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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Dinastía Harzu αγρ 2022-08-17 23:30:40 +02:00 committed by GitHub
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commit 09e717f0f3
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@ -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;
}