/******************************************************************************************* * * 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; }