chore: clean recommit
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201
Examples/Shapes/RlglTriangle.cs
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Examples/Shapes/RlglTriangle.cs
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/*******************************************************************************************
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*
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* raylib [shapes] example - rlgl triangle
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 6.0, last time updated with raylib 6.0
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*
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* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Robin (@RobinsAviary)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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using static Raylib_cs.Rlgl;
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namespace Examples.Shapes;
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public partial class RlglTriangle : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Shapes / RLGL Triangle";
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public string Title => "raylib [shapes] example - rlgl triangle";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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// Starting postions and rendered triangle positions
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private Vector2[] startingPositions;
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private Vector2[] trianglePositions;
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// Currently selected vertex, -1 means none
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private int triangleIndex;
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private bool linesMode;
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private float handleRadius;
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public void Init()
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{
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// Starting postions and rendered triangle positions
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startingPositions = [new(400.0f, 150.0f), new(300.0f, 300.0f), new(500.0f, 300.0f)];
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trianglePositions = [startingPositions[0], startingPositions[1], startingPositions[2]];
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// Currently selected vertex, -1 means none
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triangleIndex = -1;
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linesMode = false;
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handleRadius = 8.0f;
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KeyboardKey.Space)) linesMode = !linesMode;
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// Check selected vertex
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for (int i = 0; i < 3; i++)
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{
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// If the mouse is within the handle circle
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if (CheckCollisionPointCircle(GetMousePosition(), trianglePositions[i], handleRadius) &&
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IsMouseButtonDown(MouseButton.Left))
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{
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triangleIndex = i;
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break;
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}
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}
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// If the user has selected a vertex, offset it by the mouse's delta this frame
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if (triangleIndex != -1)
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{
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Vector2 mouseDelta = GetMouseDelta();
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trianglePositions[triangleIndex].X += mouseDelta.X;
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trianglePositions[triangleIndex].Y += mouseDelta.Y;
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}
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// Reset index on release
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if (IsMouseButtonReleased(MouseButton.Left)) triangleIndex = -1;
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// Enable/disable backface culling (2-sided triangles, slower to render)
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if (IsKeyPressed(KeyboardKey.Left)) EnableBackfaceCulling();
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if (IsKeyPressed(KeyboardKey.Right)) DisableBackfaceCulling();
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// Reset triangle vertices to starting positions and reset backface culling
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if (IsKeyPressed(KeyboardKey.R))
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{
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trianglePositions[0] = startingPositions[0];
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trianglePositions[1] = startingPositions[1];
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trianglePositions[2] = startingPositions[2];
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EnableBackfaceCulling();
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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(Color.RayWhite);
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if (linesMode)
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{
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// Draw triangle with lines
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Begin(DrawMode.Lines);
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// Three lines, six points
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// Define color for next vertex
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Color4ub(255, 0, 0, 255);
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// Define vertex
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Vertex2f(trianglePositions[0].X, trianglePositions[0].Y);
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Color4ub(0, 255, 0, 255);
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Vertex2f(trianglePositions[1].X, trianglePositions[1].Y);
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Color4ub(0, 255, 0, 255);
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Vertex2f(trianglePositions[1].X, trianglePositions[1].Y);
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Color4ub(0, 0, 255, 255);
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Vertex2f(trianglePositions[2].X, trianglePositions[2].Y);
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Color4ub(0, 0, 255, 255);
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Vertex2f(trianglePositions[2].X, trianglePositions[2].Y);
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Color4ub(255, 0, 0, 255);
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Vertex2f(trianglePositions[0].X, trianglePositions[0].Y);
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End();
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}
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else
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{
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// Draw triangle as a triangle
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Begin(DrawMode.Triangles);
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// One triangle, three points
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// Define color for next vertex
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Color4ub(255, 0, 0, 255);
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// Define vertex
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Vertex2f(trianglePositions[0].X, trianglePositions[0].Y);
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Color4ub(0, 255, 0, 255);
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Vertex2f(trianglePositions[1].X, trianglePositions[1].Y);
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Color4ub(0, 0, 255, 255);
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Vertex2f(trianglePositions[2].X, trianglePositions[2].Y);
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End();
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}
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// Render the vertex handles, reacting to mouse movement/input
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for (int i = 0; i < 3; i++)
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{
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// Draw handle fill focused by mouse
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if (CheckCollisionPointCircle(GetMousePosition(), trianglePositions[i], handleRadius))
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DrawCircleV(trianglePositions[i], handleRadius, ColorAlpha(Color.DarkGray, 0.5f));
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// Draw handle fill selected
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if (i == triangleIndex) DrawCircleV(trianglePositions[i], handleRadius, Color.DarkGray);
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// Draw handle outline
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DrawCircleLinesV(trianglePositions[i], handleRadius, Color.Black);
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}
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// Draw controls
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DrawText("SPACE: Toggle lines mode", 10, 10, 20, Color.DarkGray);
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DrawText("LEFT-RIGHT: Toggle backface culling", 10, 40, 20, Color.DarkGray);
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DrawText("MOUSE: Click and drag vertex points", 10, 70, 20, Color.DarkGray);
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DrawText("R: Reset triangle to start positions", 10, 100, 20, Color.DarkGray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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SetConfigFlags(ConfigFlags.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rlgl triangle");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new RlglTriangle();
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game.Init();
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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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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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