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-rw-r--r--raylib/examples/core/core_automation_events.c334
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diff --git a/raylib/examples/core/core_automation_events.c b/raylib/examples/core/core_automation_events.c
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+/*******************************************************************************************
+*
+* raylib [core] example - automation events
+*
+* Example originally created with raylib 5.0, last time updated with raylib 5.0
+*
+* Example based on 2d_camera_platformer example by arvyy (@arvyy)
+*
+* 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) 2023 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "raymath.h"
+
+#define GRAVITY 400
+#define PLAYER_JUMP_SPD 350.0f
+#define PLAYER_HOR_SPD 200.0f
+
+#define MAX_ENVIRONMENT_ELEMENTS 5
+
+typedef struct Player {
+ Vector2 position;
+ float speed;
+ bool canJump;
+} Player;
+
+typedef struct EnvElement {
+ Rectangle rect;
+ int blocking;
+ Color color;
+} EnvElement;
+
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - automation events");
+
+ // Define player
+ Player player = { 0 };
+ player.position = (Vector2){ 400, 280 };
+ player.speed = 0;
+ player.canJump = false;
+
+ // Define environment elements (platforms)
+ EnvElement envElements[MAX_ENVIRONMENT_ELEMENTS] = {
+ {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
+ {{ 0, 400, 1000, 200 }, 1, GRAY },
+ {{ 300, 200, 400, 10 }, 1, GRAY },
+ {{ 250, 300, 100, 10 }, 1, GRAY },
+ {{ 650, 300, 100, 10 }, 1, GRAY }
+ };
+
+ // Define camera
+ Camera2D camera = { 0 };
+ camera.target = player.position;
+ camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
+ camera.rotation = 0.0f;
+ camera.zoom = 1.0f;
+
+ // Automation events
+ AutomationEventList aelist = LoadAutomationEventList(0); // Initialize list of automation events to record new events
+ SetAutomationEventList(&aelist);
+ bool eventRecording = false;
+ bool eventPlaying = false;
+
+ unsigned int frameCounter = 0;
+ unsigned int playFrameCounter = 0;
+ unsigned int currentPlayFrame = 0;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose())
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ float deltaTime = 0.015f;//GetFrameTime();
+
+ // Dropped files logic
+ //----------------------------------------------------------------------------------
+ if (IsFileDropped())
+ {
+ FilePathList droppedFiles = LoadDroppedFiles();
+
+ // Supports loading .rgs style files (text or binary) and .png style palette images
+ if (IsFileExtension(droppedFiles.paths[0], ".txt;.rae"))
+ {
+ UnloadAutomationEventList(&aelist);
+ aelist = LoadAutomationEventList(droppedFiles.paths[0]);
+
+ eventRecording = false;
+
+ // Reset scene state to play
+ eventPlaying = true;
+ playFrameCounter = 0;
+ currentPlayFrame = 0;
+
+ player.position = (Vector2){ 400, 280 };
+ player.speed = 0;
+ player.canJump = false;
+
+ camera.target = player.position;
+ camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
+ camera.rotation = 0.0f;
+ camera.zoom = 1.0f;
+ }
+
+ UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
+ }
+ //----------------------------------------------------------------------------------
+
+ // Update player
+ //----------------------------------------------------------------------------------
+ if (IsKeyDown(KEY_LEFT)) player.position.x -= PLAYER_HOR_SPD*deltaTime;
+ if (IsKeyDown(KEY_RIGHT)) player.position.x += PLAYER_HOR_SPD*deltaTime;
+ if (IsKeyDown(KEY_SPACE) && player.canJump)
+ {
+ player.speed = -PLAYER_JUMP_SPD;
+ player.canJump = false;
+ }
+
+ int hitObstacle = 0;
+ for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
+ {
+ EnvElement *element = &envElements[i];
+ Vector2 *p = &(player.position);
+ if (element->blocking &&
+ element->rect.x <= p->x &&
+ element->rect.x + element->rect.width >= p->x &&
+ element->rect.y >= p->y &&
+ element->rect.y <= p->y + player.speed*deltaTime)
+ {
+ hitObstacle = 1;
+ player.speed = 0.0f;
+ p->y = element->rect.y;
+ }
+ }
+
+ if (!hitObstacle)
+ {
+ player.position.y += player.speed*deltaTime;
+ player.speed += GRAVITY*deltaTime;
+ player.canJump = false;
+ }
+ else player.canJump = true;
+
+ camera.zoom += ((float)GetMouseWheelMove()*0.05f);
+
+ if (camera.zoom > 3.0f) camera.zoom = 3.0f;
+ else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
+
+ if (IsKeyPressed(KEY_R))
+ {
+ // Reset game state
+ player.position = (Vector2){ 400, 280 };
