1/*******************************************************************************************
2*
3* raylib [easings] example - Easings Testbed
4*
5* This example has been created using raylib 2.5 (www.raylib.com)
6* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
7*
8* Example contributed by Juan Miguel López (@flashback-fx) and reviewed by Ramon Santamaria (@raysan5)
9*
10* Copyright (c) 2019 Juan Miguel López (@flashback-fx ) and Ramon Santamaria (@raysan5)
11*
12********************************************************************************************/
13
14#include <raylib.h>
15
16#include "easings.h"
17
18#define FONT_SIZE 20
19
20#define D_STEP 20.0f
21#define D_STEP_FINE 2.0f
22#define D_MIN 1.0f
23#define D_MAX 10000.0f
24
25// Easing types
26enum EasingTypes {
27 EASE_LINEAR_NONE = 0,
28 EASE_LINEAR_IN,
29 EASE_LINEAR_OUT,
30 EASE_LINEAR_IN_OUT,
31 EASE_SINE_IN,
32 EASE_SINE_OUT,
33 EASE_SINE_IN_OUT,
34 EASE_CIRC_IN,
35 EASE_CIRC_OUT,
36 EASE_CIRC_IN_OUT,
37 EASE_CUBIC_IN,
38 EASE_CUBIC_OUT,
39 EASE_CUBIC_IN_OUT,
40 EASE_QUAD_IN,
41 EASE_QUAD_OUT,
42 EASE_QUAD_IN_OUT,
43 EASE_EXPO_IN,
44 EASE_EXPO_OUT,
45 EASE_EXPO_IN_OUT,
46 EASE_BACK_IN,
47 EASE_BACK_OUT,
48 EASE_BACK_IN_OUT,
49 EASE_BOUNCE_OUT,
50 EASE_BOUNCE_IN,
51 EASE_BOUNCE_IN_OUT,
52 EASE_ELASTIC_IN,
53 EASE_ELASTIC_OUT,
54 EASE_ELASTIC_IN_OUT,
55 NUM_EASING_TYPES,
56 EASING_NONE = NUM_EASING_TYPES
57};
58
59
60static float NoEase(float t, float b, float c, float d); // NoEase function declaration, function used when "no easing" is selected for any axis
61
62
63// Easing functions reference data
64static const struct {
65 const char *name;
66 float (*func)(float, float, float, float);
67} Easings[] = {
68 [EASE_LINEAR_NONE] = { .name = "EaseLinearNone", .func = EaseLinearNone },
69 [EASE_LINEAR_IN] = { .name = "EaseLinearIn", .func = EaseLinearIn },
70 [EASE_LINEAR_OUT] = { .name = "EaseLinearOut", .func = EaseLinearOut },
71 [EASE_LINEAR_IN_OUT] = { .name = "EaseLinearInOut", .func = EaseLinearInOut },
72 [EASE_SINE_IN] = { .name = "EaseSineIn", .func = EaseSineIn },
73 [EASE_SINE_OUT] = { .name = "EaseSineOut", .func = EaseSineOut },
74 [EASE_SINE_IN_OUT] = { .name = "EaseSineInOut", .func = EaseSineInOut },
75 [EASE_CIRC_IN] = { .name = "EaseCircIn", .func = EaseCircIn },
76 [EASE_CIRC_OUT] = { .name = "EaseCircOut", .func = EaseCircOut },
77 [EASE_CIRC_IN_OUT] = { .name = "EaseCircInOut", .func = EaseCircInOut },
78 [EASE_CUBIC_IN] = { .name = "EaseCubicIn", .func = EaseCubicIn },
79 [EASE_CUBIC_OUT] = { .name = "EaseCubicOut", .func = EaseCubicOut },
80 [EASE_CUBIC_IN_OUT] = { .name = "EaseCubicInOut", .func = EaseCubicInOut },
81 [EASE_QUAD_IN] = { .name = "EaseQuadIn", .func = EaseQuadIn },
82 [EASE_QUAD_OUT] = { .name = "EaseQuadOut", .func = EaseQuadOut },
83 [EASE_QUAD_IN_OUT] = { .name = "EaseQuadInOut", .func = EaseQuadInOut },
84 [EASE_EXPO_IN] = { .name = "EaseExpoIn", .func = EaseExpoIn },
85 [EASE_EXPO_OUT] = { .name = "EaseExpoOut", .func = EaseExpoOut },
86 [EASE_EXPO_IN_OUT] = { .name = "EaseExpoInOut", .func = EaseExpoInOut },
87 [EASE_BACK_IN] = { .name = "EaseBackIn", .func = EaseBackIn },
88 [EASE_BACK_OUT] = { .name = "EaseBackOut", .func = EaseBackOut },
89 [EASE_BACK_IN_OUT] = { .name = "EaseBackInOut", .func = EaseBackInOut },
90 [EASE_BOUNCE_OUT] = { .name = "EaseBounceOut", .func = EaseBounceOut },
91 [EASE_BOUNCE_IN] = { .name = "EaseBounceIn", .func = EaseBounceIn },
92 [EASE_BOUNCE_IN_OUT] = { .name = "EaseBounceInOut", .func = EaseBounceInOut },
93 [EASE_ELASTIC_IN] = { .name = "EaseElasticIn", .func = EaseElasticIn },
94 [EASE_ELASTIC_OUT] = { .name = "EaseElasticOut", .func = EaseElasticOut },
95 [EASE_ELASTIC_IN_OUT] = { .name = "EaseElasticInOut", .func = EaseElasticInOut },
96 [EASING_NONE] = { .name = "None", .func = NoEase },
97};
98
99
100int main(void)
101{
102 // Initialization
103 //--------------------------------------------------------------------------------------
104 const int screenWidth = 800;
105 const int screenHeight = 450;
106
107 InitWindow(screenWidth, screenHeight, "raylib [easings] example - easings testbed");
108
109 Vector2 ballPosition = { 100.0f, 200.0f };
110
111 float t = 0.0f; // Current time (in any unit measure, but same unit as duration)
112 float d = 300.0f; // Total time it should take to complete (duration)
