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raylib-cs/Examples/Core/InputGamepad.cs
tiger tiger tiger 8c22e68c2a
WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality.

* chg: Modernize CI workflow, enable SourceLink

- Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1
- Trigger push builds on main instead of master
- Create local nuget feed dir before pack (fixes NU1301)
- Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340)

* fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures

* chore: updated readme

* fix: version the native extract marker and chain download via DependsOnTargets

The .extracted marker now includes the raylib package name, so bumping
TargetRaylibTag re-extracts the new archive instead of silently keeping
(and packing/copying) the previous version's files.

_PrepareNativeLibrary and _StageWasmNative now depend directly on
_DownloadAndExtractInternal instead of CallTarget-ing it; dependency
targets run in the same project instance, so the resolved properties
(RaylibPackageName etc.) propagate naturally.

* fix: let the binding build for browser-wasm on both net8.0 and net10.0

The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x,
auto-imported for RID browser-wasm) treats every browser-wasm project as
a wasm app: it forces OutputType=Exe after project evaluation (CS5001
for a classlib) and hooks its app-bundle build after Build, which errors
because a library has no assemblies to bundle. Opt Raylib-cs out via
DisableAutoWasmBuildApp (props time, before the workload defaults its
trigger) and pin OutputType back to Library in Directory.Build.targets
(evaluated after the workload props, so the assignment wins). net10's
wasm SDK needs neither workaround.

* chore: readme updated

* chg: simplifying build logic - a simple line in the documentation should save us the code here

* fix: Wrong signature of FrameBufferComplete

* chore: readme update

* feat: samples default to local project reference, and can optionally use the nuget package

* feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

* chore: readme, gitignore, and targets backport.

* fix: Examples.csproj runs the download task when building locally

* feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style

* chore: readme, gitignore, and targets backport.

* chore: clean up linter warnings

* feat: html harness focuses the example and allows quick navigation with J/K instead.

* chore: readme mentions the property to use nuget vs. the local project reference

* feat: replaced the J/K navigation with good old HTML buttons

* chore: run dotnet format scoped default (was previously scoped to just 'style')
2026-07-30 18:34:34 +01:00

