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			96 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shapes] example - draw ring (with gui options)
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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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*   Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
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*
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*   Copyright (c) 2018 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include <raylib.h>
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#define RAYGUI_IMPLEMENTATION
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#include "extras/raygui.h"                 // Required for GUI controls
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring");
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    Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f };
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    float innerRadius = 80.0f;
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    float outerRadius = 190.0f;
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    float startAngle = 0.0f;
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    float endAngle = 360.0f;
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    int segments = 0;
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    int minSegments = 4;
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    bool drawRing = true;
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    bool drawRingLines = false;
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    bool drawCircleLines = false;
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    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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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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        // NOTE: All variables update happens inside GUI control functions
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
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            DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
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            if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3f));
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            if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4f));
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            if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4f));
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            // Draw GUI controls
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            //------------------------------------------------------------------------------
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            startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", NULL, startAngle, -450, 450);
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            endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", NULL, endAngle, -450, 450);
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            innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", NULL, innerRadius, 0, 100);
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            outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", NULL, outerRadius, 0, 200);
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            segments = (int)GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", NULL, (float)segments, 0, 100);
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            drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing);
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            drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines);
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            drawCircleLines = GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", drawCircleLines);
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            //------------------------------------------------------------------------------
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            int minSegments = (int)ceilf((endAngle - startAngle) / 90);
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            DrawText(TextFormat("MODE: %s", (segments >= minSegments)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= minSegments)? MAROON : DARKGRAY);
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            DrawFPS(10, 10);
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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();        // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |