raylib/examples/shapes/shapes_draw_ring.c

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/*******************************************************************************************
*
* raylib [shapes] example - draw ring (with gui options)
*
* 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)
*
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2018 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <raylib.h>
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
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int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring");
Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 };
float innerRadius = 80.0f;
float outerRadius = 190.0f;
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float startAngle = 0.0f;
float endAngle = 360.0f;
int segments = 0;
int minSegments = 4;
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bool drawRing = true;
bool drawRingLines = false;
bool drawCircleLines = false;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// NOTE: All variables update happens inside GUI control functions
//----------------------------------------------------------------------------------
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// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3));
if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4));
if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4));
// Draw GUI controls
//------------------------------------------------------------------------------
startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", NULL, startAngle, -450, 450);
endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", NULL, endAngle, -450, 450);
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innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", NULL, innerRadius, 0, 100);
outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", NULL, outerRadius, 0, 200);
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segments = GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", NULL, segments, 0, 100);
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drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing);
drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines);
drawCircleLines = GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", drawCircleLines);
//------------------------------------------------------------------------------
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int minSegments = (int)ceilf((endAngle - startAngle) / 90);
DrawText(TextFormat("MODE: %s", (segments >= minSegments)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= minSegments)? MAROON : DARKGRAY);
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DrawFPS(10, 10);
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EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
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//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}