537 lines
20 KiB
C#

/*******************************************************************************************
*
* raylib [core] example - input gamepad
*
* Example complexity rating: [★☆☆☆] 1/4
*
* NOTE: This example requires a Gamepad connected to the system
* raylib is configured to work with the following gamepads:
* - Xbox 360 Controller (Xbox 360, Xbox One)
* - PLAYSTATION(R)3 Controller
* Check raylib.h for buttons configuration
*
* Example originally created with raylib 1.1, last time updated with raylib 4.2
*
* 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) 2013-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
namespace Examples.Core;
public partial class InputGamepad : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
// NOTE: Gamepad name ID depends on drivers and OS
// These are some possible names the gamepads could have.
public const string XBOX_ALIAS_1 = "xbox";
public const string XBOX_ALIAS_2 = "x-box";
public const string PS_ALIAS_1 = "playstation";
public const string PS_ALIAS_2 = "sony";
// Set axis deadzones
private const float leftStickDeadzoneX = 0.1f;
private const float leftStickDeadzoneY = 0.1f;
private const float rightStickDeadzoneX = 0.1f;
private const float rightStickDeadzoneY = 0.1f;
private const float leftTriggerDeadzone = -0.9f;
private const float rightTriggerDeadzone = -0.9f;
private Texture2D texPs3Pad;
private Texture2D texXboxPad;
private Rectangle vibrateButton;
private int gamepad; // which gamepad to display
public string Name => "Core / Input Gamepad";
public string Title => "raylib [core] example - input gamepad";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
public void Init()
{
texPs3Pad = LoadTexture("resources/ps3.png");
texXboxPad = LoadTexture("resources/xbox.png");
vibrateButton = new Rectangle();
gamepad = 0; // which gamepad to display
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Left) && gamepad > 0)
{
gamepad--;
}
if (IsKeyPressed(KeyboardKey.Right))
{
gamepad++;
}
var mousePosition = GetMousePosition();
vibrateButton = new Rectangle(10, 70.0f + 20 * GetGamepadAxisCount(gamepad) + 20, 75, 24);
if (IsMouseButtonPressed(MouseButton.Left) && CheckCollisionPointRec(mousePosition, vibrateButton))
{
SetGamepadVibration(gamepad, 1.0f, 1.0f, 1.0f);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (IsGamepadAvailable(gamepad))
{
var gamepadName = GetGamepadName_(gamepad);
DrawText($"GP{gamepad}: {gamepadName}", 10, 10, 10, Color.Black);
// Get axis values
var leftStickX = GetGamepadAxisMovement(gamepad, GamepadAxis.LeftX);
var leftStickY = GetGamepadAxisMovement(gamepad, GamepadAxis.LeftY);
var rightStickX = GetGamepadAxisMovement(gamepad, GamepadAxis.RightX);
var rightStickY = GetGamepadAxisMovement(gamepad, GamepadAxis.RightY);
var leftTrigger = GetGamepadAxisMovement(gamepad, GamepadAxis.LeftTrigger);
var rightTrigger = GetGamepadAxisMovement(gamepad, GamepadAxis.RightTrigger);
// Calculate deadzones
if (leftStickX > -leftStickDeadzoneX && leftStickX < leftStickDeadzoneX)
{
leftStickX = 0.0f;
}
if (leftStickY > -leftStickDeadzoneY && leftStickY < leftStickDeadzoneY)
{
leftStickY = 0.0f;
}
if (rightStickX > -rightStickDeadzoneX && rightStickX < rightStickDeadzoneX)
{
rightStickX = 0.0f;
}
if (rightStickY > -rightStickDeadzoneY && rightStickY < rightStickDeadzoneY)
{
rightStickY = 0.0f;
}
if (leftTrigger < leftTriggerDeadzone)
{
leftTrigger = -1.0f;
}
if (rightTrigger < rightTriggerDeadzone)
{
rightTrigger = -1.0f;
}
if (gamepadName.Contains(XBOX_ALIAS_1, StringComparison.OrdinalIgnoreCase) ||
gamepadName.Contains(XBOX_ALIAS_2, StringComparison.OrdinalIgnoreCase))
{
DrawTexture(texXboxPad, 0, 0, Color.DarkGray);
// Draw buttons: xbox home
if (IsGamepadButtonDown(gamepad, GamepadButton.Middle))
{
DrawCircle(394, 89, 19, Color.Red);
}
// Draw buttons: basic
if (IsGamepadButtonDown(gamepad, GamepadButton.MiddleRight))
{
DrawCircle(436, 150, 9, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.MiddleLeft))
{
DrawCircle(352, 150, 9, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceLeft))
{
DrawCircle(501, 151, 15, Color.Blue);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceDown))
{
DrawCircle(536, 187, 15, Color.Lime);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceRight))
{
DrawCircle(572, 151, 15, Color.Maroon);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceUp))
{
DrawCircle(536, 115, 15, Color.Gold);
