Merge branch 'master' into add-pie-chart-example
This commit is contained in:
commit
780ddc6118
11 changed files with 7077 additions and 2494 deletions
|
|
@ -68,8 +68,8 @@ int main(void)
|
|||
// Draw circle to bullet texture, then draw bullet using DrawTexture()
|
||||
// NOTE: This is done to improve the performance, since DrawCircle() is very slow
|
||||
BeginTextureMode(bulletTexture);
|
||||
DrawCircle(12, 12, bulletRadius, WHITE);
|
||||
DrawCircleLines(12, 12, bulletRadius, BLACK);
|
||||
DrawCircle(12, 12, (float)bulletRadius, WHITE);
|
||||
DrawCircleLines(12, 12, (float)bulletRadius, BLACK);
|
||||
EndTextureMode();
|
||||
|
||||
bool drawInPerformanceMode = true; // Switch between DrawCircle() and DrawTexture()
|
||||
|
|
@ -192,8 +192,8 @@ int main(void)
|
|||
if (!bullets[i].disabled)
|
||||
{
|
||||
DrawTexture(bulletTexture.texture,
|
||||
bullets[i].position.x - bulletTexture.texture.width*0.5f,
|
||||
bullets[i].position.y - bulletTexture.texture.height*0.5f,
|
||||
(int)(bullets[i].position.x - bulletTexture.texture.width*0.5f),
|
||||
(int)(bullets[i].position.y - bulletTexture.texture.height*0.5f),
|
||||
bullets[i].color);
|
||||
}
|
||||
}
|
||||
|
|
@ -206,8 +206,8 @@ int main(void)
|
|||
// Do not draw disabled bullets (out of screen)
|
||||
if (!bullets[i].disabled)
|
||||
{
|
||||
DrawCircleV(bullets[i].position, bulletRadius, bullets[i].color);
|
||||
DrawCircleLinesV(bullets[i].position, bulletRadius, BLACK);
|
||||
DrawCircleV(bullets[i].position, (float)bulletRadius, bullets[i].color);
|
||||
DrawCircleLinesV(bullets[i].position, (float)bulletRadius, BLACK);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -68,7 +68,7 @@ int main(void)
|
|||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw the dashed line with the current properties
|
||||
DrawLineDashed(lineStartPosition, lineEndPosition, dashLength, blankLength, lineColors[colorIndex]);
|
||||
DrawLineDashed(lineStartPosition, lineEndPosition, (int)dashLength, (int)blankLength, lineColors[colorIndex]);
|
||||
|
||||
// Draw UI and Instructions
|
||||
DrawRectangle(5, 5, 265, 95, Fade(SKYBLUE, 0.5f));
|
||||
|
|
|
|||
|
|
@ -15,6 +15,8 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#define _CRT_SECURE_NO_WARNINGS // Disable some Visual Studio warnings
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <math.h> // Required for: cosf(), sinf()
|
||||
|
|
@ -158,7 +160,7 @@ static void UpdateClock(Clock *clock)
|
|||
clock->minute.value = timeinfo->tm_min;
|
||||
clock->hour.value = timeinfo->tm_hour;
|
||||
|
||||
clock->hour.angle = (timeinfo->tm_hour%12)*180.0/6.0f;
|
||||
clock->hour.angle = (timeinfo->tm_hour%12)*180.0f/6.0f;
|
||||
clock->hour.angle += (timeinfo->tm_min%60)*30/60.0f;
|
||||
clock->hour.angle -= 90;
|
||||
|
||||
|
|
@ -175,8 +177,8 @@ static void UpdateClock(Clock *clock)
|
|||
static void DrawClockAnalog(Clock clock, Vector2 position)
|
||||
{
|
||||
// Draw clock base
|
||||
DrawCircleV(position, clock.second.length + 40, LIGHTGRAY);
|
||||
DrawCircleV(position, 12, GRAY);
|
||||
DrawCircleV(position, clock.second.length + 40.0f, LIGHTGRAY);
|
||||
DrawCircleV(position, 12.0f, GRAY);
|
||||
|
||||
// Draw clock minutes/seconds lines
|
||||
for (int i = 0; i < 60; i++)
|
||||
|
|
@ -192,15 +194,15 @@ static void DrawClockAnalog(Clock clock, Vector2 position)
|
|||
}
|
||||
|
||||
// Draw hand seconds
|
||||
DrawRectanglePro((Rectangle){ position.x, position.y, clock.second.length, clock.second.thickness },
|
||||
DrawRectanglePro((Rectangle){ position.x, position.y, (float)clock.second.length, (float)clock.second.thickness },
|
||||
(Vector2){ 0.0f, clock.second.thickness/2.0f }, clock.second.angle, clock.second.color);
|
||||
|
||||
// Draw hand minutes
|
||||
