Add simple side to side ui controller example
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examples/core/core_input_ui.c
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examples/core/core_input_ui.c
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/*******************************************************************************************
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*
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* raylib [core] example - UI input
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Maicon Santana (@maiconpintoabreu) and reviewed by Ramon Santamaria (@raysan5)
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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) 2018-2025 Maicon Santana (@maiconpintoabreu)
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*
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********************************************************************************************/
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#include "raylib.h"
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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static bool UIButtomIcon(Vector2 position, Texture2D icon); // Check if button clicked
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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 [core] example - ui input");
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Image arrowImage = GenImageColor(64, 64, BLANK);
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ImageDrawTriangle(&arrowImage, (Vector2){4, 31}, (Vector2){37, 4}, (Vector2){37, 59}, GRAY);
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Texture2D leftArrow = LoadTextureFromImage(arrowImage);
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ImageRotate(&arrowImage, 180);
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Texture2D rightArrow = LoadTextureFromImage(arrowImage);
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UnloadImage(arrowImage);
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Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/3 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f;
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if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f;
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if (IsKeyDown(KEY_UP)) ballPosition.y -= 2.0f;
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if (IsKeyDown(KEY_DOWN)) ballPosition.y += 2.0f;
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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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DrawText("move the ball with ui buttons", 10, 10, 20, DARKGRAY);
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if (UIButtomIcon((Vector2){250, screenHeight - 120}, rightArrow)) ballPosition.x += 2.0f;
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if (UIButtomIcon((Vector2){100, screenHeight - 120}, leftArrow)) ballPosition.x -= 2.0f;
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DrawCircleV(ballPosition, 50, MAROON);
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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(rightArrow);
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UnloadTexture(leftArrow);
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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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static bool UIButtomIcon(Vector2 position, Texture2D icon) {
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// Check for Houver and Draw the button
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//--------------------------------------------------------------------------------------
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bool checkHouver = CheckCollisionPointCircle(GetMousePosition(), position, icon.width);
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DrawCircle(position.x, position.y, icon.width, checkHouver ? LIGHTGRAY : DARKGRAY);
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DrawTexture(icon, position.x - icon.width / 2, position.y - icon.width / 2, WHITE);
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//--------------------------------------------------------------------------------------
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// Check Mouse Left Button
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//--------------------------------------------------------------------------------------
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if (checkHouver && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
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return true;
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}
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//--------------------------------------------------------------------------------------
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// Check All Current Touch Points
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//--------------------------------------------------------------------------------------
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int touchCount = GetTouchPointCount();
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for (int i = 0; i < touchCount; i++) {
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if (CheckCollisionPointCircle(GetTouchPosition(i), position, icon.width)) {
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return true;
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}
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}
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//--------------------------------------------------------------------------------------
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return false;
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}
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BIN
examples/core/core_input_ui.png
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BIN
examples/core/core_input_ui.png
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After Width: | Height: | Size: 6.6 KiB |
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