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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
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tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/others/easings_testbed.c
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+/*******************************************************************************************
+*
+* raylib [easings] example - Easings Testbed
+*
+* Example originally created with raylib 2.5, last time updated with raylib 2.5
+*
+* Example contributed by Juan Miguel López (@flashback-fx) 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) 2019-2024 Juan Miguel López (@flashback-fx ) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "reasings.h" // Required for easing functions
+
+#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
+
+// Easing types
+enum EasingTypes {
+ EASE_LINEAR_NONE = 0,
+ 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 },
+};
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [easings] example - easings testbed");
+
+ Vector2 ballPosition = { 100.0f, 100.0f };
+
+ float t = 0.0f; // Current time (in any unit measure, but same unit as duration)
+ float d = 300.0f; // 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
+
+ int easingX = EASING_NONE; // Easing selected for x axis
+ int easingY = EASING_NONE; // Easing selected for y axis
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyPressed(KEY_T)) boundedT = !boundedT;
+
+ // Choose easing for the X axis
+ if (IsKeyPressed(KEY_RIGHT))
+ {
+ easingX++;
+
+ if (easingX > EASING_NONE) easingX = 0;
+ }
+ else if (IsKeyPressed(KEY_LEFT))
+ {
+ if (easingX == 0) easingX = EASING_NONE;
+ else easingX--;
+ }
+
+ // Choose easing for the Y axis
+ if (IsKeyPressed(KEY_DOWN))
+ {
+ easingY++;
+
+ if (easingY > EASING_NONE) easingY = 0;
+ }
+ else if (IsKeyPressed(KEY_UP))
+ {
+ if (easingY == 0) easingY = EASING_NONE;
+ else easingY--;
+ }
+
+ // Change d (duration) value
+ if (IsKeyPressed(KEY_W) && d < D_MAX - D_STEP) d += D_STEP;
+ else if (IsKeyPressed(KEY_Q) && d > D_MIN + D_STEP) d -= D_STEP;
+
+ if (IsKeyDown(KEY_S) && d < D_MAX - D_STEP_FINE) d += D_STEP_FINE;
+ else if (IsKeyDown(KEY_A) && d > D_MIN + D_STEP_FINE) d -= D_STEP_FINE;
+
+ // Play, pause and restart controls
+ if (IsKeyPressed(KEY_SPACE) || IsKeyPressed(KEY_T) ||
+ IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_LEFT) ||
+ IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_UP) ||
+ IsKeyPressed(KEY_W) || IsKeyPressed(KEY_Q) ||
+ IsKeyDown(KEY_S) || IsKeyDown(KEY_A) ||
+ (IsKeyPressed(KEY_ENTER) && (boundedT == true) && (t >= d)))
+ {
+ t = 0.0f;
+ ballPosition.x = 100.0f;
+ ballPosition.y = 100.0f;
+ paused = true;
+ }
+
+ if (IsKeyPressed(KEY_ENTER)) paused = !paused;
+
+ // Movement computation
+ if (!paused && ((boundedT && t < d) || !boundedT))
+ {
+ ballPosition.x = Easings[easingX].func(t, 100.0f, 700.0f - 170.0f, d);
+ ballPosition.y = Easings[easingY].func(t, 100.0f, 400.0f - 170.0f, d);
+ t += 1.0f;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Draw information text
+ DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 20, FONT_SIZE, FONT_SIZE, LIGHTGRAY);
+ DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 20, FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
+ DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), 20, FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
+
+ // Draw instructions text
+ DrawText("Use ENTER to play or pause movement, use SPACE to restart", 20, GetScreenHeight() - FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
+ DrawText("Use Q and W or A and S keys to change duration", 20, GetScreenHeight() - FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
+ DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 20, GetScreenHeight() - FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
+ DrawText("Use UP or DOWN keys to choose easing for the y axis", 20, GetScreenHeight() - FONT_SIZE*5, FONT_SIZE, LIGHTGRAY);
+
+ // Draw ball
+ DrawCircleV(ballPosition, 16.0f, MAROON);
+
+ 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;
+}