/******************************************************************************************* * * raylib [shapes] example - clock of clocks * * Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 5.5, last time updated with raylib 5.6-dev * * Example contributed by JP Mortiboys (@themushroompirates) 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) 2025 JP Mortiboys (@themushroompirates) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" // Required for: Lerp() #include // Required for: time(), localtime() //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - clock of clocks"); const Color bgColor = ColorLerp(DARKBLUE, BLACK, 0.75f); const Color handsColor = ColorLerp(YELLOW, RAYWHITE, .25f); const float clockFaceSize = 24; const float clockFaceSpacing = 8.0f; const float sectionSpacing = 16.0f; const Vector2 TL = (Vector2){ 0.0f, 90.0f }; // Top-left corner const Vector2 TR = (Vector2){ 90.0f, 180.0f }; // Top-right corner const Vector2 BR = (Vector2){ 180.0f, 270.0f }; // Bottom-right corner const Vector2 BL = (Vector2){ 0.0f, 270.0f }; // Bottom-left corner const Vector2 HH = (Vector2){ 0.0f, 180.0f }; // Horizontal line const Vector2 VV = (Vector2){ 90.0f, 270.0f }; // Vertical line const Vector2 ZZ = (Vector2){ 135.0f, 135.0f }; // Not relevant const Vector2 digitAngles[10][24] = { /* 0 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,VV,VV,VV,/* */ VV,VV,VV,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,HH,BR }, /* 1 */ { TL,HH,TR,ZZ, /* */ BL,TR,VV,ZZ,/* */ ZZ,VV,VV,ZZ,/* */ ZZ,VV,VV,ZZ,/* */ TL,BR,BL,TR,/* */ BL,HH,HH,BR }, /* 2 */ { TL,HH,HH,TR, /* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ VV,TL,HH,BR,/* */ VV,BL,HH,TR,/* */ BL,HH,HH,BR }, /* 3 */ { TL,HH,HH,TR, /* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ BL,HH,HH,BR }, /* 4 */ { TL,TR,TL,TR, /* */ VV,VV,VV,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,TR,VV,/* */ ZZ,ZZ,VV,VV,/* */ ZZ,ZZ,BL,BR }, /* 5 */ { TL,HH,HH,TR, /* */ VV,TL,HH,BR,/* */ VV,BL,HH,TR,/* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ BL,HH,HH,BR }, /* 6 */ { TL,HH,HH,TR, /* */ VV,TL,HH,BR,/* */ VV,BL,HH,TR,/* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,HH,BR }, /* 7 */ { TL,HH,HH,TR, /* */ BL,HH,TR,VV,/* */ ZZ,ZZ,VV,VV,/* */ ZZ,ZZ,VV,VV,/* */ ZZ,ZZ,VV,VV,/* */ ZZ,ZZ,BL,BR }, /* 8 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,HH,BR }, /* 9 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ BL,HH,HH,BR }, }; // Time for the hands to move to the new position (in seconds); this must be <1s const float handsMoveDuration = .5f; // We store the previous seconds value so we can see if the time has changed int prevSeconds = -1; // This represents the real position where the hands are right now Vector2 currentAngles[6][24] = { 0 }; // This is the position where the hands were moving from Vector2 srcAngles[6][24] = { 0 }; // This is the position where the hands are moving to Vector2 dstAngles[6][24] = { 0 }; // Current animation timer float handsMoveTimer = 0.0f; // 12 or 24 hour mode int hourMode = 24; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // Get the current time time_t rawtime; struct tm *timeinfo; time(&rawtime); timeinfo = localtime(&rawtime); if (timeinfo->tm_sec != prevSeconds) { // The time has changed, so we need to move the hands to the new positions prevSeconds = timeinfo->tm_sec; // Format the current time so we can access the individual digits const char *clockDigits = TextFormat("%02d%02d%02d", timeinfo->tm_hour % hourMode, timeinfo->tm_min, timeinfo->tm_sec); // Fetch where we want all the hands to be for (int digit = 0; digit < 6; digit++) { for (int cell = 0; cell < 24; cell++) { srcAngles[digit][cell] = currentAngles[digit][cell]; dstAngles[digit][cell] = digitAngles[ clockDigits[digit] - '0' ][cell]; // Quick exception for 12h mode if (digit == 0 && hourMode == 12 && clockDigits[0] == '0') { dstAngles[digit][cell] = ZZ; } if (srcAngles[digit][cell].x > dstAngles[digit][cell].x) { srcAngles[digit][cell].x -= 360.0f; } if (srcAngles[digit][cell].y > dstAngles[digit][cell].y) { srcAngles[digit][cell].y -= 360.0f; } } } // Reset the timer handsMoveTimer = -GetFrameTime(); } // Now let's animate all the hands if we need to if (handsMoveTimer < handsMoveDuration) { // Increase the timer but don't go above the maximum handsMoveTimer = Clamp(handsMoveTimer + GetFrameTime(), 0, handsMoveDuration); // Calculate the % completion of the animation float t = handsMoveTimer / handsMoveDuration; // A little cheeky smoothstep t = t * t * (3.0f - 2.0f * t); for (int digit = 0; digit < 6; digit++) { for (int cell = 0; cell < 24; cell++) { currentAngles[digit][cell].x = Lerp(srcAngles[digit][cell].x, dstAngles[digit][cell].x, t); currentAngles[digit][cell].y = Lerp(srcAngles[digit][cell].y, dstAngles[digit][cell].y, t); } } if (handsMoveTimer == handsMoveDuration) { // The animation has now finished } } // Handle input // Toggle between 12 and 24 hour mode with space if (IsKeyPressed(KEY_SPACE)) { hourMode = 36 - hourMode; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(bgColor); DrawText(TextFormat("%d-h mode, space to change", hourMode), 10, 30, 20, RAYWHITE); float xOffset = 4.0f; for (int digit = 0; digit < 6; digit++) { for (int row = 0; row < 6; row++) { for (int col = 0; col < 4; col++) { Vector2 centre = (Vector2){ xOffset + col*(clockFaceSize+clockFaceSpacing) + clockFaceSize * .5f, 100 + row*(clockFaceSize+clockFaceSpacing) + clockFaceSize * .5f }; DrawRing(centre, clockFaceSize * 0.5f - 2.0f, clockFaceSize * 0.5f, 0, 360, 24, DARKGRAY); // Big hand DrawRectanglePro( (Rectangle){centre.x, centre.y, clockFaceSize*.5f+4.0f, 4.0f}, (Vector2){ 2.0f, 2.0f }, currentAngles[digit][row*4+col].x, handsColor ); // Little hand DrawRectanglePro( (Rectangle){centre.x, centre.y, clockFaceSize*.5f+2.0f, 4.0f}, (Vector2){ 2.0f, 2.0f }, currentAngles[digit][row*4+col].y, handsColor ); } } xOffset += (clockFaceSize+clockFaceSpacing) * 4; if (digit % 2 == 1) { DrawRing((Vector2){xOffset + 4.0f, 160.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor); DrawRing((Vector2){xOffset + 4.0f, 225.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor); xOffset += sectionSpacing; } } DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }