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/*******************************************************************************************
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*
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* raylib [core] example - Input multitouch
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*
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* Example originally created with raylib 2.1, last time updated with raylib 2.5
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*
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* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2024 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_TOUCH_POINTS 10
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
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Vector2 touchPositions[MAX_TOUCH_POINTS] = { 0 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Get the touch point count ( how many fingers are touching the screen )
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int tCount = GetTouchPointCount();
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// Clamp touch points available ( set the maximum touch points allowed )
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if(tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
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// Get touch points positions
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for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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for (int i = 0; i < tCount; ++i)
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{
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// Make sure point is not (0, 0) as this means there is no touch for it
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if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))
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{
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// Draw circle and touch index number
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DrawCircleV(touchPositions[i], 34, ORANGE);
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DrawText(TextFormat("%d", i), (int)touchPositions[i].x - 10, (int)touchPositions[i].y - 70, 40, BLACK);
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}
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}
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DrawText("touch the screen at multiple locations to get multiple balls", 10, 10, 20, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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