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https://github.com/HarbourMasters/Shipwright.git
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subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
96 lines
4.3 KiB
C
96 lines
4.3 KiB
C
/*******************************************************************************************
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*
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* raylib [shapes] example - draw ring (with gui options)
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2018 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include <raylib.h>
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#define RAYGUI_IMPLEMENTATION
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#include "extras/raygui.h" // Required for GUI controls
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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 [shapes] example - draw ring");
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Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f };
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float innerRadius = 80.0f;
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float outerRadius = 190.0f;
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float startAngle = 0.0f;
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float endAngle = 360.0f;
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int segments = 0;
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int minSegments = 4;
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bool drawRing = true;
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bool drawRingLines = false;
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bool drawCircleLines = false;
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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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// NOTE: All variables update happens inside GUI control functions
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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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DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
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DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
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if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3f));
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if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4f));
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if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4f));
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// Draw GUI controls
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//------------------------------------------------------------------------------
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startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", NULL, startAngle, -450, 450);
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endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", NULL, endAngle, -450, 450);
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innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", NULL, innerRadius, 0, 100);
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outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", NULL, outerRadius, 0, 200);
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segments = (int)GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", NULL, (float)segments, 0, 100);
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drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing);
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drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines);
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drawCircleLines = GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", drawCircleLines);
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//------------------------------------------------------------------------------
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int minSegments = (int)ceilf((endAngle - startAngle) / 90);
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DrawText(TextFormat("MODE: %s", (segments >= minSegments)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= minSegments)? MAROON : DARKGRAY);
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DrawFPS(10, 10);
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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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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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} |