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[examples] improve input_virtual_controls example (#4584)

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danil 1 tydzień temu
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2820fcc29e
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2 zmienionych plików z 110 dodań i 59 usunięć
  1. +110
    -59
      examples/core/core_input_virtual_controls.c
  2. BIN
      examples/core/core_input_virtual_controls.png

+ 110
- 59
examples/core/core_input_virtual_controls.c Wyświetl plik

@ -6,7 +6,8 @@
*
* Example create by GreenSnakeLinux (@GreenSnakeLinux),
* lighter by oblerion (@oblerion) and
* reviewed by Ramon Santamaria (@raysan5)
* reviewed by Ramon Santamaria (@raysan5) and
* improved by danilwhale (@danilwhale)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
@ -17,6 +18,16 @@
#include "raylib.h"
#include <math.h>
typedef enum {
BUTTON_NONE = -1,
BUTTON_UP,
BUTTON_LEFT,
BUTTON_RIGHT,
BUTTON_DOWN,
BUTTON_MAX
} PadButton;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@ -29,24 +40,38 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - input virtual controls");
const float dpadX = 90;
const float dpadY = 300;
const float dpadRad = 25.0f;//radius of each pad
Color dpadColor = BLUE;
int dpadKeydown = -1;//-1 if not down, else 0,1,2,3
Vector2 padPosition = { 100, 350 };
float buttonRadius = 30;
Vector2 buttonPositions[BUTTON_MAX] =
{
{ padPosition.x,padPosition.y - buttonRadius*1.5f }, // Up
{ padPosition.x - buttonRadius*1.5f, padPosition.y }, // Left
{ padPosition.x + buttonRadius*1.5f, padPosition.y }, // Right
{ padPosition.x, padPosition.y + buttonRadius*1.5f } // Down
};
const char *buttonLabels[BUTTON_MAX] =
{
"Y", // Up
"X", // Left
"B", // Right
"A" // Down
};
const float dpadCollider[4][2]= // collider array with x,y position
Color buttonLabelColors[BUTTON_MAX] =
{
{dpadX,dpadY-dpadRad*1.5f},//up
{dpadX-dpadRad*1.5f,dpadY},//left
{dpadX+dpadRad*1.5f,dpadY},//right
{dpadX,dpadY+dpadRad*1.5f}//down
n">YELLOW, // Up
n">BLUE, // Left
n">RED, // Right
n">GREEN // Down
};
const char dpadLabel[4]="XYBA";//label of Dpad
float playerX=100;
float playerY=100;
int pressedButton = BUTTON_NONE;
Vector2 inputPosition = { 0, 0 };
Vector2 playerPosition = { (float)screenWidth/2, (float)screenHeight/2 };
float playerSpeed = 75;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@ -54,63 +79,89 @@ int main(void)
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//--------------------------------------------------------------------------
dpadKeydown = -1; //reset
int inputX = 0;
int inputY = 0;
if(GetTouchPointCount()>0)
{//use touch pos
inputX = GetTouchX();
inputY = GetTouchY();
// Update
//--------------------------------------------------------------------------
if ((GetTouchPointCount() > 0))
{
// Use touch position
inputPosition = GetTouchPosition(0);
}
else
{//use mouse pos
n">inputX = GetMouseX();
inputY = GetMouseY();
{
o">// Use mouse position
inputPosition = GetMousePosition();
}
for(int i=0;i<4;i++)
// Reset pressed button to none
pressedButton = BUTTON_NONE;
// Make sure user is pressing left mouse button if they're from desktop
if ((GetTouchPointCount() > 0) || ((GetTouchPointCount() == 0) && IsMouseButtonDown(MOUSE_BUTTON_LEFT)))
{
//test distance each collider and input < radius
if( fabsf(dpadCollider[i][1]-inputY) + fabsf(dpadCollider[i][0]-inputX) < dpadRad)
// Find nearest D-Pad button to the input position
for (int i = 0; i < BUTTON_MAX; i++)
{
dpadKeydown = i;
break;
float distX = fabsf(buttonPositions[i].x - inputPosition.x);
float distY = fabsf(buttonPositions[i].y - inputPosition.y);
if ((distX + distY < buttonRadius))
{
pressedButton = i;
break;
}
}
}
// move player
switch(dpadKeydown){
case 0: playerY -= 50*GetFrameTime();
break;
case 1: playerX -= 50*GetFrameTime();
break;
case 2: playerX += 50*GetFrameTime();
break;
case 3: playerY += 50*GetFrameTime();
default:;
// Move player according to pressed button
switch (pressedButton)
{
case BUTTON_UP:
{
playerPosition.y -= playerSpeed*GetFrameTime();
break;
}
case BUTTON_LEFT:
{
playerPosition.x -= playerSpeed*GetFrameTime();
break;
}
case BUTTON_RIGHT:
{
playerPosition.x += playerSpeed*GetFrameTime();
break;
}
case BUTTON_DOWN:
{
playerPosition.y += playerSpeed*GetFrameTime();
break;
}
default: break;
};
//--------------------------------------------------------------------------
// Draw
//--------------------------------------------------------------------------
BeginDrawing();
//--------------------------------------------------------------------------
// Draw
//--------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for(int i=0;i<4;i++)
// Draw world
DrawCircleV(playerPosition, 50, MAROON);
// Draw GUI
for (int i = 0; i < BUTTON_MAX; i++)
{
//draw all pad
DrawCircleV((Vector2) { dpadCollider[i][0], dpadCollider[i][1] }, dpadRad, dpadColor);
if(i!=dpadKeydown)
{
//draw label
DrawText(TextSubtext(dpadLabel,i,1),
(int)dpadCollider[i][0]-7,
(int)dpadCollider[i][1]-8,20,BLACK);
}
DrawCircleV(buttonPositions[i], buttonRadius, (i == pressedButton)? DARKGRAY : BLACK);
DrawText(buttonLabels[i],
(int)buttonPositions[i].x - 7, (int)buttonPositions[i].y - 8,
20, buttonLabelColors[i]);
}
DrawRectangleRec((Rectangle) { playerX - 4, playerY - 4, 75, 28 }, RED);
DrawText("Player", (int)playerX, (int)playerY, 20, WHITE);
DrawText("move the player with D-Pad buttons", 10, 10, 20, DARKGRAY);
EndDrawing();
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
}
// De-Initialization

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examples/core/core_input_virtual_controls.png Wyświetl plik

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