Added rudimentary SVG support. (#2738)
* Added rudimentary SVG support. Added 2 functions ImageLoadSvg and ImageLoadSvgWithSize. * Added an example on how to use ImageLoadSvgWithSize and adjusted Makefiles accordingly. * Added actual correct example file. * Reviewed the code to keep the raylib coding conventions in mind. Moved the LoadImageSvg() code into LoadImage() guarded by SUPPORT_FILEFORMAT_SVG. Renamed LoadImageSvgWithSize() to LoadImageSvg(). Added a LoadImageSvgFromString() function to parse the loaded SVG into an actual image. This does the bulk of the work. * Fixed typo. --------- Co-authored-by: Ray <raysan5@gmail.com>
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examples/textures/textures_svg_loading.c
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examples/textures/textures_svg_loading.c
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/*******************************************************************************************
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*
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* raylib [textures] example - SVG loading and texture creation
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*
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* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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*
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* Example originally created with raylib 4.2, last time updated with raylib 4.2
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2022 Dennis Meinen (@bixxy#4258 on Discord)
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*
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********************************************************************************************/
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#include "raylib.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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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 [textures] example - svg loading");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Image image = LoadImageSvg("resources/test.svg", 400, 350); // Loaded in CPU memory (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
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UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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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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// TODO: Update your variables here
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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, screenHeight/2 - texture.height/2, WHITE);
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//Red border to illustrate how the SVG is centered within the specified dimensions
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DrawRectangleLines((screenWidth / 2 - texture.width / 2) - 1, (screenHeight / 2 - texture.height / 2) - 1, texture.width + 2, texture.height + 2, RED);
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DrawText("this IS a texture loaded from an SVG file!", 300, 410, 10, GRAY);
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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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UnloadTexture(texture); // Texture unloading
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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