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shapes_colors_palette.c
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shapes_colors_palette.c
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/*******************************************************************************************
*
* raylib [shapes] example - Colors palette
*
* Example originally created with raylib 1.0, last time updated with raylib 2.5
*
* 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) 2014-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_COLORS_COUNT 21 // Number of colors available
void raylib_js_set_entry(void (*entry)(void));
Color colors[MAX_COLORS_COUNT] = {
DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
GREEN, SKYBLUE, PURPLE, BEIGE };
const char *colorNames[MAX_COLORS_COUNT] = {
"DARKGRAY", "MAROON", "ORANGE", "DARKGREEN", "DARKBLUE", "DARKPURPLE",
"DARKBROWN", "GRAY", "RED", "GOLD", "LIME", "BLUE", "VIOLET", "BROWN",
"LIGHTGRAY", "PINK", "YELLOW", "GREEN", "SKYBLUE", "PURPLE", "BEIGE" };
Rectangle colorsRecs[MAX_COLORS_COUNT] = { 0 }; // Rectangles array
int colorState[MAX_COLORS_COUNT] = { 0 }; // Color state: 0-DEFAULT, 1-MOUSE_HOVER
Vector2 mousePoint = { 0.0f, 0.0f };
void GameFrame()
{
// Update
//----------------------------------------------------------------------------------
mousePoint = GetMousePosition();
for (int i = 0; i < MAX_COLORS_COUNT; i++)
{
if (CheckCollisionPointRec(mousePoint, colorsRecs[i])) colorState[i] = 1;
else colorState[i] = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("raylib colors palette", 28, 42, 20, BLACK);
DrawText("press SPACE to see all colors", GetScreenWidth() - 180, GetScreenHeight() - 40, 10, GRAY);
for (int i = 0; i < MAX_COLORS_COUNT; i++) // Draw all rectangles
{
DrawRectangleRec(colorsRecs[i], Fade(colors[i], colorState[i]? 0.6f : 1.0f));
if (IsKeyDown(KEY_SPACE) || colorState[i])
{
DrawRectangle((int)colorsRecs[i].x, (int)(colorsRecs[i].y + colorsRecs[i].height - 26), (int)colorsRecs[i].width, 20, BLACK);
DrawRectangleLinesEx(colorsRecs[i], 6, Fade(BLACK, 0.3f));
DrawText(colorNames[i], (int)(colorsRecs[i].x + colorsRecs[i].width - MeasureText(colorNames[i], 10) - 12),
(int)(colorsRecs[i].y + colorsRecs[i].height - 20), 10, colors[i]);
}
}
EndDrawing();
//----------------------------------------------------------------------------------
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - colors palette");
// Fills colorsRecs data (for every rectangle)
for (int i = 0; i < MAX_COLORS_COUNT; i++)
{
colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
colorsRecs[i].y = 80.0f + 100.0f *(i/7) + 10.0f *(i/7);
colorsRecs[i].width = 100.0f;
colorsRecs[i].height = 100.0f;
}
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
#ifdef PLATFORM_WEB
raylib_js_set_entry(GameFrame);
#else
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
GameFrame();
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
#endif
return 0;
}