feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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199
Examples/Shapes/RecursiveTree.cs
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Examples/Shapes/RecursiveTree.cs
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/*******************************************************************************************
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*
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* raylib [shapes] example - recursive tree
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 6.0, last time updated with raylib 6.0
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*
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* Example contributed by Jopestpe (@jopestpe)
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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 Jopestpe (@jopestpe)
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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 RecursiveTree : 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 / Recursive Tree";
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public string Title => "raylib [shapes] example - recursive tree";
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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private struct Branch
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{
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public Vector2 start;
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public Vector2 end;
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public float angle;
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public float length;
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}
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private Vector2 start;
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private float angle;
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private float thick;
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private float treeDepth;
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private float branchDecay;
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private float length;
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private bool bezier;
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private Branch[] branches;
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public void Init()
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{
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start = new Vector2((screenWidth / 2.0f) - 125.0f, (float)screenHeight);
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angle = 40.0f;
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thick = 1.0f;
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treeDepth = 10.0f;
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branchDecay = 0.66f;
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length = 120.0f;
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bezier = false;
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branches = new Branch[1030];
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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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float theta = angle * DEG2RAD;
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int maxBranches = (int)(MathF.Pow(2, MathF.Floor(treeDepth)));
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int count = 0;
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Vector2 initialEnd = new Vector2(start.X + length * MathF.Sin(0.0f), start.Y - length * MathF.Cos(0.0f));
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branches[count++] = new Branch { start = start, end = initialEnd, angle = 0.0f, length = length };
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for (int i = 0; i < count; i++)
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{
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Branch branch = branches[i];
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if (branch.length < 2) continue;
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float nextLength = branch.length * branchDecay;
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if (count < maxBranches && nextLength >= 2)
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{
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Vector2 branchStart = branch.end;
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float angle1 = branch.angle + theta;
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Vector2 branchEnd1 = new Vector2(branchStart.X + nextLength * MathF.Sin(angle1), branchStart.Y - nextLength * MathF.Cos(angle1));
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branches[count++] = new Branch { start = branchStart, end = branchEnd1, angle = angle1, length = nextLength };
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float angle2 = branch.angle - theta;
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Vector2 branchEnd2 = new Vector2(branchStart.X + nextLength * MathF.Sin(angle2), branchStart.Y - nextLength * MathF.Cos(angle2));
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branches[count++] = new Branch { start = branchStart, end = branchEnd2, angle = angle2, length = nextLength };
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}
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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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for (int i = 0; i < count; i++)
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{
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Branch branch = branches[i];
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if (branch.length >= 2)
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{
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if (bezier) DrawLineBezier(branch.start, branch.end, thick, Color.Red);
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else DrawLineEx(branch.start, branch.end, thick, Color.Red);
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}
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}
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DrawLine(580, 0, 580, GetScreenHeight(), new Color(218, 218, 218, 255));
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DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), new Color(232, 232, 232, 255));
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// Draw GUI controls (minimal raygui-like controls, raygui is not bound in raylib-cs)
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//------------------------------------------------------------------------------
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GuiSliderBar(new Rectangle(640, 40, 120, 20), "Angle", $"{angle:F0}", ref angle, 0, 180);
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GuiSliderBar(new Rectangle(640, 70, 120, 20), "Length", $"{length:F0}", ref length, 12.0f, 240.0f);
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GuiSliderBar(new Rectangle(640, 100, 120, 20), "Decay", $"{branchDecay:F2}", ref branchDecay, 0.1f, 0.78f);
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GuiSliderBar(new Rectangle(640, 130, 120, 20), "Depth", $"{treeDepth:F0}", ref treeDepth, 1.0f, 10.0f);
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GuiSliderBar(new Rectangle(640, 160, 120, 20), "Thick", $"{thick:F0}", ref thick, 1, 8);
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GuiCheckBox(new Rectangle(640, 190, 20, 20), "Bezier", ref bezier);
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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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//----------------------------------------------------------------------------------
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// Minimal raygui-like widgets (plain raylib re-implementation)
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//----------------------------------------------------------------------------------
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private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
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{
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Vector2 mouse = GetMousePosition();
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bool hover = CheckCollisionPointRec(mouse, bounds);
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if (hover && IsMouseButtonDown(MouseButton.Left))
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{
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value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
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if (value < minValue) value = minValue;
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if (value > maxValue) value = maxValue;
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}
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DrawRectangleRec(bounds, Color.LightGray);
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float pct = (value - minValue) / (maxValue - minValue);
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DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
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DrawRectangleLinesEx(bounds, 1, Color.Gray);
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if (textLeft != null) DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
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if (textRight != null) DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
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}
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private static void GuiCheckBox(Rectangle bounds, string text, ref bool active)
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{
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Vector2 mouse = GetMousePosition();
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bool hover = CheckCollisionPointRec(mouse, bounds);
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if (hover && IsMouseButtonPressed(MouseButton.Left)) active = !active;
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DrawRectangleLinesEx(bounds, 1, hover ? Color.DarkBlue : Color.Gray);
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if (active) DrawRectangle((int)bounds.X + 4, (int)bounds.Y + 4, (int)bounds.Width - 8, (int)bounds.Height - 8, Color.DarkGray);
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if (text != null) DrawText(text, (int)(bounds.X + bounds.Width + 8), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - recursive tree");
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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 RecursiveTree();
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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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