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- /*******************************************************************************************
- *
- * raylib [easings] example - Easings Testbed
- *
- * Example originally created with raylib 2.5, last time updated with raylib 2.5
- *
- * Example contributed by Juan Miguel López (@flashback-fx) and reviewed by Ramon Santamaria (@raysan5)
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2019-2024 Juan Miguel López (@flashback-fx ) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #include "reasings.h" // Required for easing functions
-
- #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 },
- };
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [easings] example - easings testbed");
-
- Vector2 ballPosition = { 100.0f, 100.0f };
-
- 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 - 170.0f, d);
- ballPosition.y = Easings[easingY].func(t, 100.0f, 400.0f - 170.0f, d);
- t += 1.0f;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // Draw information text
- DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 20, FONT_SIZE, FONT_SIZE, LIGHTGRAY);
- DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 20, FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
- DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), 20, FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
-
- // Draw instructions text
- DrawText("Use ENTER to play or pause movement, use SPACE to restart", 20, GetScreenHeight() - FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
- DrawText("Use Q and W or A and S keys to change duration", 20, GetScreenHeight() - FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
- DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 20, GetScreenHeight() - FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
- DrawText("Use UP or DOWN keys to choose easing for the y axis", 20, 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;
- }
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