Watch
2
0
Fork
You've already forked raylib-cs
0
raylib-cs/Examples/Shapes/DigitalClock.cs
tiger tiger tiger 8c22e68c2a
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')
2026-07-30 18:34:34 +01:00

353 lines
15 KiB
C#

/*******************************************************************************************
*
* raylib [shapes] example - digital clock
*
* Example complexity rating: [★★★★] 4/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Hamza RAHAL (@hmz-rhl) 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) 2025 Hamza RAHAL (@hmz-rhl) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
namespace Examples.Shapes;
public partial class DigitalClock : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int CLOCK_ANALOG = 0;
private const int CLOCK_DIGITAL = 1;
public string Name => "Shapes / Digital Clock";
public string Title => "raylib [shapes] example - digital clock";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Clock hand type
private struct ClockHand
{
public int value; // Time value
// Visual elements
public float angle; // Hand angle
public int length; // Hand length
public int thickness; // Hand thickness
public Color color; // Hand color
}
// Clock hands
private struct Clock
{
public ClockHand second; // Clock hand for seconds
public ClockHand minute; // Clock hand for minutes
public ClockHand hour; // Clock hand for hours
}
private int clockMode;
private Clock clock;
public void Init()
{
clockMode = CLOCK_DIGITAL;
// Initialize clock
// NOTE: Includes visual info for analog clock
clock = new Clock();
clock.second.angle = 45;
clock.second.length = 140;
clock.second.thickness = 3;
clock.second.color = Color.Maroon;
clock.minute.angle = 10;
clock.minute.length = 130;
clock.minute.thickness = 7;
clock.minute.color = Color.DarkGray;
clock.hour.angle = 0;
clock.hour.length = 100;
clock.hour.thickness = 7;
clock.hour.color = Color.Black;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
// Toggle clock mode
if (clockMode == CLOCK_DIGITAL)
{
clockMode = CLOCK_ANALOG;
}
else if (clockMode == CLOCK_ANALOG)
{
clockMode = CLOCK_DIGITAL;
}
}
UpdateClock(); // Update clock required data: value and angle
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw clock in selected mode
if (clockMode == CLOCK_ANALOG)
{
DrawClockAnalog(clock, new Vector2(400, 240));
}
else if (clockMode == CLOCK_DIGITAL)
{
DrawClockDigital(clock, new Vector2(30, 60));
// Draw clock using default raylib font
string clockTime = $"{clock.hour.value:D2}:{clock.minute.value:D2}:{clock.second.value:D2}";
DrawText(clockTime, GetScreenWidth() / 2 - MeasureText(clockTime, 150) / 2, 300, 150, Color.Black);
}
DrawText($"Press [SPACE] to switch clock mode: {((clockMode == CLOCK_DIGITAL) ? "DIGITAL CLOCK" : "ANALOGUE CLOCK")}",
10, 10, 20, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Update clock time
private void UpdateClock()
{
DateTime timeinfo = DateTime.Now;
// Updating time data
clock.second.value = timeinfo.Second;
clock.minute.value = timeinfo.Minute;
clock.hour.value = timeinfo.Hour;
clock.hour.angle = (timeinfo.Hour % 12) * 180.0f / 6.0f;
clock.hour.angle += (timeinfo.Minute % 60) * 30 / 60.0f;
clock.hour.angle -= 90;
clock.minute.angle = (timeinfo.Minute % 60) * 6.0f;
clock.minute.angle += (timeinfo.Second % 60) * 6 / 60.0f;
clock.minute.angle -= 90;
clock.second.angle = (timeinfo.Second % 60) * 6.0f;
clock.second.angle -= 90;
}
// Draw analog clock
// Parameter: position, refers to center position
private static void DrawClockAnalog(Clock clock, Vector2 position)
{
// Draw clock base
DrawCircleV(position, clock.second.length + 40.0f, Color.LightGray);
