mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-14 21:45:16 -05:00
f52a2a6406
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: "???"
227 lines
8.7 KiB
C
227 lines
8.7 KiB
C
/*******************************************************************************************
|
|
*
|
|
* raylib [easings] example - Easings Testbed
|
|
*
|
|
* This example has been created using raylib 2.5 (www.raylib.com)
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
*
|
|
* Example contributed by Juan Miguel López (@flashback-fx) and reviewed by Ramon Santamaria (@raysan5)
|
|
*
|
|
* Copyright (c) 2019 Juan Miguel López (@flashback-fx ) and Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include <raylib.h>
|
|
|
|
#include "easings.h"
|
|
|
|
#define FONT_SIZE 20
|
|
|
|
#define D_STEP 20.0f
|
|
#define D_STEP_FINE 2.0f
|
|
#define D_MIN 1.0f
|
|
#define D_MAX 10000.0f
|
|
|
|
// Easing types
|
|
enum EasingTypes {
|
|
EASE_LINEAR_NONE = 0,
|
|
EASE_LINEAR_IN,
|
|
EASE_LINEAR_OUT,
|
|
EASE_LINEAR_IN_OUT,
|
|
EASE_SINE_IN,
|
|
EASE_SINE_OUT,
|
|
EASE_SINE_IN_OUT,
|
|
EASE_CIRC_IN,
|
|
EASE_CIRC_OUT,
|
|
EASE_CIRC_IN_OUT,
|
|
EASE_CUBIC_IN,
|
|
EASE_CUBIC_OUT,
|
|
EASE_CUBIC_IN_OUT,
|
|
EASE_QUAD_IN,
|
|
EASE_QUAD_OUT,
|
|
EASE_QUAD_IN_OUT,
|
|
EASE_EXPO_IN,
|
|
EASE_EXPO_OUT,
|
|
EASE_EXPO_IN_OUT,
|
|
EASE_BACK_IN,
|
|
EASE_BACK_OUT,
|
|
EASE_BACK_IN_OUT,
|
|
EASE_BOUNCE_OUT,
|
|
EASE_BOUNCE_IN,
|
|
EASE_BOUNCE_IN_OUT,
|
|
EASE_ELASTIC_IN,
|
|
EASE_ELASTIC_OUT,
|
|
EASE_ELASTIC_IN_OUT,
|
|
NUM_EASING_TYPES,
|
|
EASING_NONE = NUM_EASING_TYPES
|
|
};
|
|
|
|
|
|
static float NoEase(float t, float b, float c, float d); // NoEase function declaration, function used when "no easing" is selected for any axis
|
|
|
|
|
|
// Easing functions reference data
|
|
static const struct {
|
|
const char *name;
|
|
float (*func)(float, float, float, float);
|
|
} Easings[] = {
|
|
[EASE_LINEAR_NONE] = { .name = "EaseLinearNone", .func = EaseLinearNone },
|
|
[EASE_LINEAR_IN] = { .name = "EaseLinearIn", .func = EaseLinearIn },
|
|
[EASE_LINEAR_OUT] = { .name = "EaseLinearOut", .func = EaseLinearOut },
|
|
[EASE_LINEAR_IN_OUT] = { .name = "EaseLinearInOut", .func = EaseLinearInOut },
|
|
[EASE_SINE_IN] = { .name = "EaseSineIn", .func = EaseSineIn },
|
|
[EASE_SINE_OUT] = { .name = "EaseSineOut", .func = EaseSineOut },
|
|
[EASE_SINE_IN_OUT] = { .name = "EaseSineInOut", .func = EaseSineInOut },
|
|
[EASE_CIRC_IN] = { .name = "EaseCircIn", .func = EaseCircIn },
|
|
[EASE_CIRC_OUT] = { .name = "EaseCircOut", .func = EaseCircOut },
|
|
[EASE_CIRC_IN_OUT] = { .name = "EaseCircInOut", .func = EaseCircInOut },
|
|
[EASE_CUBIC_IN] = { .name = "EaseCubicIn", .func = EaseCubicIn },
|
|
[EASE_CUBIC_OUT] = { .name = "EaseCubicOut", .func = EaseCubicOut },
|
|
[EASE_CUBIC_IN_OUT] = { .name = "EaseCubicInOut", .func = EaseCubicInOut },
|
|
[EASE_QUAD_IN] = { .name = "EaseQuadIn", .func = EaseQuadIn },
|
|
[EASE_QUAD_OUT] = { .name = "EaseQuadOut", .func = EaseQuadOut },
|
|
[EASE_QUAD_IN_OUT] = { .name = "EaseQuadInOut", .func = EaseQuadInOut },
|
|
[EASE_EXPO_IN] = { .name = "EaseExpoIn", .func = EaseExpoIn },
|
|
[EASE_EXPO_OUT] = { .name = "EaseExpoOut", .func = EaseExpoOut },
|
|
[EASE_EXPO_IN_OUT] = { .name = "EaseExpoInOut", .func = EaseExpoInOut },
|
|
[EASE_BACK_IN] = { .name = "EaseBackIn", .func = EaseBackIn },
|
|
[EASE_BACK_OUT] = { .name = "EaseBackOut", .func = EaseBackOut },
|
|
[EASE_BACK_IN_OUT] = { .name = "EaseBackInOut", .func = EaseBackInOut },
|
|
[EASE_BOUNCE_OUT] = { .name = "EaseBounceOut", .func = EaseBounceOut },
|
|
[EASE_BOUNCE_IN] = { .name = "EaseBounceIn", .func = EaseBounceIn },
|
|
[EASE_BOUNCE_IN_OUT] = { .name = "EaseBounceInOut", .func = EaseBounceInOut },
|
|
[EASE_ELASTIC_IN] = { .name = "EaseElasticIn", .func = EaseElasticIn },
|
|
[EASE_ELASTIC_OUT] = { .name = "EaseElasticOut", .func = EaseElasticOut },
|
|
[EASE_ELASTIC_IN_OUT] = { .name = "EaseElasticInOut", .func = EaseElasticInOut },
|
|
[EASING_NONE] = { .name = "None", .func = NoEase },
|
|
