chore: clean recommit
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134 changed files with 15442 additions and 10648 deletions
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@ -21,108 +21,137 @@ namespace Examples.Core;
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using static Raylib_cs.Raylib;
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public class DeltaTime
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public partial class DeltaTime : 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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// The speed applied to both circles
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private const float speed = 10.0f;
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private const float circleRadius = 32.0f;
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private int currentFps;
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// Store the position for the both of the circles
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private Vector2 deltaCircle;
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private Vector2 frameCircle;
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public string Name => "Core / Delta Time";
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public string Title => "raylib [core] example - delta time";
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public void Init()
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{
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currentFps = 60;
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// Store the position for the both of the circles
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deltaCircle = new Vector2(0, (float)screenHeight / 3.0f);
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frameCircle = new Vector2(0, (float)screenHeight * (2.0f / 3.0f));
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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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// Adjust the FPS target based on the mouse wheel
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var mouseWheel = GetMouseWheelMove();
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if (mouseWheel != 0)
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{
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currentFps += (int)mouseWheel;
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if (currentFps < 0)
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{
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currentFps = 0;
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}
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SetTargetFPS(currentFps);
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}
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// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time)
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// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS
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// Multiply by 6.0 (an arbitrary value) in order to make the speed
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// visually closer to the other circle (at 60 fps), for comparison
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deltaCircle.X += GetFrameTime() * 6.0f * speed;
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// This circle can move faster or slower visually depending on the FPS
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frameCircle.X += 0.1f * speed;
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// If either circle is off the screen, reset it back to the start
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if (deltaCircle.X > screenWidth)
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{
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deltaCircle.X = 0;
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}
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if (frameCircle.X > screenWidth)
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{
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frameCircle.X = 0;
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}
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// Reset both circles positions
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if (IsKeyPressed(KeyboardKey.R))
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{
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deltaCircle.X = 0;
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frameCircle.X = 0;
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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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// Draw both circles to the screen
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DrawCircleV(deltaCircle, circleRadius, Color.Red);
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DrawCircleV(frameCircle, circleRadius, Color.Blue);
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// Draw the help text
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// Determine what help text to show depending on the current FPS target
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var fpsText = "";
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if (currentFps <= 0)
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{
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fpsText = $"FPS: unlimited ({GetFPS()})";
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}
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else
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{
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fpsText = $"FPS: {GetFPS()} (target: {currentFps})";
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}
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DrawText(fpsText, 10, 10, 20, Color.DarkGray);
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DrawText($"Frame time: {GetFrameTime():F2} ms", 10, 30, 20, Color.DarkGray);
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DrawText("Use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, Color.DarkGray);
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// Draw the text above the circles
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DrawText("FUNC: x += GetFrameTime()*speed", 10, 90, 20, Color.Red);
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DrawText("FUNC: x += speed", 10, 240, 20, Color.Blue);
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time");
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int currentFps = 60;
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Vector2 deltaCircle = new Vector2(0, (float)screenHeight / 3.0f);
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Vector2 frameCircle = new Vector2(0, (float)screenHeight * (2.0f / 3.0f));
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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const float speed = 10.0f;
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const float circleRadius = 32.0f;
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var game = new DeltaTime();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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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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// Adjust the FPS target based on the mouse wheel
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float mouseWheel = GetMouseWheelMove();
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if (mouseWheel != 0)
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{
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currentFps += (int)mouseWheel;
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if (currentFps < 0)
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{
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currentFps = 0;
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}
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SetTargetFPS(currentFps);
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}
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// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time)
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// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS
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// Multiply by 6.0 (an arbitrary value) in order to make the speed
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// visually closer to the other circle (at 60 fps), for comparison
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deltaCircle.X += GetFrameTime() * 6.0f * speed;
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// This circle can move faster or slower visually depending on the FPS
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frameCircle.X += 0.1f * speed;
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// If either circle is off the screen, reset it back to the start
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if (deltaCircle.X > screenWidth)
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{
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deltaCircle.X = 0;
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}
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if (frameCircle.X > screenWidth)
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{
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frameCircle.X = 0;
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}
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// Reset both circles positions
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if (IsKeyPressed(KeyboardKey.R))
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{
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deltaCircle.X = 0;
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frameCircle.X = 0;
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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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// Draw both circles to the screen
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DrawCircleV(deltaCircle, circleRadius, Color.Red);
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DrawCircleV(frameCircle, circleRadius, Color.Blue);
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// Draw the help text
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// Determine what help text to show depending on the current FPS target
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var fpsText = "";
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if (currentFps <= 0)
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{
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fpsText = $"FPS: unlimited ({GetFPS()})";
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}
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else
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{
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fpsText = $"FPS: {GetFPS()} (target: {currentFps})";
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}
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DrawText(fpsText, 10, 10, 20, Color.DarkGray);
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DrawText($"Frame time: {GetFrameTime():F2} ms", 10, 30, 20, Color.DarkGray);
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DrawText("Use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, Color.DarkGray);
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// Draw the text above the circles
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DrawText("FUNC: x += GetFrameTime()*speed", 10, 90, 20, Color.Red);
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DrawText("FUNC: x += speed", 10, 240, 20, Color.Blue);
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EndDrawing();
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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();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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