/******************************************************************************************* * * 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; } } }