};
|
|
|
|
|
|
int main(void)
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
const int screenWidth = 800;
|
|
const int screenHeight = 450;
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [easings] example - easings testbed");
|
|
|
|
Vector2 ballPosition = { 100.0f, 200.0f };
|
|
|
|
float t = 0.0f; // Current time (in any unit measure, but same unit as duration)
|
|
float d = 300.0f; // Total time it should take to complete (duration)
|
|
bool paused = true;
|
|
bool boundedT = true; // If true, t will stop when d >= td, otherwise t will keep adding td to its value every loop
|
|
|
|
int easingX = EASING_NONE; // Easing selected for x axis
|
|
int easingY = EASING_NONE; // Easing selected for y axis
|
|
|
|
SetTargetFPS(60);
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
if (IsKeyPressed(KEY_T)) boundedT = !boundedT;
|
|
|
|
// Choose easing for the X axis
|
|
if (IsKeyPressed(KEY_RIGHT))
|
|
{
|
|
easingX++;
|
|
|
|
if (easingX > EASING_NONE) easingX = 0;
|
|
}
|
|
else if (IsKeyPressed(KEY_LEFT))
|
|
{
|
|
if (easingX == 0) easingX = EASING_NONE;
|
|
else easingX--;
|
|
}
|
|
|
|
// Choose easing for the Y axis
|
|
if (IsKeyPressed(KEY_DOWN))
|
|
{
|
|
easingY++;
|
|
|
|
if (easingY > EASING_NONE) easingY = 0;
|
|
}
|
|
else if (IsKeyPressed(KEY_UP))
|
|
{
|
|
if (easingY == 0) easingY = EASING_NONE;
|
|
else easingY--;
|
|
}
|
|
|
|
// Change d (duration) value
|
|
if (IsKeyPressed(KEY_W) && d < D_MAX - D_STEP) d += D_STEP;
|
|
else if (IsKeyPressed(KEY_Q) && d > D_MIN + D_STEP) d -= D_STEP;
|
|
|
|
if (IsKeyDown(KEY_S) && d < D_MAX - D_STEP_FINE) d += D_STEP_FINE;
|
|
else if (IsKeyDown(KEY_A) && d > D_MIN + D_STEP_FINE) d -= D_STEP_FINE;
|
|
|
|
// Play, pause and restart controls
|
|
if (IsKeyPressed(KEY_SPACE) || IsKeyPressed(KEY_T) ||
|
|
IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_LEFT) ||
|
|
IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_UP) ||
|
|
IsKeyPressed(KEY_W) || IsKeyPressed(KEY_Q) ||
|
|
IsKeyDown(KEY_S) || IsKeyDown(KEY_A) ||
|
|
(IsKeyPressed(KEY_ENTER) && (boundedT == true) && (t >= d)))
|
|
{
|
|
t = 0.0f;
|
|
ballPosition.x = 100.0f;
|
|
ballPosition.y = 100.0f;
|
|
paused = true;
|
|
}
|
|
|
|
if (IsKeyPressed(KEY_ENTER)) paused = !paused;
|
|
|
|
// Movement computation
|
|
if (!paused && ((boundedT && t < d) || !boundedT))
|
|
{
|
|
ballPosition.x = Easings[easingX].func(t, 100.0f, 700.0f - 100.0f, d);
|
|
ballPosition.y = Easings[easingY].func(t, 100.0f, 400.0f - 100.0f, d);
|
|
t += 1.0f;
|
|
}
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
// Draw information text
|
|
DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 0, FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
|
|
DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 0, FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
|
|
DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), 0, FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
|
|
|
|
// Draw instructions text
|
|
DrawText("Use ENTER to play or pause movement, use SPACE to restart", 0, GetScreenHeight() - FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
|
|
DrawText("Use D and W or A and S keys to change duration", 0, GetScreenHeight() - FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
|
|
DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 0, GetScreenHeight() - FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
|
|
DrawText("Use UP or DOWN keys to choose easing for the y axis", 0, GetScreenHeight() - FONT_SIZE*5, FONT_SIZE, LIGHTGRAY);
|
|
|
|
// Draw ball
|
|
DrawCircleV(ballPosition, 16.0f, MAROON);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
CloseWindow();
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
// NoEase function, used when "no easing" is selected for any axis. It just ignores all parameters besides b.
|
|
static float NoEase(float t, float b, float c, float d)
|
|
{
|
|
float burn = t + b + c + d; // Hack to avoid compiler warning (about unused variables)
|
|
d += burn;
|
|
|
|
return b;
|
|
} |