sound is loaded, we can unload Wave
// but in our case, Wave is embedded in executable, in program .data segment
// we can not (and should not) try to free that private memory region
//UnloadWave(wave); // Do not unload wave data!
// Loaded in CPU memory (RAM) from header file (image_data.h)
// Same as: Image image = LoadImage("raylib_logo.png");
Image image = {
.data = IMAGE_DATA,
.width = IMAGE_WIDTH,
.height = IMAGE_HEIGHT,
.format = IMAGE_FORMAT,
.mipmaps = 1
};
// Image converted to Texture (VRAM) to be drawn
Texture2D texture = LoadTextureFromImage(image);
// With an Image loaded from file, after Texture is loaded, we can unload Image
// but in our case, Image is embedded in executable, in program .data segment
// we can not (and should not) try to free that private memory region
//UnloadImage(image); // Do not unload image data!
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE)) PlaySound(sound); // Play sound
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, 40, WHITE);
DrawText("raylib logo and sound loaded from header files", 65, 320, 20, LIGHTGRAY);
DrawText("Press SPACE to PLAY the sound!", 200, 360, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSound(sound); // Unload sound from VRAM
UnloadTexture(texture); // Unload texture from VRAM
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}