461 lines
17 KiB
C#
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;
|
|
}
|
|
}
|