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authorRay <[email protected]>2019-05-25 01:33:03 +0200
committerRay <[email protected]>2019-05-25 01:33:03 +0200
commit241c4c8d14225bdf30c168802d4b16b59d5043e0 (patch)
tree1eb6705f78563a73c77376b2ac5936e8accae9d7
parent163a6581aa1fddd37735126d27a4478eeb3281d6 (diff)
downloadraylib-241c4c8d14225bdf30c168802d4b16b59d5043e0.tar.gz
raylib-241c4c8d14225bdf30c168802d4b16b59d5043e0.zip
Review easings PR
-rw-r--r--examples/others/easings.h16
-rw-r--r--examples/others/easings_testbed.c311
-rw-r--r--src/easings.h16
3 files changed, 108 insertions, 235 deletions
diff --git a/examples/others/easings.h b/examples/others/easings.h
index c7ee5649..1b08af0a 100644
--- a/examples/others/easings.h
+++ b/examples/others/easings.h
@@ -90,7 +90,7 @@
#define EASEDEF extern
#endif
-#include <tgmath.h> // Required for: sin(), cos(), sqrt(), pow()
+#include <math.h> // Required for: sinf(), cosf(), sqrt(), pow()
#ifndef PI
#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
@@ -107,9 +107,9 @@ EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d
EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); }
// Sine Easing functions
-EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(PI/2.0f)) + c + b); }
-EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(PI/2.0f)) + b); }
-EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cos(PI*t/d) - 1.0f) + b); }
+EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cosf(t/d*(PI/2.0f)) + c + b); }
+EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t/d*(PI/2.0f)) + b); }
+EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(PI*t/d) - 1.0f) + b); }
// Circular Easing functions
EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrt(1.0f - t*t) - 1.0f) + b); }
@@ -221,7 +221,7 @@ EASEDEF float EaseElasticIn(float t, float b, float c, float d)
float s = p/4.0f;
float postFix = a*pow(2.0f, 10.0f*(t-=1.0f));
- return (-(postFix*sin((t*d-s)*(2.0f*PI)/p )) + b);
+ return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
}
EASEDEF float EaseElasticOut(float t, float b, float c, float d)
@@ -233,7 +233,7 @@ EASEDEF float EaseElasticOut(float t, float b, float c, float d)
float a = c;
float s = p/4.0f;
- return (a*pow(2.0f,-10.0f*t)*sin((t*d-s)*(2.0f*PI)/p) + c + b);
+ return (a*pow(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
}
EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
@@ -248,12 +248,12 @@ EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
if (t < 1.0f)
{
float postFix = a*pow(2.0f, 10.0f*(t-=1.0f));
- return -0.5f*(postFix*sin((t*d-s)*(2.0f*PI)/p)) + b;
+ return -0.5f*(postFix*sinf((t*d-s)*(2.0f*PI)/p)) + b;
}
float postFix = a*pow(2.0f, -10.0f*(t-=1.0f));
- return (postFix*sin((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
+ return (postFix*sinf((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
}
#ifdef __cplusplus
diff --git a/examples/others/easings_testbed.c b/examples/others/easings_testbed.c
index d42b3c33..9c94cfc3 100644
--- a/examples/others/easings_testbed.c
+++ b/examples/others/easings_testbed.c
@@ -1,57 +1,30 @@
/*******************************************************************************************
*
-* raylib [easings] example
+* raylib [easings] example - Easings Testbed
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Copyright (c) 2019 Juan Miguel López
+* Example contributed by Juan Miguel López (@flashback-fx) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2019 Juan Miguel López (@flashback-fx ) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
-
#include <raylib.h>
-#include "easings.h"
