raylib-go/examples/shapes/draw_circle_sector/main.go
2025-06-22 17:48:18 -04:00

88 lines
2.9 KiB
Go

/*******************************************************************************************
*
* raylib [shapes] example - draw circle sector (with gui options)
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Vlad Adrian (@demizdor) 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) 2018-2024 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
package main
import (
"fmt"
"math"
gui "git.terah.dev/UnrealXR/raylib-go/raygui"
rl "git.terah.dev/UnrealXR/raylib-go/raylib"
)
const (
screenWidth = 800
screenHeight = 450
)
func main() {
rl.InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector")
center := rl.Vector2{X: (float32(screenWidth) - 300) / 2.0, Y: float32(screenHeight / 2.0)}
var outerRadius, startAngle, endAngle, segments, minSegments float32 = 180.0, 0.0, 180.0, 10.0, 4
rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
// Main game loop
for !rl.WindowShouldClose() { // Detect window close button or ESC key
// Draw
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.DrawLine(500, 0, 500, screenWidth, rl.Fade(rl.LightGray, 0.6))
rl.DrawRectangle(500, 0, screenWidth-500, screenHeight, rl.Fade(rl.LightGray, 0.3))
rl.DrawCircleSector(center, outerRadius, startAngle, endAngle, int32(segments), rl.Fade(rl.Maroon, 0.3))
rl.DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, int32(segments), rl.Fade(rl.Maroon, 0.6))
// Draw GUI controls
r := rl.Rectangle{X: 600, Y: 40, Width: 120, Height: 20}
msg := fmt.Sprintf("%.2f", startAngle)
startAngle = gui.Slider(r, "StartAngle", msg, startAngle, 0, 720)
r = rl.Rectangle{X: 600, Y: 70, Width: 120, Height: 20}
msg = fmt.Sprintf("%.2f", endAngle)
endAngle = gui.Slider(r, "EndAngle", msg, endAngle, 0, 720)
r = rl.Rectangle{X: 600, Y: 140, Width: 120, Height: 20}
msg = fmt.Sprintf("%.2f", outerRadius)
outerRadius = gui.Slider(r, "Radius", msg, outerRadius, 0, 200)
r = rl.Rectangle{X: 600, Y: 170, Width: 120, Height: 20}
msg = fmt.Sprintf("%.2f", segments)
segments = gui.Slider(r, "Segments", msg, segments, 0, 100)
minSegments = calculateMinSegments(startAngle, endAngle)
text := "MODE: AUTO"
color := rl.DarkGray
if segments >= minSegments {
text = "MODE: MANUAL"
color = rl.Maroon
}
rl.DrawText(text, 600, 200, 10, color)
rl.DrawFPS(10, 10)
rl.EndDrawing()
}
// De-Initialization
rl.CloseWindow() // Close window and OpenGL context
}
func calculateMinSegments(startAngle, endAngle float32) float32 {
return float32(math.Trunc(math.Ceil((float64(endAngle - startAngle)) / 90)))
}