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textures_logo_raylib.c
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textures_logo_raylib.c
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/*******************************************************************************************
*
* raylib [textures] example - Texture loading and drawing
*
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
void raylib_js_set_entry(void (*entry)(void));
const int screenWidth = 800;
const int screenHeight = 450;
Texture2D texture = {0};
void GameFrame() {
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("this IS a texture!", 360, 370, 10, GRAY);
EndDrawing();
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
texture = LoadTexture("resources/raylib_logo.png"); // Texture loading
//---------------------------------------------------------------------------------------
#ifdef PLATFORM_WEB
raylib_js_set_entry(GameFrame);
#else
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
GameFrame();
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
#endif
return 0;
}