Added a new example: animation curves (#268)

* A somewhat advanced example with custom curve controls.

* Name update

* typos

* comments
This commit is contained in:
Pierre Jaffuer
2023-04-08 21:14:40 +04:00
committed by GitHub
parent 5d1de95ba2
commit 1d9fd31074
3 changed files with 999 additions and 1 deletions

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@ -354,7 +354,8 @@ EXAMPLES = \
portable_window/portable_window \
scroll_panel/scroll_panel \
style_selector/style_selector \
custom_sliders/custom_sliders
custom_sliders/custom_sliders \
animation_curve/animation_curve
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))

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@ -0,0 +1,480 @@
/*******************************************************************************************
*
* Animation curves - An example demo for animation curves
*
* DEPENDENCIES:
* raylib 4.0 - Windowing/input management and drawing.
* raygui 3.0 - Immediate-mode GUI controls.
*
* COMPILATION (Windows - MinGW):
* gcc -o $(NAME_PART).exe $(FILE_NAME) -I../../src -lraylib -lopengl32 -lgdi32 -std=c99
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2023 Pierre Jaffuer (@smallcluster)
*
**********************************************************************************************/
#include "raylib.h"
#define RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT 24
#define RAYGUI_IMPLEMENTATION
#include "../../src/raygui.h"
// raygui embedded styles
#include "../style_selector/styles/style_cyber.h" // raygui style: cyber
#include "../style_selector/styles/style_jungle.h" // raygui style: jungle
#include "../style_selector/styles/style_lavanda.h" // raygui style: lavanda
#include "../style_selector/styles/style_dark.h" // raygui style: dark
#include "../style_selector/styles/style_bluish.h" // raygui style: bluish
#include "../style_selector/styles/style_terminal.h" // raygui style: terminal
#undef RAYGUI_IMPLEMENTATION // Avoid including raygui implementation again
#define GUI_CURVE_EDIT_IMPLEMENTATION
#include "gui_curve_edit.h"
//------------------------------------------------------------------------------------
// Helper function
//------------------------------------------------------------------------------------
void LoadDefaults(GuiCurveEditState curves[]);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//---------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 540;
InitWindow(screenWidth, screenHeight, "Animation curves");
SetTargetFPS(60);
// Gui style
GuiLoadStyleDefault();
int visualStyleActive = 0;
int prevVisualStyleActive = 0;
float fontSize = GuiGetStyle(DEFAULT, TEXT_SIZE);
const float margin = 8;
// Gui states
Vector2 scrollOffset = (Vector2) {0,0};
Rectangle contentRect = (Rectangle) {0,0,0,0};
bool moveSlider = false;
bool sectionActive[5] = {false};
sectionActive[0] = true;
const char* sectionNames[5] = {"X Position", "Y Position", "Width", "Height", "Rotation"};
bool editValueBox[5][4] = {false};
char* valTextBox[5][4][20];
bool playAnimation = true;
bool showHelp = true;
Rectangle settingsRect = (Rectangle) {screenWidth-screenWidth/3, 0, screenWidth/3, screenHeight};
// Animation curves
// 0 -> Ball X position
// 1 -> Ball Y position
// 2 -> Ball Width
// 3 -> Ball Height
// 4 -> Ball rotation
GuiCurveEditState curves[5];
LoadDefaults(curves);
// Animation time
float time = 0.f;
float animationTime = 4.f;
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if(playAnimation)
time += GetFrameTime();
// Reset timer
if(time > animationTime)
time = 0;
// Ball animation
const float t = time / animationTime;
Vector2 ballPos = (Vector2) {EvalGuiCurve(&curves[0], t), EvalGuiCurve(&curves[1], t)};
Vector2 ballSize = (Vector2) {EvalGuiCurve(&curves[2], t), EvalGuiCurve(&curves[3], t)};
float ballRotation = EvalGuiCurve(&curves[4], t);
// Update style
if(visualStyleActive != prevVisualStyleActive){
switch (visualStyleActive)
{
case 0: GuiLoadStyleDefault(); break;
case 1: GuiLoadStyleJungle(); break;
case 2: GuiLoadStyleLavanda(); break;
case 3: GuiLoadStyleDark(); break;
case 4: GuiLoadStyleBluish(); break;
case 5: GuiLoadStyleCyber(); break;
case 6: GuiLoadStyleTerminal(); break;
default: break;
}
fontSize = GuiGetStyle(DEFAULT, TEXT_SIZE);
prevVisualStyleActive = visualStyleActive;
}
// Update settings panel rect
Rectangle sliderRect = (Rectangle) {settingsRect.x-4, settingsRect.y, 4, settingsRect.height};
if(CheckCollisionPointRec(GetMousePosition(), sliderRect) && IsMouseButtonPressed(MOUSE_BUTTON_LEFT)){
moveSlider = true;
}
if(IsMouseButtonUp(MOUSE_BUTTON_LEFT)){
moveSlider = false;
}
if(moveSlider){
settingsRect.x = GetMouseX();
// Minimum-Maximum size
if(settingsRect.x > screenWidth-4)
settingsRect.x = screenWidth-4;
else if(settingsRect.x < 4) // width of the slider
settingsRect.x = 4;
settingsRect.width = screenWidth-settingsRect.x;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(GetColor( GuiGetStyle(DEFAULT, BACKGROUND_COLOR)));
// Scene
//----------------------------------------------------------------------------------
// sky
DrawRectangle(curves[0].start, curves[1].end, curves[0].end-curves[0].start, curves[1].start-curves[1].end, BLUE);
// ground
DrawRectangle(curves[0].start, curves[1].start, curves[0].end-curves[0].start, 32, DARKGREEN);
BeginScissorMode(curves[0].start, curves[1].end, curves[0].end-curves[0].start, curves[1].start-curves[1].end+32);
