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Added severial examples. Corrected towards the correct return type and add utilities to prevent working with pointers

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Meatcorps 2026-05-21 06:08:27 +02:00
commit 6c94ffb0cc
21 changed files with 1252 additions and 205 deletions

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/*******************************************************************************************
*
* raylib [core] example - input gestures testbed
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 5.0, last time updated with raylib 6.0
*
* Example contributed by ubkp (@ubkp) 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) 2023-2025 ubkp (@ubkp)
*
********************************************************************************************/
using System.Numerics;
namespace Examples.Core;
using static Raylib_cs.Raylib;
public class InputGesturesTestBed
{
public const int GESTURE_LOG_SIZE = 20;
public const int MAX_TOUCH_COUNT = 32;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures testbed");
Vector2 messagePosition = new Vector2( 160, 7 );
// Last gesture variables definitions
Gesture lastGesture = 0;
Vector2 lastGesturePosition = new Vector2( 165, 130 );
// Gesture log variables definitions
// NOTE: The gesture log uses an array (as an inverted circular queue) to store the performed gestures
string[] gestureLog = new string[GESTURE_LOG_SIZE + 1];
for (int i= 0; i < GESTURE_LOG_SIZE; i++)
{
gestureLog[i] = new string(new char[12]);
}
;
// NOTE: The index for the inverted circular queue (moving from last to first direction, then looping around)
int gestureLogIndex = GESTURE_LOG_SIZE;
Gesture previousGesture = 0;
// Log mode values:
// - 0 shows repeated events
// - 1 hides repeated events
// - 2 shows repeated events but hide hold events
// - 3 hides repeated events and hide hold events
int logMode = 1;
Color gestureColor = new Color(0, 0, 0, 255 );
Rectangle logButton1 = new Rectangle( 53, 7, 48, 26 );
Rectangle logButton2 = new Rectangle( 108, 7, 36, 26 );
Vector2 gestureLogPosition = new Vector2( 10, 10 );
// Protractor variables definitions
float angleLength = 90.0f;
float currentAngleDegrees = 0.0f;
Vector2 finalVector = new Vector2( 0.0f, 0.0f );
Vector2 protractorPosition = new Vector2( 266.0f, 315.0f );
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
//--------------------------------------------------------------------------------------
// Handle common gestures data
int i, ii; // Iterators that will be reused by all for loops
Gesture currentGesture = GetGestureDetected();
float currentDragDegrees = GetGestureDragAngle();
float currentPitchDegrees = GetGesturePinchAngle();
int touchCount = GetTouchPointCount();
// Handle last gesture
if ((currentGesture != 0) && ((int)currentGesture != 4) && (currentGesture != previousGesture))
{
lastGesture = currentGesture; // Filter the meaningful gestures (1, 2, 8 to 512) for the display
}
// Handle gesture log
if (IsMouseButtonReleased(MouseButton.Left))
{
if (CheckCollisionPointRec(GetMousePosition(), logButton1))
{
switch (logMode)
{
case 3: logMode = 2; break;
case 2: logMode = 3; break;
case 1: logMode = 0; break;
default: logMode = 1; break;
}
}
else if (CheckCollisionPointRec(GetMousePosition(), logButton2))
{
switch (logMode)
{
case 3: logMode = 1; break;
case 2: logMode = 0; break;
case 1: logMode = 3; break;
default: logMode = 2; break;
}
}
}
