WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
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236 changed files with 40405 additions and 10896 deletions
353
Examples/Shapes/DigitalClock.cs
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353
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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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)
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{
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clockMode = CLOCK_ANALOG;
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}
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else if (clockMode == CLOCK_ANALOG)
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{
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clockMode = CLOCK_DIGITAL;
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}
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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)
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{
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DrawClockAnalog(clock, new Vector2(400, 240));
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}
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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:
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Draw7SDisplay(position, 0b00111111, colorOn, colorOff);
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break;
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case 1:
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Draw7SDisplay(position, 0b00000110, colorOn, colorOff);
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break;
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case 2:
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Draw7SDisplay(position, 0b01011011, colorOn, colorOff);
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break;
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case 3:
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Draw7SDisplay(position, 0b01001111, colorOn, colorOff);
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break;
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case 4:
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Draw7SDisplay(position, 0b01100110, colorOn, colorOff);
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break;
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case 5:
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Draw7SDisplay(position, 0b01101101, colorOn, colorOff);
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break;
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case 6:
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Draw7SDisplay(position, 0b01111101, colorOn, colorOff);
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break;
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case 7:
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Draw7SDisplay(position, 0b00000111, colorOn, colorOff);
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break;
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case 8:
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Draw7SDisplay(position, 0b01111111, colorOn, colorOff);
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break;
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case 9:
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Draw7SDisplay(position, 0b01101111, colorOn, colorOff);
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break;
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default:
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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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