Watch
2
0
Fork
You've already forked raylib-cs
0
raylib-cs/Examples/Shapes/SplinesDrawing.cs
tiger tiger tiger 8c22e68c2a
WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality.

* chg: Modernize CI workflow, enable SourceLink

- Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1
- Trigger push builds on main instead of master
- Create local nuget feed dir before pack (fixes NU1301)
- Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340)

* fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures

* chore: updated readme

* fix: version the native extract marker and chain download via DependsOnTargets

The .extracted marker now includes the raylib package name, so bumping
TargetRaylibTag re-extracts the new archive instead of silently keeping
(and packing/copying) the previous version's files.

_PrepareNativeLibrary and _StageWasmNative now depend directly on
_DownloadAndExtractInternal instead of CallTarget-ing it; dependency
targets run in the same project instance, so the resolved properties
(RaylibPackageName etc.) propagate naturally.

* fix: let the binding build for browser-wasm on both net8.0 and net10.0

The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x,
auto-imported for RID browser-wasm) treats every browser-wasm project as
a wasm app: it forces OutputType=Exe after project evaluation (CS5001
for a classlib) and hooks its app-bundle build after Build, which errors
because a library has no assemblies to bundle. Opt Raylib-cs out via
DisableAutoWasmBuildApp (props time, before the workload defaults its
trigger) and pin OutputType back to Library in Directory.Build.targets
(evaluated after the workload props, so the assignment wins). net10's
wasm SDK needs neither workaround.

* chore: readme updated

* chg: simplifying build logic - a simple line in the documentation should save us the code here

* fix: Wrong signature of FrameBufferComplete

* chore: readme update

* feat: samples default to local project reference, and can optionally use the nuget package

* feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

* chore: readme, gitignore, and targets backport.

* fix: Examples.csproj runs the download task when building locally

* feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

* chore: readme, gitignore, and targets backport.

* chore: clean up linter warnings

* feat: html harness focuses the example and allows quick navigation with J/K instead.

* chore: readme mentions the property to use nuget vs. the local project reference

* feat: replaced the J/K navigation with good old HTML buttons

* chore: run dotnet format scoped default (was previously scoped to just 'style')
2026-07-30 18:34:34 +01:00

