feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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234 changed files with 38999 additions and 10578 deletions
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Examples/Models/AnimationBlending.cs
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474
Examples/Models/AnimationBlending.cs
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/*******************************************************************************************
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*
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* raylib [models] example - animation blending
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 6.0
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*
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* Example contributed by Kirandeep (@Kirandeep-Singh-Khehra) and reviewed by Ramon Santamaria (@raysan5)
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*
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* WARNING: GPU skinning must be enabled in raylib with a compilation flag,
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* if not enabled, CPU skinning will be used instead
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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) 2024-2026 Kirandeep (@Kirandeep-Singh-Khehra) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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// NOTE: The upstream example uses raygui for its UI controls (dropdowns, sliders, progress bars).
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// raygui is not part of raylib-cs, so the required controls are reimplemented here with
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// basic raylib drawing primitives, preserving the original behaviour.
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Models;
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public partial class AnimationBlending : 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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#if BROWSER
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private const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Models / Animation Blending";
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public string Title => "raylib [models] example - animation blending";
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private Camera3D camera;
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private Model model;
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private Vector3 position;
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private Shader skinningShader;
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private unsafe ModelAnimation* anims;
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private int animCount;
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private int currentAnimPlaying;
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private int nextAnimToPlay;
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private bool animTransition;
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private int animIndex0;
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private float animCurrentFrame0;
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private float animFrameSpeed0;
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private int animIndex1;
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private float animCurrentFrame1;
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private float animFrameSpeed1;
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private float animBlendFactor;
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private float animBlendTime;
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private float animBlendTimeCounter;
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private bool animPause;
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private string[] animNames;
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private bool dropdownEditMode0;
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private bool dropdownEditMode1;
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private float animFrameProgress0;
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private float animFrameProgress1;
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private float animBlendProgress;
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public unsafe void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(6.0f, 6.0f, 6.0f); // Camera position
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camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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// Load model
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model = LoadModel("resources/models/gltf/robot.glb"); // Load character model
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position = new Vector3(0.0f, 0.0f, 0.0f); // Set model world position
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// Load skinning shader
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// NOTE: It must be a valid shader, following raylib attribs/uniform conventions for GPU skinning
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skinningShader = LoadShader(
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$"resources/shaders/glsl{GlslVersion}/skinning.vs",
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$"resources/shaders/glsl{GlslVersion}/skinning.fs"
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);
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// Skinning shader could be required to be assigned to all materials shaders, just to make
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// sure required uniforms are being updated for the mesh using that material (and shader)
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for (var i = 0; i < model.MaterialCount; i++)
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{
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model.Materials[i].Shader = skinningShader;
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}
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// Load model animations
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animCount = 0;
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anims = LoadModelAnimations("resources/models/gltf/robot.glb", ref animCount);
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// Animation playing variables
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// NOTE: Two animations are played with a smooth transition between them
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currentAnimPlaying = 0; // Current animation playing (0 o 1)
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nextAnimToPlay = 1; // Next animation to play (to transition)
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animTransition = false; // Flag to register anim transition state
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animIndex0 = 10; // Current animation playing (walking)
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animCurrentFrame0 = 0.0f; // Current animation frame (supporting interpolated frames)
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animFrameSpeed0 = 0.5f; // Current animation play speed
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animIndex1 = 6; // Next animation to play (running)
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animCurrentFrame1 = 0.0f; // Next animation frame (supporting interpolated frames)
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animFrameSpeed1 = 0.5f; // Next animation play speed
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animBlendFactor = 0.0f; // Blend factor from anim0[frame0] --> anim1[frame1], [0.0f..1.0f]
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animBlendTime = 2.0f; // Time to blend from one playing animation to another (in seconds)
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animBlendTimeCounter = 0.0f; // Time counter (delta time)
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animPause = false; // Pause animation
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// UI required variables
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animNames = new string[animCount];
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for (var i = 0; i < animCount; i++)
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{
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animNames[i] = anims[i].NameToString();
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}
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dropdownEditMode0 = false;
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dropdownEditMode1 = false;
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animFrameProgress0 = 0.0f;
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animFrameProgress1 = 0.0f;
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animBlendProgress = 0.0f;
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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if (IsKeyPressed(KeyboardKey.P))
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{
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animPause = !animPause;
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}
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if (!animPause)
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{
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// Start transition from anim0[] to anim1[]
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if (IsKeyPressed(KeyboardKey.Space) && !animTransition)
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{
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if (currentAnimPlaying == 0)
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{
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// Transition anim0 --> anim1
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nextAnimToPlay = 1;
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animCurrentFrame1 = 0.0f;
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}
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else
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{
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// Transition anim1 --> anim0
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nextAnimToPlay = 0;
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animCurrentFrame0 = 0.0f;
