* 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')
471 lines
19 KiB
C#
471 lines
19 KiB
C#
/*******************************************************************************************
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*
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* raylib [models] example - animation blending
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 6.0
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*
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* Example contributed by Kirandeep (@Kirandeep-Singh-Khehra) and reviewed by Ramon Santamaria (@raysan5)
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*
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* WARNING: GPU skinning must be enabled in raylib with a compilation flag,
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* if not enabled, CPU skinning will be used instead
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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) 2024-2026 Kirandeep (@Kirandeep-Singh-Khehra) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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// NOTE: The upstream example uses raygui for its UI controls (dropdowns, sliders, progress bars).
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// raygui is not part of raylib-cs, so the required controls are reimplemented here with
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// basic raylib drawing primitives, preserving the original behaviour.
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namespace Examples.Models;
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public partial class AnimationBlending : 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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#if BROWSER
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private const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Models / Animation Blending";
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public string Title => "raylib [models] example - animation blending";
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private Camera3D camera;
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private Model model;
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private Vector3 position;
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private Shader skinningShader;
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private unsafe ModelAnimation* anims;
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private int animCount;
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private int currentAnimPlaying;
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private int nextAnimToPlay;
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private bool animTransition;
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private int animIndex0;
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private float animCurrentFrame0;
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private float animFrameSpeed0;
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private int animIndex1;
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private float animCurrentFrame1;
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private float animFrameSpeed1;
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private float animBlendFactor;
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private float animBlendTime;
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private float animBlendTimeCounter;
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private bool animPause;
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private string[] animNames;
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private bool dropdownEditMode0;
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private bool dropdownEditMode1;
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private float animFrameProgress0;
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private float animFrameProgress1;
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private float animBlendProgress;
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public unsafe void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(6.0f, 6.0f, 6.0f); // Camera position
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camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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// Load model
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model = LoadModel("resources/models/gltf/robot.glb"); // Load character model
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position = new Vector3(0.0f, 0.0f, 0.0f); // Set model world position
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// Load skinning shader
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// NOTE: It must be a valid shader, following raylib attribs/uniform conventions for GPU skinning
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skinningShader = LoadShader(
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$"resources/shaders/glsl{GlslVersion}/skinning.vs",
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$"resources/shaders/glsl{GlslVersion}/skinning.fs"
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);
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// Skinning shader could be required to be assigned to all materials shaders, just to make
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// sure required uniforms are being updated for the mesh using that material (and shader)
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for (var i = 0; i < model.MaterialCount; i++)
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{
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model.Materials[i].Shader = skinningShader;
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}
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// Load model animations
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animCount = 0;
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anims = LoadModelAnimations("resources/models/gltf/robot.glb", ref animCount);
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// Animation playing variables
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// NOTE: Two animations are played with a smooth transition between them
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currentAnimPlaying = 0; // Current animation playing (0 o 1)
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nextAnimToPlay = 1; // Next animation to play (to transition)
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animTransition = false; // Flag to register anim transition state
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animIndex0 = 10; // Current animation playing (walking)
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animCurrentFrame0 = 0.0f; // Current animation frame (supporting interpolated frames)
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animFrameSpeed0 = 0.5f; // Current animation play speed
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animIndex1 = 6; // Next animation to play (running)
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animCurrentFrame1 = 0.0f; // Next animation frame (supporting interpolated frames)
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animFrameSpeed1 = 0.5f; // Next animation play speed
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animBlendFactor = 0.0f; // Blend factor from anim0[frame0] --> anim1[frame1], [0.0f..1.0f]
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animBlendTime = 2.0f; // Time to blend from one playing animation to another (in seconds)
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animBlendTimeCounter = 0.0f; // Time counter (delta time)
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animPause = false; // Pause animation
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// UI required variables
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animNames = new string[animCount];
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for (var i = 0; i < animCount; i++)
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{
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animNames[i] = anims[i].NameToString();
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}
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dropdownEditMode0 = false;
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dropdownEditMode1 = false;
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animFrameProgress0 = 0.0f;
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animFrameProgress1 = 0.0f;
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animBlendProgress = 0.0f;
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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if (IsKeyPressed(KeyboardKey.P))
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{
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animPause = !animPause;
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}
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if (!animPause)
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{
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// Start transition from anim0[] to anim1[]
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if (IsKeyPressed(KeyboardKey.Space) && !animTransition)
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{
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if (currentAnimPlaying == 0)
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{
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// Transition anim0 --> anim1
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nextAnimToPlay = 1;
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animCurrentFrame1 = 0.0f;
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}
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else
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{
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// Transition anim1 --> anim0
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nextAnimToPlay = 0;
