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			229 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			229 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [easings] example - Easings Testbed
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| *
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| *   Example originally created with raylib 2.5, last time updated with raylib 2.5
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| *
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| *   Example contributed by Juan Miguel López (@flashback-fx) and reviewed by Ramon Santamaria (@raysan5)
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| *
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| *   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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| *   BSD-like license that allows static linking with closed source software
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| *
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| *   Copyright (c) 2019-2022 Juan Miguel López (@flashback-fx ) and Ramon Santamaria (@raysan5)
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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| #include "reasings.h"       // Required for easing functions
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| 
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| #define FONT_SIZE         20
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| 
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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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| 
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| // Easing types
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| enum EasingTypes {
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|     EASE_LINEAR_NONE = 0,
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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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| 
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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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| 
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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] = { .name = "EaseLinearNone", .func = EaseLinearNone },
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|     [EASE_LINEAR_IN] = { .name = "EaseLinearIn", .func = EaseLinearIn },
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|     [EASE_LINEAR_OUT] = { .name = "EaseLinearOut", .func = EaseLinearOut },
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|     [EASE_LINEAR_IN_OUT] = { .name = "EaseLinearInOut", .func = EaseLinearInOut },
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|     [EASE_SINE_IN] = { .name = "EaseSineIn", .func = EaseSineIn },
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|     [EASE_SINE_OUT] = { .name = "EaseSineOut", .func = EaseSineOut },
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|     [EASE_SINE_IN_OUT] = { .name = "EaseSineInOut", .func = EaseSineInOut },
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|     [EASE_CIRC_IN] = { .name = "EaseCircIn", .func = EaseCircIn },
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|     [EASE_CIRC_OUT] = { .name = "EaseCircOut", .func = EaseCircOut },
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|     [EASE_CIRC_IN_OUT] = { .name = "EaseCircInOut", .func = EaseCircInOut },
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|     [EASE_CUBIC_IN] = { .name = "EaseCubicIn", .func = EaseCubicIn },
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|     [EASE_CUBIC_OUT] = { .name = "EaseCubicOut", .func = EaseCubicOut },
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|     [EASE_CUBIC_IN_OUT] = { .name = "EaseCubicInOut", .func = EaseCubicInOut },
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|     [EASE_QUAD_IN] = { .name = "EaseQuadIn", .func = EaseQuadIn },
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|     [EASE_QUAD_OUT] = { .name = "EaseQuadOut", .func = EaseQuadOut },
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|     [EASE_QUAD_IN_OUT] = { .name = "EaseQuadInOut", .func = EaseQuadInOut },
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|     [EASE_EXPO_IN] = { .name = "EaseExpoIn", .func = EaseExpoIn },
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|     [EASE_EXPO_OUT] = { .name = "EaseExpoOut", .func = EaseExpoOut },
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|     [EASE_EXPO_IN_OUT] = { .name = "EaseExpoInOut", .func = EaseExpoInOut },
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|     [EASE_BACK_IN] = { .name = "EaseBackIn", .func = EaseBackIn },
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|     [EASE_BACK_OUT] = { .name = "EaseBackOut", .func = EaseBackOut },
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|     [EASE_BACK_IN_OUT] = { .name = "EaseBackInOut", .func = EaseBackInOut },
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|     [EASE_BOUNCE_OUT] = { .name = "EaseBounceOut", .func = EaseBounceOut },
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|     [EASE_BOUNCE_IN] = { .name = "EaseBounceIn", .func = EaseBounceIn },
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|     [EASE_BOUNCE_IN_OUT] = { .name = "EaseBounceInOut", .func = EaseBounceInOut },
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|     [EASE_ELASTIC_IN] = { .name = "EaseElasticIn", .func = EaseElasticIn },
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|     [EASE_ELASTIC_OUT] = { .name = "EaseElasticOut", .func = EaseElasticOut },
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|     [EASE_ELASTIC_IN_OUT] = { .name = "EaseElasticInOut", .func = EaseElasticInOut },
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|     [EASING_NONE] = { .name = "None", .func = NoEase },
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| };
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| 
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| //------------------------------------------------------------------------------------
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| // Program main entry point
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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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|     const int screenWidth = 800;
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|     const int screenHeight = 450;
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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [easings] example - easings testbed");
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| 
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|     Vector2 ballPosition = { 100.0f, 200.0f };
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| 
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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 = 300.0f;           // 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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| 
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|     int easingX = EASING_NONE;  // Easing selected for x axis
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|     int easingY = EASING_NONE;  // Easing selected for y axis
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| 
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|     SetTargetFPS(60);
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|     //--------------------------------------------------------------------------------------
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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_T)) boundedT = !boundedT;
