feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
This commit is contained in:
parent
6aa91e3097
commit
f804ab7773
234 changed files with 38997 additions and 10578 deletions
387
Examples/Shapes/SplinesDrawing.cs
Normal file
387
Examples/Shapes/SplinesDrawing.cs
Normal file
|
|
@ -0,0 +1,387 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - splines drawing
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 5.0, last time updated with raylib 5.0
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public partial class SplinesDrawing : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const int MAX_SPLINE_POINTS = 32;
|
||||
|
||||
public string Name => "Shapes / Splines Drawing";
|
||||
|
||||
public string Title => "raylib [shapes] example - splines drawing";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Cubic Bezier spline control points
|
||||
// NOTE: Every segment has two control points
|
||||
private struct ControlPoint
|
||||
{
|
||||
public Vector2 start;
|
||||
public Vector2 end;
|
||||
}
|
||||
|
||||
// Spline types
|
||||
private const int SPLINE_LINEAR = 0; // Linear
|
||||
private const int SPLINE_BASIS = 1; // B-Spline
|
||||
private const int SPLINE_CATMULLROM = 2; // Catmull-Rom
|
||||
private const int SPLINE_BEZIER = 3; // Cubic Bezier
|
||||
|
||||
private Vector2[] points;
|
||||
private Vector2[] pointsInterleaved;
|
||||
|
||||
private int pointCount;
|
||||
private int selectedPoint;
|
||||
private int focusedPoint;
|
||||
private int selectedControlIndex; // -1 when none
|
||||
private bool selectedControlStart;
|
||||
private int focusedControlIndex; // -1 when none
|
||||
private bool focusedControlStart;
|
||||
|
||||
private ControlPoint[] control;
|
||||
|
||||
// Spline config variables
|
||||
private float splineThickness;
|
||||
private int splineTypeActive; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
|
||||
private bool splineTypeEditMode;
|
||||
private bool splineHelpersActive;
|
||||
|
||||
// Minimal raygui-like global lock
|
||||
private static bool guiLocked;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
points = new Vector2[MAX_SPLINE_POINTS];
|
||||
points[0] = new Vector2(50.0f, 400.0f);
|
||||
points[1] = new Vector2(160.0f, 220.0f);
|
||||
points[2] = new Vector2(340.0f, 380.0f);
|
||||
points[3] = new Vector2(520.0f, 60.0f);
|
||||
points[4] = new Vector2(710.0f, 260.0f);
|
||||
|
||||
// Array required for spline bezier-cubic,
|
||||
// including control points interleaved with start-end segment points
|
||||
pointsInterleaved = new Vector2[3 * (MAX_SPLINE_POINTS - 1) + 1];
|
||||
|
||||
pointCount = 5;
|
||||
selectedPoint = -1;
|
||||
focusedPoint = -1;
|
||||
selectedControlIndex = -1;
|
||||
focusedControlIndex = -1;
|
||||
|
||||
// Cubic Bezier control points initialization
|
||||
control = new ControlPoint[MAX_SPLINE_POINTS - 1];
|
||||
for (int i = 0; i < pointCount - 1; i++)
|
||||
{
|
||||
control[i].start = new Vector2(points[i].X + 50, points[i].Y);
|
||||
control[i].end = new Vector2(points[i + 1].X - 50, points[i + 1].Y);
|
||||
}
|
||||
|
||||
splineThickness = 8.0f;
|
||||
splineTypeActive = SPLINE_LINEAR;
|
||||
splineTypeEditMode = false;
|
||||
splineHelpersActive = true;
|
||||
|
||||
guiLocked = false;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Spline points creation logic (at the end of spline)
