From b7d48567453ed7abd8fb1a8ca89c45fafb3a4101 Mon Sep 17 00:00:00 2001 From: flashback-fx Date: Fri, 24 May 2019 19:10:14 +0000 Subject: [PATCH] Add easings example --- examples/core/easings_example.c | 354 ++++++++++++++++++++++++++++++++ 1 file changed, 354 insertions(+) create mode 100644 examples/core/easings_example.c diff --git a/examples/core/easings_example.c b/examples/core/easings_example.c new file mode 100644 index 00000000..d42b3c33 --- /dev/null +++ b/examples/core/easings_example.c @@ -0,0 +1,354 @@ +/******************************************************************************************* +* +* raylib [easings] example +* +* 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) +* +* Copyright (c) 2019 Juan Miguel López +* +********************************************************************************************/ + + +#include +#include "easings.h" + + +// Application constants +#define SCR_WIDTH 800 +#define SCR_HEIGHT 450 +#define BALL_RADIUS 16.0f +#define BALL_COLOR MAROON +#define PAD 80.0f +#define START_X (0.0f + (BALL_RADIUS) + (PAD)) +#define END_X ((SCR_WIDTH) - ((BALL_RADIUS) + (PAD))) +#define START_Y (0.0f + (BALL_RADIUS) + (PAD)) +#define END_Y ((SCR_HEIGHT) - ((BALL_RADIUS) + (PAD))) +#define T_ADVANCE 1.0f +#define D_DFT 300.0f +#define TARGET_FPS 60 +#define BG_COLOR RAYWHITE +#define TEXT_COLOR LIGHTGRAY +#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 + +// Application control keys +#define KEY_NEXT_EASE_X KEY_RIGHT +#define KEY_PREV_EASE_X KEY_LEFT +#define KEY_NEXT_EASE_Y KEY_DOWN +#define KEY_PREV_EASE_Y KEY_UP +#define KEY_INCR_D_STEP KEY_W +#define KEY_DECR_D_STEP KEY_Q +#define KEY_INCR_D_FINE KEY_S +#define KEY_DECR_D_FINE KEY_A +#define KEY_PLAY_PAUSE KEY_ENTER +#define KEY_RESTART KEY_SPACE +#define KEY_TOGGLE_UNBOUNDED_T KEY_T + + +// Easing types +enum EasingTypes { + EASE_LINEAR_NONE, + 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 + //-------------------------------------------------------------------------------------- + Vector2 ballPos = { .x = START_X, .y = START_Y }; + float t = 0.0f; // Current time (in any unit measure, but same unit as duration) + float d = D_DFT; // 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 + + enum EasingTypes easingX = EASING_NONE; // Easing selected for x axis + enum EasingTypes easingY = EASING_NONE; // Easing selected for y axis + + InitWindow(SCR_WIDTH, SCR_HEIGHT, "raylib [easings] example"); + SetTargetFPS(TARGET_FPS); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (IsKeyPressed(KEY_TOGGLE_UNBOUNDED_T)) + boundedT = 1 - boundedT; + + // Choose easing for the X axis + if (IsKeyPressed(KEY_NEXT_EASE_X)) + { + ++easingX; + + if (easingX > EASING_NONE) + easingX = 0; + } + else if (IsKeyPressed(KEY_PREV_EASE_X)) + { + if (easingX == 0) + easingX = EASING_NONE; + else + --easingX; + } + + // Choose easing for the Y axis + if (IsKeyPressed(KEY_NEXT_EASE_Y)) + { + ++easingY; + + if (easingY > EASING_NONE) + easingY = 0; + } + else if (IsKeyPressed(KEY_PREV_EASE_Y)) + { + if (easingY == 0) + easingY = EASING_NONE; + else + --easingY; + } + + // Change d (duration) value + if (IsKeyPressed(KEY_INCR_D_STEP) && d < D_MAX - D_STEP) + d += D_STEP; + else if (IsKeyPressed(KEY_DECR_D_STEP) && d > D_MIN + D_STEP) + d -= D_STEP; + + if (IsKeyDown(KEY_INCR_D_FINE) && d < D_MAX - D_STEP_FINE) + d += D_STEP_FINE; + else if (IsKeyDown(KEY_DECR_D_FINE) && d > D_MIN + D_STEP_FINE) + d -= D_STEP_FINE; + + // Play, pause and restart controls + if (IsKeyPressed(KEY_RESTART) || + IsKeyPressed(KEY_NEXT_EASE_X) || IsKeyPressed(KEY_PREV_EASE_X) || + IsKeyPressed(KEY_NEXT_EASE_Y) || IsKeyPressed(KEY_PREV_EASE_Y) || + IsKeyPressed(KEY_INCR_D_STEP) || IsKeyPressed(KEY_DECR_D_STEP) || + IsKeyPressed(KEY_TOGGLE_UNBOUNDED_T) || + IsKeyDown(KEY_INCR_D_FINE) || IsKeyDown(KEY_DECR_D_FINE) || + (IsKeyPressed(KEY_PLAY_PAUSE) && boundedT == true && t >= d)) + { + t = 0.0f; + ballPos.x = START_X; + ballPos.y = START_Y; + paused = true; + } + + if (IsKeyPressed(KEY_PLAY_PAUSE)) + paused = 1 - paused; + + // Movement computation + if ((paused == false) && + ((boundedT == true && t < d) || boundedT == false)) + { + ballPos.x = Easings[easingX].func(t, START_X, END_X - START_X, d); + ballPos.y = Easings[easingY].func(t, START_Y, END_Y - START_Y, d); + t += T_ADVANCE; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(BG_COLOR); + + // Draw information text + int line = 0; + + DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); + DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); + DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), + 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); + + // Draw instructions text + line = 1; + DrawText("Use ENTER to play or pause movement, use SPACE to restart", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); + DrawText("Use D and W or A and S keys to change duration", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); + DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); + DrawText("Use UP or DOWN keys to choose easing for the y axis", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); + + // Draw ball + DrawCircleV(ballPos, BALL_RADIUS, BALL_COLOR); + + 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; +} \ No newline at end of file