diff --git a/examples/core/core_input_gamepad_virtual.c b/examples/core/core_virtual_Dpad.c similarity index 55% rename from examples/core/core_input_gamepad_virtual.c rename to examples/core/core_virtual_Dpad.c index 03f03c143ce7..465c6dab8496 100644 --- a/examples/core/core_input_gamepad_virtual.c +++ b/examples/core/core_virtual_Dpad.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [core] example - Minimal Virtual Dpad +* raylib [core] example - Virtual Dpad * * Example originally created with raylib 5.0, last time updated with raylib 5.0 * @@ -27,26 +27,26 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [core] example - minimal virtual dpad"); + InitWindow(screenWidth, screenHeight, "raylib [core] example - virtual dpad"); - const int dpad_x = 90; - const int dpad_y = 300; - const int dpad_rad = 25;//radius of each pad - Color dpad_color = BLUE; - int dpad_keydown = -1;//-1 if not down, else 0,1,2,3 + const int dpadX = 90; + const int dpadY = 300; + const int dpadRad = 25;//radius of each pad + Color dpadColor = BLUE; + int dpadKeydown = -1;//-1 if not down, else 0,1,2,3 - // collider[4] with x,y - const float dpad_collider[4][2]= + + const float dpadCollider[4][2]= // collider array with x,y position { - {dpad_x,dpad_y-dpad_rad*1.5},//up - {dpad_x-dpad_rad*1.5,dpad_y},//left - {dpad_x+dpad_rad*1.5,dpad_y},//right - {dpad_x,dpad_y+dpad_rad*1.5}//down + {dpadX,dpadY-dpadRad*1.5},//up + {dpadX-dpadRad*1.5,dpadY},//left + {dpadX+dpadRad*1.5,dpadY},//right + {dpadX,dpadY+dpadRad*1.5}//down }; - const char dpad_label[4]="XYBA"; + const char dpadLabel[4]="XYBA";//label of Dpad - float player_x=100; - float player_y=100; + float playerX=100; + float playerY=100; SetTargetFPS(60); //-------------------------------------------------------------------------------------- @@ -54,59 +54,63 @@ int main(void) // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { - // update -------------------------------------------------------------------------- - dpad_keydown = -1; //reset - float input_x=0; - float input_y=0; + // Update + //-------------------------------------------------------------------------- + dpadKeydown = -1; //reset + float inputX=0; + float inputY=0; if(GetTouchPointCount()>0) {//use touch pos - input_x = GetTouchX(); - input_y = GetTouchY(); + inputX = GetTouchX(); + inputY = GetTouchY(); } else {//use mouse pos - input_x = GetMouseX(); - input_y = GetMouseY(); + inputX = GetMouseX(); + inputY = GetMouseY(); } for(int i=0;i<4;i++) { //test distance each collider and input < radius - if( fabsf(dpad_collider[i][1]-input_y) + fabsf(dpad_collider[i][0]-input_x) < dpad_rad) + if( fabsf(dpadCollider[i][1]-inputY) + fabsf(dpadCollider[i][0]-inputX) < dpadRad) { - dpad_keydown = i; + dpadKeydown = i; break; } } // move player - switch(dpad_keydown){ - case 0: player_y -= 50*GetFrameTime(); + switch(dpadKeydown){ + case 0: playerY -= 50*GetFrameTime(); break; - case 1: player_x -= 50*GetFrameTime(); + case 1: playerX -= 50*GetFrameTime(); break; - case 2: player_x += 50*GetFrameTime(); + case 2: playerX += 50*GetFrameTime(); break; - case 3: player_y += 50*GetFrameTime(); + case 3: playerY += 50*GetFrameTime(); default:; }; - // draw ---------------------------------------------------------------------------- + //-------------------------------------------------------------------------- + + // Draw + //-------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); - for(int i=0;i<4;i++) { //draw all pad - DrawCircle(dpad_collider[i][0],dpad_collider[i][1],dpad_rad,dpad_color); - if(i!=dpad_keydown) + DrawCircle(dpadCollider[i][0],dpadCollider[i][1],dpadRad,dpadColor); + if(i!=dpadKeydown) { //draw label - DrawText(TextSubtext(dpad_label,i,1), - dpad_collider[i][0]-5, - dpad_collider[i][1]-5,16,BLACK); + DrawText(TextSubtext(dpadLabel,i,1), + dpadCollider[i][0]-5, + dpadCollider[i][1]-5,16,BLACK); } } - DrawText("Player",player_x,player_y,16,BLACK); + DrawText("Player",playerX,playerY,16,BLACK); EndDrawing(); + //-------------------------------------------------------------------------- } // De-Initialization