* 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')
363 lines
13 KiB
C#
363 lines
13 KiB
C#
/*******************************************************************************************
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*
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* raylib [shapes] example - rlgl color wheel
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 6.0, last time updated with raylib 6.0
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*
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* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
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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) 2025 Robin (@RobinsAviary)
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*
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********************************************************************************************/
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using static Raylib_cs.Raymath;
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using static Raylib_cs.Rlgl;
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namespace Examples.Shapes;
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public partial class RlglColorWheel : 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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public string Name => "Shapes / RLGL Color Wheel";
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public string Title => "raylib [shapes] example - rlgl color wheel";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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// The minimum/maximum points the circle can have
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private const int pointsMin = 3;
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private const int pointsMax = 256;
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// The current number of points and the radius of the circle
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private int triangleCount;
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private float pointScale;
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// Slider value, literally maps to value in HSV
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private float value;
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// The center of the screen
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private Vector2 center;
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// The location of the color wheel
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private Vector2 circlePosition;
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// The currently selected color
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private Color color;
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// Indicates if the slider is being clicked
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private bool sliderClicked;
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// Indicates if the current color going to be updated, as well as the handle position
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private bool settingColor;
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// How the color wheel will be rendered
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private DrawMode renderType;
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public void Init()
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{
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triangleCount = 64;
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pointScale = 150.0f;
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value = 1.0f;
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center = new Vector2((float)screenWidth / 2.0f, (float)screenHeight / 2.0f);
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circlePosition = center;
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color = new Color(255, 255, 255, 255);
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sliderClicked = false;
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settingColor = false;
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renderType = DrawMode.Triangles;
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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triangleCount += (int)GetMouseWheelMove();
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triangleCount = (int)Clamp((float)triangleCount, (float)pointsMin, (float)pointsMax);
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Rectangle sliderRectangle = new Rectangle(42.0f, 16.0f + 64.0f + 45.0f, 64.0f, 16.0f);
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Vector2 mousePosition = GetMousePosition();
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// Checks if the user is hovering over the value slider
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bool sliderHover = (mousePosition.X >= sliderRectangle.X && mousePosition.Y >= sliderRectangle.Y && mousePosition.X < sliderRectangle.X + sliderRectangle.Width && mousePosition.Y < sliderRectangle.Y + sliderRectangle.Height);
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// Copy color as hex
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if (IsKeyDown(KeyboardKey.LeftControl) && IsKeyDown(KeyboardKey.C))
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{
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if (IsKeyPressed(KeyboardKey.C))
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{
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SetClipboardText($"#{color.R:X2}{color.G:X2}{color.B:X2}");
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}
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}
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// Scale up the color wheel, adjusting the handle visually
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if (IsKeyDown(KeyboardKey.Up))
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{
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pointScale *= 1.025f;
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if (pointScale > (float)screenHeight / 2.0f)
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{
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pointScale = (float)screenHeight / 2.0f;
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}
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else
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{
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circlePosition = Vector2Add(Vector2Multiply(Vector2Subtract(circlePosition, center), new Vector2(1.025f, 1.025f)), center);
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}
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}
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// Scale down the wheel, adjusting the handle visually
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if (IsKeyDown(KeyboardKey.Down))
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{
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pointScale *= 0.975f;
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if (pointScale < 32.0f)
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{
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pointScale = 32.0f;
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}
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else
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{
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circlePosition = Vector2Add(Vector2Multiply(Vector2Subtract(circlePosition, center), new Vector2(0.975f, 0.975f)), center);
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}
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float distanceDown = Vector2Distance(center, circlePosition) / pointScale;
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float angleDown = ((Vector2Angle(new Vector2(0.0f, -pointScale), Vector2Subtract(center, circlePosition)) / MathF.PI + 1.0f) / 2.0f);
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if (distanceDown > 1.0f)
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{
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circlePosition = Vector2Add(new Vector2(MathF.Sin(angleDown * (MathF.PI * 2.0f)) * pointScale, -MathF.Cos(angleDown * (MathF.PI * 2.0f)) * pointScale), center);
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}
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}
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// Checks if the user clicked on the color wheel
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if (IsMouseButtonPressed(MouseButton.Left) && Vector2Distance(GetMousePosition(), center) <= pointScale + 10.0f)
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{
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settingColor = true;
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}
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// Update flag when mouse button is released
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if (IsMouseButtonReleased(MouseButton.Left))
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{
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settingColor = false;
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}
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// Check if the user clicked/released the slider for the color's value
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if (sliderHover && IsMouseButtonPressed(MouseButton.Left))
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{
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sliderClicked = true;
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}
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if (sliderClicked && IsMouseButtonReleased(MouseButton.Left))
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{
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sliderClicked = false;
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}
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// Update render mode accordingly
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if (IsKeyPressed(KeyboardKey.Space))
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{
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renderType = DrawMode.Lines;
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}
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if (IsKeyReleased(KeyboardKey.Space))
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{
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renderType = DrawMode.Triangles;
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}