DrawRectanglePro((Rectangle){ position.x, position.y, clock.minute.length, clock.minute.thickness },
|
||||
DrawRectanglePro((Rectangle){ position.x, position.y, (float)clock.minute.length, (float)clock.minute.thickness },
|
||||
(Vector2){ 0.0f, clock.minute.thickness/2.0f }, clock.minute.angle, clock.minute.color);
|
||||
|
||||
// Draw hand hours
|
||||
DrawRectanglePro((Rectangle){ position.x, position.y, clock.hour.length, clock.hour.thickness },
|
||||
DrawRectanglePro((Rectangle){ position.x, position.y, (float)clock.hour.length, (float)clock.hour.thickness },
|
||||
(Vector2){ 0.0f, clock.hour.thickness/2.0f }, clock.hour.angle, clock.hour.color);
|
||||
}
|
||||
|
||||
|
|
@ -212,14 +214,14 @@ static void DrawClockDigital(Clock clock, Vector2 position)
|
|||
DrawDisplayValue((Vector2){ position.x, position.y }, clock.hour.value/10, RED, Fade(LIGHTGRAY, 0.3f));
|
||||
DrawDisplayValue((Vector2){ position.x + 120, position.y }, clock.hour.value%10, RED, Fade(LIGHTGRAY, 0.3f));
|
||||
|
||||
DrawCircle(position.x + 240, position.y + 70, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
|
||||
DrawCircle(position.x + 240, position.y + 150, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
|
||||
DrawCircle((int)position.x + 240, (int)position.y + 70, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
|
||||
DrawCircle((int)position.x + 240, (int)position.y + 150, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
|
||||
|
||||
DrawDisplayValue((Vector2){ position.x + 260, position.y }, clock.minute.value/10, RED, Fade(LIGHTGRAY, 0.3f));
|
||||
DrawDisplayValue((Vector2){ position.x + 380, position.y }, clock.minute.value%10, RED, Fade(LIGHTGRAY, 0.3f));
|
||||
|
||||
DrawCircle(position.x + 500, position.y + 70, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
|
||||
DrawCircle(position.x + 500, position.y + 150, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
|
||||
DrawCircle((int)position.x + 500, (int)position.y + 70, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
|
||||
DrawCircle((int)position.x + 500, (int)position.y + 150, 12, (clock.second.value%2)? RED : Fade(LIGHTGRAY, 0.3f));
|
||||
|
||||
DrawDisplayValue((Vector2){ position.x + 520, position.y }, clock.second.value/10, RED, Fade(LIGHTGRAY, 0.3f));
|
||||
DrawDisplayValue((Vector2){ position.x + 640, position.y }, clock.second.value%10, RED, Fade(LIGHTGRAY, 0.3f));
|
||||
|
|
|
|||
|
|
@ -21,7 +21,7 @@
|
|||
|
||||
// Constant for Simulation
|
||||
#define SIMULATION_STEPS 30
|
||||
#define G 9.81
|
||||
#define G 9.81f
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
|
|
@ -43,9 +43,9 @@ int main(void)
|
|||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
|
||||
|
||||
// Simulation Paramters
|
||||
float l1 = 15, m1 = 0.2, theta1 = DEG2RAD*170, w1 = 0;
|
||||
float l2 = 15, m2 = 0.1, theta2 = DEG2RAD*0, w2 = 0;
|
||||
float lengthScaler = 0.1;
|
||||
float l1 = 15.0f, m1 = 0.2f, theta1 = DEG2RAD*170, w1 = 0;
|
||||
float l2 = 15.0f, m2 = 0.1f, theta2 = DEG2RAD*0, w2 = 0;
|
||||
float lengthScaler = 0.1f;
|
||||
float totalM = m1 + m2;
|
||||
|
||||
Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
|
||||
|
|
@ -57,8 +57,8 @@ int main(void)
|
|||
float L2 = l2*lengthScaler;
|
||||
|
||||
// Draw parameters
|
||||
int lineThick = 20, trailThick = 2;
|
||||
float fateAlpha = 0.01;
|
||||
float lineThick = 20, trailThick = 2;
|
||||
float fateAlpha = 0.01f;
|
||||
|
||||
// Create framebuffer
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
|
@ -129,15 +129,15 @@ int main(void)
|
|||
ClearBackground(BLACK);
|
||||
|
||||
// Draw trails texture
|
||||
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
|
||||
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
|
||||
|
||||
// Draw double pendulum
