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raylib-cs/Examples/Textures/CellularAutomata.cs
2026-07-17 07:52:43 +02:00

248 lines
9.4 KiB
C#

/*******************************************************************************************
*
* raylib [textures] example - cellular automata
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Jordi Santonja (@JordSant) 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 Jordi Santonja (@JordSant)
*
********************************************************************************************/
using static Raylib_cs.Raylib;
namespace Examples.Textures;
public partial class CellularAutomata : IExample
{
// Initialization constants
//--------------------------------------------------------------------------------------
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int imageWidth = 800;
private const int imageHeight = 800 / 2;
// Rule button sizes and positions
private const int drawRuleStartX = 585;
private const int drawRuleStartY = 10;
private const int drawRuleSpacing = 15;
private const int drawRuleGroupSpacing = 50;
private const int drawRuleSize = 14;
private const int drawRuleInnerSize = 10;
// Preset button sizes
private const int presetsSizeX = 42;
private const int presetsSizeY = 22;
private const int linesUpdatedPerFrame = 4;
public string Name => "Textures / Cellular Automata";
public string Title => "raylib [textures] example - cellular automata";
// Some interesting rules
private static readonly int[] presetValues = { 18, 30, 60, 86, 102, 124, 126, 150, 182, 225 };
private const int presetsCount = 10;
private Image image;
private Texture2D texture;
private int rule;
private int line;
private static void ComputeLine(ref Image image, int line, int rule)
{
// Compute next line pixels. Boundaries are not computed, always 0
for (var i = 1; i < imageWidth - 1; i++)
{
// Get, from the previous line, the 3 pixels states as a binary value
var prevValue = ((GetImageColor(image, i - 1, line - 1).R < 5) ? 4 : 0) + // Left pixel
((GetImageColor(image, i, line - 1).R < 5) ? 2 : 0) + // Center pixel
((GetImageColor(image, i + 1, line - 1).R < 5) ? 1 : 0); // Right pixel
// Get next value from rule bitmask
var currValue = (rule & (1 << prevValue)) != 0;
// Update pixel color
ImageDrawPixel(ref image, i, line, currValue ? Color.Black : Color.RayWhite);
}
}
public void Init()
{
// Image that contains the cellular automaton
image = GenImageColor(imageWidth, imageHeight, Color.RayWhite);
// The top central pixel set as black
ImageDrawPixel(ref image, imageWidth / 2, 0, Color.Black);
texture = LoadTextureFromImage(image);
// Variables
rule = 30; // Starting rule
line = 1; // Line to compute, starting from line 1. One point in line 0 is already set
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
// Handle mouse
var mouse = GetMousePosition();
var mouseInCell = -1; // -1: outside any button; 0-7: rule cells; 8+: preset cells
// Check mouse on rule cells
for (var i = 0; i < 8; i++)
{
var cellX = drawRuleStartX - drawRuleGroupSpacing * i + drawRuleSpacing;
var cellY = drawRuleStartY + drawRuleSpacing;
if ((mouse.X >= cellX) && (mouse.X <= cellX + drawRuleSize) &&
(mouse.Y >= cellY) && (mouse.Y <= cellY + drawRuleSize))
{
mouseInCell = i; // 0-7: rule cells
break;
}
}
// Check mouse on preset cells
if (mouseInCell < 0)
{
for (var i = 0; i < presetsCount; i++)
{
var cellX = 4 + (presetsSizeX + 2) * (i / 2);
var cellY = 2 + (presetsSizeY + 2) * (i % 2);
if ((mouse.X >= cellX) && (mouse.X <= cellX + presetsSizeX) &&
(mouse.Y >= cellY) && (mouse.Y <= cellY + presetsSizeY))
{
mouseInCell = i + 8; // 8+: preset cells
break;
}
}
}
if (IsMouseButtonPressed(MouseButton.Left) && (mouseInCell >= 0))
{
// Rule changed both by selecting a preset or toggling a bit
if (mouseInCell < 8)
{
rule ^= (1 << mouseInCell);
}
else
{
rule = presetValues[mouseInCell - 8];
}
// Reset image
ImageClearBackground(ref image, Color.RayWhite);
ImageDrawPixel(ref image, imageWidth / 2, 0, Color.Black);
line = 1;
}
// Compute next lines
//----------------------------------------------------------------------------------
if (line < imageHeight)
{
for (var i = 0; (i < linesUpdatedPerFrame) && (line + i < imageHeight); i++)
{
ComputeLine(ref image, line + i, rule);
}
line += linesUpdatedPerFrame;
UpdateTexture(texture, image.Data);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw cellular automaton texture
DrawTexture(texture, 0, screenHeight - imageHeight, Color.White);
// Draw preset values
for (var i = 0; i < presetsCount; i++)
{
DrawText($"{presetValues[i]}", 8 + (presetsSizeX + 2) * (i / 2), 4 + (presetsSizeY + 2) * (i % 2), 20, Color.Gray);
DrawRectangleLines(4 + (presetsSizeX + 2) * (i / 2), 2 + (presetsSizeY + 2) * (i % 2), presetsSizeX, presetsSizeY, Color.Blue);
// If the mouse is on this preset, highlight it
if (mouseInCell == i + 8)
{
DrawRectangleLinesEx(new Rectangle(2 + (presetsSizeX + 2.0f) * (i / 2),
(presetsSizeY + 2.0f) * (i % 2),
presetsSizeX + 4.0f, presetsSizeY + 4.0f), 3, Color.Red);
}
}
// Draw rule bits
for (var i = 0; i < 8; i++)
{
// The three input bits
for (var j = 0; j < 3; j++)
{
DrawRectangleLines(drawRuleStartX - drawRuleGroupSpacing * i + drawRuleSpacing * j, drawRuleStartY, drawRuleSize, drawRuleSize, Color.Gray);
if ((i & (4 >> j)) != 0)
{
DrawRectangle(drawRuleStartX + 2 - drawRuleGroupSpacing * i + drawRuleSpacing * j, drawRuleStartY + 2, drawRuleInnerSize, drawRuleInnerSize, Color.Black);
}
}
// The output bit
DrawRectangleLines(drawRuleStartX - drawRuleGroupSpacing * i + drawRuleSpacing, drawRuleStartY + drawRuleSpacing, drawRuleSize, drawRuleSize, Color.Blue);
if ((rule & (1 << i)) != 0)
{
DrawRectangle(drawRuleStartX + 2 - drawRuleGroupSpacing * i + drawRuleSpacing, drawRuleStartY + 2 + drawRuleSpacing, drawRuleInnerSize, drawRuleInnerSize, Color.Black);
}
// If the mouse is on this rule bit, highlight it
if (mouseInCell == i)
{
DrawRectangleLinesEx(new Rectangle(drawRuleStartX - drawRuleGroupSpacing * i + drawRuleSpacing - 2.0f,
drawRuleStartY + drawRuleSpacing - 2.0f,
drawRuleSize + 4.0f, drawRuleSize + 4.0f), 3, Color.Red);
}
}
DrawText($"RULE: {rule}", drawRuleStartX + drawRuleSpacing * 4, drawRuleStartY + 1, 30, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadImage(image);
UnloadTexture(texture);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - cellular automata");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new CellularAutomata();
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;
}
}