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}
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// Set animation transition
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animTransition = true;
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animBlendTimeCounter = 0.0f;
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animBlendFactor = 0.0f;
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}
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if (animTransition)
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{
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// Playing anim0 and anim1 at the same time
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animCurrentFrame0 += animFrameSpeed0;
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if (animCurrentFrame0 >= anims[animIndex0].KeyFrameCount)
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{
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animCurrentFrame0 = 0.0f;
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}
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animCurrentFrame1 += animFrameSpeed1;
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if (animCurrentFrame1 >= anims[animIndex1].KeyFrameCount)
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{
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animCurrentFrame1 = 0.0f;
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}
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// Increment blend factor over time to transition from anim0 --> anim1 over time
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// NOTE: Time blending could be other than linear, using some easing
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animBlendFactor = animBlendTimeCounter / animBlendTime;
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animBlendTimeCounter += GetFrameTime();
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animBlendProgress = animBlendFactor;
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// Update model with animations blending
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if (nextAnimToPlay == 1)
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{
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// Blend anim0 --> anim1
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UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0,
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anims[animIndex1], animCurrentFrame1, animBlendFactor);
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}
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else
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{
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// Blend anim1 --> anim0
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UpdateModelAnimationEx(model, anims[animIndex1], animCurrentFrame1,
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anims[animIndex0], animCurrentFrame0, animBlendFactor);
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}
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// Check if transition completed
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if (animBlendFactor > 1.0f)
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{
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// Reset frame states
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if (currentAnimPlaying == 0)
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{
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animCurrentFrame0 = 0.0f;
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}
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else if (currentAnimPlaying == 1)
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{
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animCurrentFrame1 = 0.0f;
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}
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currentAnimPlaying = nextAnimToPlay; // Update current animation playing
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animBlendFactor = 0.0f; // Reset blend factor
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animTransition = false; // Exit transition mode
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animBlendTimeCounter = 0.0f;
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}
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}
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else
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{
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// Play only one anim, the current one
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if (currentAnimPlaying == 0)
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{
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// Playing anim0 at defined speed
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animCurrentFrame0 += animFrameSpeed0;
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if (animCurrentFrame0 >= anims[animIndex0].KeyFrameCount)
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{
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animCurrentFrame0 = 0.0f;
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}
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UpdateModelAnimation(model, anims[animIndex0], animCurrentFrame0);
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}
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else if (currentAnimPlaying == 1)
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{
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// Playing anim1 at defined speed
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animCurrentFrame1 += animFrameSpeed1;
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if (animCurrentFrame1 >= anims[animIndex1].KeyFrameCount)
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{
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animCurrentFrame1 = 0.0f;
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}
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UpdateModelAnimation(model, anims[animIndex1], animCurrentFrame1);
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}
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}
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}
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// Update progress bars values with current frame for each animation
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animFrameProgress0 = animCurrentFrame0;
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animFrameProgress1 = animCurrentFrame1;
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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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BeginMode3D(camera);
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DrawModel(model, position, 1.0f, Color.White); // Draw animated model
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DrawGrid(10, 1.0f);
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EndMode3D();
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if (animTransition)
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{
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DrawText("ANIM TRANSITION BLENDING!", 170, 50, 30, Color.Blue);
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}
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// Draw UI elements
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//---------------------------------------------------------------------------------------------
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GuiSlider(new Rectangle(10, 38, 160, 12), null, $"x{animFrameSpeed0:0.0}", ref animFrameSpeed0, 0.1f, 2.0f);
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GuiSlider(new Rectangle(GetScreenWidth() - 170.0f, 38, 160, 12), $"{animFrameSpeed1:0.0}x", null, ref animFrameSpeed1, 0.1f, 2.0f);
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// Blending process progress bar
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GuiProgressBar(new Rectangle(180, 14, 440, 16), null, null, animBlendProgress, 0.0f, 1.0f);
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// Centered "PRESS SPACE" label
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const string spaceLabel = "PRESS SPACE to START BLENDING";
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var spaceLabelWidth = MeasureText(spaceLabel, 20);
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DrawText(spaceLabel, (GetScreenWidth() - spaceLabelWidth) / 2, (int)(GetScreenHeight() - 100.0f + 10), 20, Color.DarkGray);
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// Draw playing timeline with keyframes for anim0[]
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GuiProgressBar(new Rectangle(60, GetScreenHeight() - 60.0f, GetScreenWidth() - 180.0f, 20), "ANIM 0",
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$"FRAME: {animFrameProgress0:0.00} / {anims[animIndex0].KeyFrameCount}",
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animFrameProgress0, 0.0f, anims[animIndex0].KeyFrameCount);
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for (var i = 0; i < anims[animIndex0].KeyFrameCount; i++)
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{
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DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180) / anims[animIndex0].KeyFrameCount) * i),
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GetScreenHeight() - 60, 1, 20, Color.Blue);
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}
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// Draw playing timeline with keyframes for anim1[]
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GuiProgressBar(new Rectangle(60, GetScreenHeight() - 30.0f, GetScreenWidth() - 180.0f, 20), "ANIM 1",
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$"FRAME: {animFrameProgress1:0.00} / {anims[animIndex1].KeyFrameCount}",
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animFrameProgress1, 0.0f, anims[animIndex1].KeyFrameCount);
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for (var i = 0; i < anims[animIndex1].KeyFrameCount; i++)
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{
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DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180) / anims[animIndex1].KeyFrameCount) * i),
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GetScreenHeight() - 30, 1, 20, Color.Blue);
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}