// Draw ball
DrawRectanglePro((Rectangle){ballPos.x, ballPos.y, ballSize.x, ballSize.y}, (Vector2){ballSize.x/2.f,ballSize.y/2.f}, ballRotation, PINK);
// Local origin
DrawLine(ballPos.x, ballPos.y, ballPos.x + cosf(ballRotation*DEG2RAD)*ballSize.x, ballPos.y +sinf(ballRotation*DEG2RAD)*ballSize.y, RED);
DrawLine(ballPos.x, ballPos.y, ballPos.x + cosf((ballRotation+90)*DEG2RAD)*ballSize.x, ballPos.y +sinf((ballRotation+90)*DEG2RAD)*ballSize.y, GREEN);
EndScissorMode();
// Bounds
DrawRectangleLines(curves[0].start, curves[1].end, curves[0].end-curves[0].start, curves[1].start-curves[1].end+32, GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL)));
// GUI
//----------------------------------------------------------------------------------
// Help window
if(showHelp){
if(GuiWindowBox((Rectangle) {margin, margin, settingsRect.x-2*margin, curves[1].end-2*margin}, "help")){
showHelp = false;
}
Rectangle helpTextRect = (Rectangle) {2*margin, 2*margin+RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT, settingsRect.x-4-4*margin, 0};
GuiLabel((Rectangle) {helpTextRect.x, helpTextRect.y+helpTextRect.height, helpTextRect.width, fontSize}, "Curve widget controls:");
helpTextRect.height += fontSize+margin;
GuiLabel((Rectangle) {helpTextRect.x, helpTextRect.y+helpTextRect.height, helpTextRect.width, fontSize}, "- Left click to move/add point or move tangents");
helpTextRect.height += fontSize+margin/2;
GuiLabel((Rectangle) {helpTextRect.x, helpTextRect.y+helpTextRect.height, helpTextRect.width, fontSize}, "- While moving a tangent, hold SHIFT to disable tangent symetry");
helpTextRect.height += fontSize+margin/2;
GuiLabel((Rectangle) {helpTextRect.x, helpTextRect.y+helpTextRect.height, helpTextRect.width, fontSize}, "- Right click to remove a point");
helpTextRect.height += fontSize+margin/2;
DrawRectangleGradientV(margin, margin+curves[1].end-2*margin, settingsRect.x-2*margin, 12, (Color){0,0,0,100}, BLANK);
}
// Settings panel
GuiScrollPanel(settingsRect, "Settings", contentRect, &scrollOffset);
// Clip rendering
BeginScissorMode(settingsRect.x, settingsRect.y+RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT, settingsRect.width, settingsRect.height);
// Rebuild the content Rect
contentRect = (Rectangle) {settingsRect.x+margin, RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT+margin, settingsRect.width-2*margin-GuiGetStyle(LISTVIEW, SCROLLBAR_WIDTH), 0};
// Help button
if(GuiButton((Rectangle){contentRect.x, contentRect.y+contentRect.height+scrollOffset.y, contentRect.width, 1.5*fontSize}, GuiIconText(showHelp ? ICON_EYE_ON : ICON_EYE_OFF, "Curve controls help"))){
showHelp = !showHelp;
}
contentRect.height += 1.5*fontSize + margin;
// Animation Time slider
animationTime = GuiSlider((Rectangle){contentRect.x, contentRect.y+contentRect.height+scrollOffset.y, contentRect.width/2, fontSize}, NULL, TextFormat("Animation Time: %.2fs", animationTime), animationTime, 1, 8);
contentRect.height += fontSize + margin;
// Load default curves
if(GuiButton((Rectangle){contentRect.x, contentRect.y+contentRect.height+scrollOffset.y, contentRect.width, 1.5*fontSize}, "Load default")){
LoadDefaults(curves);
animationTime = 4.f;
time = 0.f;
}
contentRect.height += 1.5*fontSize + margin;
// Styles
GuiLabel((Rectangle){contentRect.x, contentRect.y+contentRect.height+scrollOffset.y, contentRect.width, fontSize}, "Style:");
contentRect.height += fontSize;
visualStyleActive = GuiComboBox((Rectangle){contentRect.x, contentRect.y+contentRect.height+scrollOffset.y, contentRect.width, 1.5*fontSize}, "default;Jungle;Lavanda;Dark;Bluish;Cyber;Terminal", visualStyleActive);
contentRect.height += 1.5*fontSize + margin;
// Draw curves with their controls
//----------------------------------------------------------------------------------
for(int i=0; i < 5; i++){
// Collapsing section
Rectangle headerRect = (Rectangle){contentRect.x, contentRect.y+contentRect.height+scrollOffset.y, contentRect.width, 1.5*fontSize};
GuiStatusBar(headerRect, NULL);
if(GuiLabelButton(headerRect, GuiIconText(sectionActive[i] ? ICON_ARROW_DOWN_FILL : ICON_ARROW_RIGHT_FILL, sectionNames[i]))){
sectionActive[i] = !sectionActive[i];
}
contentRect.height += 1.5*fontSize + margin;
// Skip this section
if(!sectionActive[i])
continue;
// Draw curve control
Rectangle curveRect = (Rectangle){contentRect.x, contentRect.y+contentRect.height+scrollOffset.y, contentRect.width, fontSize*12};
EndScissorMode(); // Stop clipping from setting rect
// Curves can leaks from control boundary... scissor it !
BeginScissorMode(curveRect.x, curveRect.y, curveRect.width, curveRect.height);
GuiCurveEdit(&curves[i],curveRect);
EndScissorMode();
// Resume clipping from setting rect
BeginScissorMode(settingsRect.x, settingsRect.y+RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT, settingsRect.width, settingsRect.height);
contentRect.height += fontSize*12 + margin;
// Draw selected point controls
GuiCurveEditPoint* p = &(curves[i].points[curves[i].selectedIndex]);
p->leftLinear = GuiCheckBox((Rectangle){contentRect.x, contentRect.y+contentRect.height+scrollOffset.y, 1.5*fontSize, 1.5*fontSize}, "Left Linear", p->leftLinear);
p->rightLinear = GuiCheckBox((Rectangle){contentRect.x+contentRect.width/2, contentRect.y+contentRect.height+scrollOffset.y, 1.5*fontSize, 1.5*fontSize}, "Right Linear", p->rightLinear);
contentRect.height += 1.5*fontSize + margin;
// Positions