int fillLog = 0; // Gate variable to be used to allow or not the gesture log to be filled
if (currentGesture != 0)
{
if (logMode == 3) // 3 hides repeated events and hide hold events
{
if ((((int)currentGesture != 4) && (currentGesture != previousGesture)) || ((int)currentGesture < 3))
{
fillLog = 1;
}
}
else if (logMode == 2) // 2 shows repeated events but hide hold events
{
if ((int)currentGesture != 4)
{
fillLog = 1;
}
}
else if (logMode == 1) // 1 hides repeated events
{
if (currentGesture != previousGesture)
{
fillLog = 1;
}
}
else // 0 shows repeated events
{
fillLog = 1;
}
}
if (fillLog > 0) // If one of the conditions from logMode was met, fill the gesture log
{
previousGesture = currentGesture;
gestureColor = GetGestureColor((int)currentGesture);
if (gestureLogIndex <= 0)
{
gestureLogIndex = GESTURE_LOG_SIZE;
}
gestureLogIndex--;
// Copy the gesture respective name to the gesture log array
gestureLog[gestureLogIndex] = GetGestureName((int)currentGesture);
}
// Handle protractor
if ((int)currentGesture > 255)
{
currentAngleDegrees = currentPitchDegrees; // Pinch In and Pinch Out
}
else if ((int)currentGesture > 15)
{
currentAngleDegrees = currentDragDegrees; // Swipe Right, Swipe Left, Swipe Up and Swipe Down
}
else if (currentGesture > 0)
{
currentAngleDegrees = 0.0f; // Tap, Doubletap, Hold and Grab
}
float currentAngleRadians =
((currentAngleDegrees + 90.0f) * MathF.PI / 180); // Convert the current angle to Radians
// Calculate the final vector for display
finalVector = new Vector2(
(angleLength * MathF.Sin(currentAngleRadians)) + protractorPosition.X,
(angleLength * MathF.Cos(currentAngleRadians)) + protractorPosition.Y
)
;
// Handle touch and mouse pointer points
Vector2[] touchPosition = new Vector2[MAX_TOUCH_COUNT];
Vector2 mousePosition = Vector2.Zero;
if (currentGesture != Gesture.None)
{
if (touchCount != 0)
{
for (i = 0; i < touchCount; i++)
{
touchPosition[i] = GetTouchPosition(i); // Fill the touch positions
}
}
else
{
mousePosition = GetMousePosition();
}
}
//--------------------------------------------------------------------------------------
// Draw
//--------------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw common elements
DrawText("*", (int)messagePosition.X + 5, (int)messagePosition.Y + 5, 10, Color.Black);
DrawText("Example optimized for Web/HTML5\non Smartphones with Touch Screen.", (int)messagePosition.X + 15,
(int)messagePosition.Y + 5, 10, Color.Black);
DrawText("*", (int)messagePosition.X + 5, (int)messagePosition.Y + 35, 10, Color.Black);
DrawText("While running on Desktop Web Browsers,\ninspect and turn on Touch Emulation.",
(int)messagePosition.X + 15, (int)messagePosition.Y + 35, 10, Color.Black);
// Draw last gesture
DrawText("Last gesture", (int)lastGesturePosition.X + 33, (int)lastGesturePosition.Y - 47, 20, Color.Black);
DrawText("Swipe Tap Pinch Touch", (int)lastGesturePosition.X + 17,
(int)lastGesturePosition.Y - 18, 10, Color.Black);
DrawRectangle((int)lastGesturePosition.X + 20, (int)lastGesturePosition.Y, 20, 20,
lastGesture == Gesture.SwipeUp ? Color.Red : Color.LightGray);
DrawRectangle((int)lastGesturePosition.X, (int)lastGesturePosition.Y + 20, 20, 20,
lastGesture == Gesture.SwipeLeft ? Color.Red : Color.LightGray);
DrawRectangle((int)lastGesturePosition.X + 40, (int)lastGesturePosition.Y + 20, 20, 20,
lastGesture == Gesture.SwipeRight ? Color.Red : Color.LightGray);
DrawRectangle((int)lastGesturePosition.X + 20, (int)lastGesturePosition.Y + 40, 20, 20,
lastGesture == Gesture.SwipeDown ? Color.Red : Color.LightGray);
