/******************************************************************************************* * * raylib [shapes] example - ring drawing * * Example complexity rating: [★★★☆] 3/4 * * Example originally created with raylib 2.5, last time updated with raylib 2.5 * * Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5) * * 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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ using System; using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Shapes; public partial class DrawRing : IExample { private const int screenWidth = 800; private const int screenHeight = 450; public string Name => "Shapes / Draw Ring"; public string Title => "raylib [shapes] example - ring drawing"; private Vector2 center; private float innerRadius; private float outerRadius; private float startAngle; private float endAngle; private float segments; private bool drawRing; private bool drawRingLines; private bool drawCircleLines; public void Init() { center = new((GetScreenWidth() - 300) / 2.0f, GetScreenHeight() / 2.0f); innerRadius = 80.0f; outerRadius = 190.0f; startAngle = 0.0f; endAngle = 360.0f; segments = 0.0f; drawRing = true; drawRingLines = false; drawCircleLines = false; } public void Update() { // Update //---------------------------------------------------------------------------------- // NOTE: All variables update happens inside GUI control functions //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.RayWhite); DrawLine(500, 0, 500, GetScreenHeight(), Fade(Color.LightGray, 0.6f)); DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(Color.LightGray, 0.3f)); if (drawRing) { DrawRing( center, innerRadius, outerRadius, startAngle, endAngle, (int)segments, Fade(Color.Maroon, 0.3f) ); } if (drawRingLines) { DrawRingLines( center, innerRadius, outerRadius, startAngle, endAngle, (int)segments, Fade(Color.Black, 0.4f) ); } if (drawCircleLines) { DrawCircleSectorLines( center, outerRadius, startAngle, endAngle, (int)segments, Fade(Color.Black, 0.4f) ); } // Draw GUI controls //------------------------------------------------------------------------------ GuiSliderBar(new Rectangle(600, 40, 120, 20), "StartAngle", $"{startAngle:F2}", ref startAngle, -450, 450); GuiSliderBar(new Rectangle(600, 70, 120, 20), "EndAngle", $"{endAngle:F2}", ref endAngle, -450, 450); GuiSliderBar(new Rectangle(600, 140, 120, 20), "InnerRadius", $"{innerRadius:F2}", ref innerRadius, 0, 100); GuiSliderBar(new Rectangle(600, 170, 120, 20), "OuterRadius", $"{outerRadius:F2}", ref outerRadius, 0, 200); GuiSliderBar(new Rectangle(600, 240, 120, 20), "Segments", $"{segments:F2}", ref segments, 0, 100); GuiCheckBox(new Rectangle(600, 320, 20, 20), "Draw Ring", ref drawRing); GuiCheckBox(new Rectangle(600, 350, 20, 20), "Draw RingLines", ref drawRingLines); GuiCheckBox(new Rectangle(600, 380, 20, 20), "Draw CircleLines", ref drawCircleLines); //------------------------------------------------------------------------------ var minSegments = (int)MathF.Ceiling((endAngle - startAngle) / 90); var color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray; DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 270, 10, color); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { } //---------------------------------------------------------------------------------- // Minimal raygui-like widgets (plain raylib re-implementation) //---------------------------------------------------------------------------------- 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 (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 (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); } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ring drawing"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- var game = new DrawRing(); 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; } }