/* Raylib example file. This is an example main file for a simple raylib project. Use this as a starting point or replace it with your code. For a C++ project simply rename the file to .cpp and re-run the build script -- Copyright (c) 2020-2024 Jeffery Myers -- --This software is provided "as-is", without any express or implied warranty. In no event --will the authors be held liable for any damages arising from the use of this software. --Permission is granted to anyone to use this software for any purpose, including commercial --applications, and to alter it and redistribute it freely, subject to the following restrictions: -- 1. The origin of this software must not be misrepresented; you must not claim that you -- wrote the original software. If you use this software in a product, an acknowledgment -- in the product documentation would be appreciated but is not required. -- -- 2. Altered source versions must be plainly marked as such, and must not be misrepresented -- as being the original software. -- -- 3. This notice may not be removed or altered from any source distribution. */ #include "raylib.h" #include "resource_dir.h" // utility header for SearchAndSetResourceDir int main () { // Tell the window to use vysnc and work on high DPI displays SetConfigFlags(FLAG_VSYNC_HINT | FLAG_WINDOW_HIGHDPI); // Create the window and OpenGL context InitWindow(1280, 800, "Hello Raylib"); // Utility function from resource_dir.h to find the resources folder and set it as the current working directory so we can load from it SearchAndSetResourceDir("resources"); // Load a texture from the resources directory Texture wabbit = LoadTexture("wabbit_alpha.png"); // game loop while (!WindowShouldClose()) // run the loop untill the user presses ESCAPE or presses the Close button on the window { // drawing BeginDrawing(); // Setup the backbuffer for drawing (clear color and depth buffers) ClearBackground(BLACK); // draw some text using the default font DrawText("Hello Raylib", 200,200,20,WHITE); // draw our texture to the screen DrawTexture(wabbit, 400, 200, WHITE); // end the frame and get ready for the next one (display frame, poll input, etc...) EndDrawing(); } // cleanup // unload our texture so it can be cleaned up UnloadTexture(wabbit); // destory the window and cleanup the OpenGL context CloseWindow(); return 0; }