GuiLabel((Rectangle){contentRect.x, contentRect.y+contentRect.height+scrollOffset.y, contentRect.width, fontSize}, "Position");
contentRect.height += fontSize;
if(!editValueBox[i][0]){
// transform x position to string
gcvt(p->position.x, 6, valTextBox[i][0]);
}
if(!editValueBox[i][1]){
// transform y position to string
gcvt(curves[i].start + (curves[i].end-curves[i].start) * p->position.y, 6, valTextBox[i][1]);
}
// X pos
if(GuiTextBox((Rectangle){contentRect.x, contentRect.y+contentRect.height+scrollOffset.y, contentRect.width/2-margin, 1.5*fontSize}, valTextBox[i][0], 20, editValueBox[i][0])){
editValueBox[i][0] = !editValueBox[i][0];
// input ended
if(!editValueBox[i][0]){
// Try to convert text to float and assign it to the point
char * endPtr;
double value = strtod( (char *) valTextBox[i][0], &endPtr);
if ( endPtr != (char *) valTextBox[i][0] ) {
p->position.x = value < 0 ? 0 : value > 1 ? 1 : value;
}
}
}
// Y pos
if(GuiTextBox((Rectangle){contentRect.x+contentRect.width/2, contentRect.y+contentRect.height+scrollOffset.y, contentRect.width/2, 1.5*fontSize}, valTextBox[i][1], 20, editValueBox[i][1])){
editValueBox[i][1] = !editValueBox[i][1];
// input ended
if(!editValueBox[i][1]){
// Try to convert text to float and assign it to the point
char * endPtr;
double value = strtod( (char *)valTextBox[i][1], &endPtr);
if ( endPtr != (char *) valTextBox[i][1] ) {
float normalizedVal = (value-curves[i].start) / (curves[i].end-curves[i].start);
p->position.y = normalizedVal < 0 ? 0 : normalizedVal > 1 ? 1 : normalizedVal;
}
}
}
contentRect.height += 1.5*fontSize + margin;
// Tangents
GuiLabel((Rectangle){contentRect.x, contentRect.y+contentRect.height+scrollOffset.y, contentRect.width, fontSize}, "Tangents");
contentRect.height += fontSize;
if(!editValueBox[i][2]){
// transform left tangent to string
gcvt(p->tangents.x, 6, valTextBox[i][2]);
}
if(!editValueBox[i][3]){
// transform right tangent to string
gcvt(p->tangents.y, 6, valTextBox[i][3]);
}
// Left tan
if(GuiTextBox((Rectangle){contentRect.x, contentRect.y+contentRect.height+scrollOffset.y, contentRect.width/2-margin, 1.5*fontSize}, valTextBox[i][2], 20, editValueBox[i][2])){
editValueBox[i][2] = !editValueBox[i][2];
// input ended
if(!editValueBox[i][2]){
// Try to convert text to float and assign it to the point
char * endPtr;
double value = strtod( (char *) valTextBox[i][2], &endPtr);
if ( endPtr != (char *) valTextBox[i][2] ) {
p->tangents.x = value;
}
}
}
// Right tan
if(GuiTextBox((Rectangle){contentRect.x+contentRect.width/2, contentRect.y+contentRect.height+scrollOffset.y, contentRect.width/2, 1.5*fontSize}, valTextBox[i][3], 20, editValueBox[i][3])){
editValueBox[i][3] = !editValueBox[i][3];
// input ended
if(!editValueBox[i][3]){
// Try to convert text to float and assign it to the point
char * endPtr;
double value = strtod( (char *) valTextBox[i][3], &endPtr);
if ( endPtr != (char *) valTextBox[i][3] ) {
p->tangents.y = value;
}
}
}
contentRect.height += 1.5*fontSize + margin;
}
contentRect.height += margin;
EndScissorMode();
// Settings panel shadow
DrawRectangleGradientH(settingsRect.x-12, 0, 12, settingsRect.height, BLANK, (Color){0,0,0,100});
// Slider
if(moveSlider){
DrawRectangle(sliderRect.x, sliderRect.y, sliderRect.width, sliderRect.height, GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_PRESSED)));
}else if(CheckCollisionPointRec(GetMousePosition(), sliderRect)){
DrawRectangle(sliderRect.x, sliderRect.y, sliderRect.width, sliderRect.height, GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_FOCUSED)));
}
// Draw Time controls
//----------------------------------------------------------------------------------
Rectangle timeLineRect = (Rectangle) {0, screenHeight-4*fontSize, settingsRect.x, 4*fontSize};
GuiPanel((Rectangle) { timeLineRect.x, timeLineRect.y, timeLineRect.width, 2*fontSize}, NULL);
GuiLabel((Rectangle) { timeLineRect.x, timeLineRect.y, timeLineRect.width, 2*fontSize}, TextFormat("Normalized Time: %.3f", time / animationTime));
if(GuiButton((Rectangle) { timeLineRect.x+timeLineRect.width/2-2*fontSize-margin/4, timeLineRect.y, 2*fontSize, 2*fontSize}, GuiIconText(playAnimation ? ICON_PLAYER_PAUSE : ICON_PLAYER_PLAY, ""))){
playAnimation = !playAnimation;
}
if(GuiButton((Rectangle) { timeLineRect.x+timeLineRect.width/2+margin/4, timeLineRect.y, 2*fontSize, 2*fontSize}, GuiIconText(ICON_PLAYER_STOP, ""))){
playAnimation = false;
time = 0;
}
time = animationTime * GuiSlider((Rectangle){timeLineRect.x, timeLineRect.y+2*fontSize, timeLineRect.width, timeLineRect.height-2*fontSize}, NULL, NULL, time / animationTime, 0, 1);
// Time panel shadow
DrawRectangleGradientV(timeLineRect.x, timeLineRect.y-12, timeLineRect.width, 12, BLANK, (Color){0,0,0,100});
EndDrawing();
//----------------------------------------------------------------------------------
}
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
void LoadDefaults(GuiCurveEditState curves[]){
// X pos
curves[0].start = 28;
curves[0].end = 506;
curves[0].numPoints = 4;
curves[0].selectedIndex = 0;
curves[0].editLeftTangent = false;
curves[0].editRightTangent = false;
curves[0].points[0].position =(Vector2) {0.000000, 0.000000}; curves[0].points[0].tangents = (Vector2) {0.000000, 1.515101}; curves[0].points[0].leftLinear = 1;curves[0].points[0].rightLinear = 1;
curves[0].points[1].position =(Vector2) {0.422414, 0.640000}; curves[0].points[1].tangents = (Vector2) {-2.824348, -4.494999};curves[0].points[1].leftLinear = 0;curves[0].points[1].rightLinear = 0;