|
||||
DrawRectanglePro((Rectangle){ screenWidth/2, screenHeight/2 - 100, 10*l1, lineThick },
|
||||
(Vector2){0, lineThick*0.5}, 90 - RAD2DEG*theta1, RAYWHITE);
|
||||
DrawRectanglePro((Rectangle){ screenWidth/2.0f, screenHeight/2.0f - 100, 10*l1, lineThick },
|
||||
(Vector2){0, lineThick*0.5f}, 90 - RAD2DEG*theta1, RAYWHITE);
|
||||
|
||||
Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
|
||||
DrawRectanglePro((Rectangle){ screenWidth/2 + endpoint1.x, screenHeight/2 - 100 + endpoint1.y, 10*l2, lineThick },
|
||||
(Vector2){0, lineThick*0.5}, 90 - RAD2DEG*theta2, RAYWHITE);
|
||||
DrawRectanglePro((Rectangle){ screenWidth/2.0f + endpoint1.x, screenHeight/2.0f - 100 + endpoint1.y, 10*l2, lineThick },
|
||||
(Vector2){0, lineThick*0.5f}, 90 - RAD2DEG*theta2, RAYWHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -159,7 +159,7 @@ int main(void)
|
|||
// Calculate pendulum end point
|
||||
static Vector2 CalculatePendulumEndPoint(float l, float theta)
|
||||
{
|
||||
return (Vector2){ 10*l*sin(theta), 10*l*cos(theta) };
|
||||
return (Vector2){ 10*l*sinf(theta), 10*l*cosf(theta) };
|
||||
}
|
||||
|
||||
// Calculate double pendulum end point
|
||||
|
|
|
|||
92
examples/shapes/shapes_kaleidoscope.c
Normal file
92
examples/shapes/shapes_kaleidoscope.c
Normal file
|
|
@ -0,0 +1,92 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - kaleidoscope
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Hugo ARNAL (@hugoarnal) 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) 2025 Hugo ARNAL (@hugoarnal)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - kaleidoscope");
|
||||
|
||||
int symmetry = 6;
|
||||
float angle = 360.0f/(float)symmetry;
|
||||
float thickness = 3.0f;
|
||||
Vector2 prevMousePos = { 0 };
|
||||
|
||||
SetTargetFPS(60);
|
||||
ClearBackground(BLACK);
|
||||
|
||||
Vector2 offset = { (float)screenWidth/2.0f, (float)screenHeight/2.0f };
|
||||
Camera2D camera = { 0 };
|
||||
camera.target = (Vector2){ 0 };
|
||||
camera.offset = offset;
|
||||
camera.rotation = 0.0f;
|
||||
camera.zoom = 1.0f;
|
||||
|
||||
Vector2 scaleVector = { 1.0f, -1.0f };
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
Vector2 mousePos = GetMousePosition();
|
||||
Vector2 lineStart = Vector2Subtract(mousePos, offset);
|
||||
Vector2 lineEnd = Vector2Subtract(prevMousePos, offset);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
BeginMode2D(camera);
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) {
|
||||
for (int i = 0; i < symmetry; i++) {
|
||||
lineStart = Vector2Rotate(lineStart, angle*DEG2RAD);
|
||||
lineEnd = Vector2Rotate(lineEnd, angle*DEG2RAD);
|
||||
|
||||
DrawLineEx(lineStart, lineEnd, thickness, WHITE);
|
||||
|
||||
Vector2 reflectLineStart = Vector2Multiply(lineStart, scaleVector);
|
||||
Vector2 reflectLineEnd = Vector2Multiply(lineEnd, scaleVector);
|
||||
|
||||
DrawLineEx(reflectLineStart, reflectLineEnd, thickness, WHITE);
|
||||
}
|
||||
}
|
||||
|
||||
prevMousePos = mousePos;
|
||||
EndMode2D();
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shapes/shapes_kaleidoscope.png
Normal file
BIN
examples/shapes/shapes_kaleidoscope.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 38 KiB |
141
examples/shapes/shapes_recursive_tree.c
Normal file
141
examples/shapes/shapes_recursive_tree.c
Normal file
|
|
@ -0,0 +1,141 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - shapes recursive tree
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
||||
*
|
||||
* Example contributed by Jopestpe (@jopestpe)
|
||||
*
|
||||
* 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) 2018-2025 Jopestpe (@jopestpe)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include <math.h>
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h" // Required for GUI controls
