ring drawing
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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.