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- /*******************************************************************************************
- *
- * 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;
- }
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