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