|
@@ -0,0 +1,354 @@
|
|
|
+/*******************************************************************************************
|
|
|
+*
|
|
|
+* 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 <raylib.h>
|
|
|
+#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;
|
|
|
+}
|