curves[0].points[2].position =(Vector2) {0.732759, 0.210000}; curves[0].points[2].tangents = (Vector2) {0.000000, 2.956133}; curves[0].points[2].leftLinear = 0;curves[0].points[2].rightLinear = 1;
curves[0].points[3].position =(Vector2) {1.000000, 1.000000}; curves[0].points[3].tangents = (Vector2) {2.956133, 0.000000}; curves[0].points[3].leftLinear = 1;curves[0].points[3].rightLinear = 1;
// Y pos
curves[1].start = 405;
curves[1].end = 135;
curves[1].numPoints = 7;
curves[1].selectedIndex = 0;
curves[1].editLeftTangent = false;
curves[1].editRightTangent = false;
curves[1].points[0].position = (Vector2) {0.000000, 1.000000};curves[1].points[0].tangents = (Vector2) { 0.000000 , 0.000000};curves[1].points[0].leftLinear = 0;curves[1].points[0].rightLinear = 0;
curves[1].points[1].position = (Vector2) {0.140000, 0.000000};curves[1].points[1].tangents = (Vector2) {-10.000000 ,10.000000};curves[1].points[1].leftLinear = 0;curves[1].points[1].rightLinear = 0;
curves[1].points[2].position = (Vector2) {0.450000, 0.000000};curves[1].points[2].tangents = (Vector2) {-10.000000 ,10.000000};curves[1].points[2].leftLinear = 0;curves[1].points[2].rightLinear = 0;
curves[1].points[3].position = (Vector2) {0.670000, 0.000000};curves[1].points[3].tangents = (Vector2) {-10.000000 ,10.000000};curves[1].points[3].leftLinear = 0;curves[1].points[3].rightLinear = 0;
curves[1].points[4].position = (Vector2) {0.830000, 0.000000};curves[1].points[4].tangents = (Vector2) {-10.000000 ,10.000000};curves[1].points[4].leftLinear = 0;curves[1].points[4].rightLinear = 0;
curves[1].points[5].position = (Vector2) {0.940000, 0.000000};curves[1].points[5].tangents = (Vector2) {-10.000000 ,10.000000};curves[1].points[5].leftLinear = 0;curves[1].points[5].rightLinear = 0;
curves[1].points[6].position = (Vector2) {1.000000, 0.000000};curves[1].points[6].tangents = (Vector2) {-10.000000 , 0.000000};curves[1].points[6].leftLinear = 0;curves[1].points[6].rightLinear = 0;
// X size
curves[2].start = 1;
curves[2].end = 64;
curves[2].numPoints = 16;
curves[2].selectedIndex = 0;
curves[2].editLeftTangent = false;
curves[2].editRightTangent = false;
curves[2].points[0].position = (Vector2) {0.000000, 0.492063}; curves[2].points[0].tangents = (Vector2) {0,0}; curves[2].points[0].leftLinear = 0; curves[2].points[0].rightLinear = 0;
curves[2].points[1].position = (Vector2) {0.130000, 0.492063}; curves[2].points[1].tangents = (Vector2) {0,0}; curves[2].points[1].leftLinear = 0; curves[2].points[1].rightLinear = 0;
curves[2].points[2].position = (Vector2) {0.140000, 0.746032}; curves[2].points[2].tangents = (Vector2) {0,0}; curves[2].points[2].leftLinear = 0; curves[2].points[2].rightLinear = 0;
curves[2].points[3].position = (Vector2) {0.150000, 0.492063}; curves[2].points[3].tangents = (Vector2) {0,0}; curves[2].points[3].leftLinear = 0; curves[2].points[3].rightLinear = 0;
curves[2].points[4].position = (Vector2) {0.440000, 0.490000}; curves[2].points[4].tangents = (Vector2) {0,0}; curves[2].points[4].leftLinear = 0; curves[2].points[4].rightLinear = 0;
curves[2].points[5].position = (Vector2) {0.450000, 0.682540}; curves[2].points[5].tangents = (Vector2) {0,0}; curves[2].points[5].leftLinear = 0; curves[2].points[5].rightLinear = 0;
curves[2].points[6].position = (Vector2) {0.460000, 0.480000}; curves[2].points[6].tangents = (Vector2) {0,0}; curves[2].points[6].leftLinear = 0; curves[2].points[6].rightLinear = 0;
curves[2].points[7].position = (Vector2) {0.660000, 0.492063}; curves[2].points[7].tangents = (Vector2) {0,0}; curves[2].points[7].leftLinear = 0; curves[2].points[7].rightLinear = 0;
curves[2].points[8].position = (Vector2) {0.670000, 0.619048}; curves[2].points[8].tangents = (Vector2) {0,0}; curves[2].points[8].leftLinear = 0; curves[2].points[8].rightLinear = 0;
curves[2].points[9].position = (Vector2) {0.680000, 0.492063}; curves[2].points[9].tangents = (Vector2) {0,0}; curves[2].points[9].leftLinear = 0; curves[2].points[9].rightLinear = 0;
curves[2].points[10].position = (Vector2) {0.820000, 0.492063}; curves[2].points[10].tangents = (Vector2) {0,0}; curves[2].points[10].leftLinear = 0; curves[2].points[10].rightLinear = 0;
curves[2].points[11].position = (Vector2) {0.830000, 0.619048}; curves[2].points[11].tangents = (Vector2) {0,0}; curves[2].points[11].leftLinear = 0; curves[2].points[11].rightLinear = 0;
curves[2].points[12].position = (Vector2) {0.840000, 0.492063}; curves[2].points[12].tangents = (Vector2) {0,0}; curves[2].points[12].leftLinear = 0; curves[2].points[12].rightLinear = 0;
curves[2].points[13].position = (Vector2) {0.930000, 0.492063}; curves[2].points[13].tangents = (Vector2) {0,0}; curves[2].points[13].leftLinear = 0; curves[2].points[13].rightLinear = 0;
curves[2].points[14].position = (Vector2) {0.940000, 0.619048}; curves[2].points[14].tangents = (Vector2) {0,0}; curves[2].points[14].leftLinear = 0; curves[2].points[14].rightLinear = 0;
curves[2].points[15].position = (Vector2) {0.950000, 0.492063}; curves[2].points[15].tangents = (Vector2) {0,0}; curves[2].points[15].leftLinear = 0; curves[2].points[15].rightLinear = 0;
// Y Size
curves[3].start = 1;
curves[3].end = 64;
curves[3].numPoints = 16;
curves[3].selectedIndex = 0;
curves[3].editLeftTangent = false;
curves[3].editRightTangent = false;
