Changed the button logic
Before, you could hold mouse left button, drag it unto the button and change the sprite to "pressed" and, when released, the sfx would play. Now, you actually have to press the button in order to change the sprite to "pressed" and play the sfx. It's a really minor change and maybe not welcomed, I only wanted better button logic on a program specifically made to show how to program button interaction.
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/*******************************************************************************************
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*
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* raylib [textures] example - sprite button
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*
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* Example originally created with raylib 2.5, last time updated with raylib 2.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2022 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define NUM_FRAMES 3 // Number of frames (rectangles) for the button sprite texture
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite button");
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InitAudioDevice(); // Initialize audio device
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Sound fxButton = LoadSound("resources/buttonfx.wav"); // Load button sound
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Texture2D button = LoadTexture("resources/button.png"); // Load button texture
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// Define frame rectangle for drawing
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float frameHeight = (float)button.height/NUM_FRAMES;
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Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
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// Define button bounds on screen
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Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
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int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
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bool btnAction = false; // Button action should be activated
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Vector2 mousePoint = { 0.0f, 0.0f };
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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mousePoint = GetMousePosition();
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btnAction = false;
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// Check button state
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if (CheckCollisionPointRec(mousePoint, btnBounds))
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{
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) btnState = 2;
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else btnState = 1;
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if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) btnAction = true;
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}
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else btnState = 0;
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if (btnAction)
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{
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PlaySound(fxButton);
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// TODO: Any desired action
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}
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// Calculate button frame rectangle to draw depending on button state
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sourceRec.y = btnState*frameHeight;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextureRec(button, sourceRec, (Vector2){ btnBounds.x, btnBounds.y }, WHITE); // Draw button frame
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(button); // Unload button texture
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UnloadSound(fxButton); // Unload sound
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CloseAudioDevice(); // Close audio device
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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/*******************************************************************************************
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*
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* raylib [textures] example - sprite button
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*
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* This example has been created using raylib 2.5 (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) 2019 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define NUM_FRAMES 3 // Number of frames (rectangles) for the button sprite texture
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite button");
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InitAudioDevice(); // Initialize audio device
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Sound fxButton = LoadSound("resources/buttonfx.wav"); // Load button sound
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Texture2D button = LoadTexture("resources/button.png"); // Load button texture
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// Define frame rectangle for drawing
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float frameHeight = (float)button.height/NUM_FRAMES;
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Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
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// Define button bounds on screen
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Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
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int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
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bool btnAction = false; // Button action should be activated
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bool btnPressed = false; // Check if button has been actually pressed
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Vector2 mousePoint = { 0.0f, 0.0f };
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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mousePoint = GetMousePosition();
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btnAction = false;
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mousePoint, btnBounds)) btnPressed = true;
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// Check button state
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if (CheckCollisionPointRec(mousePoint, btnBounds))
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{
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if (btnPressed && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) btnState = 2;
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else btnState = 1;
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if (btnPressed && IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
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{
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btnAction = true;
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btnPressed = false;
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}
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}
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else if (btnPressed)
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{
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btnAction = true;
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btnState = 0;
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btnPressed = false;
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}
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else btnState = 0;
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if (btnAction)
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{
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PlaySound(fxButton);
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// TODO: Any desired action
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}
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// Calculate button frame rectangle to draw depending on button state
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sourceRec.y = btnState*frameHeight;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextureRec(button, sourceRec, (Vector2){ btnBounds.x, btnBounds.y }, WHITE); // Draw button frame
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(button); // Unload button texture
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UnloadSound(fxButton); // Unload sound
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CloseAudioDevice(); // Close audio device
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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