diff options
Diffstat (limited to 'deps/raylib/examples/textures/textures_sprite_button.c')
-rw-r--r-- | deps/raylib/examples/textures/textures_sprite_button.c | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/deps/raylib/examples/textures/textures_sprite_button.c b/deps/raylib/examples/textures/textures_sprite_button.c new file mode 100644 index 0000000..5d0153b --- /dev/null +++ b/deps/raylib/examples/textures/textures_sprite_button.c @@ -0,0 +1,102 @@ +/******************************************************************************************* +* +* raylib [textures] example - sprite button +* +* Example originally created with raylib 2.5, last time updated with raylib 2.5 +* +* 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) 2019-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define NUM_FRAMES 3 // Number of frames (rectangles) for the button sprite texture + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite button"); + + InitAudioDevice(); // Initialize audio device + + Sound fxButton = LoadSound("resources/buttonfx.wav"); // Load button sound + Texture2D button = LoadTexture("resources/button.png"); // Load button texture + + // Define frame rectangle for drawing + float frameHeight = (float)button.height/NUM_FRAMES; + Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight }; + + // Define button bounds on screen + Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight }; + + int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED + bool btnAction = false; // Button action should be activated + + Vector2 mousePoint = { 0.0f, 0.0f }; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + mousePoint = GetMousePosition(); + btnAction = false; + + // Check button state + if (CheckCollisionPointRec(mousePoint, btnBounds)) + { + if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) btnState = 2; + else btnState = 1; + + if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) btnAction = true; + } + else btnState = 0; + + if (btnAction) + { + PlaySound(fxButton); + + // TODO: Any desired action + } + + // Calculate button frame rectangle to draw depending on button state + sourceRec.y = btnState*frameHeight; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawTextureRec(button, sourceRec, (Vector2){ btnBounds.x, btnBounds.y }, WHITE); // Draw button frame + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(button); // Unload button texture + UnloadSound(fxButton); // Unload sound + + CloseAudioDevice(); // Close audio device + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file |