feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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Examples/Shapes/DigitalClock.cs
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Examples/Shapes/DigitalClock.cs
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/*******************************************************************************************
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*
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* raylib [shapes] example - digital clock
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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 5.6
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*
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* Example contributed by Hamza RAHAL (@hmz-rhl) 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 Hamza RAHAL (@hmz-rhl) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Shapes;
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public partial class DigitalClock : 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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private const int CLOCK_ANALOG = 0;
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private const int CLOCK_DIGITAL = 1;
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public string Name => "Shapes / Digital Clock";
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public string Title => "raylib [shapes] example - digital clock";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Clock hand type
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private struct ClockHand
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{
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public int value; // Time value
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// Visual elements
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public float angle; // Hand angle
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public int length; // Hand length
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public int thickness; // Hand thickness
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public Color color; // Hand color
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}
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// Clock hands
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private struct Clock
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{
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public ClockHand second; // Clock hand for seconds
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public ClockHand minute; // Clock hand for minutes
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public ClockHand hour; // Clock hand for hours
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}
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private int clockMode;
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private Clock clock;
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public void Init()
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{
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clockMode = CLOCK_DIGITAL;
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// Initialize clock
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// NOTE: Includes visual info for analog clock
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clock = new Clock();
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clock.second.angle = 45;
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clock.second.length = 140;
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clock.second.thickness = 3;
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clock.second.color = Color.Maroon;
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clock.minute.angle = 10;
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clock.minute.length = 130;
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clock.minute.thickness = 7;
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clock.minute.color = Color.DarkGray;
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clock.hour.angle = 0;
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clock.hour.length = 100;
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clock.hour.thickness = 7;
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clock.hour.color = Color.Black;
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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))
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{
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// Toggle clock mode
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if (clockMode == CLOCK_DIGITAL) clockMode = CLOCK_ANALOG;
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else if (clockMode == CLOCK_ANALOG) clockMode = CLOCK_DIGITAL;
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}
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UpdateClock(); // Update clock required data: value and angle
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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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// Draw clock in selected mode
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if (clockMode == CLOCK_ANALOG) DrawClockAnalog(clock, new Vector2(400, 240));
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else if (clockMode == CLOCK_DIGITAL)
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{
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DrawClockDigital(clock, new Vector2(30, 60));
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// Draw clock using default raylib font
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string clockTime = $"{clock.hour.value:D2}:{clock.minute.value:D2}:{clock.second.value:D2}";
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DrawText(clockTime, GetScreenWidth() / 2 - MeasureText(clockTime, 150) / 2, 300, 150, Color.Black);
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}
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DrawText($"Press [SPACE] to switch clock mode: {((clockMode == CLOCK_DIGITAL) ? "DIGITAL CLOCK" : "ANALOGUE CLOCK")}",
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10, 10, 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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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Update clock time
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private void UpdateClock()
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{
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DateTime timeinfo = DateTime.Now;
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// Updating time data
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clock.second.value = timeinfo.Second;
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clock.minute.value = timeinfo.Minute;
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clock.hour.value = timeinfo.Hour;
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clock.hour.angle = (timeinfo.Hour % 12) * 180.0f / 6.0f;
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clock.hour.angle += (timeinfo.Minute % 60) * 30 / 60.0f;
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clock.hour.angle -= 90;
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clock.minute.angle = (timeinfo.Minute % 60) * 6.0f;