curves[3].points[0].position = (Vector2) {0.000000, 0.492063};curves[3].points[0].tangents = (Vector2) {0,0};curves[3].points[0].leftLinear = 0;curves[3].points[0].rightLinear = 0;
curves[3].points[1].position = (Vector2) {0.130000, 0.492063};curves[3].points[1].tangents = (Vector2) {0,0};curves[3].points[1].leftLinear = 0;curves[3].points[1].rightLinear = 0;
curves[3].points[2].position = (Vector2) {0.140000, 0.238095};curves[3].points[2].tangents = (Vector2) {0,0};curves[3].points[2].leftLinear = 0;curves[3].points[2].rightLinear = 0;
curves[3].points[3].position = (Vector2) {0.150000, 0.492063};curves[3].points[3].tangents = (Vector2) {0,0};curves[3].points[3].leftLinear = 0;curves[3].points[3].rightLinear = 0;
curves[3].points[4].position = (Vector2) {0.440000, 0.492063};curves[3].points[4].tangents = (Vector2) {0,0};curves[3].points[4].leftLinear = 0;curves[3].points[4].rightLinear = 0;
curves[3].points[5].position = (Vector2) {0.450000, 0.301587};curves[3].points[5].tangents = (Vector2) {0,0};curves[3].points[5].leftLinear = 0;curves[3].points[5].rightLinear = 0;
curves[3].points[6].position = (Vector2) {0.460000, 0.492063};curves[3].points[6].tangents = (Vector2) {0,0};curves[3].points[6].leftLinear = 0;curves[3].points[6].rightLinear = 0;
curves[3].points[7].position = (Vector2) {0.660000, 0.492063};curves[3].points[7].tangents = (Vector2) {0,0};curves[3].points[7].leftLinear = 0;curves[3].points[7].rightLinear = 0;
curves[3].points[8].position = (Vector2) {0.670000, 0.365079};curves[3].points[8].tangents = (Vector2) {0,0};curves[3].points[8].leftLinear = 0;curves[3].points[8].rightLinear = 0;
curves[3].points[9].position = (Vector2) {0.680000, 0.492063};curves[3].points[9].tangents = (Vector2) {0,0};curves[3].points[9].leftLinear = 0;curves[3].points[9].rightLinear = 0;
curves[3].points[10].position = (Vector2) {0.820000, 0.492063};curves[3].points[10].tangents = (Vector2) {0,0};curves[3].points[10].leftLinear = 0;curves[3].points[10].rightLinear = 0;
curves[3].points[11].position = (Vector2) {0.830000, 0.365079};curves[3].points[11].tangents = (Vector2) {0,0};curves[3].points[11].leftLinear = 0;curves[3].points[11].rightLinear = 0;
curves[3].points[12].position = (Vector2) {0.840000, 0.492063};curves[3].points[12].tangents = (Vector2) {0,0};curves[3].points[12].leftLinear = 0;curves[3].points[12].rightLinear = 0;
curves[3].points[13].position = (Vector2) {0.930000, 0.492063};curves[3].points[13].tangents = (Vector2) {0,0};curves[3].points[13].leftLinear = 0;curves[3].points[13].rightLinear = 0;
curves[3].points[14].position = (Vector2) {0.940000, 0.365079};curves[3].points[14].tangents = (Vector2) {0,0};curves[3].points[14].leftLinear = 0;curves[3].points[14].rightLinear = 0;
curves[3].points[15].position = (Vector2) {0.950000, 0.507937};curves[3].points[15].tangents = (Vector2) {0,0};curves[3].points[15].leftLinear = 0;curves[3].points[15].rightLinear = 0;
// Rotation
curves[4].start = -360;
curves[4].end = 360;
curves[4].numPoints = 9;
curves[4].selectedIndex = 0;
curves[4].editLeftTangent = false;
curves[4].editRightTangent = false;
curves[4].points[0].position = (Vector2) {0.140000, 0.500000};curves[4].points[0].tangents = (Vector2) {0,0};curves[4].points[0].leftLinear = 0;curves[4].points[0].rightLinear = 0;
curves[4].points[1].position = (Vector2) {0.450000, 0.500000};curves[4].points[1].tangents = (Vector2) {0,0};curves[4].points[1].leftLinear = 0;curves[4].points[1].rightLinear = 0;
curves[4].points[2].position = (Vector2) {0.670000, 0.500000};curves[4].points[2].tangents = (Vector2) {0,0};curves[4].points[2].leftLinear = 0;curves[4].points[2].rightLinear = 0;
curves[4].points[3].position = (Vector2) {0.830000, 0.500000};curves[4].points[3].tangents = (Vector2) {0,0};curves[4].points[3].leftLinear = 0;curves[4].points[3].rightLinear = 0;
curves[4].points[4].position = (Vector2) {0.940000, 0.500000};curves[4].points[4].tangents = (Vector2) {0,0};curves[4].points[4].leftLinear = 0;curves[4].points[4].rightLinear = 0;
curves[4].points[5].position = (Vector2) {1.000000, 0.500000};curves[4].points[5].tangents = (Vector2) {0,0};curves[4].points[5].leftLinear = 0;curves[4].points[5].rightLinear = 0;
curves[4].points[6].position = (Vector2) {0.000000, 0.472222};curves[4].points[6].tangents = (Vector2) {0,0};curves[4].points[6].leftLinear = 0;curves[4].points[6].rightLinear = 0;
curves[4].points[7].position = (Vector2) {0.302752, 0.527778};curves[4].points[7].tangents = (Vector2) {0,0};curves[4].points[7].leftLinear = 0;curves[4].points[7].rightLinear = 0;
curves[4].points[8].position = (Vector2) {0.577982, 0.472222};curves[4].points[8].tangents = (Vector2) {0,0};curves[4].points[8].leftLinear = 0;curves[4].points[8].rightLinear = 0;
}

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@ -0,0 +1,517 @@
/*******************************************************************************************
*
* CurveEdit v1.0 - A cubic Hermite editor for making animation curves
*
* MODULE USAGE:
* #define GUI_CURVE_EDIT_IMPLEMENTATION
* #include "gui_curve_edit.h"
*
* INIT: GuiCurveEditState state = InitCurveEdit();
* EVALUATE: float y = state.start + (state.end-state.start) * EvalGuiCurve(&state, t); // 0 <= t <= 1
* DRAW: BeginScissorMode(bounds.x,bounds.y,bounds.width,bounds.height);
* GuiCurveEdit(&state, bounds, pointSize);
* EndScissorMode();
*
* NOTE: See 'Module Structures Declaration' section for more informations.
