adjusted formatting.

This commit is contained in:
Jett 2025-09-28 16:44:46 -04:00
parent d325479ab7
commit 85b9fe1438

View File

@ -25,12 +25,13 @@
which can be reassigned to e.g. KEY_A and also assigned to a gamepad button. the action will trigger with either gamepad or keys
*/
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include "raylib.h"
// add your own action types here
enum
typedef enum ActionType
{
NO_ACTION,
ACTION_UP,
@ -39,24 +40,24 @@ enum
ACTION_RIGHT,
ACTION_FIRE,
MAX_ACTION
} Action_Type;
} ActionType;
// struct for key and button inputs
typedef struct
typedef struct ActionInput
{
int key;
int button;
} Action_Input_t;
} ActionInput;
// gamepad index, change this if you have multiple gamepads.
int GamePadID = 0;
static Action_Input_t _actions[MAX_ACTION] = {0};
int gamepadIndex = 0;
static ActionInput _actions[MAX_ACTION] = {0};
// combines IsKeyPressed and IsGameButtonPressed to one action
bool isActionPressed(int action)
{
if (action<MAX_ACTION)
return (IsKeyPressed(_actions[action].key) || IsGamepadButtonPressed(GamePadID, _actions[action].button));
return (IsKeyPressed(_actions[action].key) || IsGamepadButtonPressed(gamepadIndex, _actions[action].button));
return (false);
}
@ -64,7 +65,7 @@ bool isActionPressed(int action)
bool isActionReleased(int action)
{
if (action<MAX_ACTION)
return (IsKeyReleased(_actions[action].key) || IsGamepadButtonReleased(GamePadID, _actions[action].button));
return (IsKeyReleased(_actions[action].key) || IsGamepadButtonReleased(gamepadIndex, _actions[action].button));
return (false);
}
@ -72,7 +73,7 @@ bool isActionReleased(int action)
bool isActionDown(int action)
{
if (action<MAX_ACTION)
return (IsKeyDown(_actions[action].key) || IsGamepadButtonDown(GamePadID, _actions[action].button));
return (IsKeyDown(_actions[action].key) || IsGamepadButtonDown(gamepadIndex, _actions[action].button));
return (false);
}
// define the "default" keyset. here WASD and gamepad buttons on the left side for movement
@ -111,12 +112,13 @@ int main(int argc, char **argv)
{
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input via actions");
SetWindowState(FLAG_WINDOW_RESIZABLE);
SetTargetFPS(60);
// set defaul actions
char ctrl_set = 0;
char actionSet = 0;
DefaultActions();
Vector2 position = (Vector2){100, 100};
@ -127,12 +129,12 @@ int main(int argc, char **argv)
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(DARKGRAY);
DrawText(ctrl_set == 0 ? "WASD Default Set" : "Cursor Set", 0, 0, 18, WHITE);
DrawText(actionSet == 0 ? "WASD Default Set" : "Cursor Set", 0, 0, 18, WHITE);
DrawText("Tab key toggles keyset", 0, 18, 18, WHITE);
DrawRectangleV(position, size, RED);
EndDrawing();
GamePadID = 0; // set this to gamepad being checked
gamepadIndex = 0; // set this to gamepad being checked
if (isActionDown(ACTION_UP))
position.y -= 2;
if (isActionDown(ACTION_DOWN))
@ -150,8 +152,8 @@ int main(int argc, char **argv)
// switch control scheme by pressing TAB
if (IsKeyPressed(KEY_TAB))
{
ctrl_set = !ctrl_set;
if (ctrl_set == 0)
actionSet = !actionSet;
if (actionSet == 0)
DefaultActions();
else
CursorActions();