* 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')
251 lines
10 KiB
C#
251 lines
10 KiB
C#
/*******************************************************************************************
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*
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* raylib [shapes] example - clock of clocks
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*
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* Example complexity rating: [★★☆☆] 2/4
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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 JP Mortiboys (@themushroompirates) 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 JP Mortiboys (@themushroompirates)
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*
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********************************************************************************************/
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using static Raylib_cs.Raymath; // Required for: Lerp(), Clamp()
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namespace Examples.Shapes;
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public partial class ClockOfClocks : 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 / Clock of Clocks";
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public string Title => "raylib [shapes] example - clock of clocks";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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private Color bgColor;
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private Color handsColor;
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private const float clockFaceSize = 24;
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private const float clockFaceSpacing = 8.0f;
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private const float sectionSpacing = 16.0f;
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private static readonly Vector2 TL = new(0.0f, 90.0f); // Top-left corner
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private static readonly Vector2 TR = new(90.0f, 180.0f); // Top-right corner
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private static readonly Vector2 BR = new(180.0f, 270.0f); // Bottom-right corner
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private static readonly Vector2 BL = new(0.0f, 270.0f); // Bottom-left corner
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private static readonly Vector2 HH = new(0.0f, 180.0f); // Horizontal line
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private static readonly Vector2 VV = new(90.0f, 270.0f); // Vertical line
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private static readonly Vector2 ZZ = new(135.0f, 135.0f); // Not relevant
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private Vector2[,] digitAngles;
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// Time for the hands to move to the new position (in seconds); this must be <1s
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private const float handsMoveDuration = 0.5f;
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private int prevSeconds;
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private Vector2[,] currentAngles;
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private Vector2[,] srcAngles;
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private Vector2[,] dstAngles;
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private float handsMoveTimer;
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private int hourMode;
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public void Init()
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{
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bgColor = ColorLerp(Color.DarkBlue, Color.Black, 0.75f);
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handsColor = ColorLerp(Color.Yellow, Color.RayWhite, .25f);
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digitAngles = new Vector2[10, 24]
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{
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/* 0 */ { TL, HH, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, VV, VV, VV, /* */ VV, VV, VV, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, HH, BR },
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/* 1 */ { TL, HH, TR, ZZ, /* */ BL, TR, VV, ZZ, /* */ ZZ, VV, VV, ZZ, /* */ ZZ, VV, VV, ZZ, /* */ TL, BR, BL, TR, /* */ BL, HH, HH, BR },
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/* 2 */ { TL, HH, HH, TR, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ VV, TL, HH, BR, /* */ VV, BL, HH, TR, /* */ BL, HH, HH, BR },
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/* 3 */ { TL, HH, HH, TR, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, HH, BR },
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/* 4 */ { TL, TR, TL, TR, /* */ VV, VV, VV, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, TR, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, BL, BR },
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/* 5 */ { TL, HH, HH, TR, /* */ VV, TL, HH, BR, /* */ VV, BL, HH, TR, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, HH, BR },
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/* 6 */ { TL, HH, HH, TR, /* */ VV, TL, HH, BR, /* */ VV, BL, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, HH, BR },
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/* 7 */ { TL, HH, HH, TR, /* */ BL, HH, TR, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, VV, VV, /* */ ZZ, ZZ, BL, BR },
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/* 8 */ { TL, HH, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, HH, BR },
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/* 9 */ { TL, HH, HH, TR, /* */ VV, TL, TR, VV, /* */ VV, BL, BR, VV, /* */ BL, HH, TR, VV, /* */ TL, HH, BR, VV, /* */ BL, HH, HH, BR },
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};
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prevSeconds = -1;
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currentAngles = new Vector2[6, 24];
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srcAngles = new Vector2[6, 24];
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dstAngles = new Vector2[6, 24];
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handsMoveTimer = 0.0f;
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hourMode = 24;
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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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// Get the current time
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DateTime timeinfo = DateTime.Now;
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if (timeinfo.Second != prevSeconds)
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{
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// The time has changed, so we need to move the hands to the new positions
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prevSeconds = timeinfo.Second;
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// Format the current time so we can access the individual digits
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string clockDigits = $"{timeinfo.Hour % hourMode:D2}{timeinfo.Minute:D2}{timeinfo.Second:D2}";
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// Fetch where we want all the hands to be
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for (int digit = 0; digit < 6; digit++)