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clock.minute.angle += (timeinfo.Second % 60) * 6 / 60.0f;
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clock.minute.angle -= 90;
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clock.second.angle = (timeinfo.Second % 60) * 6.0f;
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clock.second.angle -= 90;
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}
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// Draw analog clock
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// Parameter: position, refers to center position
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private static void DrawClockAnalog(Clock clock, Vector2 position)
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{
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// Draw clock base
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DrawCircleV(position, clock.second.length + 40.0f, Color.LightGray);
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DrawCircleV(position, 12.0f, Color.Gray);
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// Draw clock minutes/seconds lines
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for (int i = 0; i < 60; i++)
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{
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DrawLineEx(new Vector2(position.X + (clock.second.length + ((i % 5) != 0 ? 10 : 6)) * MathF.Cos((6.0f * i - 90.0f) * DEG2RAD),
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position.Y + (clock.second.length + ((i % 5) != 0 ? 10 : 6)) * MathF.Sin((6.0f * i - 90.0f) * DEG2RAD)),
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new Vector2(position.X + (clock.second.length + 20) * MathF.Cos((6.0f * i - 90.0f) * DEG2RAD),
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position.Y + (clock.second.length + 20) * MathF.Sin((6.0f * i - 90.0f) * DEG2RAD)), ((i % 5) != 0 ? 1.0f : 3.0f), Color.DarkGray);
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}
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// Draw hand seconds
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DrawRectanglePro(new Rectangle(position.X, position.Y, (float)clock.second.length, (float)clock.second.thickness),
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new Vector2(0.0f, clock.second.thickness / 2.0f), clock.second.angle, clock.second.color);
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// Draw hand minutes
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DrawRectanglePro(new Rectangle(position.X, position.Y, (float)clock.minute.length, (float)clock.minute.thickness),
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new Vector2(0.0f, clock.minute.thickness / 2.0f), clock.minute.angle, clock.minute.color);
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// Draw hand hours
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DrawRectanglePro(new Rectangle(position.X, position.Y, (float)clock.hour.length, (float)clock.hour.thickness),
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new Vector2(0.0f, clock.hour.thickness / 2.0f), clock.hour.angle, clock.hour.color);
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}
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// Draw digital clock
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// PARAM: position, refers to top-left corner
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private static void DrawClockDigital(Clock clock, Vector2 position)
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{
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// Draw clock using custom 7-segments display (made of shapes)
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DrawDisplayValue(new Vector2(position.X, position.Y), clock.hour.value / 10, Color.Red, Fade(Color.LightGray, 0.3f));
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DrawDisplayValue(new Vector2(position.X + 120, position.Y), clock.hour.value % 10, Color.Red, Fade(Color.LightGray, 0.3f));
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DrawCircle((int)position.X + 240, (int)position.Y + 70, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
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DrawCircle((int)position.X + 240, (int)position.Y + 150, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
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DrawDisplayValue(new Vector2(position.X + 260, position.Y), clock.minute.value / 10, Color.Red, Fade(Color.LightGray, 0.3f));
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DrawDisplayValue(new Vector2(position.X + 380, position.Y), clock.minute.value % 10, Color.Red, Fade(Color.LightGray, 0.3f));
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DrawCircle((int)position.X + 500, (int)position.Y + 70, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
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DrawCircle((int)position.X + 500, (int)position.Y + 150, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
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DrawDisplayValue(new Vector2(position.X + 520, position.Y), clock.second.value / 10, Color.Red, Fade(Color.LightGray, 0.3f));
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DrawDisplayValue(new Vector2(position.X + 640, position.Y), clock.second.value % 10, Color.Red, Fade(Color.LightGray, 0.3f));
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}
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// Draw 7-segment display with value
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private static void DrawDisplayValue(Vector2 position, int value, Color colorOn, Color colorOff)
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{
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switch (value)
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{
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case 0: Draw7SDisplay(position, 0b00111111, colorOn, colorOff); break;
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case 1: Draw7SDisplay(position, 0b00000110, colorOn, colorOff); break;
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case 2: Draw7SDisplay(position, 0b01011011, colorOn, colorOff); break;
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case 3: Draw7SDisplay(position, 0b01001111, colorOn, colorOff); break;
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case 4: Draw7SDisplay(position, 0b01100110, colorOn, colorOff); break;
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case 5: Draw7SDisplay(position, 0b01101101, colorOn, colorOff); break;
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case 6: Draw7SDisplay(position, 0b01111101, colorOn, colorOff); break;
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case 7: Draw7SDisplay(position, 0b00000111, colorOn, colorOff); break;
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case 8: Draw7SDisplay(position, 0b01111111, colorOn, colorOff); break;
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case 9: Draw7SDisplay(position, 0b01101111, colorOn, colorOff); break;
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default: break;
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}
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}
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// Draw seven segments display
