diff --git a/examples/textures/textures_sprite_button.c b/examples/textures/textures_sprite_button.c index 5e2a4011c..2834a25dd 100644 --- a/examples/textures/textures_sprite_button.c +++ b/examples/textures/textures_sprite_button.c @@ -1,102 +1,109 @@ -/******************************************************************************************* -* -* 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) 2019-2022 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; +/******************************************************************************************* +* +* raylib [textures] example - sprite button +* +* This example has been created using raylib 2.5 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2019 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define NUM_FRAMES 3 // Number of frames (rectangles) for the button sprite texture + +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 + bool btnPressed = false; // Check if button has been actually pressed + + 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; + if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mousePoint, btnBounds)) btnPressed = true; + + // Check button state + if (CheckCollisionPointRec(mousePoint, btnBounds)) + { + if (btnPressed && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) btnState = 2; + else btnState = 1; + + if (btnPressed && IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) + { + btnAction = true; + btnPressed = false; + } + } + else if (btnPressed) + { + btnAction = true; + btnState = 0; + btnPressed = false; + } + 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