+#include "easings.h"
-// Application constants
-#define SCR_WIDTH 800
-#define SCR_HEIGHT 450
-#define BALL_RADIUS 16.0f
-#define BALL_COLOR MAROON
-#define PAD 80.0f
-#define START_X (0.0f + (BALL_RADIUS) + (PAD))
-#define END_X ((SCR_WIDTH) - ((BALL_RADIUS) + (PAD)))
-#define START_Y (0.0f + (BALL_RADIUS) + (PAD))
-#define END_Y ((SCR_HEIGHT) - ((BALL_RADIUS) + (PAD)))
-#define T_ADVANCE 1.0f
-#define D_DFT 300.0f
-#define TARGET_FPS 60
-#define BG_COLOR RAYWHITE
-#define TEXT_COLOR LIGHTGRAY
-#define FONT_SIZE 20
-#define D_STEP 20.0f
-#define D_STEP_FINE 2.0f
-#define D_MIN 1.0f
-#define D_MAX 10000.0f
-
-// Application control keys
-#define KEY_NEXT_EASE_X KEY_RIGHT
-#define KEY_PREV_EASE_X KEY_LEFT
-#define KEY_NEXT_EASE_Y KEY_DOWN
-#define KEY_PREV_EASE_Y KEY_UP
-#define KEY_INCR_D_STEP KEY_W
-#define KEY_DECR_D_STEP KEY_Q
-#define KEY_INCR_D_FINE KEY_S
-#define KEY_DECR_D_FINE KEY_A
-#define KEY_PLAY_PAUSE KEY_ENTER
-#define KEY_RESTART KEY_SPACE
-#define KEY_TOGGLE_UNBOUNDED_T KEY_T
+#define FONT_SIZE 20
+#define D_STEP 20.0f
+#define D_STEP_FINE 2.0f
+#define D_MIN 1.0f
+#define D_MAX 10000.0f
// Easing types
enum EasingTypes {
- EASE_LINEAR_NONE,
+ EASE_LINEAR_NONE = 0,
EASE_LINEAR_IN,
EASE_LINEAR_OUT,
EASE_LINEAR_IN_OUT,
@@ -92,122 +65,35 @@ static const struct {
const char *name;
float (*func)(float, float, float, float);
} Easings[] = {
- [EASE_LINEAR_NONE] = {
- .name = "EaseLinearNone",
- .func = EaseLinearNone,
- },
- [EASE_LINEAR_IN] = {
- .name = "EaseLinearIn",
- .func = EaseLinearIn,
- },
- [EASE_LINEAR_OUT] = {
- .name = "EaseLinearOut",
- .func = EaseLinearOut,
- },
- [EASE_LINEAR_IN_OUT] = {
- .name = "EaseLinearInOut",
- .func = EaseLinearInOut,
- },
- [EASE_SINE_IN] = {
- .name = "EaseSineIn",
- .func = EaseSineIn,
- },
- [EASE_SINE_OUT] = {
- .name = "EaseSineOut",
- .func = EaseSineOut,
- },
- [EASE_SINE_IN_OUT] = {
- .name = "EaseSineInOut",
- .func = EaseSineInOut,
- },
- [EASE_CIRC_IN] = {
- .name = "EaseCircIn",
- .func = EaseCircIn,
- },
- [EASE_CIRC_OUT] = {
- .name = "EaseCircOut",
- .func = EaseCircOut,
- },
- [EASE_CIRC_IN_OUT] = {
- .name = "EaseCircInOut",
- .func = EaseCircInOut,
- },
- [EASE_CUBIC_IN] = {
- .name = "EaseCubicIn",
- .func = EaseCubicIn,
- },
- [EASE_CUBIC_OUT] = {
- .name = "EaseCubicOut",
- .func = EaseCubicOut,
- },
- [EASE_CUBIC_IN_OUT] = {
- .name = "EaseCubicInOut",
- .func = EaseCubicInOut,
- },
- [EASE_QUAD_IN] = {
- .name = "EaseQuadIn",
- .func = EaseQuadIn,
- },
- [EASE_QUAD_OUT] = {
- .name = "EaseQuadOut",
- .func = EaseQuadOut,
- },
- [EASE_QUAD_IN_OUT] = {
- .name = "EaseQuadInOut",
- .func = EaseQuadInOut,
- },
- [EASE_EXPO_IN] = {
- .name = "EaseExpoIn",
- .func = EaseExpoIn,
- },
- [EASE_EXPO_OUT] = {
- .name = "EaseExpoOut",
- .func = EaseExpoOut,
- },
- [EASE_EXPO_IN_OUT] = {
- .name = "EaseExpoInOut",
- .func = EaseExpoInOut,
- },
- [EASE_BACK_IN] = {
- .name = "EaseBackIn",
- .func = EaseBackIn,
- },
- [EASE_BACK_OUT] = {
- .name = "EaseBackOut",
- .func = EaseBackOut,
- },
- [EASE_BACK_IN_OUT] = {
- .name = "EaseBackInOut",
- .func = EaseBackInOut,
- },
- [EASE_BOUNCE_OUT] = {
- .name = "EaseBounceOut",
- .func = EaseBounceOut,
- },
- [EASE_BOUNCE_IN] = {
- .name = "EaseBounceIn",
- .func = EaseBounceIn,
- },
- [EASE_BOUNCE_IN_OUT] = {
- .name = "EaseBounceInOut",
- .func = EaseBounceInOut,
- },
- [EASE_ELASTIC_IN] = {
- .name = "EaseElasticIn",
- .func = EaseElasticIn,
- },
- [EASE_ELASTIC_OUT] = {
- .name = "EaseElasticOut",
- .func = EaseElasticOut,
- },
- [EASE_ELASTIC_IN_OUT] = {
- .name = "EaseElasticInOut",
- .func = EaseElasticInOut,
- },
- [EASING_NONE] = {
- .name = "None",
- .func = NoEase,
- },
+ [EASE_LINEAR_NONE] = { .name = "EaseLinearNone", .func = EaseLinearNone },
+ [EASE_LINEAR_IN] = { .name = "EaseLinearIn", .func = EaseLinearIn },
+ [EASE_LINEAR_OUT] = { .name = "EaseLinearOut", .func = EaseLinearOut },
+ [EASE_LINEAR_IN_OUT] = { .name = "EaseLinearInOut", .func = EaseLinearInOut },
+ [EASE_SINE_IN] = { .name = "EaseSineIn", .func = EaseSineIn },
+ [EASE_SINE_OUT] = { .name = "EaseSineOut", .func = EaseSineOut },
+ [EASE_SINE_IN_OUT] = { .name = "EaseSineInOut", .func = EaseSineInOut },
+ [EASE_CIRC_IN] = { .name = "EaseCircIn", .func = EaseCircIn },
+ [EASE_CIRC_OUT] = { .name = "EaseCircOut", .func = EaseCircOut },
+ [EASE_CIRC_IN_OUT] = { .name = "EaseCircInOut", .func = EaseCircInOut },
+ [EASE_CUBIC_IN] = { .name = "EaseCubicIn", .func = EaseCubicIn },
+ [EASE_CUBIC_OUT] = { .name = "EaseCubicOut", .func = EaseCubicOut },
+ [EASE_CUBIC_IN_OUT] = { .name = "EaseCubicInOut", .func = EaseCubicInOut },
+ [EASE_QUAD_IN] = { .name = "EaseQuadIn", .func = EaseQuadIn },
+ [EASE_QUAD_OUT] = { .name = "EaseQuadOut", .func = EaseQuadOut },
+ [EASE_QUAD_IN_OUT] = { .name = "EaseQuadInOut", .func = EaseQuadInOut },
+ [EASE_EXPO_IN] = { .name = "EaseExpoIn", .func = EaseExpoIn },
+ [EASE_EXPO_OUT] = { .name = "EaseExpoOut", .func = EaseExpoOut },
+ [EASE_EXPO_IN_OUT] = { .name = "EaseExpoInOut", .func = EaseExpoInOut },
+ [EASE_BACK_IN] = { .name = "EaseBackIn", .func = EaseBackIn },
+ [EASE_BACK_OUT] = { .name = "EaseBackOut", .func = EaseBackOut },
+ [EASE_BACK_IN_OUT] = { .name = "EaseBackInOut", .func = EaseBackInOut },
+ [EASE_BOUNCE_OUT] = { .name = "EaseBounceOut", .func = EaseBounceOut },
+ [EASE_BOUNCE_IN] = { .name = "EaseBounceIn", .func = EaseBounceIn },
+ [EASE_BOUNCE_IN_OUT] = { .name = "EaseBounceInOut", .func = EaseBounceInOut },
+ [EASE_ELASTIC_IN] = { .name = "EaseElasticIn", .func = EaseElasticIn },
+ [EASE_ELASTIC_OUT] = { .name = "EaseElasticOut", .func = EaseElasticOut },
+ [EASE_ELASTIC_IN_OUT] = { .name = "EaseElasticInOut", .func = EaseElasticInOut },
+ [EASING_NONE] = { .name = "None", .func = NoEase },
};
@@ -215,17 +101,22 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- Vector2 ballPos = { .x = START_X, .y = START_Y };
- float t = 0.0f; // Current time (in any unit measure, but same unit as duration)
- float d = D_DFT; // Total time it should take to complete (duration)
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [easings] example - easings testbed");
+
+ Vector2 ballPosition = { 100.0f, 200.0f };
+
+ float t = 0.0f; // Current time (in any unit measure, but same unit as duration)
+ float d = 300.0f; // Total time it should take to complete (duration)
bool paused = true;
- bool boundedT = true; // If true, t will stop when d >= td, otherwise t will keep adding td to its value every loop
+ bool boundedT = true; // If true, t will stop when d >= td, otherwise t will keep adding td to its value every loop
- enum EasingTypes easingX = EASING_NONE; // Easing selected for x axis
- enum EasingTypes easingY = EASING_NONE; // Easing selected for y axis
+ int easingX = EASING_NONE; // Easing selected for x axis
+ int easingY = EASING_NONE; // Easing selected for y axis
- InitWindow(SCR_WIDTH, SCR_HEIGHT, "raylib [easings] example");
- SetTargetFPS(TARGET_FPS);
+ SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
@@ -233,77 +124,63 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- if (IsKeyPressed(KEY_TOGGLE_UNBOUNDED_T))
- boundedT = 1 - boundedT;
+ if (IsKeyPressed(KEY_T)) boundedT = !boundedT;
// Choose easing for the X axis
- if (IsKeyPressed(KEY_NEXT_EASE_X))
+ if (IsKeyPressed(KEY_RIGHT))
{
- ++easingX;
+ easingX++;
- if (easingX > EASING_NONE)
- easingX = 0;
+ if (easingX > EASING_NONE) easingX = 0;
}
- else if (IsKeyPressed(KEY_PREV_EASE_X))
+ else if (IsKeyPressed(KEY_LEFT))
{
- if (easingX == 0)
- easingX = EASING_NONE;
- else
- --easingX;
+ if (easingX == 0) easingX = EASING_NONE;
+ else easingX--;
}
// Choose easing for the Y axis
- if (IsKeyPressed(KEY_NEXT_EASE_Y))
+ if (IsKeyPressed(KEY_DOWN))
{
- ++easingY;
+ easingY++;
- if (easingY > EASING_NONE)
- easingY = 0;
+ if (easingY > EASING_NONE) easingY = 0;
}
- else if (IsKeyPressed(KEY_PREV_EASE_Y))
+ else if (IsKeyPressed(KEY_UP))
{
- if (easingY == 0)
- easingY = EASING_NONE;
- else
- --easingY;
+ if (easingY == 0) easingY = EASING_NONE;
+ else easingY--;
}
// Change d (duration) value
- if (IsKeyPressed(KEY_INCR_D_STEP) && d < D_MAX - D_STEP)
- d += D_STEP;
- else if (IsKeyPressed(KEY_DECR_D_STEP) && d > D_MIN + D_STEP)
- d -= D_STEP;
+ if (IsKeyPressed(KEY_W) && d < D_MAX - D_STEP) d += D_STEP;
+ else if (IsKeyPressed(KEY_Q) && d > D_MIN + D_STEP) d -= D_STEP;
- if (IsKeyDown(KEY_INCR_D_FINE) && d < D_MAX - D_STEP_FINE)
- d += D_STEP_FINE;
- else if (IsKeyDown(KEY_DECR_D_FINE) && d > D_MIN + D_STEP_FINE)
- d -= D_STEP_FINE;
+ if (IsKeyDown(KEY_S) && d < D_MAX - D_STEP_FINE) d += D_STEP_FINE;
+ else if (IsKeyDown(KEY_A) && d > D_MIN + D_STEP_FINE) d -= D_STEP_FINE;
// Play, pause and restart controls
- if (IsKeyPressed(KEY_RESTART) ||
- IsKeyPressed(KEY_NEXT_EASE_X) || IsKeyPressed(KEY_PREV_EASE_X) ||
- IsKeyPressed(KEY_NEXT_EASE_Y) || IsKeyPressed(KEY_PREV_EASE_Y) ||
- IsKeyPressed(KEY_INCR_D_STEP) || IsKeyPressed(KEY_DECR_D_STEP) ||
- IsKeyPressed(KEY_TOGGLE_UNBOUNDED_T) ||
- IsKeyDown(KEY_INCR_D_FINE) || IsKeyDown(KEY_DECR_D_FINE) ||
- (IsKeyPressed(KEY_PLAY_PAUSE) && boundedT == true && t >= d))
+ if (IsKeyPressed(KEY_SPACE) || IsKeyPressed(KEY_T) ||
+ IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_LEFT) ||
+ IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_UP) ||
+ IsKeyPressed(KEY_W) || IsKeyPressed(KEY_Q) ||
+ IsKeyDown(KEY_S) || IsKeyDown(KEY_A) ||
+ (IsKeyPressed(KEY_ENTER) && (boundedT == true) && (t >= d)))
{
t = 0.0f;
- ballPos.x = START_X;
- ballPos.y = START_Y;
+ ballPosition.x = 100.0f;
+ ballPosition.y = 100.0f;
paused = true;
}
- if (IsKeyPressed(KEY_PLAY_PAUSE))
- paused = 1 - paused;
+ if (IsKeyPressed(KEY_ENTER)) paused = !paused;
// Movement computation
- if ((paused == false) &&
- ((boundedT == true && t < d) || boundedT == false))
+ if (!paused && ((boundedT && t < d) || !boundedT))
{
- ballPos.x = Easings[easingX].func(t, START_X, END_X - START_X, d);
- ballPos.y = Easings[easingY].func(t, START_Y, END_Y - START_Y, d);
- t += T_ADVANCE;
+ ballPosition.x = Easings[easingX].func(t, 100.0f, 700.0f - 100.0f, d);
+ ballPosition.y = Easings[easingY].func(t, 100.0f, 400.0f - 100.0f, d);
+ t += 1.0f;
}
//----------------------------------------------------------------------------------
@@ -311,25 +188,21 @@ int main(void)
//----------------------------------------------------------------------------------
BeginDrawing();
- ClearBackground(BG_COLOR);
+ ClearBackground(RAYWHITE);
// Draw information text
- int line = 0;
-
- DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
- DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
- DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d),
- 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
+ DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 0, FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
+ DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 0, FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
+ DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), 0, FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
// Draw instructions text
- line = 1;
- DrawText("Use ENTER to play or pause movement, use SPACE to restart", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
- DrawText("Use D and W or A and S keys to change duration", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
- DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
- DrawText("Use UP or DOWN keys to choose easing for the y axis", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
+ DrawText("Use ENTER to play or pause movement, use SPACE to restart", 0, GetScreenHeight() - FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
+ DrawText("Use D and W or A and S keys to change duration", 0, GetScreenHeight() - FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
+ DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 0, GetScreenHeight() - FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
+ DrawText("Use UP or DOWN keys to choose easing for the y axis", 0, GetScreenHeight() - FONT_SIZE*5, FONT_SIZE, LIGHTGRAY);
// Draw ball
- DrawCircleV(ballPos, BALL_RADIUS, BALL_COLOR);
+ DrawCircleV(ballPosition, 16.0f, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/src/easings.h b/src/easings.h
index c7ee5649..1b08af0a 100644
--- a/src/easings.h
+++ b/src/easings.h
@@ -90,7 +90,7 @@
#define EASEDEF extern
#endif
-#include <tgmath.h> // Required for: sin(), cos(), sqrt(), pow()
+#include <math.h> // Required for: sinf(), cosf(), sqrt(), pow()
#ifndef PI
#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
@@ -107,9 +107,9 @@ EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d
EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); }
// Sine Easing functions
-EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(PI/2.0f)) + c + b); }
-EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(PI/2.0f)) + b); }
-EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cos(PI*t/d) - 1.0f) + b); }
+EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cosf(t/d*(PI/2.0f)) + c + b); }
+EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t/d*(PI/2.0f)) + b); }
+EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(PI*t/d) - 1.0f) + b); }
// Circular Easing functions
EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrt(1.0f - t*t) - 1.0f) + b); }
@@ -221,7 +221,7 @@ EASEDEF float EaseElasticIn(float t, float b, float c, float d)
float s = p/4.0f;
float postFix = a*pow(2.0f, 10.0f*(t-=1.0f));
- return (-(postFix*sin((t*d-s)*(2.0f*PI)/p )) + b);
+ return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
}
EASEDEF float EaseElasticOut(float t, float b, float c, float d)
@@ -233,7 +233,7 @@ EASEDEF float EaseElasticOut(float t, float b, float c, float d)
float a = c;
float s = p/4.0f;
- return (a*pow(2.0f,-10.0f*t)*sin((t*d-s)*(2.0f*PI)/p) + c + b);
+ return (a*pow(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
}
EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
@@ -248,12 +248,12 @@ EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
if (t < 1.0f)
{
float postFix = a*pow(2.0f, 10.0f*(t-=1.0f));
- return -0.5f*(postFix*sin((t*d-s)*(2.0f*PI)/p)) + b;
+ return -0.5f*(postFix*sinf((t*d-s)*(2.0f*PI)/p)) + b;
}
float postFix = a*pow(2.0f, -10.0f*(t-=1.0f));
- return (postFix*sin((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
+ return (postFix*sinf((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
}
#ifdef __cplusplus