/******************************************************************************************* * * raylib [core] example - UI input * * Example complexity rating: [★☆☆☆] 1/4 * * Example originally created with raylib 5.6, last time updated with raylib 5.6 * * Example contributed by Maicon Santana (@maiconpintoabreu) 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) 2018-2025 Maicon Santana (@maiconpintoabreu) * ********************************************************************************************/ #include "raylib.h" //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- static bool UIButtomIcon(Vector2 position, Texture2D icon); // Check if button clicked //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - ui input"); Image arrowImage = GenImageColor(64, 64, BLANK); ImageDrawTriangle(&arrowImage, (Vector2){4, 31}, (Vector2){37, 4}, (Vector2){37, 59}, GRAY); Texture2D leftArrow = LoadTextureFromImage(arrowImage); ImageRotate(&arrowImage, 180); Texture2D rightArrow = LoadTextureFromImage(arrowImage); UnloadImage(arrowImage); Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/3 }; 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 //---------------------------------------------------------------------------------- if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f; if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f; if (IsKeyDown(KEY_UP)) ballPosition.y -= 2.0f; if (IsKeyDown(KEY_DOWN)) ballPosition.y += 2.0f; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("move the ball with ui buttons", 10, 10, 20, DARKGRAY); if (UIButtomIcon((Vector2){250, screenHeight - 120}, rightArrow)) ballPosition.x += 2.0f; if (UIButtomIcon((Vector2){100, screenHeight - 120}, leftArrow)) ballPosition.x -= 2.0f; DrawCircleV(ballPosition, 50, MAROON); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(rightArrow); UnloadTexture(leftArrow); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } static bool UIButtomIcon(Vector2 position, Texture2D icon) { // Check for Houver and Draw the button //-------------------------------------------------------------------------------------- bool checkHouver = CheckCollisionPointCircle(GetMousePosition(), position, icon.width); DrawCircle(position.x, position.y, icon.width, checkHouver ? LIGHTGRAY : DARKGRAY); DrawTexture(icon, position.x - icon.width / 2, position.y - icon.width / 2, WHITE); //-------------------------------------------------------------------------------------- // Check Mouse Left Button //-------------------------------------------------------------------------------------- if (checkHouver && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) { return true; } //-------------------------------------------------------------------------------------- // Check All Current Touch Points //-------------------------------------------------------------------------------------- int touchCount = GetTouchPointCount(); for (int i = 0; i < touchCount; i++) { if (CheckCollisionPointCircle(GetTouchPosition(i), position, icon.width)) { return true; } } //-------------------------------------------------------------------------------------- return false; }