461 lines
17 KiB
C#

/*******************************************************************************************
*
* raylib [shapes] example - splines drawing
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 5.0, last time updated with raylib 5.0
*
* 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) 2023-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
namespace Examples.Shapes;
public partial class SplinesDrawing : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MAX_SPLINE_POINTS = 32;
public string Name => "Shapes / Splines Drawing";
public string Title => "raylib [shapes] example - splines drawing";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Cubic Bezier spline control points
// NOTE: Every segment has two control points
private struct ControlPoint
{
public Vector2 start;
public Vector2 end;
}
// Spline types
private const int SPLINE_LINEAR = 0; // Linear
private const int SPLINE_BASIS = 1; // B-Spline
private const int SPLINE_CATMULLROM = 2; // Catmull-Rom
private const int SPLINE_BEZIER = 3; // Cubic Bezier
private Vector2[] points;
private Vector2[] pointsInterleaved;
private int pointCount;
private int selectedPoint;
private int focusedPoint;
private int selectedControlIndex; // -1 when none
private bool selectedControlStart;
private int focusedControlIndex; // -1 when none
private bool focusedControlStart;
private ControlPoint[] control;
// Spline config variables
private float splineThickness;
private int splineTypeActive; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
private bool splineTypeEditMode;
private bool splineHelpersActive;
// Minimal raygui-like global lock
private static bool guiLocked;
public void Init()
{
points = new Vector2[MAX_SPLINE_POINTS];
points[0] = new Vector2(50.0f, 400.0f);
points[1] = new Vector2(160.0f, 220.0f);
points[2] = new Vector2(340.0f, 380.0f);
points[3] = new Vector2(520.0f, 60.0f);
points[4] = new Vector2(710.0f, 260.0f);
// Array required for spline bezier-cubic,
// including control points interleaved with start-end segment points
pointsInterleaved = new Vector2[3 * (MAX_SPLINE_POINTS - 1) + 1];
pointCount = 5;
selectedPoint = -1;
focusedPoint = -1;
selectedControlIndex = -1;
focusedControlIndex = -1;
// Cubic Bezier control points initialization
control = new ControlPoint[MAX_SPLINE_POINTS - 1];
for (int i = 0; i < pointCount - 1; i++)
{
control[i].start = new Vector2(points[i].X + 50, points[i].Y);
control[i].end = new Vector2(points[i + 1].X - 50, points[i + 1].Y);
}
splineThickness = 8.0f;
splineTypeActive = SPLINE_LINEAR;
splineTypeEditMode = false;
splineHelpersActive = true;
guiLocked = false;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// Spline points creation logic (at the end of spline)
if (IsMouseButtonPressed(MouseButton.Right) && (pointCount < MAX_SPLINE_POINTS))
{
points[pointCount] = GetMousePosition();
int i = pointCount - 1;
control[i].start = new Vector2(points[i].X + 50, points[i].Y);
control[i].end = new Vector2(points[i + 1].X - 50, points[i + 1].Y);
pointCount++;
}
// Spline point focus and selection logic
if ((selectedPoint == -1) && ((splineTypeActive != SPLINE_BEZIER) || (selectedControlIndex == -1)))
{
focusedPoint = -1;
for (int i = 0; i < pointCount; i++)
{
if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f))
{
focusedPoint = i;
break;
}
}
if (IsMouseButtonPressed(MouseButton.Left))
{
selectedPoint = focusedPoint;
}
}
// Spline point movement logic
if (selectedPoint >= 0)
{
points[selectedPoint] = GetMousePosition();
if (IsMouseButtonReleased(MouseButton.Left))
{
selectedPoint = -1;
}
}
// Cubic Bezier spline control points logic
if ((splineTypeActive == SPLINE_BEZIER) && (focusedPoint == -1))
{
// Spline control point focus and selection logic
if (selectedControlIndex == -1)
{
focusedControlIndex = -1;
for (int i = 0; i < pointCount - 1; i++)
{
if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
{
focusedControlIndex = i;
focusedControlStart = true;
break;
}
else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f))
{
focusedControlIndex = i;
focusedControlStart = false;
break;
}
}
if (IsMouseButtonPressed(MouseButton.Left))
{
selectedControlIndex = focusedControlIndex;
selectedControlStart = focusedControlStart;
}
}
// Spline control point movement logic
if (selectedControlIndex != -1)
{
if (selectedControlStart)
{
control[selectedControlIndex].start = GetMousePosition();
}
else
{
control[selectedControlIndex].end = GetMousePosition();
}
if (IsMouseButtonReleased(MouseButton.Left))
{
selectedControlIndex = -1;
}
}
}
// Spline selection logic
if (IsKeyPressed(KeyboardKey.One))
{
splineTypeActive = 0;
}
else if (IsKeyPressed(KeyboardKey.Two))
{
splineTypeActive = 1;
}
else if (IsKeyPressed(KeyboardKey.Three))
{
splineTypeActive = 2;
}
else if (IsKeyPressed(KeyboardKey.Four))
{
splineTypeActive = 3;
}
// Clear selection when changing to a spline without control points
if (IsKeyPressed(KeyboardKey.One) || IsKeyPressed(KeyboardKey.Two) || IsKeyPressed(KeyboardKey.Three))
{
selectedControlIndex = -1;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (splineTypeActive == SPLINE_LINEAR)
{
// Draw spline: linear
DrawSplineLinear(points, pointCount, splineThickness, Color.Red);
}
else if (splineTypeActive == SPLINE_BASIS)
{
// Draw spline: basis
DrawSplineBasis(points, pointCount, splineThickness, Color.Red); // Provide connected points array
}
else if (splineTypeActive == SPLINE_CATMULLROM)
{
// Draw spline: catmull-rom
DrawSplineCatmullRom(points, pointCount, splineThickness, Color.Red); // Provide connected points array
