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raylib-cs/Examples/Shapes/RectangleAdvanced.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

282 lines
11 KiB
C#

/*******************************************************************************************
*
* raylib [shapes] example - rectangle advanced
*
* Example complexity rating: [★★★★] 4/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Everton Jr. (@evertonse) and reviewed by Ramon Santamaria (@raysan5)
*
* 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) 2024-2025 Everton Jr. (@evertonse) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using static Raylib_cs.Rlgl;
namespace Examples.Shapes;
public partial class RectangleAdvanced : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Rectangle Advanced";
public string Title => "raylib [shapes] example - rectangle advanced";
public void Init()
{
}
public void Update()
{
// Update rectangle bounds
//----------------------------------------------------------------------------------
float width = GetScreenWidth() / 2.0f, height = GetScreenHeight() / 6.0f;
Rectangle rec = new Rectangle(
GetScreenWidth() / 2.0f - width / 2,
GetScreenHeight() / 2.0f - 5 * (height / 2),
width, height
);
//--------------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw All Rectangles with different roundess for each side and different gradients
DrawRectangleRoundedGradientH(rec, 0.8f, 0.8f, 36, Color.Blue, Color.Red);
rec.Y += rec.Height + 1;
DrawRectangleRoundedGradientH(rec, 0.5f, 1.0f, 36, Color.Red, Color.Pink);
rec.Y += rec.Height + 1;
DrawRectangleRoundedGradientH(rec, 1.0f, 0.5f, 36, Color.Red, Color.Blue);
rec.Y += rec.Height + 1;
DrawRectangleRoundedGradientH(rec, 0.0f, 1.0f, 36, Color.Blue, Color.Black);
rec.Y += rec.Height + 1;
DrawRectangleRoundedGradientH(rec, 1.0f, 0.0f, 36, Color.Blue, Color.Pink);
EndDrawing();
//--------------------------------------------------------------------------------------
}
public void Unload()
{
}
//--------------------------------------------------------------------------------------
// Module Functions Definition
//--------------------------------------------------------------------------------------
// Draw rectangle with rounded edges and horizontal gradient, with options to choose side of roundness
// NOTE: Adapted from both 'DrawRectangleRounded()' and 'DrawRectangleGradientH()' raylib [rshapes] implementations
private static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float roundnessRight, int segments, Color left, Color right)
{
// Neither side is rounded
if ((roundnessLeft <= 0.0f && roundnessRight <= 0.0f) || (rec.Width < 1) || (rec.Height < 1))
{
DrawRectangleGradientEx(rec, left, left, right, right);
return;
}
if (roundnessLeft >= 1.0f)
{
roundnessLeft = 1.0f;
}
if (roundnessRight >= 1.0f)
{
roundnessRight = 1.0f;
}
// Calculate corner radius both from right and left
float recSize = rec.Width > rec.Height ? rec.Height : rec.Width;
float radiusLeft = (recSize * roundnessLeft) / 2;
float radiusRight = (recSize * roundnessRight) / 2;
if (radiusLeft <= 0.0f)
{
radiusLeft = 0.0f;
}
if (radiusRight <= 0.0f)
{
radiusRight = 0.0f;
}
if (radiusRight <= 0.0f && radiusLeft <= 0.0f)
{
return;
}
float stepLength = 90.0f / (float)segments;
/*
Diagram Copied here for reference, original at 'DrawRectangleRounded()' source code
P0____________________P1
/| |\
/1| 2 |3\
P7 /__|____________________|__\ P2
| |P8 P9| |
| 8 | 9 | 4 |
| __|____________________|__ |
P6 \ |P11 P10| / P3
\7| 6 |5/
\|____________________|/
P5 P4
*/
// Coordinates of the 12 points also adapted from `DrawRectangleRounded`
Vector2[] point = new Vector2[12]
{
// PO, P1, P2
new Vector2(rec.X + radiusLeft, rec.Y), new Vector2((rec.X + rec.Width) - radiusRight, rec.Y), new Vector2(rec.X + rec.Width, rec.Y + radiusRight),
// P3, P4
