Batch of 9 new shapes examples!
Some examples included in this batch require the included libraries: `easings.h` and `raygui.h`. Examples included: - shapes_bouncing_ball - shapes_collision_area - shapes_following_eyes - shapes_draw_circle_sector (requires raygui.h) - shapes_draw_rectangle_rounded (requires raygui.h) - shapes_draw_ring (requires raygui.h) - shapes_easings_ball_anim (requires easings.h) - shapes_easings_box_anim (requires easings.h) - shapes_easings_rectangle_array (requires easings.h)
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examples/shapes/shapes_draw_ring.c
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examples/shapes/shapes_draw_ring.c
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/*******************************************************************************************
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*
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* raylib [shapes] example - draw ring (with gui options)
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2019 Vlad Adrian (@Demizdor) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include <raylib.h>
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#define RAYGUI_IMPLEMENTATION
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#include "raygui.h" // Required for GUI controls
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring");
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Vector2 center = {(GetScreenWidth() - 300)/2, GetScreenHeight()/2 };
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float innerRadius = 80.0f;
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float outerRadius = 190.0f;
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int startAngle = 0;
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int endAngle = 360;
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int segments = 0;
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bool drawRing = true;
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bool drawRingLines = false;
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bool drawCircleLines = false;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// NOTE: All variables update happens inside GUI control functions
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
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DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));
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if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(MAROON, 0.3));
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if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4));
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if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, Fade(BLACK, 0.4));
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// Draw GUI controls
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//------------------------------------------------------------------------------
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startAngle = GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", startAngle, -450, 450, true);
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endAngle = GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", endAngle, -450, 450, true);
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innerRadius = GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", innerRadius, 0, 100, true);
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outerRadius = GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", outerRadius, 0, 200, true);
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segments = GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", segments, 0, 100, true);
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drawRing = GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", drawRing);
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drawRingLines = GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", drawRingLines);
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drawCircleLines = GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", drawCircleLines);
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//------------------------------------------------------------------------------
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DrawText(FormatText("MODE: %s", (segments >= 4)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= 4)? MAROON : DARKGRAY);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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