Review some examples
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4 changed files with 23 additions and 26 deletions
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@ -377,7 +377,7 @@ EXAMPLES = \
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core/core_2d_camera \
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core/core_world_screen \
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core/core_vr_simulator \
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core/core_multitouch \
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core/core_input_multitouch \
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shapes/shapes_logo_raylib \
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shapes/shapes_basic_shapes \
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shapes/shapes_colors_palette \
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@ -1,17 +1,15 @@
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/*******************************************************************************************
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*
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* raylib [core] example - Multitouch input
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* raylib [core] example - Input multitouch
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*
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* This example has been created using raylib 2.1 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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* Example by Berni
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* Copyright (c) 2014-2019 Berni and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdio.h>
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int main()
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{
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@ -20,13 +18,13 @@ int main()
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - multitouch input");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
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Vector2 ballPosition = { -100.0f, -100.0f };
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Color ballColor;
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int PressedCounter = 0;
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Vector2 TouchPos;
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char Str[16];
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Color ballColor = BEIGE;
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int touchCounter = 0;
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Vector2 touchPosition;
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SetTargetFPS(60);
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//---------------------------------------------------------------------------------------
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@ -44,11 +42,11 @@ int main()
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if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
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if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) PressedCounter = 10;
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if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) PressedCounter = 10;
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if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) PressedCounter = 10;
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if(PressedCounter > 0)
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PressedCounter--;
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
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if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
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if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
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if (touchCounter > 0) touchCounter--;
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//----------------------------------------------------------------------------------
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// Draw
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@ -60,19 +58,18 @@ int main()
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// Multitouch
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for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
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{
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TouchPos = GetTouchPosition(i); // Get the touch point
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touchPosition = GetTouchPosition(i); // Get the touch point
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if( (TouchPos.x >= 0) && (TouchPos.y >= 0) ) // Make sure point is not (-1,-1) as this means there is no touch for it
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if ((touchPosition.x >= 0) && (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it
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{
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DrawCircleV(TouchPos, 34, ORANGE); // Draw a circle there
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sprintf(Str,"%d",i);
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DrawText(Str, TouchPos.x - 10, TouchPos.y - 70, 40, BLACK); // Also show its index number
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// Draw circle and touch index number
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DrawCircleV(touchPosition, 34, ORANGE);
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DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
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}
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}
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// Draw the normal mouse location
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DrawCircleV(ballPosition, 30 + (PressedCounter * 3), ballColor);
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DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
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DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
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DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
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Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 17 KiB |
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@ -27,13 +27,13 @@ int main()
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int frameHeight = scarfy.height;
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// NOTE: Source rectangle (part of the texture to use for drawing)
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Rectangle sourceRec = { 0.0f, 0.0f, (float)frameWidth, (float)frameHeight };
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Rectangle sourceRec = { 0.0f, 0.0f, frameWidth, frameHeight };
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// NOTE: Destination rectangle (screen rectangle where drawing part of texture)
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Rectangle destRec = { (float)screenWidth/2, (float)screenHeight/2, (float)frameWidth*2, (float)frameHeight*2 };
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Rectangle destRec = { screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2 };
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// NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size
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Vector2 origin = { (float)frameWidth, (float)frameHeight };
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Vector2 origin = { frameWidth, frameHeight };
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int rotation = 0;
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@ -61,7 +61,7 @@ int main()
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// rotation defines the texture rotation (using origin as rotation point)
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DrawTexturePro(scarfy, sourceRec, destRec, origin, (float)rotation, WHITE);
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DrawLine((int) destRec.x, 0, (int) destRec.x, screenHeight, GRAY);
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DrawLine((int)destRec.x, 0, (int)destRec.x, screenHeight, GRAY);
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DrawLine(0, (int)destRec.y, screenWidth, (int)destRec.y, GRAY);
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DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
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