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animCurrentFrame0 = 0.0f;
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}
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// Set animation transition
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animTransition = true;
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animBlendTimeCounter = 0.0f;
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animBlendFactor = 0.0f;
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}
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if (animTransition)
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{
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// Playing anim0 and anim1 at the same time
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animCurrentFrame0 += animFrameSpeed0;
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if (animCurrentFrame0 >= anims[animIndex0].KeyFrameCount)
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{
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animCurrentFrame0 = 0.0f;
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}
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animCurrentFrame1 += animFrameSpeed1;
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if (animCurrentFrame1 >= anims[animIndex1].KeyFrameCount)
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{
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animCurrentFrame1 = 0.0f;
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}
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// Increment blend factor over time to transition from anim0 --> anim1 over time
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// NOTE: Time blending could be other than linear, using some easing
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animBlendFactor = animBlendTimeCounter / animBlendTime;
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animBlendTimeCounter += GetFrameTime();
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animBlendProgress = animBlendFactor;
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// Update model with animations blending
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if (nextAnimToPlay == 1)
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{
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// Blend anim0 --> anim1
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UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0,
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anims[animIndex1], animCurrentFrame1, animBlendFactor);
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}
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else
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{
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// Blend anim1 --> anim0
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UpdateModelAnimationEx(model, anims[animIndex1], animCurrentFrame1,
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anims[animIndex0], animCurrentFrame0, animBlendFactor);
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}
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// Check if transition completed
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if (animBlendFactor > 1.0f)
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{
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// Reset frame states
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if (currentAnimPlaying == 0)
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{
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animCurrentFrame0 = 0.0f;
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}
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else if (currentAnimPlaying == 1)
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{
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animCurrentFrame1 = 0.0f;
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}
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currentAnimPlaying = nextAnimToPlay; // Update current animation playing
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animBlendFactor = 0.0f; // Reset blend factor
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animTransition = false; // Exit transition mode
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animBlendTimeCounter = 0.0f;
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}
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}
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else
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{
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// Play only one anim, the current one
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if (currentAnimPlaying == 0)
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{
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// Playing anim0 at defined speed
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animCurrentFrame0 += animFrameSpeed0;
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if (animCurrentFrame0 >= anims[animIndex0].KeyFrameCount)
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{
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animCurrentFrame0 = 0.0f;
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}
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UpdateModelAnimation(model, anims[animIndex0], animCurrentFrame0);
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}
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else if (currentAnimPlaying == 1)
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{
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// Playing anim1 at defined speed
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animCurrentFrame1 += animFrameSpeed1;
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if (animCurrentFrame1 >= anims[animIndex1].KeyFrameCount)
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{
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animCurrentFrame1 = 0.0f;
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}
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UpdateModelAnimation(model, anims[animIndex1], animCurrentFrame1);
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}
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}
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}
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// Update progress bars values with current frame for each animation
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animFrameProgress0 = animCurrentFrame0;
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animFrameProgress1 = animCurrentFrame1;
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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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BeginMode3D(camera);
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DrawModel(model, position, 1.0f, Color.White); // Draw animated model
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DrawGrid(10, 1.0f);
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EndMode3D();
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if (animTransition)
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{
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DrawText("ANIM TRANSITION BLENDING!", 170, 50, 30, Color.Blue);
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}
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// Draw UI elements
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//---------------------------------------------------------------------------------------------
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GuiSlider(new Rectangle(10, 38, 160, 12), null, $"x{animFrameSpeed0:0.0}", ref animFrameSpeed0, 0.1f, 2.0f);
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GuiSlider(new Rectangle(GetScreenWidth() - 170.0f, 38, 160, 12), $"{animFrameSpeed1:0.0}x", null, ref animFrameSpeed1, 0.1f, 2.0f);
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// Blending process progress bar
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GuiProgressBar(new Rectangle(180, 14, 440, 16), null, null, animBlendProgress, 0.0f, 1.0f);
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// Centered "PRESS SPACE" label
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const string spaceLabel = "PRESS SPACE to START BLENDING";
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var spaceLabelWidth = MeasureText(spaceLabel, 20);
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DrawText(spaceLabel, (GetScreenWidth() - spaceLabelWidth) / 2, (int)(GetScreenHeight() - 100.0f + 10), 20, Color.DarkGray);
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// Draw playing timeline with keyframes for anim0[]
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GuiProgressBar(new Rectangle(60, GetScreenHeight() - 60.0f, GetScreenWidth() - 180.0f, 20), "ANIM 0",
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$"FRAME: {animFrameProgress0:0.00} / {anims[animIndex0].KeyFrameCount}",
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animFrameProgress0, 0.0f, anims[animIndex0].KeyFrameCount);
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for (var i = 0; i < anims[animIndex0].KeyFrameCount; i++)
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{
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DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180) / anims[animIndex0].KeyFrameCount) * i),
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GetScreenHeight() - 60, 1, 20, Color.Blue);
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}
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// Draw playing timeline with keyframes for anim1[]
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GuiProgressBar(new Rectangle(60, GetScreenHeight() - 30.0f, GetScreenWidth() - 180.0f, 20), "ANIM 1",
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$"FRAME: {animFrameProgress1:0.00} / {anims[animIndex1].KeyFrameCount}",
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animFrameProgress1, 0.0f, anims[animIndex1].KeyFrameCount);
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for (var i = 0; i < anims[animIndex1].KeyFrameCount; i++)