113 bool paused = true;
114 bool boundedT = true; // If true, t will stop when d >= td, otherwise t will keep adding td to its value every loop
115
116 int easingX = EASING_NONE; // Easing selected for x axis
117 int easingY = EASING_NONE; // Easing selected for y axis
118
119 SetTargetFPS(60);
120 //--------------------------------------------------------------------------------------
121
122 // Main game loop
123 while (!WindowShouldClose()) // Detect window close button or ESC key
124 {
125 // Update
126 //----------------------------------------------------------------------------------
127 if (IsKeyPressed(KEY_T)) boundedT = !boundedT;
128
129 // Choose easing for the X axis
130 if (IsKeyPressed(KEY_RIGHT))
131 {
132 easingX++;
133
134 if (easingX > EASING_NONE) easingX = 0;
135 }
136 else if (IsKeyPressed(KEY_LEFT))
137 {
138 if (easingX == 0) easingX = EASING_NONE;
139 else easingX--;
140 }
141
142 // Choose easing for the Y axis
143 if (IsKeyPressed(KEY_DOWN))
144 {
145 easingY++;
146
147 if (easingY > EASING_NONE) easingY = 0;
148 }
149 else if (IsKeyPressed(KEY_UP))
150 {
151 if (easingY == 0) easingY = EASING_NONE;
152 else easingY--;
153 }
154
155 // Change d (duration) value
156 if (IsKeyPressed(KEY_W) && d < D_MAX - D_STEP) d += D_STEP;
157 else if (IsKeyPressed(KEY_Q) && d > D_MIN + D_STEP) d -= D_STEP;
158
159 if (IsKeyDown(KEY_S) && d < D_MAX - D_STEP_FINE) d += D_STEP_FINE;
160 else if (IsKeyDown(KEY_A) && d > D_MIN + D_STEP_FINE) d -= D_STEP_FINE;
161
162 // Play, pause and restart controls
163 if (IsKeyPressed(KEY_SPACE) || IsKeyPressed(KEY_T) ||
164 IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_LEFT) ||
165 IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_UP) ||
166 IsKeyPressed(KEY_W) || IsKeyPressed(KEY_Q) ||
167 IsKeyDown(KEY_S) || IsKeyDown(KEY_A) ||
168 (IsKeyPressed(KEY_ENTER) && (boundedT == true) && (t >= d)))
169 {
170 t = 0.0f;
171 ballPosition.x = 100.0f;
172 ballPosition.y = 100.0f;
173 paused = true;
174 }
175
176 if (IsKeyPressed(KEY_ENTER)) paused = !paused;
177
178 // Movement computation
179 if (!paused && ((boundedT && t < d) || !boundedT))
180 {
181 ballPosition.x = Easings[easingX].func(t, 100.0f, 700.0f - 100.0f, d);
182 ballPosition.y = Easings[easingY].func(t, 100.0f, 400.0f - 100.0f, d);
183 t += 1.0f;
184 }
185 //----------------------------------------------------------------------------------
186
187 // Draw
188 //----------------------------------------------------------------------------------
189 BeginDrawing();
190
191 ClearBackground(RAYWHITE);
192
193 // Draw information text
194 DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 0, FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
195 DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 0, FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
196 DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), 0, FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
197
198 // Draw instructions text
199 DrawText("Use ENTER to play or pause movement, use SPACE to restart", 0, GetScreenHeight() - FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
200 DrawText("Use D and W or A and S keys to change duration", 0, GetScreenHeight() - FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
201 DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 0, GetScreenHeight() - FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
202 DrawText("Use UP or DOWN keys to choose easing for the y axis", 0, GetScreenHeight() - FONT_SIZE*5, FONT_SIZE, LIGHTGRAY);
203
204 // Draw ball
205 DrawCircleV(ballPosition, 16.0f, MAROON);
206
207 EndDrawing();
208 //----------------------------------------------------------------------------------
209 }
210
211 // De-Initialization
212 //--------------------------------------------------------------------------------------
213 CloseWindow();
214 //--------------------------------------------------------------------------------------
215
216 return 0;
217}
218
219
220// NoEase function, used when "no easing" is selected for any axis. It just ignores all parameters besides b.
221static float NoEase(float t, float b, float c, float d)
222{
223 float burn = t + b + c + d; // Hack to avoid compiler warning (about unused variables)
224 d += burn;
225
226 return b;
227}