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Diffstat (limited to 'deps/raylib/examples/others/easings_testbed.c')
-rw-r--r-- | deps/raylib/examples/others/easings_testbed.c | 229 |
1 files changed, 229 insertions, 0 deletions
diff --git a/deps/raylib/examples/others/easings_testbed.c b/deps/raylib/examples/others/easings_testbed.c new file mode 100644 index 0000000..1f31f5b --- /dev/null +++ b/deps/raylib/examples/others/easings_testbed.c @@ -0,0 +1,229 @@ +/******************************************************************************************* +* +* 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; +} |