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rings_and_easings.c
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/* Experimenting with easings and rings !
* Copyright (c) - 2019 Vlad Adrian (@demizdor :: https://github.com/Demizdor/)
*/
// INCLUDES
// --------------------------------------------------------
#include <stdio.h>
#include <limits.h>
#include <math.h>
#include <raylib.h>
#include "external/easings.h"
#define RAYGUI_IMPLEMENTATION
#include "external/raygui.h"
// --------------------------------------------------------
// TYPES
// --------------------------------------------------------
enum {
RING_EXPAND = 0,
RING_CONTRACT
};
typedef struct
{
float time;
float end;
Color color;
int phase;
} Ring;
// --------------------------------------------------------
#define SIZEOF(A) (sizeof(A)/sizeof(A[0]))
// CONSTANTS
// --------------------------------------------------------
const int SCREEN_WIDTH = 800, SCREEN_HEIGHT = 450;
const char* const EasingNames = "EaseLinear;EaseSineIn;EaseSineOut;EaseSineInOut;EaseCircIn;EaseCircOut;EaseCircInOut;"
"EaseCubicIn;EaseCubicOut;EaseCubicInOut;EaseQuadIn;EaseQuadOut;EaseQuadInOut;EaseBackIn;EaseBackOut;EaseBackInOut;"
"EaseBounceIn;EaseBounceOut;EaseBounceInOut;EaseElasticIn;EaseElasticOut;EaseElasticInOut";
const float (*Easings[])(float, float, float, float) = {
&EaseLinearInOut, &EaseSineIn, &EaseSineOut, &EaseSineInOut,
&EaseCircIn, &EaseCircOut, &EaseCircInOut,
&EaseCubicIn, &EaseCubicOut, &EaseCubicInOut,
&EaseQuadIn, &EaseQuadOut, &EaseQuadInOut,
&EaseBackIn, &EaseBackOut, &EaseBackInOut,
&EaseBounceIn, &EaseBounceOut, &EaseBounceInOut,
&EaseElasticIn, &EaseElasticOut, &EaseElasticInOut
};
// --------------------------------------------------------
// VARIABLES
// --------------------------------------------------------
int ANGLE = 90;
int PADDING = 2;
int SIZE = 8;
int SPACING = 12;
float TIME = 1.6f, MIN_DELAY = 0.1f, MAX_DELAY = 0.9f;
int SEGMENTS = 0;
bool DRAW_RING_LINES = true, DRAW_RINGS = true, COLORS = false;
float HUE = 200.0f, SAT = 0.20f, VAL = 0.95f, STEP= 15.5f;
int START = 2, END = 8, RENDER_EASING_EXPAND = 1, RENDER_EASING_CONTRACT = 4, TIME_EASING = 16;
bool PAUSED = false;
Ring rings[16] = {0};
// --------------------------------------------------------
// FUNCTION FORWARD DECLARATIONS
// --------------------------------------------------------
void DrawAnimation(void);
void RingReset(int ring);
void DrawGui();
void Update();
Color GenerateRandomColor(float s, float v);
// --------------------------------------------------------
int main(int argc, char **argv)
{
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib - ring test");
SetTargetFPS(60);
GuiLoadStyleDefault();
GuiSetStyle(LABEL, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_RIGHT);
GuiSetStyle(SLIDER, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_RIGHT);