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{
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for (int cell = 0; cell < 24; cell++)
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{
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srcAngles[digit, cell] = currentAngles[digit, cell];
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dstAngles[digit, cell] = digitAngles[clockDigits[digit] - '0', cell];
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// Quick exception for 12h mode
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if ((digit == 0) && (hourMode == 12) && (clockDigits[0] == '0'))
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{
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dstAngles[digit, cell] = ZZ;
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}
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if (srcAngles[digit, cell].X > dstAngles[digit, cell].X)
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{
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srcAngles[digit, cell].X -= 360.0f;
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}
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if (srcAngles[digit, cell].Y > dstAngles[digit, cell].Y)
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{
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srcAngles[digit, cell].Y -= 360.0f;
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}
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}
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}
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// Reset the timer
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handsMoveTimer = -GetFrameTime();
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}
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// Now let's animate all the hands if we need to
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if (handsMoveTimer < handsMoveDuration)
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{
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// Increase the timer but don't go above the maximum
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handsMoveTimer = Clamp(handsMoveTimer + GetFrameTime(), 0, handsMoveDuration);
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// Calculate the % completion of the animation
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float t = handsMoveTimer / handsMoveDuration;
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// A little cheeky smoothstep
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t = t * t * (3.0f - 2.0f * t);
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for (int digit = 0; digit < 6; digit++)
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{
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for (int cell = 0; cell < 24; cell++)
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{
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currentAngles[digit, cell].X = Lerp(srcAngles[digit, cell].X, dstAngles[digit, cell].X, t);
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currentAngles[digit, cell].Y = Lerp(srcAngles[digit, cell].Y, dstAngles[digit, cell].Y, t);
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}
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}
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}
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// Handle input
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if (IsKeyPressed(KeyboardKey.Space))
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{
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hourMode = 36 - hourMode; // Toggle between 12 and 24 hour mode with space
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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(bgColor);
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DrawText($"{hourMode}-h mode, space to change", 10, 30, 20, Color.RayWhite);
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float xOffset = 4.0f;
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for (int digit = 0; digit < 6; digit++)
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{
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for (int row = 0; row < 6; row++)
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{
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for (int col = 0; col < 4; col++)
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{
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Vector2 centre = new(
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xOffset + col * (clockFaceSize + clockFaceSpacing) + clockFaceSize * 0.5f,
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100 + row * (clockFaceSize + clockFaceSpacing) + clockFaceSize * 0.5f
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);
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DrawRing(centre, clockFaceSize * 0.5f - 2.0f, clockFaceSize * 0.5f, 0, 360, 24, Color.DarkGray);
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// Big hand
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DrawRectanglePro(
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new Rectangle(centre.X, centre.Y, clockFaceSize * 0.5f + 4.0f, 4.0f),
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new Vector2(2.0f, 2.0f),
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currentAngles[digit, row * 4 + col].X,
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handsColor
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);
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// Little hand
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DrawRectanglePro(
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new Rectangle(centre.X, centre.Y, clockFaceSize * 0.5f + 2.0f, 4.0f),
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new Vector2(2.0f, 2.0f),
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currentAngles[digit, row * 4 + col].Y,
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handsColor
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);
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}
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}
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xOffset += (clockFaceSize + clockFaceSpacing) * 4;
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if (digit % 2 == 1)
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{
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DrawRing(new Vector2(xOffset + 4.0f, 160.0f), 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
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DrawRing(new Vector2(xOffset + 4.0f, 225.0f), 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
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xOffset += sectionSpacing;
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}
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}
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DrawFPS(10, 10);
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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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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 - clock of clocks");
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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 ClockOfClocks();
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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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