DrawCircleV(position, 12.0f, Color.Gray);
// Draw clock minutes/seconds lines
for (int i = 0; i < 60; i++)
{
DrawLineEx(new Vector2(position.X + (clock.second.length + ((i % 5) != 0 ? 10 : 6)) * MathF.Cos((6.0f * i - 90.0f) * DEG2RAD),
position.Y + (clock.second.length + ((i % 5) != 0 ? 10 : 6)) * MathF.Sin((6.0f * i - 90.0f) * DEG2RAD)),
new Vector2(position.X + (clock.second.length + 20) * MathF.Cos((6.0f * i - 90.0f) * DEG2RAD),
position.Y + (clock.second.length + 20) * MathF.Sin((6.0f * i - 90.0f) * DEG2RAD)), ((i % 5) != 0 ? 1.0f : 3.0f), Color.DarkGray);
}
// Draw hand seconds
DrawRectanglePro(new Rectangle(position.X, position.Y, (float)clock.second.length, (float)clock.second.thickness),
new Vector2(0.0f, clock.second.thickness / 2.0f), clock.second.angle, clock.second.color);
// Draw hand minutes
DrawRectanglePro(new Rectangle(position.X, position.Y, (float)clock.minute.length, (float)clock.minute.thickness),
new Vector2(0.0f, clock.minute.thickness / 2.0f), clock.minute.angle, clock.minute.color);
// Draw hand hours
DrawRectanglePro(new Rectangle(position.X, position.Y, (float)clock.hour.length, (float)clock.hour.thickness),
new Vector2(0.0f, clock.hour.thickness / 2.0f), clock.hour.angle, clock.hour.color);
}
// Draw digital clock
// PARAM: position, refers to top-left corner
private static void DrawClockDigital(Clock clock, Vector2 position)
{
// Draw clock using custom 7-segments display (made of shapes)
DrawDisplayValue(new Vector2(position.X, position.Y), clock.hour.value / 10, Color.Red, Fade(Color.LightGray, 0.3f));
DrawDisplayValue(new Vector2(position.X + 120, position.Y), clock.hour.value % 10, Color.Red, Fade(Color.LightGray, 0.3f));
DrawCircle((int)position.X + 240, (int)position.Y + 70, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
DrawCircle((int)position.X + 240, (int)position.Y + 150, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
DrawDisplayValue(new Vector2(position.X + 260, position.Y), clock.minute.value / 10, Color.Red, Fade(Color.LightGray, 0.3f));
DrawDisplayValue(new Vector2(position.X + 380, position.Y), clock.minute.value % 10, Color.Red, Fade(Color.LightGray, 0.3f));
DrawCircle((int)position.X + 500, (int)position.Y + 70, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
DrawCircle((int)position.X + 500, (int)position.Y + 150, 12, (clock.second.value % 2) != 0 ? Color.Red : Fade(Color.LightGray, 0.3f));
DrawDisplayValue(new Vector2(position.X + 520, position.Y), clock.second.value / 10, Color.Red, Fade(Color.LightGray, 0.3f));
DrawDisplayValue(new Vector2(position.X + 640, position.Y), clock.second.value % 10, Color.Red, Fade(Color.LightGray, 0.3f));
}
// Draw 7-segment display with value
private static void DrawDisplayValue(Vector2 position, int value, Color colorOn, Color colorOff)
{
switch (value)
{
case 0:
Draw7SDisplay(position, 0b00111111, colorOn, colorOff);
break;
case 1:
Draw7SDisplay(position, 0b00000110, colorOn, colorOff);
break;
case 2:
Draw7SDisplay(position, 0b01011011, colorOn, colorOff);
break;
case 3:
Draw7SDisplay(position, 0b01001111, colorOn, colorOff);
break;
case 4:
Draw7SDisplay(position, 0b01100110, colorOn, colorOff);
break;
case 5:
Draw7SDisplay(position, 0b01101101, colorOn, colorOff);
break;
case 6:
Draw7SDisplay(position, 0b01111101, colorOn, colorOff);
break;
case 7:
Draw7SDisplay(position, 0b00000111, colorOn, colorOff);
break;
case 8:
Draw7SDisplay(position, 0b01111111, colorOn, colorOff);
break;
case 9:
Draw7SDisplay(position, 0b01101111, colorOn, colorOff);
break;
default:
break;
}
}
// Draw seven segments display
// Parameter: position, refers to top-left corner of display
