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https://github.com/raysan5/raylib.git
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REXM: RENAME: example: core_input_gestures_web --> core_input_gestures_testbed
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@ -17,91 +17,97 @@
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#include "raylib.h"
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#include "math.h" // Required for the protractor angle graphic drawing
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#include <math.h> // Required for the protractor angle graphic drawing
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h> // Required for the Web/HTML5
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#endif
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//--------------------------------------------------------------------------------------
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// Global definitions and declarations
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//--------------------------------------------------------------------------------------
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#define GESTURE_LOG_SIZE 20
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#define MAX_TOUCH_COUNT 32
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// Common variables definitions
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//--------------------------------------------------------------------------------------
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int screenWidth = 800; // Update depending on web canvas
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const int screenHeight = 450;
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Vector2 messagePosition = { 160, 7 };
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// Global Variables Definition
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//--------------------------------------------------------------------------------------
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static int screenWidth = 800; // Update depending on web canvas
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static const int screenHeight = 450;
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static Vector2 messagePosition = { 160, 7 };
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// Last gesture variables definitions
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//--------------------------------------------------------------------------------------
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int lastGesture = 0;
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Vector2 lastGesturePosition = { 165, 130 };
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static int lastGesture = 0;
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static Vector2 lastGesturePosition = { 165, 130 };
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// Gesture log variables definitions and functions declarations
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//--------------------------------------------------------------------------------------
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#define GESTURE_LOG_SIZE 20
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char gestureLog[GESTURE_LOG_SIZE][12] = { "" }; // The gesture log uses an array (as an inverted circular queue) to store the performed gestures
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int gestureLogIndex = GESTURE_LOG_SIZE; // The index for the inverted circular queue (moving from last to first direction, then looping around)
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int previousGesture = 0;
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// Gesture log variables definitions
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// NOTE: The gesture log uses an array (as an inverted circular queue) to store the performed gestures
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static char gestureLog[GESTURE_LOG_SIZE][12] = { "" };
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// NOTE: The index for the inverted circular queue (moving from last to first direction, then looping around)
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static int gestureLogIndex = GESTURE_LOG_SIZE;
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static int previousGesture = 0;
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char const *GetGestureName(int i)
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{
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switch (i) {
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case 0: return "None"; break;
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case 1: return "Tap"; break;
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case 2: return "Double Tap"; break;
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case 4: return "Hold"; break;
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case 8: return "Drag"; break;
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case 16: return "Swipe Right"; break;
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case 32: return "Swipe Left"; break;
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case 64: return "Swipe Up"; break;
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case 128: return "Swipe Down"; break;
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case 256: return "Pinch In"; break;
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case 512: return "Pinch Out"; break;
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default: return "Unknown"; break;
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}
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}
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// Log mode values:
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// - 0 shows repeated events
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// - 1 hides repeated events
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// - 2 shows repeated events but hide hold events
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// - 3 hides repeated events and hide hold events
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static int logMode = 1;
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Color GetGestureColor(int i)
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{
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switch (i) {
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case 0: return BLACK; break;
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case 1: return BLUE; break;
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case 2: return SKYBLUE; break;
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case 4: return BLACK; break;
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case 8: return LIME; break;
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case 16: return RED; break;
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case 32: return RED; break;
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case 64: return RED; break;
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case 128: return RED; break;
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case 256: return VIOLET; break;
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case 512: return ORANGE; break;
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default: return BLACK; break;
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}
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}
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int logMode = 1; // Log mode values: 0 shows repeated events; 1 hides repeated events; 2 shows repeated events but hide hold events; 3 hides repeated events and hide hold events
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Color gestureColor = { 0, 0, 0, 255 };
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Rectangle logButton1 = { 53, 7, 48, 26 };
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Rectangle logButton2 = { 108, 7, 36, 26 };
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Vector2 gestureLogPosition = { 10, 10 };
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static Color gestureColor = { 0, 0, 0, 255 };
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static Rectangle logButton1 = { 53, 7, 48, 26 };
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static Rectangle logButton2 = { 108, 7, 36, 26 };
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static Vector2 gestureLogPosition = { 10, 10 };
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// Protractor variables definitions
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//--------------------------------------------------------------------------------------
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float angleLength = 90.0f;
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float currentAngleDegrees = 0.0f;
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Vector2 finalVector = { 0.0f, 0.0f };
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char currentAngleStr[7] = "";
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Vector2 protractorPosition = { 266.0f, 315.0f };
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static float angleLength = 90.0f;
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static float currentAngleDegrees = 0.0f;
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static Vector2 finalVector = { 0.0f, 0.0f };
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static char currentAngleStr[7] = "";
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static Vector2 protractorPosition = { 266.0f, 315.0f };
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// Update
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//--------------------------------------------------------------------------------------
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void Update(void)
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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static void UpdateDrawFrame(void); // Update and Draw one frame
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static char const *GetGestureName(int i);
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static Color GetGestureColor(int i);
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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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// Handle common
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures testbed");
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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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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UpdateDrawFrame();
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}
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#endif
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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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return 0;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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static void UpdateDrawFrame(void)
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{
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// Update
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//--------------------------------------------------------------------------------------
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// Handle common gestures data
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int i, ii; // Iterators that will be reused by all for loops
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const int currentGesture = GetGestureDetected();