*
* NOTE: This module uses functions of the stdlib:
* - qsort
*
* NOTE: Built-in interactions:
* - Left click to move/add point or move tangents
* - While moving a tangent, hold (left/right) SHIFT to disable tangent symetry
* - Right click to remove a point
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2023 Pierre Jaffuer (@smallcluster)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#ifndef GUI_CURVE_EDIT_H
#define GUI_CURVE_EDIT_H
#ifndef GUI_CURVE_EDIT_MAX_POINTS
#define GUI_CURVE_EDIT_MAX_POINTS 30
#endif
//----------------------------------------------------------------------------------
// Module Structures Declaration
//----------------------------------------------------------------------------------
typedef struct {
Vector2 position = (Vector2) {0,0}; // In normalized space [0.f, 1.f]
Vector2 tangents = (Vector2) {0,0}; // The derivatives (left/right) of the 1D curve
// Let the curve editor calculate tangents to linearize part of the curve
bool leftLinear = false;
bool rightLinear = false;
} GuiCurveEditPoint;
typedef struct {
float start = 0; // Value at y = 0
float end = 1; // Value at y = 1
// Always valid (unless you manualy change state's point array)
int selectedIndex = -1; // -1 before Init
// Unsorted array with at least one point (constant curve)
GuiCurveEditPoint points[GUI_CURVE_EDIT_MAX_POINTS];
int numPoints = 0;
// private part
bool editLeftTangent = false;
bool editRightTangent = false;
Vector2 mouseOffset = (Vector2) {0,0};
} GuiCurveEditState;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
// Initialize state
GuiCurveEditState InitGuiCurveEdit();
// Draw and update curve control
void GuiCurveEdit(GuiCurveEditState *state, Rectangle bounds);
// 1D Interpolation
// Returns the normalized y value of the curve at x = t
// t must be normalized [0.f, 1.f]
float EvalGuiCurve(GuiCurveEditState *state, float t);
#ifdef __cplusplus
}
#endif
#endif // GUI_CURVE_EDIT_H
/***********************************************************************************
*
* GUI_CURVE_EDIT IMPLEMENTATION
*
************************************************************************************/
#if defined(GUI_CURVE_EDIT_IMPLEMENTATION)
#include "../../src/raygui.h" // Change this to fit your project
#include "stdlib.h" // Required for qsort
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
GuiCurveEditState InitGuiCurveEdit()
{
GuiCurveEditState state;
state.start = 0;
state.end = 1;
state.selectedIndex = 0;
state.editLeftTangent = false;
state.editRightTangent = false;
state.mouseOffset = (Vector2) {0.f,0.f};
// At least one point (AVG by default)
state.numPoints = 1;
state.points[0].position = (Vector2) {0.5f,0.5f};
state.points[0].tangents = (Vector2) {0.f,0.f};
state.points[0].leftLinear = false;
state.points[0].rightLinear = false;
return state;
}
int CompareGuiCurveEditPointPtr (const void * a, const void * b)
{
float fa = (*(GuiCurveEditPoint**)a)->position.x;
float fb = (*(GuiCurveEditPoint**)b)->position.x;
return (fa > fb) - (fa < fb);
}
float EvalGuiCurve(GuiCurveEditState *state, float t){
// Sort points
GuiCurveEditPoint* sortedPoints[GUI_CURVE_EDIT_MAX_POINTS];
for(int i=0; i < state->numPoints; i++){
sortedPoints[i] = &state->points[i];
}
qsort(sortedPoints, state->numPoints, sizeof(GuiCurveEditPoint*), CompareGuiCurveEditPointPtr);
if(state->numPoints == 0)
return state->start;
// Constants part on edges
if(t <= sortedPoints[0]->position.x)
return state->start + (state->end-state->start) * sortedPoints[0]->position.y;
if(t >= sortedPoints[state->numPoints-1]->position.x)
return state->start + (state->end-state->start) * sortedPoints[state->numPoints-1]->position.y;
// Find curve portion
for(int i=0; i < state->numPoints-1; i++){
const GuiCurveEditPoint* p1 = sortedPoints[i];
const GuiCurveEditPoint* p2 = sortedPoints[i+1];
// Skip this range
if(!(t >= p1->position.x && t < p2->position.x) || p1->position.x == p2->position.x)
continue;
float scale = (p2->position.x-p1->position.x);
float T = (t-p1->position.x)/scale;
float startTangent = scale * p1->tangents.y;
float endTangent = scale * p2->tangents.x;
float T2 = T*T;
float T3 = T*T*T;
return state->start + (state->end-state->start) * ((2*T3-3*T2+1)*p1->position.y+(T3-2*T2+T)*startTangent+(3*T2-2*T3)*p2->position.y+(T3-T2)*endTangent);
}
return state->start;
}
void GuiCurveEdit(GuiCurveEditState *state, Rectangle bounds){
//----------------------------------------------------------------------------------
// CONST
//----------------------------------------------------------------------------------
const float pointSize = 10;
const float fontSize = GuiGetStyle(DEFAULT, TEXT_SIZE);
const float handleLength = pointSize*2.5;
const float handleSize = pointSize/1.5f;
const Rectangle innerBounds = (Rectangle){bounds.x+fontSize, bounds.y+fontSize, bounds.width-2*fontSize, bounds.height-2*fontSize};
const Vector2 mouse = GetMousePosition();
const Vector2 mouseLocal = (Vector2) {(mouse.x-innerBounds.x)/innerBounds.width, (innerBounds.y+innerBounds.height-mouse.y)/innerBounds.height};
//----------------------------------------------------------------------------------
// UPDATE STATE
//----------------------------------------------------------------------------------
// Find first point under mouse (-1 if not found)
int hoveredPointIndex = -1;
for(int i=0; i < state->numPoints; i++){
const GuiCurveEditPoint* p = &state->points[i];
const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
const Rectangle pointRect = (Rectangle) {screenPos.x-pointSize/2.f, screenPos.y-pointSize/2.f, pointSize, pointSize};
if(CheckCollisionPointRec(mouse, pointRect)){
hoveredPointIndex = i;
break;
}
}
// Unselect tangents
if(IsMouseButtonReleased(MOUSE_BUTTON_LEFT)){
state->editLeftTangent = false;
state->editRightTangent = false;
}
// Select a tangent if possible
if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && state->selectedIndex != -1 && CheckCollisionPointRec(mouse, bounds)){
const GuiCurveEditPoint* p = &state->points[state->selectedIndex];
const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
// Left control
Vector2 target = (Vector2) {(p->position.x-1)*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-(p->position.y-p->tangents.x)*innerBounds.height};
Vector2 dir = (Vector2) {target.x-screenPos.x, target.y-screenPos.y};
float d = sqrt(dir.x*dir.x+dir.y*dir.y);
Vector2 control = (Vector2) {screenPos.x+dir.x/d*handleLength, screenPos.y+dir.y/d*handleLength};
Rectangle controlRect = (Rectangle) {control.x-handleSize/2.f, control.y-handleSize/2.f, handleSize, handleSize};
// Edit left tangent
if(CheckCollisionPointRec(mouse, controlRect)){
state->editLeftTangent = true;
}
// Right control
target = (Vector2) {(p->position.x+1)*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-(p->position.y+p->tangents.y)*innerBounds.height};