|
||||
if (IsMouseButtonPressed(MouseButton.Right) && (pointCount < MAX_SPLINE_POINTS))
|
||||
{
|
||||
points[pointCount] = GetMousePosition();
|
||||
int i = pointCount - 1;
|
||||
control[i].start = new Vector2(points[i].X + 50, points[i].Y);
|
||||
control[i].end = new Vector2(points[i + 1].X - 50, points[i + 1].Y);
|
||||
pointCount++;
|
||||
}
|
||||
|
||||
// Spline point focus and selection logic
|
||||
if ((selectedPoint == -1) && ((splineTypeActive != SPLINE_BEZIER) || (selectedControlIndex == -1)))
|
||||
{
|
||||
focusedPoint = -1;
|
||||
for (int i = 0; i < pointCount; i++)
|
||||
{
|
||||
if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f))
|
||||
{
|
||||
focusedPoint = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (IsMouseButtonPressed(MouseButton.Left)) selectedPoint = focusedPoint;
|
||||
}
|
||||
|
||||
// Spline point movement logic
|
||||
if (selectedPoint >= 0)
|
||||
{
|
||||
points[selectedPoint] = GetMousePosition();
|
||||
if (IsMouseButtonReleased(MouseButton.Left)) selectedPoint = -1;
|
||||
}
|
||||
|
||||
// Cubic Bezier spline control points logic
|
||||
if ((splineTypeActive == SPLINE_BEZIER) && (focusedPoint == -1))
|
||||
{
|
||||
// Spline control point focus and selection logic
|
||||
if (selectedControlIndex == -1)
|
||||
{
|
||||
focusedControlIndex = -1;
|
||||
for (int i = 0; i < pointCount - 1; i++)
|
||||
{
|
||||
if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
|
||||
{
|
||||
focusedControlIndex = i;
|
||||
focusedControlStart = true;
|
||||
break;
|
||||
}
|
||||
else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f))
|
||||
{
|
||||
focusedControlIndex = i;
|
||||
focusedControlStart = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (IsMouseButtonPressed(MouseButton.Left))
|
||||
{
|
||||
selectedControlIndex = focusedControlIndex;
|
||||
selectedControlStart = focusedControlStart;
|
||||
}
|
||||
}
|
||||
|
||||
// Spline control point movement logic
|
||||
if (selectedControlIndex != -1)
|
||||
{
|
||||
if (selectedControlStart) control[selectedControlIndex].start = GetMousePosition();
|
||||
else control[selectedControlIndex].end = GetMousePosition();
|
||||
if (IsMouseButtonReleased(MouseButton.Left)) selectedControlIndex = -1;
|
||||
}
|
||||
}
|
||||
|
||||
// Spline selection logic
|
||||
if (IsKeyPressed(KeyboardKey.One)) splineTypeActive = 0;
|
||||
else if (IsKeyPressed(KeyboardKey.Two)) splineTypeActive = 1;
|
||||
else if (IsKeyPressed(KeyboardKey.Three)) splineTypeActive = 2;
|
||||
else if (IsKeyPressed(KeyboardKey.Four)) splineTypeActive = 3;
|
||||
|
||||
// Clear selection when changing to a spline without control points
|
||||
if (IsKeyPressed(KeyboardKey.One) || IsKeyPressed(KeyboardKey.Two) || IsKeyPressed(KeyboardKey.Three)) selectedControlIndex = -1;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
if (splineTypeActive == SPLINE_LINEAR)
|
||||
{
|
||||
// Draw spline: linear
|
||||
DrawSplineLinear(points, pointCount, splineThickness, Color.Red);
|
||||
}
|
||||
else if (splineTypeActive == SPLINE_BASIS)
|
||||
{
|
||||
// Draw spline: basis
|
||||
DrawSplineBasis(points, pointCount, splineThickness, Color.Red); // Provide connected points array
|
||||
}
|
||||
else if (splineTypeActive == SPLINE_CATMULLROM)