DrawCircle((int)lastGesturePosition.X + 80, (int)lastGesturePosition.Y + 16, 10,
lastGesture == Gesture.Tap ? Color.Blue : Color.LightGray);
DrawRing(new Vector2(
lastGesturePosition.X + 103, lastGesturePosition.Y + 16
), 6.0f, 11.0f, 0.0f, 360.0f, 0, lastGesture == Gesture.Drag ? Color.Lime : Color.LightGray);
DrawCircle((int)lastGesturePosition.X + 80, (int)lastGesturePosition.Y + 43, 10,
lastGesture == Gesture.DoubleTap ? Color.SkyBlue : Color.LightGray);
DrawCircle((int)lastGesturePosition.X + 103, (int)lastGesturePosition.Y + 43, 10,
lastGesture == Gesture.DoubleTap ? Color.SkyBlue : Color.LightGray);
DrawTriangle(new Vector2(
lastGesturePosition.X + 122, lastGesturePosition.Y + 16
), new Vector2(
lastGesturePosition.X + 137, lastGesturePosition.Y + 26
), new Vector2(
lastGesturePosition.X + 137, lastGesturePosition.Y + 6
), lastGesture == Gesture.PinchOut ? Color.Orange : Color.LightGray);
DrawTriangle(new Vector2(
lastGesturePosition.X + 147, lastGesturePosition.Y + 6
), new Vector2(
lastGesturePosition.X + 147, lastGesturePosition.Y + 26
), new Vector2(
lastGesturePosition.X + 162, lastGesturePosition.Y + 16
), lastGesture == Gesture.PinchOut ? Color.Orange : Color.Gray);
DrawTriangle(new Vector2(
lastGesturePosition.X + 125, lastGesturePosition.Y + 33
), new Vector2(
lastGesturePosition.X + 125, lastGesturePosition.Y + 53
), new Vector2(
lastGesturePosition.X + 140, lastGesturePosition.Y + 43
), lastGesture == Gesture.PinchIn ? Color.Violet : Color.LightGray);
DrawTriangle(new Vector2(
lastGesturePosition.X + 144, lastGesturePosition.Y + 43
), new Vector2(
lastGesturePosition.X + 159, lastGesturePosition.Y + 53
), new Vector2(
lastGesturePosition.X + 159, lastGesturePosition.Y + 33
), lastGesture == Gesture.PinchIn ? Color.Violet : Color.LightGray);
for (i = 0; i < 4; i++)
{
DrawCircle((int)lastGesturePosition.X + 180, (int)lastGesturePosition.Y + 7 + i * 15, 5,
touchCount <= i ? Color.LightGray : gestureColor);
}
// Draw gesture log
DrawText("Log", (int)gestureLogPosition.X, (int)gestureLogPosition.Y, 20, Color.Black);
// Loop in both directions to print the gesture log array in the inverted order (and looping around if the index started somewhere in the middle)
for (i = 0, ii = gestureLogIndex; i < GESTURE_LOG_SIZE; i++, ii = (ii + 1) % GESTURE_LOG_SIZE)
{
DrawText(gestureLog[ii], (int)gestureLogPosition.X, (int)gestureLogPosition.Y + 410 - i * 20, 20,
(i == 0 ? gestureColor : Color.LightGray));
}
Color logButton1Color, logButton2Color;
switch (logMode)
{
case 3:
logButton1Color = Color.Maroon;
logButton2Color = Color.Maroon;
break;
case 2:
logButton1Color = Color.Gray;
logButton2Color = Color.Maroon;
break;
case 1:
logButton1Color = Color.Maroon;
logButton2Color = Color.Gray;
break;
default:
logButton1Color = Color.Gray;
logButton2Color = Color.Gray;
break;
}
DrawRectangleRec(logButton1, logButton1Color);
DrawText("Hide", (int)logButton1.X + 7, (int)logButton1.Y + 3, 10, Color.White);
DrawText("Repeat", (int)logButton1.X + 7, (int)logButton1.Y + 13, 10, Color.White);
DrawRectangleRec(logButton2, logButton2Color);
DrawText("Hide", (int)logButton1.X + 62, (int)logButton1.Y + 3, 10, Color.White);
DrawText("Hold", (int)logButton1.X + 62, (int)logButton1.Y + 13, 10, Color.White);
// Draw protractor
DrawText("Angle", (int)protractorPosition.X + 55, (int)protractorPosition.Y + 76, 10, Color.Black);
// Note: Official it's using raylibs functions for string manipulation. But in C# it will end up in an unsafe handling.