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| 
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|         // Choose easing for the X axis
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|         if (IsKeyPressed(KEY_RIGHT))
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|         {
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|             easingX++;
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| 
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|             if (easingX > EASING_NONE) easingX = 0;
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|         }
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|         else if (IsKeyPressed(KEY_LEFT))
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|         {
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|             if (easingX == 0) easingX = EASING_NONE;
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|             else easingX--;
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|         }
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| 
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|         // Choose easing for the Y axis
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|         if (IsKeyPressed(KEY_DOWN))
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|         {
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|             easingY++;
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| 
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|             if (easingY > EASING_NONE) easingY = 0;
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|         }
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|         else if (IsKeyPressed(KEY_UP))
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|         {
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|             if (easingY == 0) easingY = EASING_NONE;
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|             else easingY--;
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|         }
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| 
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|         // Change d (duration) value
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|         if (IsKeyPressed(KEY_W) && d < D_MAX - D_STEP) d += D_STEP;
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|         else if (IsKeyPressed(KEY_Q) && d > D_MIN + D_STEP) d -= D_STEP;
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| 
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|         if (IsKeyDown(KEY_S) && d < D_MAX - D_STEP_FINE) d += D_STEP_FINE;
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|         else if (IsKeyDown(KEY_A) && d > D_MIN + D_STEP_FINE) d -= D_STEP_FINE;
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| 
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|         // Play, pause and restart controls
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|         if (IsKeyPressed(KEY_SPACE) || IsKeyPressed(KEY_T) ||
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|             IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_LEFT) ||
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|             IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_UP) ||
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|             IsKeyPressed(KEY_W) || IsKeyPressed(KEY_Q) ||
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|             IsKeyDown(KEY_S)  || IsKeyDown(KEY_A) ||
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|             (IsKeyPressed(KEY_ENTER) && (boundedT == true) && (t >= d)))
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|         {
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|             t = 0.0f;
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|             ballPosition.x = 100.0f;
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|             ballPosition.y = 100.0f;
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|             paused = true;
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|         }
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| 
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|         if (IsKeyPressed(KEY_ENTER)) paused = !paused;
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| 
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|         // Movement computation
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|         if (!paused && ((boundedT && t < d) || !boundedT))
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|         {
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|             ballPosition.x = Easings[easingX].func(t, 100.0f, 700.0f - 100.0f, d);
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|             ballPosition.y = Easings[easingY].func(t, 100.0f, 400.0f - 100.0f, d);
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|             t += 1.0f;
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|         }
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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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| 
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|             ClearBackground(RAYWHITE);
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| 
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|             // Draw information text
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|             DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 0, FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
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|             DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 0, FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
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|             DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), 0, FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
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| 
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|             // Draw instructions text
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|             DrawText("Use ENTER to play or pause movement, use SPACE to restart", 0, GetScreenHeight() - FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
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|             DrawText("Use D and W or A and S keys to change duration", 0, GetScreenHeight() - FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
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|             DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 0, GetScreenHeight() - FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
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|             DrawText("Use UP or DOWN keys to choose easing for the y axis", 0, GetScreenHeight() - FONT_SIZE*5, FONT_SIZE, LIGHTGRAY);
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| 
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|             // Draw ball
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|             DrawCircleV(ballPosition, 16.0f, MAROON);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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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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| 
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|     return 0;
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| }
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| 
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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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| 
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|     return b;
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| } | 