|
||||
{
|
||||
// Draw spline: catmull-rom
|
||||
DrawSplineCatmullRom(points, pointCount, splineThickness, Color.Red); // Provide connected points array
|
||||
}
|
||||
else if (splineTypeActive == SPLINE_BEZIER)
|
||||
{
|
||||
// NOTE: Cubic-bezier spline requires the 2 control points of each segment to be
|
||||
// provided interleaved with the start and end point of every segment
|
||||
for (int i = 0; i < (pointCount - 1); i++)
|
||||
{
|
||||
pointsInterleaved[3 * i] = points[i];
|
||||
pointsInterleaved[3 * i + 1] = control[i].start;
|
||||
pointsInterleaved[3 * i + 2] = control[i].end;
|
||||
}
|
||||
|
||||
pointsInterleaved[3 * (pointCount - 1)] = points[pointCount - 1];
|
||||
|
||||
// Draw spline: cubic-bezier (with control points)
|
||||
DrawSplineBezierCubic(pointsInterleaved, 3 * (pointCount - 1) + 1, splineThickness, Color.Red);
|
||||
|
||||
// Draw spline control points
|
||||
for (int i = 0; i < pointCount - 1; i++)
|
||||
{
|
||||
// Every cubic bezier point have two control points
|
||||
DrawCircleV(control[i].start, 6, Color.Gold);
|
||||
DrawCircleV(control[i].end, 6, Color.Gold);
|
||||
if (focusedControlIndex == i && focusedControlStart) DrawCircleV(control[i].start, 8, Color.Green);
|
||||
else if (focusedControlIndex == i && !focusedControlStart) DrawCircleV(control[i].end, 8, Color.Green);
|
||||
DrawLineEx(points[i], control[i].start, 1.0f, Color.LightGray);
|
||||
DrawLineEx(points[i + 1], control[i].end, 1.0f, Color.LightGray);
|
||||
|
||||
// Draw spline control lines
|
||||
DrawLineV(points[i], control[i].start, Color.Gray);
|
||||
DrawLineV(control[i].end, points[i + 1], Color.Gray);
|
||||
}
|
||||
}
|
||||
|
||||
if (splineHelpersActive)
|
||||
{
|
||||
// Draw spline point helpers
|
||||
for (int i = 0; i < pointCount; i++)
|
||||
{
|
||||
DrawCircleLinesV(points[i], (focusedPoint == i) ? 12.0f : 8.0f, (focusedPoint == i) ? Color.Blue : Color.DarkBlue);
|
||||
if ((splineTypeActive != SPLINE_LINEAR) &&
|
||||
(splineTypeActive != SPLINE_BEZIER) &&
|
||||
(i < pointCount - 1)) DrawLineV(points[i], points[i + 1], Color.Gray);
|
||||
|
||||
DrawText($"[{points[i].X:F0}, {points[i].Y:F0}]", (int)points[i].X, (int)points[i].Y + 10, 10, Color.Black);
|
||||
}
|
||||
}
|
||||
|
||||
// Check all possible UI states that require controls lock
|
||||
if (splineTypeEditMode || (selectedPoint != -1) || (selectedControlIndex != -1)) GuiLock();
|
||||
|
||||
// Draw spline config
|
||||
GuiLabel(new Rectangle(12, 62, 140, 24), $"Spline thickness: {(int)splineThickness}");
|
||||
GuiSliderBar(new Rectangle(12, 60 + 24, 140, 16), null, null, ref splineThickness, 1.0f, 40.0f);
|
||||
|
||||
GuiCheckBox(new Rectangle(12, 110, 20, 20), "Show point helpers", ref splineHelpersActive);
|
||||
|
||||
if (splineTypeEditMode) GuiUnlock();
|
||||
|
||||
GuiLabel(new Rectangle(12, 10, 140, 24), "Spline type:");
|
||||
if (GuiDropdownBox(new Rectangle(12, 8 + 24, 140, 28), "LINEAR;BSPLINE;CATMULLROM;BEZIER", ref splineTypeActive, splineTypeEditMode)) splineTypeEditMode = !splineTypeEditMode;
|
||||
|
||||
GuiUnlock();
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Minimal raygui-like widgets (plain raylib re-implementation)
|
||||
//----------------------------------------------------------------------------------
|
||||