dir = (Vector2) {target.x-screenPos.x, target.y-screenPos.y};
d = sqrt(dir.x*dir.x+dir.y*dir.y);
control = (Vector2) {screenPos.x+dir.x/d*handleLength, screenPos.y+dir.y/d*handleLength};
controlRect = (Rectangle) {control.x-handleSize/2.f, control.y-handleSize/2.f, handleSize, handleSize};
// Edit right tangent
if(CheckCollisionPointRec(mouse, controlRect)){
state->editRightTangent = true;
}
}
// Move tangents
if(IsMouseButtonDown(MOUSE_BUTTON_LEFT) && state->editRightTangent){
// editRightTangent == true implies selectedIndex != -1
GuiCurveEditPoint* p = &state->points[state->selectedIndex];
const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
const Vector2 dir = (Vector2){mouseLocal.x-p->position.x, mouseLocal.y-p->position.y};
// Calculate right tangent slope
p->tangents.y = dir.x < 0.001f ? dir.y/0.001f : dir.y/dir.x;
p->rightLinear = false; // Stop right linearization update
// Tangents are symetric by default unless SHIFT is pressed
if(!(IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT))){
p->tangents.x = p->tangents.y;
p->leftLinear = false; // Stop left linearization update
}
} else if(IsMouseButtonDown(MOUSE_BUTTON_LEFT) && state->editLeftTangent){
// editLeftTangent == true implies selectedIndex != -1
GuiCurveEditPoint* p = &state->points[state->selectedIndex];
const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
const Vector2 dir = (Vector2){mouseLocal.x-p->position.x, mouseLocal.y-p->position.y};
// Calculate left tangent slope
p->tangents.x = dir.x > -0.001f ? dir.y/(-0.001f) : dir.y/dir.x;
p->leftLinear = false; // Stop left linearization update
// Tangents are symetric by default unless SHIFT is pressed
if(!(IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT))){
p->tangents.y = p->tangents.x;
p->rightLinear = false; // Stop right linearization update
}
}
// Select a point
else if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && hoveredPointIndex != -1 CheckCollisionPointRec(mouse, bounds)){
state->selectedIndex = hoveredPointIndex;
const GuiCurveEditPoint* p = &state->points[state->selectedIndex];
const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
state->mouseOffset = (Vector2) {p->position.x - mouseLocal.x, p->position.y - mouseLocal.y};
}
// Remove a point (check against bounds)
else if(IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) && hoveredPointIndex != -1 && CheckCollisionPointRec(mouse, bounds) && state->numPoints > 1){
// Deselect everything
state->selectedIndex = 0; // select first point by default
state->editLeftTangent = false;
state->editRightTangent = false;
// Remove point
state->numPoints -= 1;
for(int i=hoveredPointIndex; i < state->numPoints; i++ ){
state->points[i] = state->points[i+1];
}
// Add a point (check against innerBounds)
} else if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mouse, innerBounds) && state->numPoints < GUI_CURVE_EDIT_MAX_POINTS){
state->editLeftTangent = false;
state->editRightTangent = false;
// Create new point
GuiCurveEditPoint p;
p.tangents = (Vector2) {0.f, 0.f};
p.position = mouseLocal;
p.leftLinear = false;
p.rightLinear = false;
// Append point
state->points[state->numPoints] = p;
state->selectedIndex = state->numPoints; // select new point
state->numPoints += 1;
// Point is add on mouse pos
state->mouseOffset = (Vector2) {0,0};
// Move selected point
} else if(state->selectedIndex != -1 && IsMouseButtonDown(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mouse, bounds) ){
GuiCurveEditPoint* p = &state->points[state->selectedIndex];
// use mouse offset on click to prevent point teleporting to mouse
const Vector2 newLocalPos = (Vector2){mouseLocal.x + state->mouseOffset.x, mouseLocal.y + state->mouseOffset.y};
// Clamp to innerbounds
p->position.x = newLocalPos.x < 0 ? 0 : newLocalPos.x > 1 ? 1 : newLocalPos.x;
p->position.y = newLocalPos.y < 0 ? 0 : newLocalPos.y > 1 ? 1 : newLocalPos.y;
}
// Sort points
GuiCurveEditPoint* sortedPoints[GUI_CURVE_EDIT_MAX_POINTS];
for(int i=0; i < state->numPoints; i++){
sortedPoints[i] = &state->points[i];
}
qsort(sortedPoints, state->numPoints, sizeof(GuiCurveEditPoint*), CompareGuiCurveEditPointPtr);
// Update linear tangents
for(int i=0; i < state->numPoints; i++){
GuiCurveEditPoint* p = sortedPoints[i];
// Left tangent
if(i > 0 && p->leftLinear){
const GuiCurveEditPoint* p2 = sortedPoints[i-1];
Vector2 dir = (Vector2) {p2->position.x-p->position.x, p2->position.y-p->position.y};
p->tangents.x = dir.x == 0 ? 0 : dir.y/dir.x;
}
// Right tangent
if(i < state->numPoints-1 && p->rightLinear){
const GuiCurveEditPoint* p2 = sortedPoints[i+1];
Vector2 dir = (Vector2) {p2->position.x-p->position.x, p2->position.y-p->position.y};
p->tangents.y = dir.x == 0 ? 0 : dir.y/dir.x;
}
}
//----------------------------------------------------------------------------------
// DRAWING
//----------------------------------------------------------------------------------
// Draw bg
DrawRectangle(bounds.x, bounds.y, bounds.width, bounds.height, GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR)));
// Draw grid
// H lines
const Color lineColor = GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL));
DrawLine(bounds.x, innerBounds.y, bounds.x+bounds.width, innerBounds.y, lineColor); // end
DrawLine(bounds.x, innerBounds.y+innerBounds.height/2, bounds.x+bounds.width, innerBounds.y+innerBounds.height/2, lineColor); // avg
DrawLine(bounds.x, innerBounds.y+innerBounds.height, bounds.x+bounds.width, innerBounds.y+innerBounds.height, lineColor); // start
// V lines
DrawLine(innerBounds.x, bounds.y, innerBounds.x, bounds.y+bounds.height, lineColor); // 0
DrawLine(innerBounds.x+innerBounds.width/4, bounds.y, innerBounds.x+innerBounds.width/4, bounds.y+bounds.height, lineColor); // 0.25
DrawLine(innerBounds.x+innerBounds.width/2, bounds.y, innerBounds.x+innerBounds.width/2, bounds.y+bounds.height, lineColor); // 0.5
DrawLine(innerBounds.x+3*innerBounds.width/4, bounds.y, innerBounds.x+3*innerBounds.width/4, bounds.y+bounds.height, lineColor); // 0.75
DrawLine(innerBounds.x+innerBounds.width, bounds.y, innerBounds.x+innerBounds.width, bounds.y+bounds.height, lineColor); // 1
Font font = GuiGetFont();
// V labels
DrawTextEx(font, "0", (Vector2) {innerBounds.x, bounds.y+bounds.height-fontSize}, fontSize,GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
DrawTextEx(font, "0.25", (Vector2) {innerBounds.x+innerBounds.width/4.f, bounds.y+bounds.height-fontSize}, fontSize,GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
DrawTextEx(font, "0.5", (Vector2) {innerBounds.x+innerBounds.width/2.f, bounds.y+bounds.height-fontSize}, fontSize,GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
DrawTextEx(font, "0.75", (Vector2) {innerBounds.x+3.f*innerBounds.width/4.f, bounds.y+bounds.height-fontSize}, fontSize,GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