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// Draw animation selectors for blending transition (drawn last so open lists render on top)
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// NOTE: Transition does not start until requested
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if (GuiDropdownBox(new Rectangle(10, 10, 160, 24), animNames, ref animIndex0, dropdownEditMode0))
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{
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dropdownEditMode0 = !dropdownEditMode0;
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}
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if (GuiDropdownBox(new Rectangle(GetScreenWidth() - 170.0f, 10, 160, 24), animNames, ref animIndex1, dropdownEditMode1))
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{
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dropdownEditMode1 = !dropdownEditMode1;
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}
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//---------------------------------------------------------------------------------------------
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public unsafe void Unload()
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{
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UnloadModelAnimations(anims, animCount); // Unload model animation
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UnloadModel(model); // Unload model and meshes/material
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UnloadShader(skinningShader); // Unload GPU skinning shader
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}
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// Minimal immediate-mode slider (raygui replacement)
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private static bool GuiSlider(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
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{
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var mouse = GetMousePosition();
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var dragging = false;
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if (CheckCollisionPointRec(mouse, bounds) && IsMouseButtonDown(MouseButton.Left))
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{
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value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
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if (value < minValue)
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{
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value = minValue;
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}
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if (value > maxValue)
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{
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value = maxValue;
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}
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dragging = true;
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}
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DrawRectangleRec(bounds, Color.LightGray);
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var pct = (value - minValue) / (maxValue - minValue);
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DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
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DrawRectangleLinesEx(bounds, 1, Color.Gray);
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if (!string.IsNullOrEmpty(textLeft))
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{
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DrawText(textLeft, (int)(bounds.X - MeasureText(textLeft, 10) - 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
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}
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if (!string.IsNullOrEmpty(textRight))
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{
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DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
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}
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return dragging;
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}
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// Minimal immediate-mode progress bar (raygui replacement)
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private static void GuiProgressBar(Rectangle bounds, string textLeft, string textRight, float value, float minValue, float maxValue)
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{
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DrawRectangleRec(bounds, Color.LightGray);
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var pct = maxValue > minValue ? (value - minValue) / (maxValue - minValue) : 0.0f;
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if (pct < 0)
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{
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pct = 0;
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}
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if (pct > 1)
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{
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pct = 1;
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}
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DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
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DrawRectangleLinesEx(bounds, 1, Color.Gray);
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if (!string.IsNullOrEmpty(textLeft))
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{
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DrawText(textLeft, (int)(bounds.X - MeasureText(textLeft, 10) - 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
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}
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if (!string.IsNullOrEmpty(textRight))
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{
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DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
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}
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}
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// Minimal immediate-mode dropdown box (raygui replacement)
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private static bool GuiDropdownBox(Rectangle bounds, string[] items, ref int active, bool editMode)
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{
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var result = false;
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var mouse = GetMousePosition();
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// Draw main box
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DrawRectangleRec(bounds, Color.LightGray);
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DrawRectangleLinesEx(bounds, 1, Color.Gray);
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if (active >= 0 && active < items.Length)
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{
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DrawText(items[active], (int)bounds.X + 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
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}
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DrawText(editMode ? "^" : "v", (int)(bounds.X + bounds.Width - 12), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
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// Draw items when open
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if (editMode)
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{
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for (var i = 0; i < items.Length; i++)
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{
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Rectangle item = new(bounds.X, bounds.Y + bounds.Height * (i + 1), bounds.Width, bounds.Height);
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var hover = CheckCollisionPointRec(mouse, item);
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DrawRectangleRec(item, hover ? Color.SkyBlue : Color.LightGray);
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DrawRectangleLinesEx(item, 1, Color.Gray);
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DrawText(items[i], (int)item.X + 5, (int)(item.Y + item.Height / 2 - 5), 10, Color.DarkGray);
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}
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}
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if (IsMouseButtonPressed(MouseButton.Left))
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{
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if (editMode)
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{
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for (var i = 0; i < items.Length; i++)
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{
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Rectangle item = new(bounds.X, bounds.Y + bounds.Height * (i + 1), bounds.Width, bounds.Height);
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if (CheckCollisionPointRec(mouse, item))
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{
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active = i;
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break;
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}
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}
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result = true; // any click closes the dropdown
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}
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else if (CheckCollisionPointRec(mouse, bounds))
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{
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result = true; // open the dropdown
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}
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}
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return result;
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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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InitWindow(screenWidth, screenHeight, "raylib [models] example - animation blending");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new AnimationBlending();
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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();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue