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+/*******************************************************************************************
+*
+* raylib [shapes] example - splines drawing
+*
+* Example originally created with raylib 4.6-dev, last time updated with raylib 4.6-dev
+*
+* 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 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h> // Required for: NULL
+
+#define MAX_SPLINE_POINTS 32
+
+// Bezier spline control points
+// NOTE: Every segment has two control points
+typedef struct {
+ Vector2 start;
+ Vector2 end;
+} ControlPoint;
+
+// Spline types
+typedef enum {
+ SPLINE_LINEAR = 0,
+ SPLINE_BASIS, // B-Spline
+ SPLINE_CATMULLROM,
+ SPLINE_BEZIER
+} SplineType;
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT);
+ InitWindow(screenWidth, screenHeight, "raylib [shapes] example - splines drawing");
+
+ Vector2 points[MAX_SPLINE_POINTS] = {
+ { 100.0f, 200.0f },
+ { 300.0f, 400.0f },
+ { 500.0f, 300.0f },
+ { 700.0f, 100.0f },
+ { 200.0f, 100.0f },
+ };
+
+ int pointCount = 5;
+ int selectedPoint = -1;
+ int focusedPoint = -1;
+ Vector2 *selectedControlPoint = NULL;
+ Vector2 *focusedControlPoint = NULL;
+
+ int splineType = SPLINE_LINEAR; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
+
+ // Cubic Bezier control points initialization
+ ControlPoint control[MAX_SPLINE_POINTS] = { 0 };
+ for (int i = 0; i < pointCount - 1; i++)
+ {
+ control[i].start = (Vector2){ points[i].x - 20, points[i].y - 20 };
+ control[i].end = (Vector2){ points[i + 1].x + 20, points[i + 1].y + 20 };
+ }
+
+ 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
+ //----------------------------------------------------------------------------------
+ // Spline points creation logic (at the end of spline)
+ if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_SPLINE_POINTS))
+ {
+ points[pointCount] = GetMousePosition();
+ pointCount++;
+ }
+
+ // Spline point focus and selection logic
+ for (int i = 0; i < pointCount; i++)
+ {
+ if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f))
+ {
+ focusedPoint = i;
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedPoint = i;
+ break;
+ }
+ else focusedPoint = -1;
+ }
+
+ // Spline point movement logic
+ if (selectedPoint >= 0)
+ {
+ points[selectedPoint] = GetMousePosition();
+ if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1;
+ }
+
+ // Cubic Bezier spline control points logic
+ if ((splineType == SPLINE_BEZIER) && (focusedPoint == -1))
+ {
+ // Spline control point focus and selection logic
+ for (int i = 0; i < pointCount; i++)
+ {
+ if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
+ {
+ focusedControlPoint = &control[i].start;
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].start;
+ break;
+ }
+ else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f))
+ {
+ focusedControlPoint = &control[i].end;
+ if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].end;
+ break;
+ }
+ else focusedControlPoint = NULL;
+ }
+
+ // Spline control point movement logic
+ if (selectedControlPoint != NULL)
+ {
+ *selectedControlPoint = GetMousePosition();
+ if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL;
+ }
+ }
+
+ // Spline selection logic
+ if (IsKeyPressed(KEY_ONE)) splineType = 0;
+ else if (IsKeyPressed(KEY_TWO)) splineType = 1;
+ else if (IsKeyPressed(KEY_THREE)) splineType = 2;
+ else if (IsKeyPressed(KEY_FOUR)) splineType = 3;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ if (splineType == SPLINE_LINEAR)
+ {
+ // Draw spline: linear
+ DrawSplineLinear(points, pointCount, 2.0f, RED);
+ }
+ else if (splineType == SPLINE_BASIS)
+ {
+ // Draw spline: basis
+ DrawSplineBasis(points, pointCount, 2.0f, RED);
+ //for (int i = 0; i < (pointCount - 3); i++) DrawSplineBasisSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, BLUE);
+ }
+ else if (splineType == SPLINE_CATMULLROM)
+ {
+ // Draw spline: catmull-rom
+ DrawSplineCatmullRom(points, pointCount, 2.0f, RED);
+ //for (int i = 0; i < (pointCount - 3); i++) DrawSplineCatmullRomSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, Fade(BLUE, 0.4f));
+ }
+ else if (splineType == SPLINE_BEZIER)
+ {
+ // Draw spline: cubic-bezier (with control points)
+ for (int i = 0; i < pointCount - 1; i++)
+ {
+ DrawSplineBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], 2.0f, RED);
+
+ // Every cubic bezier point should have two control points
+ DrawCircleV(control[i].start, 4, GOLD);
+ DrawCircleV(control[i].end, 4, GOLD);
+ if (focusedControlPoint == &control[i].start) DrawCircleV(control[i].start, 6, GREEN);
+ else if (focusedControlPoint == &control[i].end) DrawCircleV(control[i].end, 6, GREEN);
+ DrawLineEx(points[i], control[i].start, 1.0, LIGHTGRAY);
+ DrawLineEx(points[i + 1], control[i].end, 1.0, LIGHTGRAY);
+ }
+ }
+
+ // Draw spline key-points
+ for (int i = 0; i < pointCount; i++)
+ {
+ DrawCircleV(points[i], (focusedPoint == i)? 8.0f : 5.0f, (focusedPoint == i)? BLUE: RED);
+ if ((splineType != 0) && (i < pointCount - 1)) DrawLineV(points[i], points[i + 1], LIGHTGRAY);
+ }
+
+ // TODO: Draw help
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file