GuiSetStyle(TEXTBOX, TEXT_ALIGNMENT, GUI_TEXT_ALIGN_RIGHT);
HUE = GetRandomValue(0, 360);
STEP = GetRandomValue(10, 137);
// Initialize the rings
for(int i=0; i<SIZEOF(rings); ++i)
{
RingReset(i);
//rings[i].color = GenerateRandomColor(0.499f, 0.988f);
if(COLORS) rings[i].color = ColorFromHSV((Vector3){ fmod(HUE+(i+1)*STEP, 360.0f), SAT, VAL});
else rings[i].color = GRAY;
rings[i].phase = RING_EXPAND;
}
while(!WindowShouldClose())
{
BeginDrawing();
ClearBackground(RAYWHITE);
Update();
DrawAnimation();
DrawGui();
DrawText(TextFormat("FPS:%i %s", GetFPS(), PAUSED == true ? "PAUSED": " "),10,10,20,BLACK);
DrawText("Press SPACE to pause / unpause!",10,30,10,BLACK);
EndDrawing();
}
CloseWindow();
return 0;
}
void DrawAnimation()
{
const Vector2 center = {(SCREEN_WIDTH-100)/2, SCREEN_HEIGHT/2};
const float frame = GetFrameTime();
for(int i=0; i< SIZEOF(rings); ++i)
{
float angle = 0.0f;
int radius = 20 + i*SPACING;
angle = (rings[i].phase == RING_EXPAND) ? Easings[RENDER_EASING_EXPAND](rings[i].time, 0.0f, 179.0f, rings[i].end) :
Easings[RENDER_EASING_CONTRACT](rings[i].time, 179.0f, -179.0f, rings[i].end);
if(i >= START && i <= END) {
if(i == 0) {
if(DRAW_RINGS)
DrawCircleSector(center, radius, ANGLE - angle + PADDING, ANGLE + angle - PADDING,SEGMENTS, rings[i].color);
if(DRAW_RING_LINES)
DrawCircleSectorLines(center, radius, ANGLE + angle + PADDING, 360+(ANGLE - angle)-PADDING, SEGMENTS, rings[i].color);
} else {
if(DRAW_RINGS)
DrawRing(center, radius, radius + SIZE, ANGLE - angle + PADDING, ANGLE+angle - PADDING, SEGMENTS, rings[i].color );
if(DRAW_RING_LINES)
DrawRingLines(center, radius, radius + SIZE, ANGLE + angle + PADDING, 360+(ANGLE-angle)-PADDING, SEGMENTS, rings[i].color);
}
}
if(PAUSED == false)
{
const float time = rings[i].time + frame;
if(time >= rings[i].end) RingReset(i);
else rings[i].time = time;
}
}
}
void RingReset(int ring)
{
rings[ring].time = 0;
//rings[ring].end = EaseElasticIn(ring, 0.9f, 0.92f, SIZEOF(rings)-1) + (float)(SIZEOF(rings)-ring)*0.02f;
rings[ring].end = TIME + Easings[TIME_EASING](ring, MIN_DELAY, MAX_DELAY, SIZEOF(rings));
rings[ring].phase = !rings[ring].phase;
}
void DrawGui()
{
GuiLabel((Rectangle){500,25,140,10}, "Timer Easing");
TIME_EASING = GuiComboBox((Rectangle){650,20,140,20}, EasingNames, TIME_EASING);
GuiLabel((Rectangle){500,50,140,10}, "Render Easing I");
RENDER_EASING_EXPAND = GuiComboBox((Rectangle){650,45,140,20}, EasingNames, RENDER_EASING_EXPAND);
GuiLabel((Rectangle){500,75,140,10}, "Render Easing II");
RENDER_EASING_CONTRACT = GuiComboBox((Rectangle){650,70,140,20}, EasingNames, RENDER_EASING_CONTRACT);
TIME = GuiSlider((Rectangle){650,120,111,20}, "Start time", TIME, 0.4f, 4.0f, true);
MIN_DELAY = GuiSlider((Rectangle){650,145,111,20}, "Min Delay", MIN_DELAY, 0.1f, 1.0f, true);
