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/*******************************************************************************************
*
* raylib [core] example - Minimal Virtual Dpad
*
* Example originally created with raylib 5.0, last time updated with raylib 5.0
*
* Example create by GreenSnakeLinux (@GreenSnakeLinux),
* lighter by oblerion (@oblerion) and
* reviewed by Ramon Santamaria (@raysan5)
*
* 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) 2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
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
// collider[4] with x,y
const float dpad_collider[4][2]=
{
{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
};
const char dpad_label[4]="XYBA";
float player_x=100;
float player_y=100;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// 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;
if(GetTouchPointCount()>0)
{//use touch pos
input_x = GetTouchX();
input_y = GetTouchY();
}
else
{//use mouse pos
input_x = GetMouseX();
input_y = 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)
{
dpad_keydown = i;
break;
}
}
// move player
switch(dpad_keydown){
case 0: player_y -= 50*GetFrameTime();
break;
case 1: player_x -= 50*GetFrameTime();
break;
case 2: player_x += 50*GetFrameTime();
break;
case 3: player_y += 50*GetFrameTime();
default:;
};
// 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)
{
//draw label
DrawText(TextSubtext(dpad_label,i,1),
dpad_collider[i][0]-5,
dpad_collider[i][1]-5,16,BLACK);
}
}
DrawText("Player",player_x,player_y,16,BLACK);
EndDrawing();
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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