netatmo-algo/src/main_gui.cpp

199 lines
7.1 KiB
C++
Raw Normal View History

2022-02-12 15:34:35 +01:00
/*******************************************************************************************
*
* 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 3.5 (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(void) {
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight,
"raylib [textures] example - image processing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context
// is required)
Image imOrigin =
LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
ImageFormat(
&imOrigin,
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit
// (required for texture update)
// <-- ISSUE
Texture2D texture = LoadTextureFromImage(
imOrigin); // Image converted to texture, GPU memory (VRAM)
Image imCopy = ImageCopy(imOrigin);
int currentProcess = NONE;
bool textureReload = false;
Rectangle toggleRecs[NUM_PROCESSES] = {{0}};
int mouseHoverRec = -1;
for (int i = 0; i < NUM_PROCESSES; i++)
toggleRecs[i] = (Rectangle){40.0f, (float)(50 + 32 * i), 150.0f, 30.0f};
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Mouse toggle group logic
for (int i = 0; i < NUM_PROCESSES; i++) {
if (CheckCollisionPointRec(GetMousePosition(), toggleRecs[i])) {
mouseHoverRec = i;
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) {
currentProcess = i;
textureReload = true;
}
break;
} else
mouseHoverRec = -1;
}
// Keyboard toggle group logic
if (IsKeyPressed(KEY_DOWN)) {
currentProcess++;
if (currentProcess > (NUM_PROCESSES - 1))
currentProcess = 0;
textureReload = true;
} else if (IsKeyPressed(KEY_UP)) {
currentProcess--;
if (currentProcess < 0)
currentProcess = 7;
textureReload = true;
}
// Reload texture when required
if (textureReload) {
UnloadImage(imCopy); // Unload image-copy data
imCopy =
ImageCopy(imOrigin); // Restore image-copy from image-origin
// 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(&imCopy);
break;
case COLOR_TINT:
ImageColorTint(&imCopy, GREEN);
break;
case COLOR_INVERT:
ImageColorInvert(&imCopy);
break;
case COLOR_CONTRAST:
ImageColorContrast(&imCopy, -40);
break;
case COLOR_BRIGHTNESS:
ImageColorBrightness(&imCopy, -80);
break;
case FLIP_VERTICAL:
ImageFlipVertical(&imCopy);
break;
case FLIP_HORIZONTAL:
ImageFlipHorizontal(&imCopy);
break;
default:
break;
}
Color* pixels = LoadImageColors(
imCopy); // Load pixel data from image (RGBA 32bit)
UpdateTexture(texture,
pixels); // Update texture with new image data
UnloadImageColors(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++) {
DrawRectangleRec(toggleRecs[i],
((i == currentProcess) || (i == mouseHoverRec))
? SKYBLUE
: LIGHTGRAY);
DrawRectangleLines(
(int)toggleRecs[i].x, (int)toggleRecs[i].y,
(int)toggleRecs[i].width, (int)toggleRecs[i].height,
((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
DrawText(processText[i],
(int)(toggleRecs[i].x + toggleRecs[i].width / 2 -
MeasureText(processText[i], 10) / 2),
(int)toggleRecs[i].y + 11, 10,
((i == currentProcess) || (i == mouseHoverRec))
? DARKBLUE
: 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(imOrigin); // Unload image-origin from RAM
UnloadImage(imCopy); // Unload image-copy from RAM
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}