new Vector2(rec.X + rec.Width, (rec.Y + rec.Height) - radiusRight), new Vector2((rec.X + rec.Width) - radiusRight, rec.Y + rec.Height),
// P5, P6, P7
new Vector2(rec.X + radiusLeft, rec.Y + rec.Height), new Vector2(rec.X, (rec.Y + rec.Height) - radiusLeft), new Vector2(rec.X, rec.Y + radiusLeft),
// P8, P9
new Vector2(rec.X + radiusLeft, rec.Y + radiusLeft), new Vector2((rec.X + rec.Width) - radiusRight, rec.Y + radiusRight),
// P10, P11
new Vector2((rec.X + rec.Width) - radiusRight, (rec.Y + rec.Height) - radiusRight), new Vector2(rec.X + radiusLeft, (rec.Y + rec.Height) - radiusLeft)
};
Vector2[] centers = new Vector2[4] { point[8], point[9], point[10], point[11] };
float[] angles = new float[4] { 180.0f, 270.0f, 0.0f, 90.0f };
// Here we use the 'Diagram' to guide ourselves to which point receives what color
// By choosing the color correctly associated with a point the gradient effect
// will naturally come from OpenGL interpolation
// But this time instead of Quad, we think in triangles
Begin(DrawMode.Triangles);
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
for (int k = 0; k < 4; ++k)
{
Color color = new Color(0, 0, 0, 0);
float radius = 0.0f;
if (k == 0)
{
color = left;
radius = radiusLeft;
} // [1] Upper Left Corner
if (k == 1)
{
color = right;
radius = radiusRight;
} // [3] Upper Right Corner
if (k == 2)
{
color = right;
radius = radiusRight;
} // [5] Lower Right Corner
if (k == 3)
{
color = left;
radius = radiusLeft;
} // [7] Lower Left Corner
float angle = angles[k];
Vector2 center = centers[k];
for (int i = 0; i < segments; i++)
{
Color4ub(color.R, color.G, color.B, color.A);
Vertex2f(center.X, center.Y);
Vertex2f(center.X + MathF.Cos(DEG2RAD * (angle + stepLength)) * radius, center.Y + MathF.Sin(DEG2RAD * (angle + stepLength)) * radius);
Vertex2f(center.X + MathF.Cos(DEG2RAD * angle) * radius, center.Y + MathF.Sin(DEG2RAD * angle) * radius);
angle += stepLength;
}
}
// [2] Upper Rectangle
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[0].X, point[0].Y);
Vertex2f(point[8].X, point[8].Y);
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[9].X, point[9].Y);
Vertex2f(point[1].X, point[1].Y);
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[0].X, point[0].Y);
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[9].X, point[9].Y);
// [4] Right Rectangle
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[9].X, point[9].Y);
Vertex2f(point[10].X, point[10].Y);
Vertex2f(point[3].X, point[3].Y);
Vertex2f(point[2].X, point[2].Y);
Vertex2f(point[9].X, point[9].Y);
Vertex2f(point[3].X, point[3].Y);
// [6] Bottom Rectangle
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[11].X, point[11].Y);
Vertex2f(point[5].X, point[5].Y);
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[4].X, point[4].Y);
Vertex2f(point[10].X, point[10].Y);
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[11].X, point[11].Y);
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[4].X, point[4].Y);
// [8] Left Rectangle
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[7].X, point[7].Y);
Vertex2f(point[6].X, point[6].Y);
Vertex2f(point[11].X, point[11].Y);
Vertex2f(point[8].X, point[8].Y);
Vertex2f(point[7].X, point[7].Y);
Vertex2f(point[11].X, point[11].Y);
// [9] Middle Rectangle
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[8].X, point[8].Y);
Vertex2f(point[11].X, point[11].Y);
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[10].X, point[10].Y);
Vertex2f(point[9].X, point[9].Y);
Color4ub(left.R, left.G, left.B, left.A);
Vertex2f(point[8].X, point[8].Y);
Color4ub(right.R, right.G, right.B, right.A);
Vertex2f(point[10].X, point[10].Y);
End();
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle advanced");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new RectangleAdvanced();
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;
}
}