basic shapes
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- Desktop:verified The Zig version renders a final frame that is byte-identical to the C example.
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//! raylib [shapes] example - basic shapes
//!
//! Zig-API translation of examples/shapes/shapes_basic_shapes.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
const rl = @import("raylib");
pub fn main() void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [shapes] example - basic shapes");
defer rl.closeWindow(); // Close window and OpenGL context
var rotation: f32 = 0.0;
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
rotation += 0.2;
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
rl.drawText("some basic shapes available on raylib", 20, 20, 20, .dark_gray);
// Circle shapes and lines
rl.drawCircle(screen_width / 5, 120, 35, .dark_blue);
rl.drawCircleGradient(.{ .x = screen_width / 5.0, .y = 220.0 }, 60, .green, .sky_blue);
rl.drawCircleLines(screen_width / 5, 340, 80, .dark_blue);
rl.drawEllipse(screen_width / 5, 120, 25, 20, .yellow);
rl.drawEllipseLines(screen_width / 5, 120, 30, 25, .yellow);
// Rectangle shapes and lines
rl.drawRectangle(screen_width / 4 * 2 - 60, 100, 120, 60, .red);
rl.drawRectangleGradientH(screen_width / 4 * 2 - 90, 170, 180, 130, .maroon, .gold);
rl.drawRectangleLines(screen_width / 4 * 2 - 40, 320, 80, 60, .orange); // NOTE: Uses QUADS internally, not lines
// Triangle shapes and lines
const tri_x = screen_width / 4.0 * 3.0;
rl.drawTriangle(
.{ .x = tri_x, .y = 80.0 },
.{ .x = tri_x - 60.0, .y = 150.0 },
.{ .x = tri_x + 60.0, .y = 150.0 },
.violet,
);
rl.drawTriangleLines(
.{ .x = tri_x, .y = 160.0 },
.{ .x = tri_x - 20.0, .y = 230.0 },
.{ .x = tri_x + 20.0, .y = 230.0 },
.dark_blue,
);
// Polygon shapes and lines
const poly_center: rl.Vector2 = .{ .x = tri_x, .y = 330 };
rl.drawPoly(poly_center, 6, 80, rotation, .brown);
rl.drawPolyLines(poly_center, 6, 90, rotation, .brown);
rl.drawPolyLinesEx(poly_center, 6, 85, rotation, 6, .beige);
// NOTE: We draw all LINES based shapes together to optimize internal drawing,
// this way, all LINES are rendered in a single draw pass
rl.drawLine(18, 42, screen_width - 18, 42, .black);
}
}/*******************************************************************************************
*
* raylib [shapes] example - basic shapes
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 1.0, last time updated with raylib 4.2
*
* 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) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes");
float rotation = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
rotation += 0.2f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY);
// Circle shapes and lines
DrawCircle(screenWidth/5, 120, 35, DARKBLUE);
DrawCircleGradient((Vector2){ screenWidth/5.0f, 220.0f }, 60, GREEN, SKYBLUE);
DrawCircleLines(screenWidth/5, 340, 80, DARKBLUE);
DrawEllipse(screenWidth/5, 120, 25, 20, YELLOW);
DrawEllipseLines(screenWidth/5, 120, 30, 25, YELLOW);
// Rectangle shapes and lines
DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED);
DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
// Triangle shapes and lines
DrawTriangle((Vector2){ screenWidth/4.0f *3.0f, 80.0f },
(Vector2){ screenWidth/4.0f *3.0f - 60.0f, 150.0f },
(Vector2){ screenWidth/4.0f *3.0f + 60.0f, 150.0f }, VIOLET);
DrawTriangleLines((Vector2){ screenWidth/4.0f*3.0f, 160.0f },
(Vector2){ screenWidth/4.0f*3.0f - 20.0f, 230.0f },
(Vector2){ screenWidth/4.0f*3.0f + 20.0f, 230.0f }, DARKBLUE);
// Polygon shapes and lines
DrawPoly((Vector2){ screenWidth/4.0f*3, 330 }, 6, 80, rotation, BROWN);
DrawPolyLines((Vector2){ screenWidth/4.0f*3, 330 }, 6, 90, rotation, BROWN);
DrawPolyLinesEx((Vector2){ screenWidth/4.0f*3, 330 }, 6, 85, rotation, 6, BEIGE);
// NOTE: We draw all LINES based shapes together to optimize internal drawing,
// this way, all LINES are rendered in a single draw pass
DrawLine(18, 42, screenWidth - 18, 42, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.