DrawTextEx(font, "1", (Vector2) {innerBounds.x+innerBounds.width, bounds.y+bounds.height-fontSize}, fontSize,GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
// H labels
DrawTextEx(font, TextFormat("%.2f", state->start), (Vector2) {innerBounds.x, innerBounds.y-fontSize+innerBounds.height}, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
DrawTextEx(font, TextFormat("%.2f", state->start + (state->end-state->start)/2.f), (Vector2) {innerBounds.x, innerBounds.y-fontSize+innerBounds.height/2.f}, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
DrawTextEx(font, TextFormat("%.2f", state->end), (Vector2) {innerBounds.x, innerBounds.y}, fontSize, GuiGetStyle(DEFAULT, TEXT_SPACING), lineColor);
// Draw contours
if(CheckCollisionPointRec(mouse, bounds))
DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_FOCUSED)));
else
DrawRectangleLines(bounds.x, bounds.y, bounds.width, bounds.height, GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL)));
// Draw points
for(int i=0; i < state->numPoints; i++){
const GuiCurveEditPoint* p = sortedPoints[i];
const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
const Rectangle pointRect = (Rectangle) {screenPos.x-pointSize/2.f, screenPos.y-pointSize/2.f, pointSize, pointSize};
Color pointColor;
Color pointBorderColor;
// Draw point
if(&state->points[state->selectedIndex] == p){
// Draw left handle
if(i > 0){
const Vector2 target = (Vector2) {(p->position.x-1)*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-(p->position.y-p->tangents.x)*innerBounds.height};
const Vector2 dir = (Vector2) {target.x-screenPos.x, target.y-screenPos.y};
const float d = sqrt(dir.x*dir.x+dir.y*dir.y);
const Vector2 control = (Vector2) {screenPos.x+dir.x/d*handleLength, screenPos.y+dir.y/d*handleLength};
const Rectangle controlRect = (Rectangle) {control.x-handleSize/2.f, control.y-handleSize/2.f, handleSize, handleSize};
Color controlColor;
Color controlBorderColor;
if(state->editLeftTangent){
controlColor = GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_PRESSED));
controlBorderColor = GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL));
} else if(CheckCollisionPointRec(mouse, controlRect)){
controlColor = GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_FOCUSED));
controlBorderColor = GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL));
}else{
controlColor = GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL));
controlBorderColor = GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_NORMAL));
}
DrawLine(screenPos.x,screenPos.y, control.x, control.y, controlColor);
DrawRectangle(controlRect.x, controlRect.y, controlRect.width, controlRect.height, controlColor);
DrawRectangleLines(controlRect.x, controlRect.y, controlRect.width, controlRect.height, controlColor);
}
// Draw right handle
if(i < state->numPoints-1){
const Vector2 target = (Vector2) {(p->position.x+1)*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-(p->position.y+p->tangents.y)*innerBounds.height};
const Vector2 dir = (Vector2) {target.x-screenPos.x, target.y-screenPos.y};
const float d = sqrt(dir.x*dir.x+dir.y*dir.y);
const Vector2 control = (Vector2) {screenPos.x+dir.x/d*handleLength, screenPos.y+dir.y/d*handleLength};
const Rectangle controlRect = (Rectangle) {control.x-handleSize/2.f, control.y-handleSize/2.f, handleSize, handleSize};
Color controlColor;
Color controlBorderColor;
if(state->editRightTangent){
controlColor = GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_PRESSED));
controlBorderColor = GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL));
} else if(CheckCollisionPointRec(mouse, controlRect)){
controlColor = GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_FOCUSED));
controlBorderColor = GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL));
}else{
controlColor = GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL));
controlBorderColor = GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_NORMAL));
}
DrawLine(screenPos.x,screenPos.y, control.x, control.y, controlColor);
DrawRectangle(controlRect.x, controlRect.y, controlRect.width, controlRect.height, controlColor);
DrawRectangleLines(controlRect.x, controlRect.y, controlRect.width, controlRect.height, controlColor);
}
pointColor = GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_PRESSED));
pointBorderColor = GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL));
} else if(&state->points[hoveredPointIndex] == p) {
pointColor = GetColor(GuiGetStyle(DEFAULT, BASE_COLOR_FOCUSED));
pointBorderColor = GetColor(GuiGetStyle(DEFAULT, BORDER_COLOR_NORMAL));
} else {
pointColor = GetColor(GuiGetStyle(BUTTON, BASE_COLOR_NORMAL));
pointBorderColor = GetColor(GuiGetStyle(BUTTON, BORDER_COLOR_NORMAL));
}
DrawRectangle(pointRect.x, pointRect.y, pointRect.width, pointRect.height, pointColor);
DrawRectangleLines(pointRect.x, pointRect.y, pointRect.width, pointRect.height, pointBorderColor);
}
// Draw curve
Color curveColor = GetColor(GuiGetStyle(LABEL, TEXT_COLOR_FOCUSED));
if(state->numPoints == 1){
const GuiCurveEditPoint* p = sortedPoints[0];
const Vector2 screenPos = (Vector2){p->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p->position.y*innerBounds.height};
DrawLine(innerBounds.x, screenPos.y, innerBounds.x+innerBounds.width, screenPos.y, curveColor);
}else {
for(int i=0; i < state->numPoints-1; i++){
const GuiCurveEditPoint* p1 = sortedPoints[i];
const GuiCurveEditPoint* p2 = sortedPoints[i+1];
const Vector2 screenPos1 = (Vector2){p1->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p1->position.y*innerBounds.height};
const Vector2 screenPos2 = (Vector2){p2->position.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-p2->position.y*innerBounds.height};
// Constant on edge
if(screenPos1.x > innerBounds.x && i == 0){
DrawLine(innerBounds.x, screenPos1.y, screenPos1.x, screenPos1.y, curveColor);
}
if(screenPos2.x < innerBounds.x+innerBounds.width && i == (state->numPoints-2)){
DrawLine(screenPos2.x, screenPos2.y, innerBounds.x+innerBounds.width, screenPos2.y, curveColor);
}
// Draw cubic Hermite curve
const float scale = (p2->position.x-p1->position.x)/3.f;
const Vector2 offset1 = (Vector2) {scale, scale*p1->tangents.y};
// negative endTangent => top part => need to invert value to calculate offset
const Vector2 offset2 = (Vector2) {-scale, -scale*p2->tangents.x};
const Vector2 c1 = (Vector2) {p1->position.x+offset1.x, p1->position.y+offset1.y};
const Vector2 c2 = (Vector2) {p2->position.x+offset2.x, p2->position.y+offset2.y};
const Vector2 screenC1 = (Vector2) {c1.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-c1.y*innerBounds.height};
const Vector2 screenC2 = (Vector2) {c2.x*innerBounds.width+innerBounds.x, innerBounds.y+innerBounds.height-c2.y*innerBounds.height};
DrawLineBezierCubic(screenPos1, screenPos2, screenC1, screenC2, 1, curveColor);
}
}
}
#endif // GUI_CURVE_EDIT_IMPLEMENTATION