string angleString = currentAngleDegrees.ToString("F3");
int angleStringDot = angleString.IndexOf('.');
string angleStringTrim = angleString.Substring(0, angleStringDot + 3);
DrawText(angleStringTrim, (int)protractorPosition.X + 55, (int)protractorPosition.Y + 92, 20, gestureColor);
DrawCircleV(protractorPosition, 80.0f, Color.White);
DrawLineEx(new Vector2(
protractorPosition.X - 90, protractorPosition.Y
), new Vector2(
protractorPosition.X + 90, protractorPosition.Y
), 3.0f, Color.LightGray);
DrawLineEx(new Vector2(
protractorPosition.X, protractorPosition.Y - 90
), new Vector2(
protractorPosition.X, protractorPosition.Y + 90
), 3.0f, Color.LightGray);
DrawLineEx(new Vector2(
protractorPosition.X - 80, protractorPosition.Y - 45
), new Vector2(
protractorPosition.X + 80, protractorPosition.Y + 45
), 3.0f, Color.Green);
DrawLineEx(new Vector2(
protractorPosition.X - 80, protractorPosition.Y + 45
), new Vector2(
protractorPosition.X + 80, protractorPosition.Y - 45
), 3.0f, Color.Green);
DrawText("0", (int)protractorPosition.X + 96, (int)protractorPosition.Y - 9, 20, Color.Black);
DrawText("30", (int)protractorPosition.X + 74, (int)protractorPosition.Y - 68, 20, Color.Black);
DrawText("90", (int)protractorPosition.X - 11, (int)protractorPosition.Y - 110, 20, Color.Black);
DrawText("150", (int)protractorPosition.X - 100, (int)protractorPosition.Y - 68, 20, Color.Black);
DrawText("180", (int)protractorPosition.X - 124, (int)protractorPosition.Y - 9, 20, Color.Black);
DrawText("210", (int)protractorPosition.X - 100, (int)protractorPosition.Y + 50, 20, Color.Black);
DrawText("270", (int)protractorPosition.X - 18, (int)protractorPosition.Y + 92, 20, Color.Black);
DrawText("330", (int)protractorPosition.X + 72, (int)protractorPosition.Y + 50, 20, Color.Black);
if (currentAngleDegrees != 0.0f)
{
DrawLineEx(protractorPosition, finalVector, 3.0f, gestureColor);
}
// Draw touch and mouse pointer points
if (currentGesture != Gesture.None)
{
if (touchCount != 0)
{
for (i = 0; i < touchCount; i++)
{
DrawCircleV(touchPosition[i], 50.0f, Fade(gestureColor, 0.5f));
DrawCircleV(touchPosition[i], 5.0f, gestureColor);
}
if (touchCount == 2)
{
DrawLineEx(touchPosition[0], touchPosition[1], (((int)currentGesture == 512) ? 8.0f : 12.0f),
gestureColor);
}
}
else
{
DrawCircleV(mousePosition, 35.0f, Fade(gestureColor, 0.5f));
DrawCircleV(mousePosition, 5.0f, gestureColor);
}
}
EndDrawing();
//--------------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
static string GetGestureName(int gesture)
{
switch (gesture)
{
case 0: return "None"; break;
case 1: return "Tap"; break;
case 2: return "Double Tap"; break;
case 4: return "Hold"; break;
case 8: return "Drag"; break;
case 16: return "Swipe Right"; break;
case 32: return "Swipe Left"; break;
case 64: return "Swipe Up"; break;
case 128: return "Swipe Down"; break;
case 256: return "Pinch In"; break;
case 512: return "Pinch Out"; break;
default: return "Unknown"; break;
}
}
// Get color for gesture value
static Color GetGestureColor(int gesture)
{
switch (gesture)
{
case 0: return Color.Black; break;
case 1: return Color.Blue; break;
case 2: return Color.SkyBlue; break;
case 4: return Color.Black; break;
case 8: return Color.Lime; break;
case 16: return Color.Red; break;
case 32: return Color.Red; break;
case 64: return Color.Red; break;
case 128: return Color.Red; break;
case 256: return Color.Violet; break;
case 512: return Color.Orange; break;
default: return Color.Black; break;
}
}
}