}
// Draw buttons: d-pad
DrawRectangle(317, 202, 19, 71, Color.Black);
DrawRectangle(293, 228, 69, 19, Color.Black);
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceUp))
{
DrawRectangle(317, 202, 19, 26, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceDown))
{
DrawRectangle(317, 202 + 45, 19, 26, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceLeft))
{
DrawRectangle(292, 228, 25, 19, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceRight))
{
DrawRectangle(292 + 44, 228, 26, 19, Color.Red);
}
// Draw buttons: left-right back
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftTrigger1))
{
DrawCircle(259, 61, 20, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightTrigger1))
{
DrawCircle(536, 61, 20, Color.Red);
}
// Draw axis: left joystick
var leftGamepadColor = Color.Black;
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftThumb))
{
leftGamepadColor = Color.Red;
}
DrawCircle(259, 152, 39, Color.Black);
DrawCircle(259, 152, 34, Color.LightGray);
DrawCircle(259 + (int)(leftStickX * 20), 152 + (int)(leftStickY * 20), 25, leftGamepadColor);
// Draw axis: right joystick
var rightGamepadColor = Color.Black;
if (IsGamepadButtonDown(gamepad, GamepadButton.RightThumb))
{
rightGamepadColor = Color.Red;
}
DrawCircle(461, 237, 38, Color.Black);
DrawCircle(461, 237, 33, Color.LightGray);
DrawCircle(461 + (int)(rightStickX * 20), 237 + (int)(rightStickY * 20), 25, rightGamepadColor);
// Draw axis: left-right triggers
DrawRectangle(170, 30, 15, 70, Color.Gray);
DrawRectangle(604, 30, 15, 70, Color.Gray);
DrawRectangle(170, 30, 15, (int)(((1 + leftTrigger) / 2) * 70), Color.Red);
DrawRectangle(604, 30, 15, (int)(((1 + rightTrigger) / 2) * 70), Color.Red);
}
else if (gamepadName.Contains(PS_ALIAS_1, StringComparison.OrdinalIgnoreCase) || gamepadName.Contains(PS_ALIAS_2, StringComparison.OrdinalIgnoreCase))
{
DrawTexture(texPs3Pad, 0, 0, Color.DarkGray);
// Draw buttons: ps
if (IsGamepadButtonDown(gamepad, GamepadButton.Middle))
{
DrawCircle(396, 222, 13, Color.Red);
}
// Draw buttons: basic
if (IsGamepadButtonDown(gamepad, GamepadButton.MiddleLeft))
{
DrawRectangle(328, 170, 32, 13, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.MiddleRight))
{
DrawTriangle(
new Vector2(436, 168),
new Vector2(436, 185),
new Vector2(464, 177),
Color.Red
);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceUp))
{
DrawCircle(557, 144, 13, Color.Lime);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceRight))
{
DrawCircle(586, 173, 13, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceDown))
{
DrawCircle(557, 203, 13, Color.Violet);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceLeft))
{
DrawCircle(527, 173, 13, Color.Pink);
}
// Draw buttons: d-pad
DrawRectangle(225, 132, 24, 84, Color.Black);
DrawRectangle(195, 161, 84, 25, Color.Black);
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceUp))
{
DrawRectangle(225, 132, 24, 29, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceDown))
{
DrawRectangle(225, 132 + 54, 24, 30, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceLeft))
{
DrawRectangle(195, 161, 30, 25, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceRight))
{
DrawRectangle(195 + 54, 161, 30, 25, Color.Red);
}
// Draw buttons: left-right back buttons
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftTrigger1))
{
DrawCircle(239, 82, 20, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightTrigger1))
{
DrawCircle(557, 82, 20, Color.Red);
}
// Draw axis: left joystick
var leftGamepadColor = Color.Black;
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftThumb))
{
leftGamepadColor = Color.Red;
}
DrawCircle(319, 255, 35, Color.Black);
DrawCircle(319, 255, 31, Color.LightGray);
DrawCircle(319 + (int)(leftStickX * 20), 255 + (int)(leftStickY * 20), 25, leftGamepadColor);
// Draw axis: right joystick
var rightGamepadColor = Color.Black;
if (IsGamepadButtonDown(gamepad, GamepadButton.RightThumb))
{
rightGamepadColor = Color.Red;
}
DrawCircle(475, 255, 35, Color.Black);
DrawCircle(475, 255, 31, Color.LightGray);
DrawCircle(475 + (int)(rightStickX * 20), 255 + (int)(rightStickY * 20), 25, rightGamepadColor);
// Draw axis: left-right triggers
DrawRectangle(169, 48, 15, 70, Color.Gray);
DrawRectangle(611, 48, 15, 70, Color.Gray);
DrawRectangle(169, 48, 15, (int)(((1 + leftTrigger) / 2) * 70), Color.Red);
DrawRectangle(611, 48, 15, (int)(((1 + rightTrigger) / 2) * 70), Color.Red);