}
else if (splineTypeActive == SPLINE_BEZIER)
{
// NOTE: Cubic-bezier spline requires the 2 control points of each segment to be
// provided interleaved with the start and end point of every segment
for (int i = 0; i < (pointCount - 1); i++)
{
pointsInterleaved[3 * i] = points[i];
pointsInterleaved[3 * i + 1] = control[i].start;
pointsInterleaved[3 * i + 2] = control[i].end;
}
pointsInterleaved[3 * (pointCount - 1)] = points[pointCount - 1];
// Draw spline: cubic-bezier (with control points)
DrawSplineBezierCubic(pointsInterleaved, 3 * (pointCount - 1) + 1, splineThickness, Color.Red);
// Draw spline control points
for (int i = 0; i < pointCount - 1; i++)
{
// Every cubic bezier point have two control points
DrawCircleV(control[i].start, 6, Color.Gold);
DrawCircleV(control[i].end, 6, Color.Gold);
if (focusedControlIndex == i && focusedControlStart)
{
DrawCircleV(control[i].start, 8, Color.Green);
}
else if (focusedControlIndex == i && !focusedControlStart)
{
DrawCircleV(control[i].end, 8, Color.Green);
}
DrawLineEx(points[i], control[i].start, 1.0f, Color.LightGray);
DrawLineEx(points[i + 1], control[i].end, 1.0f, Color.LightGray);
// Draw spline control lines
DrawLineV(points[i], control[i].start, Color.Gray);
DrawLineV(control[i].end, points[i + 1], Color.Gray);
}
}
if (splineHelpersActive)
{
// Draw spline point helpers
for (int i = 0; i < pointCount; i++)
{
DrawCircleLinesV(points[i], (focusedPoint == i) ? 12.0f : 8.0f, (focusedPoint == i) ? Color.Blue : Color.DarkBlue);
if ((splineTypeActive != SPLINE_LINEAR) &&
(splineTypeActive != SPLINE_BEZIER) &&
(i < pointCount - 1))
{
DrawLineV(points[i], points[i + 1], Color.Gray);
}
DrawText($"[{points[i].X:F0}, {points[i].Y:F0}]", (int)points[i].X, (int)points[i].Y + 10, 10, Color.Black);
}
}
// Check all possible UI states that require controls lock
if (splineTypeEditMode || (selectedPoint != -1) || (selectedControlIndex != -1))
{
GuiLock();
}
// Draw spline config
GuiLabel(new Rectangle(12, 62, 140, 24), $"Spline thickness: {(int)splineThickness}");
GuiSliderBar(new Rectangle(12, 60 + 24, 140, 16), null, null, ref splineThickness, 1.0f, 40.0f);
GuiCheckBox(new Rectangle(12, 110, 20, 20), "Show point helpers", ref splineHelpersActive);
if (splineTypeEditMode)
{
GuiUnlock();
}
GuiLabel(new Rectangle(12, 10, 140, 24), "Spline type:");
if (GuiDropdownBox(new Rectangle(12, 8 + 24, 140, 28), "LINEAR;BSPLINE;CATMULLROM;BEZIER", ref splineTypeActive, splineTypeEditMode))
{
splineTypeEditMode = !splineTypeEditMode;
}
GuiUnlock();
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Minimal raygui-like widgets (plain raylib re-implementation)
//----------------------------------------------------------------------------------
private static void GuiLock() => guiLocked = true;
private static void GuiUnlock() => guiLocked = false;
private static void GuiLabel(Rectangle bounds, string text)
{
DrawText(text, (int)bounds.X, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (!guiLocked && hover && IsMouseButtonDown(MouseButton.Left))
{
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
if (value < minValue)
{
value = minValue;
}
if (value > maxValue)
{
value = maxValue;
}
}
DrawRectangleRec(bounds, Color.LightGray);
float pct = (value - minValue) / (maxValue - minValue);
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
DrawRectangleLinesEx(bounds, 1, Color.Gray);
if (!string.IsNullOrEmpty(textLeft))
{
DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
if (!string.IsNullOrEmpty(textRight))
{
DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
}
private static void GuiCheckBox(Rectangle bounds, string text, ref bool active)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (!guiLocked && hover && IsMouseButtonPressed(MouseButton.Left))
{
active = !active;
}
DrawRectangleLinesEx(bounds, 1, hover ? Color.DarkBlue : Color.Gray);
if (active)
{
DrawRectangle((int)bounds.X + 4, (int)bounds.Y + 4, (int)bounds.Width - 8, (int)bounds.Height - 8, Color.DarkGray);
}
if (text != null)
{
DrawText(text, (int)(bounds.X + bounds.Width + 8), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
}
private static bool GuiDropdownBox(Rectangle bounds, string text, ref int active, bool editMode)
{
string[] items = text.Split(';');
bool pressed = false;
Vector2 mouse = GetMousePosition();
bool clickable = !guiLocked;
bool hoverMain = CheckCollisionPointRec(mouse, bounds);
DrawRectangleRec(bounds, editMode ? Color.SkyBlue : (hoverMain ? Color.LightGray : Color.RayWhite));
DrawRectangleLinesEx(bounds, 1, editMode ? Color.Blue : Color.Gray);
DrawText(items[active], (int)bounds.X + 6, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
if (editMode)
{
for (int i = 0; i < items.Length; i++)
{
Rectangle itemRec = new Rectangle(bounds.X, bounds.Y + bounds.Height * (i + 1), bounds.Width, bounds.Height);
bool hoverItem = CheckCollisionPointRec(mouse, itemRec);
DrawRectangleRec(itemRec, hoverItem ? Color.SkyBlue : Color.RayWhite);
DrawRectangleLinesEx(itemRec, 1, Color.Gray);
DrawText(items[i], (int)itemRec.X + 6, (int)(itemRec.Y + itemRec.Height / 2 - 5), 10, Color.DarkGray);
if (clickable && hoverItem && IsMouseButtonPressed(MouseButton.Left))
{
active = i;
pressed = true;
}
}
}
if (clickable && hoverMain && IsMouseButtonPressed(MouseButton.Left))
{
pressed = true;
}
return pressed;
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - splines drawing");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new SplinesDrawing();
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;
}
}