// Parameter: segments, defines in binary the segments to be activated
private static void Draw7SDisplay(Vector2 position, int segments, Color colorOn, Color colorOff)
{
int segmentLen = 60;
int segmentThick = 20;
float offsetYAdjust = segmentThick * 0.3f; // HACK: Adjust gap space between segment limits
// Segment A
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen / 2.0f, position.Y + segmentThick),
segmentLen, segmentThick, false, (segments & 0b00000001) != 0 ? colorOn : colorOff);
// Segment B
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen + segmentThick / 2.0f, position.Y + 2 * segmentThick + segmentLen / 2.0f - offsetYAdjust),
segmentLen, segmentThick, true, (segments & 0b00000010) != 0 ? colorOn : colorOff);
// Segment C
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen + segmentThick / 2.0f, position.Y + 4 * segmentThick + segmentLen + segmentLen / 2.0f - 3 * offsetYAdjust),
segmentLen, segmentThick, true, (segments & 0b00000100) != 0 ? colorOn : colorOff);
// Segment D
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen / 2.0f, position.Y + 5 * segmentThick + 2 * segmentLen - 4 * offsetYAdjust),
segmentLen, segmentThick, false, (segments & 0b00001000) != 0 ? colorOn : colorOff);
// Segment E
DrawDisplaySegment(new Vector2(position.X + segmentThick / 2.0f, position.Y + 4 * segmentThick + segmentLen + segmentLen / 2.0f - 3 * offsetYAdjust),
segmentLen, segmentThick, true, (segments & 0b00010000) != 0 ? colorOn : colorOff);
// Segment F
DrawDisplaySegment(new Vector2(position.X + segmentThick / 2.0f, position.Y + 2 * segmentThick + segmentLen / 2.0f - offsetYAdjust),
segmentLen, segmentThick, true, (segments & 0b00100000) != 0 ? colorOn : colorOff);
// Segment G
DrawDisplaySegment(new Vector2(position.X + segmentThick + segmentLen / 2.0f, position.Y + 3 * segmentThick + segmentLen - 2 * offsetYAdjust),
segmentLen, segmentThick, false, (segments & 0b01000000) != 0 ? colorOn : colorOff);
}
// Draw one 7-segment display segment, horizontal or vertical
private static void DrawDisplaySegment(Vector2 center, int length, int thick, bool vertical, Color color)
{
if (!vertical)
{
// Horizontal segment points
/*
3___________________________5
/ \
/1 x 6\
\ /
\2___________________________4/
*/
Vector2[] segmentPointsH = new Vector2[6]
{
new Vector2(center.X - length / 2.0f - thick / 2.0f, center.Y), // Point 1
new Vector2(center.X - length / 2.0f, center.Y + thick / 2.0f), // Point 2
new Vector2(center.X - length / 2.0f, center.Y - thick / 2.0f), // Point 3
new Vector2(center.X + length / 2.0f, center.Y + thick / 2.0f), // Point 4
new Vector2(center.X + length / 2.0f, center.Y - thick / 2.0f), // Point 5
new Vector2(center.X + length / 2.0f + thick / 2.0f, center.Y), // Point 6
};
DrawTriangleStrip(segmentPointsH, 6, color);
}
else
{
// Vertical segment points
Vector2[] segmentPointsV = new Vector2[6]
{
new Vector2(center.X, center.Y - length / 2.0f - thick / 2.0f), // Point 1
new Vector2(center.X - thick / 2.0f, center.Y - length / 2.0f), // Point 2
new Vector2(center.X + thick / 2.0f, center.Y - length / 2.0f), // Point 3
new Vector2(center.X - thick / 2.0f, center.Y + length / 2.0f), // Point 4
new Vector2(center.X + thick / 2.0f, center.Y + length / 2.0f), // Point 5
new Vector2(center.X, center.Y + (float)length / 2 + thick / 2.0f), // Point 6
};
DrawTriangleStrip(segmentPointsV, 6, color);
}
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - digital clock");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new DigitalClock();
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;
}
}