}
else
{
// Draw background: generic
DrawRectangleRounded(new Rectangle(175, 110, 460, 220), 0.3f, 16, Color.DarkGray);
// Draw buttons: basic
DrawCircle(365, 170, 12, Color.RayWhite);
DrawCircle(405, 170, 12, Color.RayWhite);
DrawCircle(445, 170, 12, Color.RayWhite);
DrawCircle(516, 191, 17, Color.RayWhite);
DrawCircle(551, 227, 17, Color.RayWhite);
DrawCircle(587, 191, 17, Color.RayWhite);
DrawCircle(551, 155, 17, Color.RayWhite);
if (IsGamepadButtonDown(gamepad, GamepadButton.MiddleLeft))
{
DrawCircle(365, 170, 10, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.Middle))
{
DrawCircle(405, 170, 10, Color.Green);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.MiddleRight))
{
DrawCircle(445, 170, 10, Color.Blue);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceLeft))
{
DrawCircle(516, 191, 15, Color.Gold);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceDown))
{
DrawCircle(551, 227, 15, Color.Blue);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceRight))
{
DrawCircle(587, 191, 15, Color.Green);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceUp))
{
DrawCircle(551, 155, 15, Color.Red);
}
// Draw buttons: d-pad
DrawRectangle(245, 145, 28, 88, Color.RayWhite);
DrawRectangle(215, 174, 88, 29, Color.RayWhite);
DrawRectangle(247, 147, 24, 84, Color.Black);
DrawRectangle(217, 176, 84, 25, Color.Black);
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceUp))
{
DrawRectangle(247, 147, 24, 29, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceDown))
{
DrawRectangle(247, 147 + 54, 24, 30, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceLeft))
{
DrawRectangle(217, 176, 30, 25, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceRight))
{
DrawRectangle(217 + 54, 176, 30, 25, Color.Red);
}
// Draw buttons: left-right back
DrawRectangleRounded(new Rectangle(215, 98, 100, 10), 0.5f, 16, Color.DarkGray);
DrawRectangleRounded(new Rectangle(495, 98, 100, 10), 0.5f, 16, Color.DarkGray);
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftTrigger1))
{
DrawRectangleRounded(new Rectangle(215, 98, 100, 10), 0.5f, 16, Color.Red);
}
if (IsGamepadButtonDown(gamepad, GamepadButton.RightTrigger1))
{
DrawRectangleRounded(new Rectangle(495, 98, 100, 10), 0.5f, 16, Color.Red);
}
// Draw axis: left joystick
var leftGamepadColor = Color.Black;
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftThumb))
{
leftGamepadColor = Color.Red;
}
DrawCircle(345, 260, 40, Color.Black);
DrawCircle(345, 260, 35, Color.LightGray);
DrawCircle(345 + (int)(leftStickX * 20), 260 + (int)(leftStickY * 20), 25, leftGamepadColor);
// Draw axis: right joystick
var rightGamepadColor = Color.Black;
if (IsGamepadButtonDown(gamepad, GamepadButton.RightThumb))
{
rightGamepadColor = Color.Red;
}
DrawCircle(465, 260, 40, Color.Black);
DrawCircle(465, 260, 35, Color.LightGray);
DrawCircle(465 + (int)(rightStickX * 20), 260 + (int)(rightStickY * 20), 25, rightGamepadColor);
// Draw axis: left-right triggers
DrawRectangle(151, 110, 15, 70, Color.Gray);
DrawRectangle(644, 110, 15, 70, Color.Gray);
DrawRectangle(151, 110, 15, (int)(((1 + leftTrigger) / 2) * 70), Color.Red);
DrawRectangle(644, 110, 15, (int)(((1 + rightTrigger) / 2) * 70), Color.Red);
}
DrawText($"DETECTED AXIS [{GetGamepadAxisCount(gamepad)}]:", 10, 50, 10, Color.Maroon);
for (var i = 0; i < GetGamepadAxisCount(gamepad); i++)
{
DrawText(
$"AXIS {i}: {GetGamepadAxisMovement(gamepad, (GamepadAxis)i):F2}",
20,
70 + 20 * i,
10,
Color.DarkGray
);
}
// Draw vibrate button
DrawRectangleRec(vibrateButton, Color.SkyBlue);
DrawText("VIBRATE", (int)(vibrateButton.X + 14), (int)(vibrateButton.Y + 1), 10, Color.DarkGray);
if (GetGamepadButtonPressed() != (int)GamepadButton.Unknown)
{
DrawText($"DETECTED BUTTON: {GetGamepadButtonPressed()}", 10, 430, 10, Color.Red);
}
else
{
DrawText("DETECTED BUTTON: NONE", 10, 430, 10, Color.Gray);
}
}
else
{
DrawText($"GP{gamepad}: NOT DETECTED", 10, 10, 10, Color.Gray);
DrawTexture(texXboxPad, 0, 0, Color.LightGray);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(texPs3Pad);
UnloadTexture(texXboxPad);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint); // Set MSAA 4X hint before windows creation
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gamepad");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new InputGamepad();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}