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// If the slider or the wheel was clicked, update the current color
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if (settingColor || sliderClicked)
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{
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if (settingColor)
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{
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circlePosition = GetMousePosition();
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}
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float distance = Vector2Distance(center, circlePosition) / pointScale;
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float angle = ((Vector2Angle(new Vector2(0.0f, -pointScale), Vector2Subtract(center, circlePosition)) / MathF.PI + 1.0f) / 2.0f);
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if (settingColor && distance > 1.0f)
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{
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circlePosition = Vector2Add(new Vector2(MathF.Sin(angle * (MathF.PI * 2.0f)) * pointScale, -MathF.Cos(angle * (MathF.PI * 2.0f)) * pointScale), center);
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}
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float angle360 = angle * 360.0f;
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float valueActual = Clamp(distance, 0.0f, 1.0f);
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color = ColorLerp(new Color((int)(value * 255.0f), (int)(value * 255.0f), (int)(value * 255.0f), 255), ColorFromHSV(angle360, Clamp(distance, 0.0f, 1.0f), 1.0f), valueActual);
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}
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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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// Begin rendering color wheel
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Begin(renderType);
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for (int i = 0; i < triangleCount; i++)
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{
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float angleOffset = ((MathF.PI * 2.0f) / (float)triangleCount);
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float angle = angleOffset * (float)i;
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float angleOffsetCalculated = ((float)i + 1) * angleOffset;
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Vector2 scale = new Vector2(pointScale, pointScale);
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Vector2 offset = Vector2Multiply(new Vector2(MathF.Sin(angle), -MathF.Cos(angle)), scale);
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Vector2 offset2 = Vector2Multiply(new Vector2(MathF.Sin(angleOffsetCalculated), -MathF.Cos(angleOffsetCalculated)), scale);
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Vector2 position = Vector2Add(center, offset);
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Vector2 position2 = Vector2Add(center, offset2);
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float angleNonRadian = (angle / (2.0f * MathF.PI)) * 360.0f;
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float angleNonRadianOffset = (angleOffset / (2.0f * MathF.PI)) * 360.0f;
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Color currentColor = ColorFromHSV(angleNonRadian, 1.0f, 1.0f);
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Color offsetColor = ColorFromHSV(angleNonRadian + angleNonRadianOffset, 1.0f, 1.0f);
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// Input vertices differently depending on mode
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if (renderType == DrawMode.Triangles)
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{
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// RL_TRIANGLES expects three vertices per triangle
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Color4ub(currentColor.R, currentColor.G, currentColor.B, currentColor.A);
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Vertex2f(position.X, position.Y);
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Color4f(value, value, value, 1.0f);
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Vertex2f(center.X, center.Y);
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Color4ub(offsetColor.R, offsetColor.G, offsetColor.B, offsetColor.A);
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Vertex2f(position2.X, position2.Y);
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}
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else if (renderType == DrawMode.Lines)
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{
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// RL_LINES expects two vertices per line
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Color4ub(currentColor.R, currentColor.G, currentColor.B, currentColor.A);
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Vertex2f(position.X, position.Y);
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Color4ub(Color.White.R, Color.White.G, Color.White.B, Color.White.A);
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Vertex2f(center.X, center.Y);
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Vertex2f(center.X, center.Y);
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Color4ub(offsetColor.R, offsetColor.G, offsetColor.B, offsetColor.A);
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Vertex2f(position2.X, position2.Y);
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Vertex2f(position2.X, position2.Y);
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Color4ub(currentColor.R, currentColor.G, currentColor.B, currentColor.A);
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Vertex2f(position.X, position.Y);
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}
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}
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End();
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// Make the handle slightly more visible overtop darker colors
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Color handleColor = Color.Black;
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if (Vector2Distance(center, circlePosition) / pointScale <= 0.5f && value <= 0.5f)
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{
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handleColor = Color.DarkGray;
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}
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// Draw the color handle
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DrawCircleLinesV(circlePosition, 4.0f, handleColor);
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// Draw the color in a preview, with a darkened outline.
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DrawRectangleV(new Vector2(8.0f, 8.0f), new Vector2(64.0f, 64.0f), color);
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DrawRectangleLinesEx(new Rectangle(8.0f, 8.0f, 64.0f, 64.0f), 2.0f, ColorLerp(color, Color.Black, 0.5f));
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// Draw current color as hex and decimal
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DrawText($"#{color.R:X2}{color.G:X2}{color.B:X2}\n({color.R}, {color.G}, {color.B})", 8, 8 + 64 + 8, 20, Color.DarkGray);
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// Update the visuals for the copying text
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Color copyColor = Color.DarkGray;
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int textOffset = 0;
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if (IsKeyDown(KeyboardKey.LeftControl) && IsKeyDown(KeyboardKey.C))
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{
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copyColor = Color.DarkGreen;
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textOffset = 4;
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}
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// Draw the copying text
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DrawText("press ctrl+c to copy!", 8, 425 - textOffset, 20, copyColor);
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// Display the number of rendered triangles
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DrawText($"triangle count: {triangleCount}", 8, 395, 20, Color.DarkGray);
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// Slider to change color's value (minimal raygui-like control, raygui is not bound in raylib-cs)
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GuiSliderBar(sliderRectangle, "value: ", "", ref value, 0.0f, 1.0f);
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// Draw FPS next to outlined color preview
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DrawFPS(64 + 16, 8);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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}
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//----------------------------------------------------------------------------------
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// Minimal raygui-like widgets (plain raylib re-implementation)
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//----------------------------------------------------------------------------------
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private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
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{
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Vector2 mouse = GetMousePosition();
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bool hover = CheckCollisionPointRec(mouse, bounds);
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if (hover && 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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}
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DrawRectangleRec(bounds, Color.LightGray);
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float 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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}
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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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SetConfigFlags(ConfigFlags.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rlgl color wheel");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new RlglColorWheel();
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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
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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