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/******************************************************************************************* |
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* |
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* raylib [easings] example |
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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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* Copyright (c) 2019 Juan Miguel López |
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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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// Application constants |
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#define SCR_WIDTH 800 |
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#define SCR_HEIGHT 450 |
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#define BALL_RADIUS 16.0f |
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#define BALL_COLOR MAROON |
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#define PAD 80.0f |
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#define START_X (0.0f + (BALL_RADIUS) + (PAD)) |
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#define END_X ((SCR_WIDTH) - ((BALL_RADIUS) + (PAD))) |
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#define START_Y (0.0f + (BALL_RADIUS) + (PAD)) |
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#define END_Y ((SCR_HEIGHT) - ((BALL_RADIUS) + (PAD))) |
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#define T_ADVANCE 1.0f |
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#define D_DFT 300.0f |
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#define TARGET_FPS 60 |
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#define BG_COLOR RAYWHITE |
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#define TEXT_COLOR LIGHTGRAY |
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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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// Application control keys |
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#define KEY_NEXT_EASE_X KEY_RIGHT |
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#define KEY_PREV_EASE_X KEY_LEFT |
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#define KEY_NEXT_EASE_Y KEY_DOWN |
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#define KEY_PREV_EASE_Y KEY_UP |
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#define KEY_INCR_D_STEP KEY_W |
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#define KEY_DECR_D_STEP KEY_Q |
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#define KEY_INCR_D_FINE KEY_S |
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#define KEY_DECR_D_FINE KEY_A |
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#define KEY_PLAY_PAUSE KEY_ENTER |
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#define KEY_RESTART KEY_SPACE |
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#define KEY_TOGGLE_UNBOUNDED_T KEY_T |
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// Easing types |
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enum EasingTypes { |
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EASE_LINEAR_NONE, |
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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] = { |
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.name = "EaseLinearNone", |
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.func = EaseLinearNone, |
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}, |
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[EASE_LINEAR_IN] = { |
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.name = "EaseLinearIn", |
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.func = EaseLinearIn, |
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}, |
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[EASE_LINEAR_OUT] = { |
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.name = "EaseLinearOut", |
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.func = EaseLinearOut, |
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}, |
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[EASE_LINEAR_IN_OUT] = { |
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.name = "EaseLinearInOut", |
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.func = EaseLinearInOut, |
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}, |
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[EASE_SINE_IN] = { |
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.name = "EaseSineIn", |
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.func = EaseSineIn, |
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}, |
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[EASE_SINE_OUT] = { |
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.name = "EaseSineOut", |
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.func = EaseSineOut, |
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}, |
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[EASE_SINE_IN_OUT] = { |
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.name = "EaseSineInOut", |
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.func = EaseSineInOut, |
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}, |
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[EASE_CIRC_IN] = { |
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.name = "EaseCircIn", |
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.func = EaseCircIn, |
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}, |
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[EASE_CIRC_OUT] = { |
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.name = "EaseCircOut", |
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.func = EaseCircOut, |
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}, |
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[EASE_CIRC_IN_OUT] = { |
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.name = "EaseCircInOut", |
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.func = EaseCircInOut, |
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}, |
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[EASE_CUBIC_IN] = { |
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.name = "EaseCubicIn", |
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.func = EaseCubicIn, |
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}, |
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[EASE_CUBIC_OUT] = { |
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.name = "EaseCubicOut", |
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.func = EaseCubicOut, |
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}, |
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[EASE_CUBIC_IN_OUT] = { |
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.name = "EaseCubicInOut", |
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.func = EaseCubicInOut, |
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}, |
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[EASE_QUAD_IN] = { |
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.name = "EaseQuadIn", |
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.func = EaseQuadIn, |
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}, |
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[EASE_QUAD_OUT] = { |
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.name = "EaseQuadOut", |
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.func = EaseQuadOut, |
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}, |
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[EASE_QUAD_IN_OUT] = { |
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.name = "EaseQuadInOut", |
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.func = EaseQuadInOut, |
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}, |
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[EASE_EXPO_IN] = { |
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.name = "EaseExpoIn", |
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.func = EaseExpoIn, |
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}, |
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[EASE_EXPO_OUT] = { |
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.name = "EaseExpoOut", |
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.func = EaseExpoOut, |
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}, |
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[EASE_EXPO_IN_OUT] = { |
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.name = "EaseExpoInOut", |
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.func = EaseExpoInOut, |
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}, |
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[EASE_BACK_IN] = { |
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.name = "EaseBackIn", |
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.func = EaseBackIn, |
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}, |
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[EASE_BACK_OUT] = { |
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.name = "EaseBackOut", |
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.func = EaseBackOut, |
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}, |
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[EASE_BACK_IN_OUT] = { |
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.name = "EaseBackInOut", |
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.func = EaseBackInOut, |
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}, |
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[EASE_BOUNCE_OUT] = { |
