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ring drawing

★★★☆by Vlad Adrian (@demizdor)

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//! raylib [shapes] example - ring drawing
//!
//! Zig-API translation of examples/shapes/shapes_ring_drawing.c (raylib 6.2).
//! Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)

const rl = @import("raylib");
const gui = @import("raygui");

pub fn main() void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [shapes] example - ring drawing");
    defer rl.closeWindow(); // Close window and OpenGL context

    const center: rl.Vector2 = .{
        .x = @as(f32, @floatFromInt(rl.getScreenWidth() - 300)) / 2.0,
        .y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2.0,
    };

    var inner_radius: f32 = 80.0;
    var outer_radius: f32 = 190.0;

    var start_angle: f32 = 0.0;
    var end_angle: f32 = 360.0;
    var segments: f32 = 0.0;

    var draw_ring = true;
    var draw_ring_lines = false;
    var draw_circle_lines = false;

    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
        // NOTE: All variables update happens inside GUI control functions

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        rl.drawLine(500, 0, 500, rl.getScreenHeight(), rl.fade(.light_gray, 0.6));
        rl.drawRectangle(500, 0, rl.getScreenWidth() - 500, rl.getScreenHeight(), rl.fade(.light_gray, 0.3));

        const segment_count: i32 = @intFromFloat(segments);
        if (draw_ring) rl.drawRing(center, inner_radius, outer_radius, start_angle, end_angle, segment_count, rl.fade(.maroon, 0.3));
        if (draw_ring_lines) rl.drawRingLines(center, inner_radius, outer_radius, start_angle, end_angle, segment_count, rl.fade(.black, 0.4));
        if (draw_circle_lines) rl.drawCircleSectorLines(center, outer_radius, start_angle, end_angle, segment_count, rl.fade(.black, 0.4));

        // Draw GUI controls
        _ = gui.sliderBar(.{ .x = 600, .y = 40, .width = 120, .height = 20 }, "StartAngle", rl.textFormat("{d:.2}", .{start_angle}), &start_angle, -450, 450);
        _ = gui.sliderBar(.{ .x = 600, .y = 70, .width = 120, .height = 20 }, "EndAngle", rl.textFormat("{d:.2}", .{end_angle}), &end_angle, -450, 450);

        _ = gui.sliderBar(.{ .x = 600, .y = 140, .width = 120, .height = 20 }, "InnerRadius", rl.textFormat("{d:.2}", .{inner_radius}), &inner_radius, 0, 100);
        _ = gui.sliderBar(.{ .x = 600, .y = 170, .width = 120, .height = 20 }, "OuterRadius", rl.textFormat("{d:.2}", .{outer_radius}), &outer_radius, 0, 200);

        _ = gui.sliderBar(.{ .x = 600, .y = 240, .width = 120, .height = 20 }, "Segments", rl.textFormat("{d:.2}", .{segments}), &segments, 0, 100);

        _ = gui.checkBox(.{ .x = 600, .y = 320, .width = 20, .height = 20 }, "Draw Ring", &draw_ring);
        _ = gui.checkBox(.{ .x = 600, .y = 350, .width = 20, .height = 20 }, "Draw RingLines", &draw_ring_lines);
        _ = gui.checkBox(.{ .x = 600, .y = 380, .width = 20, .height = 20 }, "Draw CircleLines", &draw_circle_lines);

        const min_segments: i32 = @intFromFloat(@ceil((end_angle - start_angle) / 90));
        const manual = segments >= @as(f32, @floatFromInt(min_segments));
        rl.drawText(rl.textFormat("MODE: {s}", .{if (manual) "MANUAL" else "AUTO"}), 600, 270, 10, if (manual) .maroon else .dark_gray);

        rl.drawFPS(10, 10);
    }
}
/*******************************************************************************************
*
*   raylib [shapes] example - ring drawing
*
*   Example complexity rating: [★★★☆] 3/4
*
*   Example originally created with raylib 2.5, last time updated with raylib 2.5
*
*   Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
*
*   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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

#define RAYGUI_IMPLEMENTATION
#include "raygui.h"                 // Required for GUI controls

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ring drawing");

    Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f };

    float innerRadius = 80.0f;
    float outerRadius = 190.0f;

    float startAngle = 0.0f;
    float endAngle = 360.0f;
    float segments = 0.0f;

    bool drawRing = true;
    bool drawRingLines = false;
    bool drawCircleLines = false;

    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
        //----------------------------------------------------------------------------------
        // NOTE: All variables update happens inside GUI control functions
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            DrawLine(500, 0, 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.6f));
            DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(LIGHTGRAY, 0.3f));

            if (drawRing) DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, (int)segments, Fade(MAROON, 0.3f));
            if (drawRingLines) DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, (int)segments, Fade(BLACK, 0.4f));
            if (drawCircleLines) DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, (int)segments, Fade(BLACK, 0.4f));

            // Draw GUI controls
            //------------------------------------------------------------------------------
            GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", TextFormat("%.2f", startAngle), &startAngle, -450, 450);
            GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", TextFormat("%.2f", endAngle), &endAngle, -450, 450);

            GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", TextFormat("%.2f", innerRadius), &innerRadius, 0, 100);
            GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", TextFormat("%.2f", outerRadius), &outerRadius, 0, 200);

            GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", TextFormat("%.2f", segments), &segments, 0, 100);

            GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", &drawRing);
            GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", &drawRingLines);
            GuiCheckBox((Rectangle){ 600, 380, 20, 20 }, "Draw CircleLines", &drawCircleLines);
            //------------------------------------------------------------------------------

            int minSegments = (int)ceilf((endAngle - startAngle)/90);
            DrawText(TextFormat("MODE: %s", (segments >= minSegments)? "MANUAL" : "AUTO"), 600, 270, 10, (segments >= minSegments)? MAROON : DARKGRAY);

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.