private static void GuiLock() => guiLocked = true;
|
||||
private static void GuiUnlock() => guiLocked = false;
|
||||
|
||||
private static void GuiLabel(Rectangle bounds, string text)
|
||||
{
|
||||
DrawText(text, (int)bounds.X, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
|
||||
private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
bool hover = CheckCollisionPointRec(mouse, bounds);
|
||||
if (!guiLocked && hover && IsMouseButtonDown(MouseButton.Left))
|
||||
{
|
||||
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
|
||||
if (value < minValue) value = minValue;
|
||||
if (value > maxValue) value = maxValue;
|
||||
}
|
||||
|
||||
DrawRectangleRec(bounds, Color.LightGray);
|
||||
float pct = (value - minValue) / (maxValue - minValue);
|
||||
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
|
||||
DrawRectangleLinesEx(bounds, 1, Color.Gray);
|
||||
if (!string.IsNullOrEmpty(textLeft)) DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
if (!string.IsNullOrEmpty(textRight)) DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
|
||||
private static void GuiCheckBox(Rectangle bounds, string text, ref bool active)
|
||||
{
|
||||
Vector2 mouse = GetMousePosition();
|
||||
bool hover = CheckCollisionPointRec(mouse, bounds);
|
||||
if (!guiLocked && hover && IsMouseButtonPressed(MouseButton.Left)) active = !active;
|
||||
|
||||
DrawRectangleLinesEx(bounds, 1, hover ? Color.DarkBlue : Color.Gray);
|
||||
if (active) DrawRectangle((int)bounds.X + 4, (int)bounds.Y + 4, (int)bounds.Width - 8, (int)bounds.Height - 8, Color.DarkGray);
|
||||
if (text != null) DrawText(text, (int)(bounds.X + bounds.Width + 8), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
}
|
||||
|
||||
private static bool GuiDropdownBox(Rectangle bounds, string text, ref int active, bool editMode)
|
||||
{
|
||||
string[] items = text.Split(';');
|
||||
bool pressed = false;
|
||||
Vector2 mouse = GetMousePosition();
|
||||
bool clickable = !guiLocked;
|
||||
|
||||
bool hoverMain = CheckCollisionPointRec(mouse, bounds);
|
||||
DrawRectangleRec(bounds, editMode ? Color.SkyBlue : (hoverMain ? Color.LightGray : Color.RayWhite));
|
||||
DrawRectangleLinesEx(bounds, 1, editMode ? Color.Blue : Color.Gray);
|
||||
DrawText(items[active], (int)bounds.X + 6, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
|
||||
|
||||
if (editMode)
|
||||
{
|
||||
for (int i = 0; i < items.Length; i++)
|
||||
{
|
||||
Rectangle itemRec = new Rectangle(bounds.X, bounds.Y + bounds.Height * (i + 1), bounds.Width, bounds.Height);
|
||||
bool hoverItem = CheckCollisionPointRec(mouse, itemRec);
|
||||
DrawRectangleRec(itemRec, hoverItem ? Color.SkyBlue : Color.RayWhite);
|
||||
DrawRectangleLinesEx(itemRec, 1, Color.Gray);
|
||||
DrawText(items[i], (int)itemRec.X + 6, (int)(itemRec.Y + itemRec.Height / 2 - 5), 10, Color.DarkGray);
|
||||
if (clickable && hoverItem && IsMouseButtonPressed(MouseButton.Left))
|
||||
{
|
||||
active = i;
|
||||
pressed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (clickable && hoverMain && IsMouseButtonPressed(MouseButton.Left)) pressed = true;
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - splines drawing");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new SplinesDrawing();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue