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authorflashback-fx <[email protected]>2019-05-24 22:24:01 +0000
committerflashback-fx <[email protected]>2019-05-24 22:24:01 +0000
commitbc285f71ed98a16fc6082dfeb25293ca84c936c9 (patch)
treef425341229ca67cd97036477c091cd81c872b5bc /examples/others/easings_testbed.c
parentd5f664373d0e28984c50fdbfd947071c0eeec7c6 (diff)
downloadraylib-bc285f71ed98a16fc6082dfeb25293ca84c936c9.tar.gz
raylib-bc285f71ed98a16fc6082dfeb25293ca84c936c9.zip
rename easings_example.c to easings_testbed.c
Diffstat (limited to 'examples/others/easings_testbed.c')
-rw-r--r--examples/others/easings_testbed.c354
1 files changed, 354 insertions, 0 deletions
diff --git a/examples/others/easings_testbed.c b/examples/others/easings_testbed.c
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+/*******************************************************************************************
+*
+* raylib [easings] example
+*
+* 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
+*
+********************************************************************************************/
+
+
+#include <raylib.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
+
+
+// Easing types
+enum EasingTypes {
+ EASE_LINEAR_NONE,
+ EASE_LINEAR_IN,
+ EASE_LINEAR_OUT,
+ EASE_LINEAR_IN_OUT,
+ EASE_SINE_IN,
+ EASE_SINE_OUT,
+ EASE_SINE_IN_OUT,
+ EASE_CIRC_IN,
+ EASE_CIRC_OUT,
+ EASE_CIRC_IN_OUT,
+ EASE_CUBIC_IN,
+ EASE_CUBIC_OUT,
+ EASE_CUBIC_IN_OUT,
+ EASE_QUAD_IN,
+ EASE_QUAD_OUT,
+ EASE_QUAD_IN_OUT,
+ EASE_EXPO_IN,
+ EASE_EXPO_OUT,
+ EASE_EXPO_IN_OUT,
+ EASE_BACK_IN,
+ EASE_BACK_OUT,
+ EASE_BACK_IN_OUT,
+ EASE_BOUNCE_OUT,
+ EASE_BOUNCE_IN,
+ EASE_BOUNCE_IN_OUT,
+ EASE_ELASTIC_IN,
+ EASE_ELASTIC_OUT,
+ EASE_ELASTIC_IN_OUT,
+ NUM_EASING_TYPES,
+ EASING_NONE = NUM_EASING_TYPES
+};
+
+
+static float NoEase(float t, float b, float c, float d); // NoEase function declaration, function used when "no easing" is selected for any axis
+
+
+// Easing functions reference data
+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,
+ },
+};
+
+
+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)
+ 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
+
+ enum EasingTypes easingX = EASING_NONE; // Easing selected for x axis
+ enum EasingTypes easingY = EASING_NONE; // Easing selected for y axis
+
+ InitWindow(SCR_WIDTH, SCR_HEIGHT, "raylib [easings] example");
+ SetTargetFPS(TARGET_FPS);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyPressed(KEY_TOGGLE_UNBOUNDED_T))
+ boundedT = 1 - boundedT;
+
+ // Choose easing for the X axis
+ if (IsKeyPressed(KEY_NEXT_EASE_X))
+ {
+ ++easingX;
+
+ if (easingX > EASING_NONE)
+ easingX = 0;
+ }
+ else if (IsKeyPressed(KEY_PREV_EASE_X))
+ {
+ if (easingX == 0)
+ easingX = EASING_NONE;
+ else
+ --easingX;
+ }
+
+ // Choose easing for the Y axis
+ if (IsKeyPressed(KEY_NEXT_EASE_Y))
+ {
+ ++easingY;
+
+ if (easingY > EASING_NONE)
+ easingY = 0;
+ }
+ else if (IsKeyPressed(KEY_PREV_EASE_Y))
+ {
+ 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 (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;
+
+ // 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))
+ {
+ t = 0.0f;
+ ballPos.x = START_X;
+ ballPos.y = START_Y;
+ paused = true;
+ }
+
+ if (IsKeyPressed(KEY_PLAY_PAUSE))
+ paused = 1 - paused;
+
+ // Movement computation
+ if ((paused == false) &&
+ ((boundedT == true && t < d) || boundedT == false))
+ {
+ 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;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(BG_COLOR);
+
+ // 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);
+
+ // 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);
+
+ // Draw ball
+ DrawCircleV(ballPos, BALL_RADIUS, BALL_COLOR);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow();
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+
+// NoEase function, used when "no easing" is selected for any axis. It just ignores all parameters besides b.
+static float NoEase(float t, float b, float c, float d)
+{
+ float burn = t + b + c + d; // Hack to avoid compiler warning (about unused variables)
+ d += burn;
+
+ return b;
+} \ No newline at end of file