raylib/examples/others/easings_testbed.c

230 lines
9.1 KiB
C

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