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const float currentDragDegrees = GetGestureDragAngle();
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@ -109,11 +115,10 @@ void Update(void)
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const int touchCount = GetTouchPointCount();
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// Handle last gesture
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//--------------------------------------------------------------------------------------
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if ((currentGesture != 0) && (currentGesture != 4) && (currentGesture != previousGesture)) lastGesture = currentGesture; // Filter the meaningful gestures (1, 2, 8 to 512) for the display
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if ((currentGesture != 0) && (currentGesture != 4) && (currentGesture != previousGesture))
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lastGesture = currentGesture; // Filter the meaningful gestures (1, 2, 8 to 512) for the display
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// Handle gesture log
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//--------------------------------------------------------------------------------------
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if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
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{
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if (CheckCollisionPointRec(GetMousePosition(), logButton1))
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@ -171,7 +176,6 @@ void Update(void)
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}
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// Handle protractor
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//--------------------------------------------------------------------------------------
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if (currentGesture > 255) // aka Pinch In and Pinch Out
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{
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currentAngleDegrees = currentPitchDegrees;
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@ -189,9 +193,6 @@ void Update(void)
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finalVector = (Vector2){ (angleLength*sinf(currentAngleRadians)) + protractorPosition.x, (angleLength*cosf(currentAngleRadians)) + protractorPosition.y }; // Calculate the final vector for display
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// Handle touch and mouse pointer points
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//--------------------------------------------------------------------------------------
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#define MAX_TOUCH_COUNT 32
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Vector2 touchPosition[MAX_TOUCH_COUNT] = { 0 };
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Vector2 mousePosition = {0, 0};
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if (currentGesture != GESTURE_NONE)
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@ -202,22 +203,20 @@ void Update(void)
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}
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else mousePosition = GetMousePosition();
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}
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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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// Draw common
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//--------------------------------------------------------------------------------------
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// Draw common elements
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DrawText("*", messagePosition.x + 5, messagePosition.y + 5, 10, BLACK);
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DrawText("Example optimized for Web/HTML5\non Smartphones with Touch Screen.", messagePosition.x + 15, messagePosition.y + 5, 10, BLACK);
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DrawText("*", messagePosition.x + 5, messagePosition.y + 35, 10, BLACK);
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DrawText("While running on Desktop Web Browsers,\ninspect and turn on Touch Emulation.", messagePosition.x + 15, messagePosition.y + 35, 10, BLACK);
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// Draw last gesture
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//--------------------------------------------------------------------------------------
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DrawText("Last gesture", lastGesturePosition.x + 33, lastGesturePosition.y - 47, 20, BLACK);
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DrawText("Swipe Tap Pinch Touch", lastGesturePosition.x + 17, lastGesturePosition.y - 18, 10, BLACK);
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DrawRectangle(lastGesturePosition.x + 20, lastGesturePosition.y, 20, 20, lastGesture == GESTURE_SWIPE_UP ? RED : LIGHTGRAY);
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@ -235,7 +234,6 @@ void Update(void)
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for (i = 0; i < 4; i++) DrawCircle(lastGesturePosition.x + 180, lastGesturePosition.y + 7 + i*15, 5, touchCount <= i? LIGHTGRAY : gestureColor);
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// Draw gesture log
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//--------------------------------------------------------------------------------------
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DrawText("Log", gestureLogPosition.x, gestureLogPosition.y, 20, BLACK);
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// Loop in both directions to print the gesture log array in the inverted order (and looping around if the index started somewhere in the middle)
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@ -256,7 +254,6 @@ void Update(void)
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DrawText("Hold", logButton1.x + 62, logButton1.y + 13, 10, WHITE);
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// Draw protractor
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//--------------------------------------------------------------------------------------
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DrawText("Angle", protractorPosition.x + 55, protractorPosition.y + 76, 10, BLACK);
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const char *angleString = TextFormat("%f", currentAngleDegrees);
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const int angleStringDot = TextFindIndex(angleString, ".");
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@ -278,7 +275,6 @@ void Update(void)
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if (currentAngleDegrees != 0.0f) DrawLineEx(protractorPosition, finalVector, 3.0f, gestureColor);
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// Draw touch and mouse pointer points
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//--------------------------------------------------------------------------------------
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if (currentGesture != GESTURE_NONE)
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{
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if ( touchCount != 0 )
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@ -300,33 +296,42 @@ void Update(void)
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EndDrawing();
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//--------------------------------------------------------------------------------------
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}
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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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static char const *GetGestureName(int i)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures web");
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//--------------------------------------------------------------------------------------
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// Main game loop
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//--------------------------------------------------------------------------------------
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(Update, 0, 1);
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#else
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SetTargetFPS(60);
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while (!WindowShouldClose()) Update(); // Detect window close button or ESC key
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#endif
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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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return 0;
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switch (i)
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{
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case 0: return "None"; break;
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case 1: return "Tap"; break;
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case 2: return "Double Tap"; break;
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case 4: return "Hold"; break;
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case 8: return "Drag"; break;
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case 16: return "Swipe Right"; break;
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case 32: return "Swipe Left"; break;
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case 64: return "Swipe Up"; break;
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case 128: return "Swipe Down"; break;
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case 256: return "Pinch In"; break;
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case 512: return "Pinch Out"; break;
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default: return "Unknown"; break;
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}
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}
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static Color GetGestureColor(int i)
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{
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switch (i)
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{
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case 0: return BLACK; break;
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case 1: return BLUE; break;
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case 2: return SKYBLUE; break;
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case 4: return BLACK; break;
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case 8: return LIME; break;
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case 16: return RED; break;
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case 32: return RED; break;
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case 64: return RED; break;
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case 128: return RED; break;
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case 256: return VIOLET; break;
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case 512: return ORANGE; break;
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default: return BLACK; break;
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}
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}
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Before Width: | Height: | Size: 8.7 KiB After Width: | Height: | Size: 8.7 KiB |
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