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