mirror of https://github.com/raysan5/raylib
Add easings example
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/*******************************************************************************************
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*
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* raylib [easings] example
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2019 Juan Miguel López
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*
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********************************************************************************************/
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#include <raylib.h>
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#include "easings.h"
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// Application constants
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#define SCR_WIDTH 800
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#define SCR_HEIGHT 450
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#define BALL_RADIUS 16.0f
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#define BALL_COLOR MAROON
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#define PAD 80.0f
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#define START_X (0.0f + (BALL_RADIUS) + (PAD))
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#define END_X ((SCR_WIDTH) - ((BALL_RADIUS) + (PAD)))
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#define START_Y (0.0f + (BALL_RADIUS) + (PAD))
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#define END_Y ((SCR_HEIGHT) - ((BALL_RADIUS) + (PAD)))
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#define T_ADVANCE 1.0f
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#define D_DFT 300.0f
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#define TARGET_FPS 60
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#define BG_COLOR RAYWHITE
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#define TEXT_COLOR LIGHTGRAY
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#define FONT_SIZE 20
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#define D_STEP 20.0f
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#define D_STEP_FINE 2.0f
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#define D_MIN 1.0f
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#define D_MAX 10000.0f
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// Application control keys
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#define KEY_NEXT_EASE_X KEY_RIGHT
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#define KEY_PREV_EASE_X KEY_LEFT
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#define KEY_NEXT_EASE_Y KEY_DOWN
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#define KEY_PREV_EASE_Y KEY_UP
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#define KEY_INCR_D_STEP KEY_W
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#define KEY_DECR_D_STEP KEY_Q
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#define KEY_INCR_D_FINE KEY_S
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#define KEY_DECR_D_FINE KEY_A
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#define KEY_PLAY_PAUSE KEY_ENTER
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#define KEY_RESTART KEY_SPACE
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#define KEY_TOGGLE_UNBOUNDED_T KEY_T
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// Easing types
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enum EasingTypes {
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EASE_LINEAR_NONE,
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EASE_LINEAR_IN,
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EASE_LINEAR_OUT,
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EASE_LINEAR_IN_OUT,
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EASE_SINE_IN,
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EASE_SINE_OUT,
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EASE_SINE_IN_OUT,
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EASE_CIRC_IN,
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EASE_CIRC_OUT,
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EASE_CIRC_IN_OUT,
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EASE_CUBIC_IN,
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EASE_CUBIC_OUT,
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EASE_CUBIC_IN_OUT,
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EASE_QUAD_IN,
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EASE_QUAD_OUT,
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EASE_QUAD_IN_OUT,
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EASE_EXPO_IN,
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EASE_EXPO_OUT,
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EASE_EXPO_IN_OUT,
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EASE_BACK_IN,
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EASE_BACK_OUT,
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EASE_BACK_IN_OUT,
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EASE_BOUNCE_OUT,
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EASE_BOUNCE_IN,
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EASE_BOUNCE_IN_OUT,
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EASE_ELASTIC_IN,
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EASE_ELASTIC_OUT,
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EASE_ELASTIC_IN_OUT,
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NUM_EASING_TYPES,
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EASING_NONE = NUM_EASING_TYPES
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};
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static float NoEase(float t, float b, float c, float d); // NoEase function declaration, function used when "no easing" is selected for any axis
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// Easing functions reference data
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static const struct {
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const char *name;
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float (*func)(float, float, float, float);
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} Easings[] = {
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[EASE_LINEAR_NONE] = {
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.name = "EaseLinearNone",
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.func = EaseLinearNone,
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},
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[EASE_LINEAR_IN] = {
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.name = "EaseLinearIn",
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.func = EaseLinearIn,
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},
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[EASE_LINEAR_OUT] = {
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.name = "EaseLinearOut",
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.func = EaseLinearOut,
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},
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[EASE_LINEAR_IN_OUT] = {
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.name = "EaseLinearInOut",
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.func = EaseLinearInOut,
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},
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[EASE_SINE_IN] = {
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.name = "EaseSineIn",
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.func = EaseSineIn,
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},
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[EASE_SINE_OUT] = {
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.name = "EaseSineOut",
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.func = EaseSineOut,
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},
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[EASE_SINE_IN_OUT] = {
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.name = "EaseSineInOut",
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.func = EaseSineInOut,
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},
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[EASE_CIRC_IN] = {
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.name = "EaseCircIn",
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.func = EaseCircIn,
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},
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[EASE_CIRC_OUT] = {
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.name = "EaseCircOut",
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.func = EaseCircOut,
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},
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[EASE_CIRC_IN_OUT] = {
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.name = "EaseCircInOut",
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.func = EaseCircInOut,
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},
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[EASE_CUBIC_IN] = {
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.name = "EaseCubicIn",
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.func = EaseCubicIn,
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},
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[EASE_CUBIC_OUT] = {
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.name = "EaseCubicOut",
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.func = EaseCubicOut,
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},
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[EASE_CUBIC_IN_OUT] = {
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.name = "EaseCubicInOut",
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.func = EaseCubicInOut,
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},
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[EASE_QUAD_IN] = {
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.name = "EaseQuadIn",
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.func = EaseQuadIn,
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},
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[EASE_QUAD_OUT] = {
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.name = "EaseQuadOut",
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.func = EaseQuadOut,
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},
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[EASE_QUAD_IN_OUT] = {
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.name = "EaseQuadInOut",
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.func = EaseQuadInOut,
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},
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[EASE_EXPO_IN] = {
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.name = "EaseExpoIn",
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.func = EaseExpoIn,
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},
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[EASE_EXPO_OUT] = {
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.name = "EaseExpoOut",
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.func = EaseExpoOut,
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},