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.name = "EaseBounceOut", |
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.func = EaseBounceOut, |
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}, |
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[EASE_BOUNCE_IN] = { |
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.name = "EaseBounceIn", |
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.func = EaseBounceIn, |
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}, |
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[EASE_BOUNCE_IN_OUT] = { |
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.name = "EaseBounceInOut", |
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.func = EaseBounceInOut, |
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}, |
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[EASE_ELASTIC_IN] = { |
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.name = "EaseElasticIn", |
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.func = EaseElasticIn, |
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}, |
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[EASE_ELASTIC_OUT] = { |
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.name = "EaseElasticOut", |
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.func = EaseElasticOut, |
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}, |
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[EASE_ELASTIC_IN_OUT] = { |
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.name = "EaseElasticInOut", |
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.func = EaseElasticInOut, |
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}, |
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[EASING_NONE] = { |
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.name = "None", |
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.func = NoEase, |
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}, |
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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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Vector2 ballPos = { .x = START_X, .y = START_Y }; |
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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 = D_DFT; // 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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enum EasingTypes easingX = EASING_NONE; // Easing selected for x axis |
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enum EasingTypes easingY = EASING_NONE; // Easing selected for y axis |
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InitWindow(SCR_WIDTH, SCR_HEIGHT, "raylib [easings] example"); |
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SetTargetFPS(TARGET_FPS); |
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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_TOGGLE_UNBOUNDED_T)) |
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boundedT = 1 - boundedT; |
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// Choose easing for the X axis |
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if (IsKeyPressed(KEY_NEXT_EASE_X)) |
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{ |
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++easingX; |
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if (easingX > EASING_NONE) |
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easingX = 0; |
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} |
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else if (IsKeyPressed(KEY_PREV_EASE_X)) |
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{ |
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if (easingX == 0) |
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easingX = EASING_NONE; |
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else |
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--easingX; |
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} |
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// Choose easing for the Y axis |
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if (IsKeyPressed(KEY_NEXT_EASE_Y)) |
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{ |
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++easingY; |
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if (easingY > EASING_NONE) |
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easingY = 0; |
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} |
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else if (IsKeyPressed(KEY_PREV_EASE_Y)) |
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{ |
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if (easingY == 0) |
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easingY = EASING_NONE; |
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else |
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--easingY; |
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} |
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// Change d (duration) value |
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if (IsKeyPressed(KEY_INCR_D_STEP) && d < D_MAX - D_STEP) |
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d += D_STEP; |
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else if (IsKeyPressed(KEY_DECR_D_STEP) && d > D_MIN + D_STEP) |
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d -= D_STEP; |
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if (IsKeyDown(KEY_INCR_D_FINE) && d < D_MAX - D_STEP_FINE) |
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d += D_STEP_FINE; |
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else if (IsKeyDown(KEY_DECR_D_FINE) && d > D_MIN + D_STEP_FINE) |
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d -= D_STEP_FINE; |
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// Play, pause and restart controls |
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if (IsKeyPressed(KEY_RESTART) || |
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IsKeyPressed(KEY_NEXT_EASE_X) || IsKeyPressed(KEY_PREV_EASE_X) || |
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IsKeyPressed(KEY_NEXT_EASE_Y) || IsKeyPressed(KEY_PREV_EASE_Y) || |
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IsKeyPressed(KEY_INCR_D_STEP) || IsKeyPressed(KEY_DECR_D_STEP) || |
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IsKeyPressed(KEY_TOGGLE_UNBOUNDED_T) || |
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IsKeyDown(KEY_INCR_D_FINE) || IsKeyDown(KEY_DECR_D_FINE) || |
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(IsKeyPressed(KEY_PLAY_PAUSE) && boundedT == true && t >= d)) |
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{ |
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t = 0.0f; |
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ballPos.x = START_X; |
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ballPos.y = START_Y; |
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paused = true; |
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} |
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if (IsKeyPressed(KEY_PLAY_PAUSE)) |
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paused = 1 - paused; |
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// Movement computation |
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if ((paused == false) && |
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((boundedT == true && t < d) || boundedT == false)) |
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{ |
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ballPos.x = Easings[easingX].func(t, START_X, END_X - START_X, d); |
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ballPos.y = Easings[easingY].func(t, START_Y, END_Y - START_Y, d); |
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t += T_ADVANCE; |
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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(BG_COLOR); |
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// Draw information text |
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int line = 0; |
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DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); |
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DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); |
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DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), |
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0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); |
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// Draw instructions text |
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line = 1; |
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DrawText("Use ENTER to play or pause movement, use SPACE to restart", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); |
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DrawText("Use D and W or A and S keys to change duration", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); |
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DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); |
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DrawText("Use UP or DOWN keys to choose easing for the y axis", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR); |
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// Draw ball |
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DrawCircleV(ballPos, BALL_RADIUS, BALL_COLOR); |
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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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} |