fix build and basic_window example
some restructuring due to the recent changes to usingnamespace.
also cleaned up some deprecated stuff from raylib 3.7.
- appended the contents of raylib-wa.zig into raylib-zig.zig
- using raylib functions requires `const rl = @import("raylib");`
(and accesing the identifiers inside rl, like `rl.InitWindow`)
only the basic_window example was updated, and it looks like it crashes
on keyboard inputs.
many thanks to @nektro :)
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14 changed files with 237 additions and 166 deletions
84
examples/old/core/input_multitouch.zig
Executable file
84
examples/old/core/input_multitouch.zig
Executable file
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//
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// input_multitouch
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// Zig version:
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// Author: Nikolas Wipper
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// Date: 2020-02-16
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//
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usingnamespace @import("raylib");
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pub fn main() anyerror!void
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib-zig [core] example - basic window");
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var ballPosition = Vector2 { .x = -100.0, .y = -100.0 };
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var ballColor = BEIGE;
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var touchCounter: f32 = 0;
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var touchPosition = Vector2 { .x = 0.0, .y = 0.0 };
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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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ballPosition = GetMousePosition();
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ballColor = BEIGE;
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if (IsMouseButtonDown(MouseButton.MOUSE_LEFT_BUTTON)) { ballColor = MAROON; }
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if (IsMouseButtonDown(MouseButton.MOUSE_MIDDLE_BUTTON)) { ballColor = LIME; }
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if (IsMouseButtonDown(MouseButton.MOUSE_RIGHT_BUTTON)) { ballColor = DARKBLUE; }
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if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON)) { touchCounter = 10; }
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if (IsMouseButtonPressed(MouseButton.MOUSE_MIDDLE_BUTTON)) { touchCounter = 10; }
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if (IsMouseButtonPressed(MouseButton.MOUSE_RIGHT_BUTTON)) { touchCounter = 10; }
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if (touchCounter > 0) { touchCounter -= 1; }
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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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const nums = [_]i32{0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
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for (nums) |i|
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{
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touchPosition = GetTouchPosition(i); // Get the touch point
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if ((touchPosition.x >= 0) and (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it
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{
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// Draw circle and touch index number
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DrawCircle(@floatToInt(c_int, touchPosition.x), @floatToInt(c_int, touchPosition.y), 34, ORANGE);
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//DrawCircleV(touchPosition, 34, ORANGE);
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DrawText(FormatText("%d", i), @floatToInt(c_int, touchPosition.x) - 10, @floatToInt(c_int, touchPosition.y) - 70, 40, BLACK);
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}
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}
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// Draw the normal mouse location
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DrawCircle(@floatToInt(c_int, ballPosition.x), @floatToInt(c_int, ballPosition.y), 30 + (touchCounter*3), ballColor);
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//DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
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DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
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DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
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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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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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