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{
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DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180) / anims[animIndex1].KeyFrameCount) * i),
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GetScreenHeight() - 30, 1, 20, Color.Blue);
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}
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// Draw animation selectors for blending transition (drawn last so open lists render on top)
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// NOTE: Transition does not start until requested
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if (GuiDropdownBox(new Rectangle(10, 10, 160, 24), animNames, ref animIndex0, dropdownEditMode0))
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{
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dropdownEditMode0 = !dropdownEditMode0;
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}
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if (GuiDropdownBox(new Rectangle(GetScreenWidth() - 170.0f, 10, 160, 24), animNames, ref animIndex1, dropdownEditMode1))
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{
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dropdownEditMode1 = !dropdownEditMode1;
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}
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//---------------------------------------------------------------------------------------------
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public unsafe void Unload()
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{
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UnloadModelAnimations(anims, animCount); // Unload model animation
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UnloadModel(model); // Unload model and meshes/material
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UnloadShader(skinningShader); // Unload GPU skinning shader
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}
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// Minimal immediate-mode slider (raygui replacement)
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private static bool GuiSlider(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
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{
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var mouse = GetMousePosition();
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var dragging = false;
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if (CheckCollisionPointRec(mouse, bounds) && 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)
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{
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value = minValue;
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}
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if (value > maxValue)
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{
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value = maxValue;
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}
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dragging = true;
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}
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DrawRectangleRec(bounds, Color.LightGray);
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var 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 (!string.IsNullOrEmpty(textLeft))
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{
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DrawText(textLeft, (int)(bounds.X - MeasureText(textLeft, 10) - 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
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}
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if (!string.IsNullOrEmpty(textRight))
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{
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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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return dragging;
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}
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// Minimal immediate-mode progress bar (raygui replacement)
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private static void GuiProgressBar(Rectangle bounds, string textLeft, string textRight, float value, float minValue, float maxValue)
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{
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DrawRectangleRec(bounds, Color.LightGray);
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var pct = maxValue > minValue ? (value - minValue) / (maxValue - minValue) : 0.0f;
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if (pct < 0)
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{
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pct = 0;
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}
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if (pct > 1)
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{
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pct = 1;
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}
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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 (!string.IsNullOrEmpty(textLeft))
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{
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DrawText(textLeft, (int)(bounds.X - MeasureText(textLeft, 10) - 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
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}
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if (!string.IsNullOrEmpty(textRight))
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{
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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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}
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// Minimal immediate-mode dropdown box (raygui replacement)
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private static bool GuiDropdownBox(Rectangle bounds, string[] items, ref int active, bool editMode)
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{
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var result = false;
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var mouse = GetMousePosition();
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// Draw main box
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DrawRectangleRec(bounds, Color.LightGray);
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DrawRectangleLinesEx(bounds, 1, Color.Gray);
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if (active >= 0 && active < items.Length)
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{
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DrawText(items[active], (int)bounds.X + 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
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}
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DrawText(editMode ? "^" : "v", (int)(bounds.X + bounds.Width - 12), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
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// Draw items when open
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if (editMode)
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{
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for (var i = 0; i < items.Length; i++)
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{
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Rectangle item = new(bounds.X, bounds.Y + bounds.Height * (i + 1), bounds.Width, bounds.Height);
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var hover = CheckCollisionPointRec(mouse, item);
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DrawRectangleRec(item, hover ? Color.SkyBlue : Color.LightGray);
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DrawRectangleLinesEx(item, 1, Color.Gray);
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DrawText(items[i], (int)item.X + 5, (int)(item.Y + item.Height / 2 - 5), 10, Color.DarkGray);
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}
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}
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if (IsMouseButtonPressed(MouseButton.Left))
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{
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if (editMode)
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{
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for (var i = 0; i < items.Length; i++)
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{
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Rectangle item = new(bounds.X, bounds.Y + bounds.Height * (i + 1), bounds.Width, bounds.Height);
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if (CheckCollisionPointRec(mouse, item))
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{
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active = i;
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break;
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}
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}
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result = true; // any click closes the dropdown
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}
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else if (CheckCollisionPointRec(mouse, bounds))
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{
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result = true; // open the dropdown
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}
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}
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return result;
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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 [models] example - animation blending");
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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 AnimationBlending();
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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
|
|
{
|
|
game.Update();
|
|
}
|
|
|
|
game.Unload();
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|
|
}
|