MAX_DELAY = GuiSlider((Rectangle){650,170,111,20}, "Max Delay", MAX_DELAY, 0.2f, 2.0f, true);
bool colors = COLORS;
float hue=HUE, sat=SAT, val = VAL, step=STEP;
colors = GuiCheckBox((Rectangle){705,410,20,20}, "Colors", colors);
if(colors)
{
hue = GuiSlider((Rectangle){650,210,110,20}, "Hue", hue, 0.0f, 360.f, true);
sat = GuiSlider((Rectangle){650,235,110,20}, "Sat", sat, 0.0f, 1.0f, true);
val = GuiSlider((Rectangle){650,260,110,20}, "Val", val, 0.0f, 1.0f, true);
step = GuiSlider((Rectangle){650,285,110,20}, "Step", step, 0.0f, 137.508f, true);
}
if(colors != COLORS || HUE!= hue || SAT != sat || val != VAL || step != STEP)
{
// REGENERATE RING COLORS
for(int i=0; i<SIZEOF(rings); ++i)
{
if(colors) rings[i].color = ColorFromHSV((Vector3){ fmod(hue+(i+1)*step, 360.0f), sat, val});
else rings[i].color = GRAY;
}
}
COLORS = colors; HUE = hue; SAT = sat; VAL = val; STEP = step;
const Vector2 mouse = GetMousePosition();
GuiLabel((Rectangle){495,325,105,10}, "Min/Max");
GuiSpinner((Rectangle){605,320,85,20}, &START, 0, SIZEOF(rings)-1, CheckCollisionPointRec(mouse,(Rectangle){605,320,85,20}));
START = START >= SIZEOF(rings) ? SIZEOF(rings)-1 : START;
GuiSpinner((Rectangle){705,320,85,20}, &END, 0, SIZEOF(rings)-1, CheckCollisionPointRec(mouse,(Rectangle){705,320,85,20}));
END = END >= SIZEOF(rings) ? SIZEOF(rings)-1 : END;
GuiLabel((Rectangle){495,355,105,10}, "Angle/Padding");
GuiSpinner((Rectangle){605,350,85,20},&ANGLE, -360, 360, CheckCollisionPointRec(mouse,(Rectangle){605,350,85,20}));
GuiSpinner((Rectangle){705,350,85,20},&PADDING, -180, 180, CheckCollisionPointRec(mouse,(Rectangle){705,350,85,20}));
GuiLabel((Rectangle){495,385,105,10}, "Size/Spacing");
GuiSpinner((Rectangle){605,380,85,20},&SIZE, 1, 90, CheckCollisionPointRec(mouse,(Rectangle){605,380,85,20}));
GuiSpinner((Rectangle){705,380,85,20},&SPACING, -40, 40, CheckCollisionPointRec(mouse,(Rectangle){705,380,85,20}));
GuiLabel((Rectangle){495,415,105,10}, "Segments");
GuiSpinner((Rectangle){605,410,85,20},&SEGMENTS, 0, 40, CheckCollisionPointRec(mouse,(Rectangle){605,410,85,20}));
if(GuiButton((Rectangle){20,380,100,30}, "RESET"))
{
for(int i=0; i<SIZEOF(rings); ++i)
{
RingReset(i);
if(COLORS) rings[i].color = ColorFromHSV((Vector3){ fmod(HUE+(i+1)*STEP, 360.0f), SAT, VAL});
else rings[i].color = GRAY;
rings[i].phase = RING_EXPAND;
}
}
DRAW_RINGS = GuiCheckBox((Rectangle){20,415,20,20}, "Draw Rings", DRAW_RINGS);
DRAW_RING_LINES = GuiCheckBox((Rectangle){135,415,20,20}, "Draw Lines", DRAW_RING_LINES);
}
void Update()
{
if(IsKeyPressed(KEY_SPACE)) PAUSED = !PAUSED; // Toggle `Pause mode` when space is pressed
}
// Generates a nice color with a random hue
Color GenerateRandomColor(float s, float v)
{
const float Phi = 0.618033988749895f; // golden ratio conjugate
Vector3 hsv = {GetRandomValue(0, 360), s, v};
hsv.x = fmod((hsv.x + hsv.x*Phi), 360.0f);
return ColorFromHSV(hsv);
}