+ player.speed = 0;
+ player.canJump = false;
+
+ camera.target = player.position;
+ camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
+ camera.rotation = 0.0f;
+ camera.zoom = 1.0f;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Update camera
+ //----------------------------------------------------------------------------------
+ camera.target = player.position;
+ camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
+ float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
+
+ for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
+ {
+ EnvElement *element = &envElements[i];
+ minX = fminf(element->rect.x, minX);
+ maxX = fmaxf(element->rect.x + element->rect.width, maxX);
+ minY = fminf(element->rect.y, minY);
+ maxY = fmaxf(element->rect.y + element->rect.height, maxY);
+ }
+
+ Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
+ Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
+
+ if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2);
+ if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2);
+ if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
+ if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
+ //----------------------------------------------------------------------------------
+
+ // Toggle events recording
+ if (IsKeyPressed(KEY_S))
+ {
+ if (!eventPlaying)
+ {
+ if (eventRecording)
+ {
+ StopAutomationEventRecording();
+ eventRecording = false;
+
+ ExportAutomationEventList(aelist, "automation.rae");
+
+ TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count);
+ }
+ else
+ {
+ SetAutomationEventBaseFrame(180);
+ StartAutomationEventRecording();
+ eventRecording = true;
+ }
+ }
+ }
+ else if (IsKeyPressed(KEY_A))
+ {
+ if (!eventRecording && (aelist.count > 0))
+ {
+ // Reset scene state to play
+ eventPlaying = true;
+ playFrameCounter = 0;
+ currentPlayFrame = 0;
+
+ player.position = (Vector2){ 400, 280 };
+ player.speed = 0;
+ player.canJump = false;
+
+ camera.target = player.position;
+ camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
+ camera.rotation = 0.0f;
+ camera.zoom = 1.0f;
+ }
+ }
+
+ if (eventPlaying)
+ {
+ // NOTE: Multiple events could be executed in a single frame
+ while (playFrameCounter == aelist.events[currentPlayFrame].frame)
+ {
+ TraceLog(LOG_INFO, "PLAYING: PlayFrameCount: %i | currentPlayFrame: %i | Event Frame: %i, param: %i",
+ playFrameCounter, currentPlayFrame, aelist.events[currentPlayFrame].frame, aelist.events[currentPlayFrame].params[0]);
+
+ PlayAutomationEvent(aelist.events[currentPlayFrame]);
+ currentPlayFrame++;
+
+ if (currentPlayFrame == aelist.count)
+ {
+ eventPlaying = false;
+ currentPlayFrame = 0;
+ playFrameCounter = 0;
+
+ TraceLog(LOG_INFO, "FINISH PLAYING!");
+ break;
+ }
+ }
+
+ playFrameCounter++;
+ }
+
+ if (eventRecording || eventPlaying) frameCounter++;
+ else frameCounter = 0;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(LIGHTGRAY);
+
+ BeginMode2D(camera);
+
+ // Draw environment elements
+ for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++)
+ {
+ DrawRectangleRec(envElements[i].rect, envElements[i].color);
+ }
+
+ // Draw player rectangle
+ DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED);
+
+ EndMode2D();
+
+ // Draw game controls
+ DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f));
+ DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f));
+
+ DrawText("Controls:", 20, 20, 10, BLACK);
+ DrawText("- RIGHT | LEFT: Player movement", 30, 40, 10, DARKGRAY);
+ DrawText("- SPACE: Player jump", 30, 60, 10, DARKGRAY);
+ DrawText("- R: Reset game state", 30, 80, 10, DARKGRAY);
+
+ DrawText("- S: START/STOP RECORDING INPUT EVENTS", 30, 110, 10, BLACK);
+ DrawText("- A: REPLAY LAST RECORDED INPUT EVENTS", 30, 130, 10, BLACK);
+
+ // Draw automation events recording indicator
+ if (eventRecording)
+ {
+ DrawRectangle(10, 160, 290, 30, Fade(RED, 0.3f));
+ DrawRectangleLines(10, 160, 290, 30, Fade(MAROON, 0.8f));
+ DrawCircle(30, 175, 10, MAROON);
+
+ if (((frameCounter/15)%2) == 1) DrawText(TextFormat("RECORDING EVENTS... [%i]", aelist.count), 50, 170, 10, MAROON);
+ }
+ else if (eventPlaying)
+ {
+ DrawRectangle(10, 160, 290, 30, Fade(LIME, 0.3f));
+ DrawRectangleLines(10, 160, 290, 30, Fade(DARKGREEN, 0.8f));
+ DrawTriangle((Vector2){ 20, 155 + 10 }, (Vector2){ 20, 155 + 30 }, (Vector2){ 40, 155 + 20 }, DARKGREEN);
+
+ if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN);
+ }
+
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}