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// Parameter: position, refers to top-left corner of display
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// Parameter: segments, defines in binary the segments to be activated
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private static void Draw7SDisplay(Vector2 position, int segments, Color colorOn, Color colorOff)
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{
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int segmentLen = 60;
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int segmentThick = 20;
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float offsetYAdjust = segmentThick * 0.3f; // HACK: Adjust gap space between segment limits
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// Segment A
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DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen / 2.0f, position.Y + segmentThick),
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segmentLen, segmentThick, false, (segments & 0b00000001) != 0 ? colorOn : colorOff);
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// Segment B
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DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen + segmentThick / 2.0f, position.Y + 2 * segmentThick + segmentLen / 2.0f - offsetYAdjust),
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segmentLen, segmentThick, true, (segments & 0b00000010) != 0 ? colorOn : colorOff);
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// Segment C
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DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen + segmentThick / 2.0f, position.Y + 4 * segmentThick + segmentLen + segmentLen / 2.0f - 3 * offsetYAdjust),
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segmentLen, segmentThick, true, (segments & 0b00000100) != 0 ? colorOn : colorOff);
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// Segment D
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DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen / 2.0f, position.Y + 5 * segmentThick + 2 * segmentLen - 4 * offsetYAdjust),
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segmentLen, segmentThick, false, (segments & 0b00001000) != 0 ? colorOn : colorOff);
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// Segment E
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DrawDisplaySegment(new Vector2(position.X + segmentThick / 2.0f, position.Y + 4 * segmentThick + segmentLen + segmentLen / 2.0f - 3 * offsetYAdjust),
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segmentLen, segmentThick, true, (segments & 0b00010000) != 0 ? colorOn : colorOff);
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// Segment F
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DrawDisplaySegment(new Vector2(position.X + segmentThick / 2.0f, position.Y + 2 * segmentThick + segmentLen / 2.0f - offsetYAdjust),
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segmentLen, segmentThick, true, (segments & 0b00100000) != 0 ? colorOn : colorOff);
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// Segment G
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DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen / 2.0f, position.Y + 3 * segmentThick + segmentLen - 2 * offsetYAdjust),
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segmentLen, segmentThick, false, (segments & 0b01000000) != 0 ? colorOn : colorOff);
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}
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// Draw one 7-segment display segment, horizontal or vertical
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private static void DrawDisplaySegment(Vector2 center, int length, int thick, bool vertical, Color color)
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{
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if (!vertical)
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{
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// Horizontal segment points
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/*
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3___________________________5
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/ \
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/1 x 6\
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\ /
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\2___________________________4/
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*/
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Vector2[] segmentPointsH = new Vector2[6]
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{
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new Vector2(center.X - length / 2.0f - thick / 2.0f, center.Y), // Point 1
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new Vector2(center.X - length / 2.0f, center.Y + thick / 2.0f), // Point 2
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new Vector2(center.X - length / 2.0f, center.Y - thick / 2.0f), // Point 3
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new Vector2(center.X + length / 2.0f, center.Y + thick / 2.0f), // Point 4
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new Vector2(center.X + length / 2.0f, center.Y - thick / 2.0f), // Point 5
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new Vector2(center.X + length / 2.0f + thick / 2.0f, center.Y), // Point 6
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};
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DrawTriangleStrip(segmentPointsH, 6, color);
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}
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else
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{
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// Vertical segment points
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Vector2[] segmentPointsV = new Vector2[6]
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{
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new Vector2(center.X, center.Y - length / 2.0f - thick / 2.0f), // Point 1
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new Vector2(center.X - thick / 2.0f, center.Y - length / 2.0f), // Point 2
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new Vector2(center.X + thick / 2.0f, center.Y - length / 2.0f), // Point 3
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new Vector2(center.X - thick / 2.0f, center.Y + length / 2.0f), // Point 4
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new Vector2(center.X + thick / 2.0f, center.Y + length / 2.0f), // Point 5
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new Vector2(center.X, center.Y + (float)length / 2 + thick / 2.0f), // Point 6
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};
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DrawTriangleStrip(segmentPointsV, 6, color);
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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 - digital clock");
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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 DigitalClock();
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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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