/******************************************************************************************* * * raylib [easings] example - Easings Testbed * * Example originally created with raylib 2.5, last time updated with raylib 2.5 * * Example contributed by Juan Miguel López (@flashback-fx) 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) 2019-2023 Juan Miguel López (@flashback-fx ) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "reasings.h" // Required for easing functions #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 = 0, 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 }, }; //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- 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 int easingX = EASING_NONE; // Easing selected for x axis int easingY = EASING_NONE; // Easing selected for y axis SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsKeyPressed(KEY_T)) boundedT = !boundedT; // Choose easing for the X axis if (IsKeyPressed(KEY_RIGHT)) { easingX++; if (easingX > EASING_NONE) easingX = 0; } else if (IsKeyPressed(KEY_LEFT)) { if (easingX == 0) easingX = EASING_NONE; else easingX--; } // Choose easing for the Y axis if (IsKeyPressed(KEY_DOWN)) { easingY++; if (easingY > EASING_NONE) easingY = 0; } else if (IsKeyPressed(KEY_UP)) { if (easingY == 0) easingY = EASING_NONE; else easingY--; } // Change d (duration) value 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_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_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; ballPosition.x = 100.0f; ballPosition.y = 100.0f; paused = true; } if (IsKeyPressed(KEY_ENTER)) paused = !paused; // Movement computation if (!paused && ((boundedT && t < d) || !boundedT)) { 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; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // Draw information text 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 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(ballPosition, 16.0f, MAROON); 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; }