Reviewed multitouch example #1988
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2 changed files with 15 additions and 31 deletions
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@ -24,11 +24,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
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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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Vector2 touchPositions[MAX_TOUCH_POINTS] = { 0 };
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Color ballColor = BEIGE;
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int touchCounter = 0;
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Vector2 touchPosition = { 0 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------
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@ -38,19 +34,8 @@ int main(void)
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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ballPosition = GetMousePosition();
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// Get multiple touchpoints
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for (int i = 0; i < MAX_TOUCH_POINTS; ++i) touchPositions[i] = GetTouchPosition(i);
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ballColor = BEIGE;
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
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if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
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if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) touchCounter = 10;
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if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) touchCounter = 10;
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if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) touchCounter = 10;
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if (touchCounter > 0) touchCounter--;
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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@ -58,25 +43,19 @@ int main(void)
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BeginDrawing();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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// Multitouch
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for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
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for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
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{
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{
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touchPosition = GetTouchPosition(i); // Get the touch point
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// Make sure point is not (0, 0) as this means there is no touch for it
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if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))
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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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{
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// Draw circle and touch index number
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// Draw circle and touch index number
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DrawCircleV(touchPosition, 34, ORANGE);
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DrawCircleV(touchPositions[i], 34, ORANGE);
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DrawText(TextFormat("%d", i), (int)touchPosition.x - 10, (int)touchPosition.y - 70, 40, BLACK);
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DrawText(TextFormat("%d", i), (int)touchPositions[i].x - 10, (int)touchPositions[i].y - 70, 40, BLACK);
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}
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}
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}
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}
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// Draw the normal mouse location
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DrawText("touch the screen at multiple locations to get multiple balls", 10, 10, 20, DARKGRAY);
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DrawCircleV(ballPosition, 30 + (touchCounter*3.0f), 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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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -3876,7 +3876,7 @@ static bool InitGraphicsDevice(int width, int height)
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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// NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
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// NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
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// Forcing this initialization here avoids doing it on `PollInputEvents` called by `EndDrawing` after first frame has been just drawn.
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// Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn.
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// The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
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// The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
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// REF: https://github.com/raysan5/raylib/issues/1554
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// REF: https://github.com/raysan5/raylib/issues/1554
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if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL);
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if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL);
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@ -4765,6 +4765,11 @@ void PollInputEvents(void)
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// Register previous touch states
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// Register previous touch states
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for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
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for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
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// Reset touch positions
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// TODO: It resets on PLATFORM_WEB the mouse position and not filled again until a move-event,
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// so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
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//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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// Check if gamepads are ready
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// Check if gamepads are ready
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