raylib-zig/examples/old/core/input_multitouch.zig
Francisco Demartino 5e275e93df fix build and basic_window example
some restructuring due to the recent changes to usingnamespace.

also cleaned up some deprecated stuff from raylib 3.7.

- appended the contents of raylib-wa.zig into raylib-zig.zig
- using raylib functions requires `const rl = @import("raylib");`
    (and accesing the identifiers inside rl, like `rl.InitWindow`)

only the basic_window example was updated, and it looks like it crashes
on keyboard inputs.

many thanks to @nektro :)
2022-01-08 05:37:52 -03:00

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//
// input_multitouch
// Zig version:
// Author: Nikolas Wipper
// Date: 2020-02-16
//
usingnamespace @import("raylib");
pub fn main() anyerror!void
{
// Initialization
//--------------------------------------------------------------------------------------
const screenWidth = 800;
const screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib-zig [core] example - basic window");
var ballPosition = Vector2 { .x = -100.0, .y = -100.0 };
var ballColor = BEIGE;
var touchCounter: f32 = 0;
var touchPosition = Vector2 { .x = 0.0, .y = 0.0 };
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
//----------------------------------------------------------------------------------
ballPosition = GetMousePosition();
ballColor = BEIGE;
if (IsMouseButtonDown(MouseButton.MOUSE_LEFT_BUTTON)) { ballColor = MAROON; }
if (IsMouseButtonDown(MouseButton.MOUSE_MIDDLE_BUTTON)) { ballColor = LIME; }
if (IsMouseButtonDown(MouseButton.MOUSE_RIGHT_BUTTON)) { ballColor = DARKBLUE; }
if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON)) { touchCounter = 10; }
if (IsMouseButtonPressed(MouseButton.MOUSE_MIDDLE_BUTTON)) { touchCounter = 10; }
if (IsMouseButtonPressed(MouseButton.MOUSE_RIGHT_BUTTON)) { touchCounter = 10; }
if (touchCounter > 0) { touchCounter -= 1; }
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
const nums = [_]i32{0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
for (nums) |i|
{
touchPosition = GetTouchPosition(i); // Get the touch point
if ((touchPosition.x >= 0) and (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it
{
// Draw circle and touch index number
DrawCircle(@floatToInt(c_int, touchPosition.x), @floatToInt(c_int, touchPosition.y), 34, ORANGE);
//DrawCircleV(touchPosition, 34, ORANGE);
DrawText(FormatText("%d", i), @floatToInt(c_int, touchPosition.x) - 10, @floatToInt(c_int, touchPosition.y) - 70, 40, BLACK);
}
}
// Draw the normal mouse location
DrawCircle(@floatToInt(c_int, ballPosition.x), @floatToInt(c_int, ballPosition.y), 30 + (touchCounter*3), ballColor);
//DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}