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/ClockOfClocks.cs
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Examples/Shapes/ClockOfClocks.cs
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/*******************************************************************************************
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*
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* raylib [shapes] example - clock of clocks
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 6.0
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*
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* Example contributed by JP Mortiboys (@themushroompirates) 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 JP Mortiboys (@themushroompirates)
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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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using static Raylib_cs.Raymath; // Required for: Lerp(), Clamp()
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namespace Examples.Shapes;
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public partial class ClockOfClocks : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Shapes / Clock of Clocks";
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public string Title => "raylib [shapes] example - clock of clocks";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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private Color bgColor;
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private Color handsColor;
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private const float clockFaceSize = 24;
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private const float clockFaceSpacing = 8.0f;
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private const float sectionSpacing = 16.0f;
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private static readonly Vector2 TL = new(0.0f, 90.0f); // Top-left corner
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private static readonly Vector2 TR = new(90.0f, 180.0f); // Top-right corner
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private static readonly Vector2 BR = new(180.0f, 270.0f); // Bottom-right corner
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private static readonly Vector2 BL = new(0.0f, 270.0f); // Bottom-left corner
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private static readonly Vector2 HH = new(0.0f, 180.0f); // Horizontal line
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private static readonly Vector2 VV = new(90.0f, 270.0f); // Vertical line
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private static readonly Vector2 ZZ = new(135.0f, 135.0f); // Not relevant
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private Vector2[,] digitAngles;
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// Time for the hands to move to the new position (in seconds); this must be <1s
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private const float handsMoveDuration = 0.5f;
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private int prevSeconds;
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private Vector2[,] currentAngles;
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private Vector2[,] srcAngles;
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private Vector2[,] dstAngles;
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private float handsMoveTimer;
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private int hourMode;
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public void Init()
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{
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bgColor = ColorLerp(Color.DarkBlue, Color.Black, 0.75f);
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handsColor = ColorLerp(Color.Yellow, Color.RayWhite, .25f);
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digitAngles = new Vector2[10, 24]
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{
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/* 0 */ { TL, HH, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, VV, VV, VV, /* */ VV, VV, VV, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, HH, BR },
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/* 1 */ { TL, HH, TR, ZZ, /* */ BL, TR, VV, ZZ, /* */ ZZ, VV, VV, ZZ, /* */ ZZ, VV, VV, ZZ, /* */ TL, BR, BL, TR, /* */ BL, HH, HH, BR },
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/* 2 */ { TL, HH, HH, TR, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ VV, TL, HH, BR, /* */ VV, BL, HH, TR, /* */ BL, HH, HH, BR },
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/* 3 */ { TL, HH, HH, TR, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, HH, BR },
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/* 4 */ { TL, TR, TL, TR, /* */ VV, VV, VV, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, TR, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, BL, BR },
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/* 5 */ { TL, HH, HH, TR, /* */ VV, TL, HH, BR, /* */ VV, BL, HH, TR, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, HH, BR },
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/* 6 */ { TL, HH, HH, TR, /* */ VV, TL, HH, BR, /* */ VV, BL, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, HH, BR },
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/* 7 */ { TL, HH, HH, TR, /* */ BL, HH, TR, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, BL, BR },
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/* 8 */ { TL, HH, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, HH, BR },
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/* 9 */ { TL, HH, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, HH, BR },
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};
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prevSeconds = -1;
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currentAngles = new Vector2[6, 24];
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srcAngles = new Vector2[6, 24];
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dstAngles = new Vector2[6, 24];
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handsMoveTimer = 0.0f;
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hourMode = 24;
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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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// Get the current time
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DateTime timeinfo = DateTime.Now;
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if (timeinfo.Second != prevSeconds)
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{
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// The time has changed, so we need to move the hands to the new positions
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prevSeconds = timeinfo.Second;
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// Format the current time so we can access the individual digits
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string clockDigits = $"{timeinfo.Hour % hourMode:D2}{timeinfo.Minute:D2}{timeinfo.Second:D2}";
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// Fetch where we want all the hands to be
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for (int digit = 0; digit < 6; digit++)
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{
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for (int cell = 0; cell < 24; cell++)
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{
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srcAngles[digit, cell] = currentAngles[digit, cell];
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dstAngles[digit, cell] = digitAngles[clockDigits[digit] - '0', cell];
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// Quick exception for 12h mode
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if ((digit == 0) && (hourMode == 12) && (clockDigits[0] == '0')) dstAngles[digit, cell] = ZZ;
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if (srcAngles[digit, cell].X > dstAngles[digit, cell].X) srcAngles[digit, cell].X -= 360.0f;
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if (srcAngles[digit, cell].Y > dstAngles[digit, cell].Y) srcAngles[digit, cell].Y -= 360.0f;
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}
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}
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// Reset the timer
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handsMoveTimer = -GetFrameTime();
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}
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// Now let's animate all the hands if we need to
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if (handsMoveTimer < handsMoveDuration)
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{
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// Increase the timer but don't go above the maximum
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handsMoveTimer = Clamp(handsMoveTimer + GetFrameTime(), 0, handsMoveDuration);
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// Calculate the % completion of the animation
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float t = handsMoveTimer / handsMoveDuration;
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// A little cheeky smoothstep
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t = t * t * (3.0f - 2.0f * t);
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for (int digit = 0; digit < 6; digit++)
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{
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for (int cell = 0; cell < 24; cell++)
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{
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currentAngles[digit, cell].X = Lerp(srcAngles[digit, cell].X, dstAngles[digit, cell].X, t);
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currentAngles[digit, cell].Y = Lerp(srcAngles[digit, cell].Y, dstAngles[digit, cell].Y, t);
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}
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}
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}
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// Handle input
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if (IsKeyPressed(KeyboardKey.Space)) hourMode = 36 - hourMode; // Toggle between 12 and 24 hour mode with space
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(bgColor);
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DrawText($"{hourMode}-h mode, space to change", 10, 30, 20, Color.RayWhite);
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float xOffset = 4.0f;
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for (int digit = 0; digit < 6; digit++)
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{
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for (int row = 0; row < 6; row++)
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{
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for (int col = 0; col < 4; col++)
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{
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Vector2 centre = new(
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xOffset + col * (clockFaceSize + clockFaceSpacing) + clockFaceSize * 0.5f,
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100 + row * (clockFaceSize + clockFaceSpacing) + clockFaceSize * 0.5f
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);
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DrawRing(centre, clockFaceSize * 0.5f - 2.0f, clockFaceSize * 0.5f, 0, 360, 24, Color.DarkGray);
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// Big hand
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DrawRectanglePro(
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new Rectangle(centre.X, centre.Y, clockFaceSize * 0.5f + 4.0f, 4.0f),
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new Vector2(2.0f, 2.0f),
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currentAngles[digit, row * 4 + col].X,
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handsColor
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);
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// Little hand
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DrawRectanglePro(
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new Rectangle(centre.X, centre.Y, clockFaceSize * 0.5f + 2.0f, 4.0f),
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new Vector2(2.0f, 2.0f),
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currentAngles[digit, row * 4 + col].Y,
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handsColor
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);
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}
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}
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xOffset += (clockFaceSize + clockFaceSpacing) * 4;
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if (digit % 2 == 1)
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{
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DrawRing(new Vector2(xOffset + 4.0f, 160.0f), 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
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DrawRing(new Vector2(xOffset + 4.0f, 225.0f), 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
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xOffset += sectionSpacing;
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}
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}
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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SetConfigFlags(ConfigFlags.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - clock of clocks");
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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 ClockOfClocks();
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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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