115 lines
2.6 KiB
C++

#include <iostream>
#include <cmath>
#include <array>
#include <raylib.h>
#include <raymath.h>
int screenWidth = 600;
int screenHeight = 800;
int pos = 0;
Vector2 mouseStart;
float len;
float ofset;
bool validHit = false;
float rotation = 0.0f;
Rectangle destB;
Rectangle destA;
std::array<RenderTexture2D, 2> canvasTexure = {0};
void init()
{
for (size_t i = 0; i < canvasTexure.size(); i++)
{
canvasTexure[i] = LoadRenderTexture(screenWidth, screenWidth);
}
BeginTextureMode(canvasTexure[0]);
ClearBackground(WHITE);
EndTextureMode();
BeginTextureMode(canvasTexure[1]);
ClearBackground(BLUE);
EndTextureMode();
float posY = (screenHeight - screenWidth) / 2.0f;
destA = {0, posY, (float)screenWidth, (float)screenWidth};
destB = destA;
}
Vector2 CalculateVector(float rotation, float offSet, float len)
{
float angle = ((rotation)*PI) / 180.0f;
angle += offSet;
return {
.x = len * std::sin(angle),
.y = len * std::cos(angle)};
}
void update()
{
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
mouseStart = GetMousePosition();
validHit = CheckCollisionPointRec(mouseStart, destA);
len = Vector2Distance(mouseStart, {destB.x, destB.y});
ofset = std::atan2(destB.x - mouseStart.x, destB.y - mouseStart.y);
}
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && validHit)
{
Vector2 mousePosition = GetMousePosition();
float dist = mousePosition.x - mouseStart.x;
float l = dist / screenWidth;
rotation = Lerp(45.0f, -45.0f, (l + 1) / 2);
Vector2 newCenter = CalculateVector(rotation, ofset, len);
destA.x = newCenter.x + mousePosition.x;
destA.y = newCenter.y + mousePosition.y;
}
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT) && validHit)
{
pos = 1 - pos;
rotation = 0.0f;
destA = destB;
}
}
void drawTexureWithRotation(RenderTexture2D &target, Rectangle &dest, float rotation)
{
Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height};
Vector2 origin = {0.0f, 0.0f};
rotation = 360 - rotation;
DrawTexturePro(target.texture, source, dest, origin, rotation, WHITE);
}
void draw()
{
ClearBackground(RED);
drawTexureWithRotation(canvasTexure[pos], destB, 0.0f);
drawTexureWithRotation(canvasTexure[1 - pos], destA, rotation);
}
int main(int argc, char const *argv[])
{
char name[] = "treender";
int screenWidth = 600;
int screenHeight = 800;
InitWindow(screenWidth, screenHeight, name);
SetTargetFPS(60);
init();
while (!WindowShouldClose())
{
update();
BeginDrawing();
draw();
EndDrawing();
}
CloseWindow();
return 0;
}