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Review some examples

pull/798/head
Ray 6 years ago
parent
commit
99537efccf
4 changed files with 23 additions and 26 deletions
  1. +1
    -1
      examples/Makefile
  2. +18
    -21
      examples/core/core_input_multitouch.c
  3. +0
    -0
      examples/core/core_input_multitouch.png
  4. +4
    -4
      examples/textures/textures_srcrec_dstrec.c

+ 1
- 1
examples/Makefile View File

@ -377,7 +377,7 @@ EXAMPLES = \
core/core_2d_camera \
core/core_world_screen \
core/core_vr_simulator \
core/core_multitouch \
core/core_input_multitouch \
shapes/shapes_logo_raylib \
shapes/shapes_basic_shapes \
shapes/shapes_colors_palette \

examples/core/core_multitouch.c → examples/core/core_input_multitouch.c View File

@ -1,17 +1,15 @@
/*******************************************************************************************
*
* raylib [core] example - Multitouch input
* raylib [core] example - Input multitouch
*
* This example has been created using raylib 2.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Example by Berni
* Copyright (c) 2014-2019 Berni and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdio.h>
int main()
{
@ -20,13 +18,13 @@ int main()
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - multitouch input");
InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
Vector2 ballPosition = { -100.0f, -100.0f };
Color ballColor;
int PressedCounter = 0;
n">Vector2 TouchPos;
kt">char Str[16];
Color ballColor = BEIGE;
kt">int touchCounter = 0;
n">Vector2 touchPosition;
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
@ -44,11 +42,11 @@ int main()
if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) PressedCounter = 10;
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) PressedCounter = 10;
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) PressedCounter = 10;
if(PressedCounter > 0)
PressedCounter--;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
if (touchCounter > 0) touchCounter--;
//----------------------------------------------------------------------------------
// Draw
@ -60,19 +58,18 @@ int main()
// Multitouch
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
{
TouchPos = GetTouchPosition(i); // Get the touch point
touchPosition = GetTouchPosition(i); // Get the touch point
if( (TouchPos.x >= 0) && (TouchPos.y >= 0) ) // Make sure point is not (-1,-1) as this means there is no touch for it
if ((touchPosition.x >= 0) && (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it
{
DrawCircleV(TouchPos, 34, ORANGE); // Draw a circle there
sprintf(Str,"%d",i);
DrawText(Str, TouchPos.x - 10, TouchPos.y - 70, 40, BLACK); // Also show its index number
// Draw circle and touch index number
DrawCircleV(touchPosition, 34, ORANGE);
DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
}
}
// Draw the normal mouse location
DrawCircleV(ballPosition, 30 + (PressedCounter * 3), ballColor);
DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);

examples/core/core_multitouch.png → examples/core/core_input_multitouch.png View File


+ 4
- 4
examples/textures/textures_srcrec_dstrec.c View File

@ -27,13 +27,13 @@ int main()
int frameHeight = scarfy.height;
// NOTE: Source rectangle (part of the texture to use for drawing)
Rectangle sourceRec = { 0.0f, 0.0f, p">(float)frameWidth, (float)frameHeight };
Rectangle sourceRec = { 0.0f, 0.0f, frameWidth, frameHeight };
// NOTE: Destination rectangle (screen rectangle where drawing part of texture)
Rectangle destRec = { p">(float)screenWidth/2, (float)screenHeight/2, p">(float)frameWidth*2, (float)frameHeight*2 };
Rectangle destRec = { screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 };
// NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size
Vector2 origin = { p">(float)frameWidth, (float)frameHeight };
Vector2 origin = { frameWidth, frameHeight };
int rotation = 0;
@ -61,7 +61,7 @@ int main()
// rotation defines the texture rotation (using origin as rotation point)
DrawTexturePro(scarfy, sourceRec, destRec, origin, (float)rotation, WHITE);
DrawLine((int) destRec.x, 0, (int) destRec.x, screenHeight, GRAY);
DrawLine((int)destRec.x, 0, (int)destRec.x, screenHeight, GRAY);
DrawLine(0, (int)destRec.y, screenWidth, (int)destRec.y, GRAY);
DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);

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