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[EASE_EXPO_IN_OUT] = {
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.name = "EaseExpoInOut",
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.func = EaseExpoInOut,
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},
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[EASE_BACK_IN] = {
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.name = "EaseBackIn",
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.func = EaseBackIn,
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},
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[EASE_BACK_OUT] = {
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.name = "EaseBackOut",
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.func = EaseBackOut,
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},
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[EASE_BACK_IN_OUT] = {
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.name = "EaseBackInOut",
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.func = EaseBackInOut,
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},
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[EASE_BOUNCE_OUT] = {
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.name = "EaseBounceOut",
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.func = EaseBounceOut,
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},
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[EASE_BOUNCE_IN] = {
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.name = "EaseBounceIn",
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.func = EaseBounceIn,
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},
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[EASE_BOUNCE_IN_OUT] = {
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.name = "EaseBounceInOut",
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.func = EaseBounceInOut,
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},
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[EASE_ELASTIC_IN] = {
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.name = "EaseElasticIn",
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.func = EaseElasticIn,
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},
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[EASE_ELASTIC_OUT] = {
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.name = "EaseElasticOut",
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.func = EaseElasticOut,
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},
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[EASE_ELASTIC_IN_OUT] = {
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.name = "EaseElasticInOut",
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.func = EaseElasticInOut,
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},
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[EASING_NONE] = {
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.name = "None",
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.func = NoEase,
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},
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};
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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Vector2 ballPos = { .x = START_X, .y = START_Y };
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float t = 0.0f; // Current time (in any unit measure, but same unit as duration)
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float d = D_DFT; // Total time it should take to complete (duration)
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bool paused = true;
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bool boundedT = true; // If true, t will stop when d >= td, otherwise t will keep adding td to its value every loop
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enum EasingTypes easingX = EASING_NONE; // Easing selected for x axis
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enum EasingTypes easingY = EASING_NONE; // Easing selected for y axis
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InitWindow(SCR_WIDTH, SCR_HEIGHT, "raylib [easings] example");
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SetTargetFPS(TARGET_FPS);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_TOGGLE_UNBOUNDED_T))
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boundedT = 1 - boundedT;
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// Choose easing for the X axis
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if (IsKeyPressed(KEY_NEXT_EASE_X))
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{
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++easingX;
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if (easingX > EASING_NONE)
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easingX = 0;
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}
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else if (IsKeyPressed(KEY_PREV_EASE_X))
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{
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if (easingX == 0)
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easingX = EASING_NONE;
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else
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--easingX;
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}
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// Choose easing for the Y axis
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if (IsKeyPressed(KEY_NEXT_EASE_Y))
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{
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++easingY;
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if (easingY > EASING_NONE)
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easingY = 0;
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}
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else if (IsKeyPressed(KEY_PREV_EASE_Y))
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{
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if (easingY == 0)
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easingY = EASING_NONE;
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else
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--easingY;
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}
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// Change d (duration) value
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if (IsKeyPressed(KEY_INCR_D_STEP) && d < D_MAX - D_STEP)
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d += D_STEP;
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else if (IsKeyPressed(KEY_DECR_D_STEP) && d > D_MIN + D_STEP)
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d -= D_STEP;
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if (IsKeyDown(KEY_INCR_D_FINE) && d < D_MAX - D_STEP_FINE)
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d += D_STEP_FINE;
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else if (IsKeyDown(KEY_DECR_D_FINE) && d > D_MIN + D_STEP_FINE)
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d -= D_STEP_FINE;
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// Play, pause and restart controls
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if (IsKeyPressed(KEY_RESTART) ||
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IsKeyPressed(KEY_NEXT_EASE_X) || IsKeyPressed(KEY_PREV_EASE_X) ||
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IsKeyPressed(KEY_NEXT_EASE_Y) || IsKeyPressed(KEY_PREV_EASE_Y) ||
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IsKeyPressed(KEY_INCR_D_STEP) || IsKeyPressed(KEY_DECR_D_STEP) ||
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IsKeyPressed(KEY_TOGGLE_UNBOUNDED_T) ||
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IsKeyDown(KEY_INCR_D_FINE) || IsKeyDown(KEY_DECR_D_FINE) ||
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(IsKeyPressed(KEY_PLAY_PAUSE) && boundedT == true && t >= d))
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{
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t = 0.0f;
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ballPos.x = START_X;
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ballPos.y = START_Y;
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paused = true;
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}
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if (IsKeyPressed(KEY_PLAY_PAUSE))
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paused = 1 - paused;
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// Movement computation
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if ((paused == false) &&
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((boundedT == true && t < d) || boundedT == false))
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{
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ballPos.x = Easings[easingX].func(t, START_X, END_X - START_X, d);
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ballPos.y = Easings[easingY].func(t, START_Y, END_Y - START_Y, d);
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t += T_ADVANCE;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BG_COLOR);
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// Draw information text
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int line = 0;
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DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
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DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
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DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d),
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0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
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// Draw instructions text
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line = 1;
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DrawText("Use ENTER to play or pause movement, use SPACE to restart", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
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DrawText("Use D and W or A and S keys to change duration", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
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DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
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DrawText("Use UP or DOWN keys to choose easing for the y axis", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
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// Draw ball
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DrawCircleV(ballPos, BALL_RADIUS, BALL_COLOR);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// NoEase function, used when "no easing" is selected for any axis. It just ignores all parameters besides b.
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static float NoEase(float t, float b, float c, float d)
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{
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float burn = t + b + c + d; // Hack to avoid compiler warning (about unused variables)
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d += burn;
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return b;
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}
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