Update and rename core_virtual_Dpad.c to core_input_virtual_controls.c
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1 changed files with 2 additions and 2 deletions
123
examples/core/core_input_virtual_controls.c
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123
examples/core/core_input_virtual_controls.c
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/*******************************************************************************************
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*
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* raylib [core] example - input virtual controls
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*
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* Example originally created with raylib 5.0, last time updated with raylib 5.0
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*
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* Example create by GreenSnakeLinux (@GreenSnakeLinux),
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* lighter by oblerion (@oblerion) and
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* 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) 2024 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h>
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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 virtual controls");
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const int dpadX = 90;
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const int dpadY = 300;
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const int dpadRad = 25;//radius of each pad
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Color dpadColor = BLUE;
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int dpadKeydown = -1;//-1 if not down, else 0,1,2,3
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const float dpadCollider[4][2]= // collider array with x,y position
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{
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{dpadX,dpadY-dpadRad*1.5},//up
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{dpadX-dpadRad*1.5,dpadY},//left
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{dpadX+dpadRad*1.5,dpadY},//right
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{dpadX,dpadY+dpadRad*1.5}//down
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};
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const char dpadLabel[4]="XYBA";//label of Dpad
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float playerX=100;
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float playerY=100;
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SetTargetFPS(60);
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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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dpadKeydown = -1; //reset
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float inputX=0;
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float inputY=0;
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if(GetTouchPointCount()>0)
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{//use touch pos
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inputX = GetTouchX();
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inputY = GetTouchY();
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}
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else
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{//use mouse pos
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inputX = GetMouseX();
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inputY = GetMouseY();
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}
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for(int i=0;i<4;i++)
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{
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//test distance each collider and input < radius
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if( fabsf(dpadCollider[i][1]-inputY) + fabsf(dpadCollider[i][0]-inputX) < dpadRad)
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{
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dpadKeydown = i;
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break;
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}
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}
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// move player
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switch(dpadKeydown){
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case 0: playerY -= 50*GetFrameTime();
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break;
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case 1: playerX -= 50*GetFrameTime();
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break;
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case 2: playerX += 50*GetFrameTime();
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break;
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case 3: playerY += 50*GetFrameTime();
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default:;
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};
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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<4;i++)
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{
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//draw all pad
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DrawCircle(dpadCollider[i][0],dpadCollider[i][1],dpadRad,dpadColor);
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if(i!=dpadKeydown)
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{
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//draw label
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DrawText(TextSubtext(dpadLabel,i,1),
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dpadCollider[i][0]-5,
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dpadCollider[i][1]-5,16,BLACK);
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}
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}
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DrawText("Player",playerX,playerY,16,BLACK);
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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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