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef struct {
|
||||
Vector2 start;
|
||||
Vector2 end;
|
||||
float angle;
|
||||
float length;
|
||||
} Branch;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
static Vector2 CalculateBranchEnd(Vector2 start, float angle, float length);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - shapes recursive tree");
|
||||
|
||||
Vector2 start = { (screenWidth/2.0f) - 125.0f, (float)screenHeight };
|
||||
float angle = 40.0f;
|
||||
float thick = 1.0f;
|
||||
float treeDepth = 10.0f;
|
||||
float branchDecay = 0.66f;
|
||||
float length = 120.0f;
|
||||
bool bezier = false;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
float theta = angle*DEG2RAD;
|
||||
int maxBranches = (int)(powf(2, floorf(treeDepth)));
|
||||
Branch branches[1024] = { 0 };
|
||||
int count = 0;
|
||||
|
||||
Vector2 initialEnd = CalculateBranchEnd(start, 0.0f, length);
|
||||
branches[count++] = (Branch){start, initialEnd, 0.0f, length};
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Branch branch = branches[i];
|
||||
if (branch.length < 2) continue;
|
||||
|
||||
float nextLength = branch.length*branchDecay;
|
||||
|
||||
if (count < maxBranches && nextLength >= 2)
|
||||
{
|
||||
Vector2 branchStart = branch.end;
|
||||
|
||||
Vector2 branchEnd1 = CalculateBranchEnd(branchStart, branch.angle + theta, nextLength);
|
||||
Vector2 branchEnd2 = CalculateBranchEnd(branchStart, branch.angle - theta, nextLength);
|
||||
|
||||
branches[count++] = (Branch){branchStart, branchEnd1, branch.angle + theta, nextLength};
|
||||
branches[count++] = (Branch){branchStart, branchEnd2, branch.angle - theta, nextLength};
|
||||
}
|
||||
}
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Branch branch = branches[i];
|
||||
if (branch.length >= 2)
|
||||
{
|
||||
if (!bezier) DrawLineEx(branch.start, branch.end, thick, RED);
|
||||
else DrawLineBezier(branch.start, branch.end, thick, RED);
|
||||
}
|
||||
}
|
||||
|
||||
DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
|
||||
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f", angle), &angle, 0, 180);
|
||||
GuiSliderBar((Rectangle){ 640, 70, 120, 20 }, "Length", TextFormat("%.0f", length), &length, 12.0f, 240.0f);
|
||||
GuiSliderBar((Rectangle){ 640, 100, 120, 20}, "Decay", TextFormat("%.2f", branchDecay), &branchDecay, 0.1f, 0.78f);
|
||||
GuiSliderBar((Rectangle){ 640, 130, 120, 20 }, "Depth", TextFormat("%.0f", treeDepth), &treeDepth, 1.0f, 10.f);
|
||||
GuiSliderBar((Rectangle){ 640, 160, 120, 20}, "Thick", TextFormat("%.0f", thick), &thick, 1, 8);
|
||||
GuiCheckBox((Rectangle){ 640, 190, 20, 20 }, "Bezier", &bezier);
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static Vector2 CalculateBranchEnd(Vector2 start, float angle, float length)
|
||||
{
|
||||
return (Vector2){ start.x + length*sinf(angle), start.y - length*cosf(angle) };
|
||||
}
|
||||
BIN
examples/shapes/shapes_recursive_tree.png
Normal file
BIN
examples/shapes/shapes_recursive_tree.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 18 KiB |
106
examples/shapes/shapes_triangle_strip.c
Normal file
106
examples/shapes/shapes_triangle_strip.c
Normal file
|
|
@ -0,0 +1,106 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - triangle strip
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
||||
*
|
||||
* Example contributed by Jopestpe (@jopestpe)
|
||||
*
|
||||
* 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) 2018-2025 Jopestpe (@jopestpe)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include <math.h>
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h" // Required for GUI controls
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - triangle strip");
|
||||
|
||||
Vector2 points[120] = { 0 };
|
||||
Vector2 center = { (screenWidth/2.0f) - 125.f, screenHeight/2.0f };
|
||||
float segments = 6.0f;
|
||||
float insideRadius = 100.0f;
|
||||
float outsideRadius = 150.0f;
|
||||
bool outline = true;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
int pointCount = (int)(segments);
|
||||
float angleStep = (360.0f/pointCount)*DEG2RAD;
|
||||
|
||||
for (int i = 0, i2 = 0; i < pointCount; i++, i2 += 2)
|
||||
{
|
||||
float angle1 = i*angleStep;
|
||||
points[i2] = (Vector2){ center.x + cosf(angle1)*insideRadius, center.y + sinf(angle1)*insideRadius };
|
||||
float angle2 = angle1 + angleStep/2.0f;
|
||||
points[i2 + 1] = (Vector2){ center.x + cosf(angle2)*outsideRadius, center.y + sinf(angle2)*outsideRadius };
|
||||
}
|
||||
|
||||
points[pointCount*2] = points[0];
|
||||
points[pointCount*2 + 1] = points[1];
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = 0, i2 = 0; i < pointCount; i++, i2 += 2)
|
||||
{
|
||||
float angle1 = i*angleStep;
|
||||
Color color = ColorFromHSV(angle1*RAD2DEG, 1.0f, 1.0f);
|
||||
DrawTriangle(points[i2 + 2], points[i2 + 1], points[i2], color);
|
||||
if (outline) DrawTriangleLines(points[i2], points[i2 + 1], points[i2 + 2], BLACK);
|
||||
|
||||
float angle2 = angle1 + angleStep/2.0f;
|
||||
color = ColorFromHSV(angle2*RAD2DEG, 1.0f, 1.0f);
|
||||
DrawTriangle(points[i2 + 3], points[i2 + 1], points[i2 + 2], color);
|
||||
if (outline) DrawTriangleLines(points[i2 + 2], points[i2 + 1], points[i2 + 3], BLACK);
|
||||
}
|
||||
|
||||
DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
|
||||
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Segments", TextFormat("%.0f", segments), &segments, 6.0f, 60.f);
|
||||
GuiCheckBox((Rectangle){ 640, 70, 20, 20 }, "Outline", &outline);
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shapes/shapes_triangle_strip.png
Normal file
BIN
examples/shapes/shapes_triangle_strip.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 12 KiB |
|
|
@ -30,7 +30,7 @@ int main(void)
|
|||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - vector angle");
|
||||
|
||||
Vector2 v0 = { screenWidth/2, screenHeight/2 };
|
||||
Vector2 v0 = { screenWidth/2.0f, screenHeight/2.0f };
|
||||
Vector2 v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
|
||||
Vector2 v2 = { 0 }; // Updated with mouse position
|
||||
|
||||
|
|
@ -97,17 +97,17 @@ int main(void)
|
|||
DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f));
|
||||
}
|
||||
|
||||
DrawText("v0", v0.x, v0.y, 10, DARKGRAY);
|
||||
DrawText("v0", (int)v0.x, (int)v0.y, 10, DARKGRAY);
|
||||
|
||||
// If the line from v0 to v1 would overlap the text, move it's position up 10
|
||||
if (angleMode == 0 && Vector2Subtract(v0, v1).y > 0.0f) DrawText("v1", v1.x, v1.y-10.0f, 10, DARKGRAY);
|
||||
if (angleMode == 0 && Vector2Subtract(v0, v1).y < 0.0f) DrawText("v1", v1.x, v1.y, 10, DARKGRAY);
|
||||
if (angleMode == 0 && Vector2Subtract(v0, v1).y > 0.0f) DrawText("v1", (int)v1.x, (int)v1.y-10, 10, DARKGRAY);
|
||||
if (angleMode == 0 && Vector2Subtract(v0, v1).y < 0.0f) DrawText("v1", (int)v1.x, (int)v1.y, 10, DARKGRAY);
|
||||
|
||||
// If angle mode 1, use v1 to emphasize the horizontal line
|
||||
if (angleMode == 1) DrawText("v1", v0.x + 40.0f, v0.y, 10, DARKGRAY);
|
||||
if (angleMode == 1) DrawText("v1", (int)v0.x + 40, (int)v0.y, 10, DARKGRAY);
|
||||
|
||||
// position adjusted by -10 so it isn't hidden by cursor
|
||||
DrawText("v2", v2.x-10.0f, v2.y-10.0f, 10, DARKGRAY);
|
||||
DrawText("v2", (int)v2.x-10, (int)v2.y-10, 10, DARKGRAY);
|
||||
|
||||
DrawText("Press SPACE to change MODE", 460, 10, 20, DARKGRAY);
|
||||
DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 70, 20, LIME);
|
||||
|
|
|
|||
Loading…
Reference in a new issue